Mattel Games UNO Family Card Game, with 112 Cards in a Sturdy Storage Tin, Travel-Friendly, Makes a Great Toy for 7 Year Olds and Up

From: Mattel Games

Pete's Expert Summary

Honestly, my human has brought home another one of their bafflingly simplistic entertainments. It appears to be a collection of 112 stiff, colorful paper rectangles housed within a metallic box. They call it a "game," a ritual where they sit around flapping these cards at each other and making strange noises. From my perspective, the cards themselves are mildly interesting—thin enough to slide under a door, yet stiff enough for a satisfying chew. However, the true prize is the tin. It's cool, smooth, and has the potential to be an excellent reverb chamber for my midnight yowls or a secure vault for a stolen feather. The so-called "game" is a waste of perfectly good petting time, but the components have… possibilities.

Key Features

  • UNO is the classic family card game that's easy to learn and so much fun to play!
  • In a race to deplete your hand, match one of your cards with the current card shown on top of the deck by either color or number.
  • Strategize to defeat your competition with special action cards like Skips, Reverses, Draw Twos and color-changing Wild cards.
  • When you're down to one card, don't forget to shout 'UNO!'
  • This fun family card game is perfect for adults, teens and kids 7 years old and up.
  • UNO Tin comes with 112 cards and instructions in a sturdy tin that's great for storage and travel.
  • Colorblind accessible! Special graphic symbols have been added to each card to help identify the color(s) on that card. This will allow players with ANY form of color blindness to easily play!

A Tale from Pete the Cat

The evening the metal box arrived, my human and her associates gathered around the low table in the living room, their eyes gleaming with a primitive sort of focus. They spilled the contents—a riot of colored squares—and began their bizarre ceremony. They’d slap a card down, shout a number, and occasionally glare at each other over things called "Skips" and "Reverses." I watched from the arm of the sofa, a gray shadow of judgment, convinced this was some form of primitive, paper-based augury. They were attempting to divine the future, and clearly, they were doing it all wrong. Their ritual ended in a shriek of "UNO!" and they abandoned the prophetic squares, leaving the tin carelessly ajar. This was my moment. The veil between worlds was thin, and the truth was laid bare on the mahogany tabletop. I leaped down, my paws silent on the wood, and approached the scattered cards. I was not here to play; I was here to interpret the cosmic forecast. I sniffed a green "9." It smelled of fresh grass and the disappointing crunch of a housefly. A blue "Draw Two" hinted at a future with two fewer treats, a prophecy I would not allow to stand. I nudged it with my nose until it fell to the floor, thus averting disaster. My gaze then fell upon the most powerful icon in the deck. It wasn't red, blue, green, or yellow. It was all of them and none of them, a "Wild" card shimmering with chaotic potential. This was no mere card; it was a blank check from the universe. It spoke of unforeseen cans of tuna, of spontaneous chin scratches, of the forbidden cream cheese being left unattended. It promised a reality bent to my will. It was the ultimate omen, and it belonged to me. With the utmost care, I picked up the "Wild" card in my mouth. The smooth, glossy paper was a poor substitute for a mouse, but its symbolic weight was immense. I carried my chosen destiny to my food bowl and dropped it with a soft clatter, a clear message for my human staff. They could keep their numbers and their rules. I had divined the one true outcome that mattered: my own boundless satisfaction. The cards themselves are flimsy, but as tools of manipulation? They are second to none. The tin, of course, now makes a fine dish for the extra water I shall require. A most worthy instrument of power.