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getOUT: A New Twist on Uno with Fluxx-Inspired Chaos

If you’re a fan of the fast-paced card game Uno and enjoy the unpredictable twists of Fluxx, then you’ll love getOUT! This game blends familiar mechanics with fresh event-based challenges, bringing a new layer of strategy and excitement to the table. Whether you’re a seasoned Uno player or looking for something new to spice up game night, getOUT promises to be a fun, chaotic, and fast-paced experience.

The Rules of getOUT

Setup

  • Players: 2-10
  • Decks: Standard Uno deck + an Event deck.
  • Starting Cards: Each player begins with 7 Uno cards.

Event Deck

  • The event deck contains challenge cards with different tasks players must complete using their Uno cards.

Gameplay

Turn Order

  • Players take turns in a clockwise direction.

Draw Phase

  • At the start of each turn, the active player draws one card from the challenge deck.
  • If a player is running low on cards, they may also choose to draw from the regular Uno deck.

Event Phase

  • The active player draws an event card and must complete the task using their cards.
    Examples:

    • Flooded Room: Play two blue cards to escape.
    • Locked Door: Play one yellow card and one number 7 card to unlock.

Event Options

  • If a player successfully completes the event, they discard the cards used and gain the specified amount of event points.
  • If they fail to complete the event, they must keep their cards and face the event’s consequences (usually a penalty written on the card).

Card Effects

  • Reverse: Can be played to complete a challenge, and it will reverse the turn order in the game.
  • Skip: If used to complete a challenge, the next player gets skipped.
  • Point Modifiers (+2, +4): Instead of drawing cards, the next player discards that amount from their hand.
  • Wild Cards: Can be used to represent any color. Wild cards can also come with a custom rule, like forcing another player to complete an extra event, though these rules can’t give extra event points.

Winning

  • The first player to earn 10 event points wins the game.

Playtest Pictures


Inspiration Behind getOUT

This game was born out of a love for two very different but equally fun card games: Uno and Fluxx. Uno’s simple, color- and number-based gameplay makes it quick to learn, while Fluxx’s ever-changing rules and objectives make it delightfully unpredictable. We wanted to blend the best of both worlds, adding a dynamic element of surprise with the event deck while keeping the core play of Uno intact.

Events in getOUT give players something to aim for, shaking up the usual rhythm of Uno by introducing unique challenges each turn. The unpredictability of the event deck was inspired by the chaos that makes Fluxx so fun. Additionally, the familiar special card effects from Uno remain in play, which keeps the game fast-paced and easy to grasp for those already familiar with the classic game.


Notes from Playtesting

This section will be used to track feedback and observations during our playtests. It will help document what worked well and what needed tweaking in the gameplay mechanics.

  • Playtest 1: Add in event points so that now there is an extra layer to the game. Cards can be harder to complete but give more event points if completed.
  • Playtest 2: add in the reverse, skip, point modifiers, etc so that you would be able to impact someone else more in the game.

Changes Based on Playtesting

  • Adjusted the number of event points required to win from 15 to 10 for faster rounds.
  • Tweaked the penalties for failing events to make them more balanced and less punishing.
  • Modified some of the custom wild card rules based on player feedback to ensure they don’t overpower regular gameplay.

Yranoitcip

I got the inspiration for Yranoitcip from a Leetcode session with my friends. One person would be at the board, coding based on the instructions given by the audience, and the next person would either continue or erase what had been written based on their own understanding. This sparked the idea to turn it into a competitive environment, where teams have to balance collaboration and misdirection to win.

Yranoitcip is a game designed for two teams with two drawers at the board, but here’s where things get tricky: the teams can give instructions to either draw or erase, and some players might even sabotage the drawing with misleading instructions. The goal? Get your team’s drawer to guess what’s being drawn before the other team!

Special shoutout to Yoko Grapefruit, who helped me shape the concept by adding more depth to the competition. She suggested the element of “hidden identities” to introduce more uncertainty, making it harder for players to know who’s helping and who’s sabotaging. This added an extra layer of strategy, where not only are the drawings at stake, but trust within the team becomes crucial to winning.

Rules Here: https://docs.google.com/document/d/1Y9B5rsfYI5aITZXs7Kcl7TXKdOCzdfwKs7UGJjfzMIo/edit?usp=sharing