County Uppy
County Uppy is a fast paced counting card game full of ups and downs and quick turn arounds!
2-8 players
Ages 6+
212 Cards
Playing County Uppy
County Uppy Rules
Objective
- Get the count to 16.
- Be the last player able to play a card.
Setup
- Shuffle the deck.
- the player closest to the age of 16 deals 5 cards to each player.
- The player left of the dealer begins.
- The count starts at 0 of all colors.
On your turn:
Draw a card.
Play a card.
- If the card you play doesn’t match a color or the number on the card last played, you discard a card.
- If the card you play takes the count over 16 or under 0, you discard a card.
- Send the cards in play to the Discard Pile.
- Reset the count to 0 of all colors.
- If the card you play gets the count to 16, all other players discard a card.
- Send the cards in play to the Discard Pile.
- Reset the count to 0 of all colors.
- The above stack, so it is possible for you to discard 2 cards or all players to discard 1.
If a player needs to discard a card, but is unable to, they are out of the game.
Pass the turn to the player clockwise of you.
Wilds
- +1 Card: Draw an extra card.
- +/-: If the next card played is a number card, reverse its sign from positive to negative and vice versa.
- E.g. -2 would add 2 to the count. 6 would subtract 6 from the count.
- Reverse: reverse the order of play from clockwise to counterclockwise and vice-versa.
- Steal: Take a card from a player of your choice.
- Trade Hands: Trade hands with a player of your choice.
- x2: Double the current count.
Chaos Wilds
- =15: Set the count to 15.
- Play 2: The next player must play one card, resolve it anyone needs to discard, and then play a second card.
- Re-Deal: Shuffle cards from all players’ hands and re-deal them to all players still in the game. You choose who to deal to first.
- Rotate Hands: All players rotate hands along the order of play to the next player still in the game.
- Skip: Skip the next player’s turn.
Contents
- 30 Cyan Cards (-2 to 7)
- 30 Green Cards (-2 to 7)
- 30 Magenta Cards (-2 to 7)
- 18 Wild Cards:
- 3 +1 Card
- 3 +/-
- 3 Reverse
- 3 Steal a Card
- 3 Trade Hands
- 3 x2
- 8 Quick Reference Cards
- 3 Blank Cards
Chaos Contents (Black Interior)
- 12 Cyan Cards (-4, -3, 8, 9)
- 12 Green Cards (-4, -3, 8, 9)
- 12 Magenta Cards (-4, -3, 8, 9)
- 14 Cyan/Green Cards (-4 to 9)
- 14 Green/Magenta Cards (-4 to 9)
- 14 Magenta/Cyan Cards (-4 to 9)
- 15 Wild Cards:
- 3 =15
- 3 Play 2
- 3 Re-Deal
- 3 Rotate Hands
- 3 Skip
Game Variations
- The OG: Play with all cards.
- Keep it Simple: Play with only normal (white) cards.
- Only Chaos: Play with only Chaos (black) cards.
- It’s Wild Time: Play with normal (white) cards and all wild cards.
- Math is Fun: Play with all number cards and no wild cards.
- SPEED: When a player’s hand leaves a card they cannot change their mind. Players must maintain a consistent tempo, otherwise the must discard a card.
- Teams: For even numbered players. Team members sit alternating teams.
- Before playing a card, a player may be given a card from another player on their team.






