• Spread of County Uppy, featuring the box, rules, and cards.
  • County Uppy Box 3/4 View
  • County Uppy Box Front
  • County Uppy Box Back
  • Examples of County Uppy cards.
  • Examples of County Uppy Chaos Expansion cards.

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.

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