A General Guide to Speed-running UNO
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A General Guide to Speed-running UNO
Updated 1 year ago by TheRealLieF

After speed-running UNO for a while, I figured some things out to get the optimal speedrun. Of course it depends on your play style and AI randomness, but there are some things you can control.

šŸƒThe CardsšŸƒ

- Number Cards
	The best cards to have are non-action cards/number cards (with the exception of 0 & 7). This is because there is no extra time added with the animations that come with the action cards.

- Wild Cards (Not +4 Wild Cards)
	The next best cards are the wild cards. You can usually play these as the last card and get a guaranteed win, or it can be used if you don’t have the available color.

- 0 & 7
	These cards have a special place in UNO. If you are playing the ā€œNo Added Rulesā€ game mode these cards do nothing. However, if you have a 0 or 7 in the ā€œAll Added Rulesā€ game mode, this adds unnecessary time to the speedrun, and 9/10 times will cause no record time.

- Other Action Cards (Including +4 Wild Cards)
	These cards are shattering for speed-running, however are vital with the ā€œjump-inā€ and ā€œstackingā€ rules active. They add unnecessary seconds (usually 3-6 seconds per card) to your time, and usually cause more harm than good.

šŸ•¹ļøThe GamešŸ•¹ļø

- Player Position
	If you are the first player to play a card, you automatically save 6-18 seconds from your time.

- Drawing Cards
	If this happens, you may as well restart your run. There is a very slim chance you will beat any 
            records while having to draw cards.

- Knowing the Time to Beat
	Having the time you want to beat, plus a timer of some sort, is crucial to getting a record. This saves unnecessary time from your overall day because you’ll have that extra time to get more attempts in.

I hope this was a good (or at least decent) guide, thank you for reading this, and happy speed-running!

-- LieF