UNO JavaScript: Keep the Card Effect and Turn Together

A Skip advances only one seat, or a Wild leaves the hand before its color is chosen. Card movement and next-player selection form one transaction, so an unfinished effect cannot become a completed play.

The inspector starts with three hands and fourteen distinct card IDs. A’s Red Skip moves play to C. C’s Red Draw Two gives A two supply cards and moves play to B. The page lets you follow these effects and inspect where every card ends up; ordinary draw turns and a complete round are outside this component.

UNO JavaScript: Keep the Card Effect and Turn Together
UNO JavaScript: Keep the Card Effect and Turn Together
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Use the worked example

Select a in A’s hand and choose Play, then do the same for g in C’s hand and d in B’s hand. Try h on the resulting Red 2 to see a rejected play. After Reset, select c and press Play selected card. Then choose Cancel to preserve the cards, or select c and press Play again before choosing Blue to complete the play. The Reverse preset shows a separate C-to-B turn change.

Trace the result step by step

The reviewed Mattel Basic instruction sheet, marked © 2008, describes color/value/action matching, Skip, Reverse, Draw Two and Wild color choice. Its going-out instructions require a final Draw Two penalty before round scoring. This component uses those bounded effects as reference, not as a claim about every current edition.

Use this page to study Skip, Reverse, Draw Two, and a Wild’s pending color choice. It does not deal a full deck or offer ordinary draw-one turns, so a player without a legal card cannot continue a normal game here. Penalty stacking, Wild Draw Four, scoring, and two-player Reverse also need separate rules before extending it into a full game.

At the start, A holds a Red Skip, b Blue 5, and c Wild. B holds d Red 2, e Green Reverse, and f Blue 7. C holds g Red Draw Two, h Green 4, and i Blue Reverse. C1 Red 5 is on the discard; j Green 9, k Blue 2, l Red 8, and m Yellow 3 form the supply. Each ID must appear in exactly one place.

After a, g, and d are played, the supply begins with l, followed by m. The played cards are in the discard history, while j and k have joined A’s hand. A received the Draw Two penalty and lost that turn; the effect did not leave A an opportunity to stack another card.

The rejected Green 4 matches neither Red nor the number 2. Compare the hand, discard, active color, direction, and player before and after trying it: each should remain unchanged. A rejection explains why the card cannot be played without partly completing its effect.

Use an independent stage with C active, direction +1 and Blue 7 on the discard. C's i Blue Reverse matches the color, changes direction to −1 and selects B next. Using the old direction would incorrectly choose A.

The Reverse preset starts a separate example rather than continuing the Red 2 sequence. It places f Blue 7 on the discard and removes f from B’s hand; C1 remains in the discard history. This preserves all fourteen IDs while giving C’s Blue Reverse a legal color match.

Choose the last-card example to inspect C’s sole remaining card, g Red Draw Two. A legal final play still transfers two supply cards to the next player and skips that player before reporting RoundWon. Emptying the acting hand does not erase the penalty attached to its last card. Once that effect is settled, the round displays its winner with no next active player.

With fewer than two supply cards available, the page reports BlockedSupply and leaves the attempted play uncommitted. The cards, direction, color, player, and round result remain as they were. That message describes this inspector’s short-supply handling; a full game would also need a defined way to replenish its draw pile.

Copy a prompt for this example

Build a single HTML three-player card-effect inspector using text-labeled cards and fourteen conserved IDs. Players are A, B, C in that order. Start A active, direction +1, active color Red. A holds a Red Skip, b Blue 5, c Wild; B holds d Red 2, e Green Reverse, f Blue 7; C holds g Red Draw Two, h Green 4, i Blue Reverse. Discard C1 Red 5; ordered supply j Green 9, k Blue 2, l Red 8, m Yellow 3.

Select a card from the active hand, then Play selected card. Match color or value/action, unless Wild. A playing a skips B and activates C. C playing g gives A j and k, skips A, and activates B. B playing d activates C; h Green 4 on Red 2 is rejected unchanged.

Selecting a Wild only selects the card; pressing Play selected card begins the pending color choice. The card stays in hand until a color completes the play. Cancel preserves all hands and turn state. Include a Reverse preset with C active and f Blue 7 on discard; i reverses direction and makes B next.

Add separate last-Draw-Two and short-supply examples. Apply two-card penalties before recording a win, and leave no next active player after RoundWon. If supply is insufficient, commit no partial transfer or win. Display hands, discard, supply, direction, color, and ID-conservation status.

Reset restores the exact initial partition. Label the component's omissions: no ordinary draw turns, stacking, full dealing, or round scoring. Return one responsive HTML page.

Follow a pending Wild through Cancel and then through a chosen color before adapting these effects for your own game. The prepared HTML inspector can be previewed in NOS alongside its card summary. Use that summary to confirm the fourteen IDs after each completed play, particularly a final Draw Two.

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