Meowno Lobby
Play Meowno online with friends
A UNO style card game: be the first to empty your hand. Create a room for friends or join a public table.
Get started
We will remember this nickname for your next visit.
How public rooms work
Public rooms are visible in the list while at least one player is online.
Public rooms
No public rooms online yet.
Rules
The idea
- A deck of 108 cards: four colours with digits from 0 to 9 and action cards, plus eight wild cards.
- Everyone gets 7 cards and one card is flipped onto the discard pile. The goal is to get rid of all your cards first.
- From 2 to 8 players at the table, everyone else can watch.
A turn
- Play a card of the same colour, the same digit or the same symbol as the top of the discard pile. Wild cards always fit.
- With nothing to play, draw a card. If it fits you can play it straight away, otherwise the turn passes on.
- Every turn has a timer. When it runs out a card is drawn for you and the turn moves on.
Action cards
- Skip: the next player misses a turn.
- Reverse: the direction of play flips. With two players it works as a skip.
- +2: the next player draws 2 cards and misses a turn.
- Colour change: goes on any card and you name the colour for the next player.
- +4 colour change: the next player draws 4 cards and misses a turn, and you name the colour.
Meowno!
- When you are down to one card, press "Meowno!". You can press it early when you hold two cards.
- If you forget, opponents can press "Catch!" before the next player moves: you draw 2 cards.
- To keep it fair, the "Catch!" button activates a couple of seconds after the play.
Scoring and winning
- Quick game: the first to empty their hand wins, the others are ranked by the points left in hand.
- Classic match: the round winner scores the cards left with opponents: digits at face value, actions 20, wilds 50. Play up to 200, 300 or 500.
- If a player leaves, their cards return to the deck. The last one standing wins.
House rules
- Stacking: answer a +2 with a +2 or a +4 with a +4, the penalty adds up and moves on.
- Jump-in: an identical card can be played out of turn.
- Seven and zero: a seven swaps hands with a chosen player, a zero passes all hands along.
- Draw until it matches: keep drawing until you get a card you can play.