Contents: Rules These rules and 110 cards:
- 4 Wild cards
- 28 Ugh! cards
- 78 Number cards

Game Design: Jim and Lori Reichert;
Rulebook & Game Development:Tyler Bielman, Ray Wehrs, and Coleman Charlton;
Project & Production Management: Tina Wegner;
Art Direction: Dawne Weisman;
Art: John Kovalic;
Graphic Design: Ilonka Sauciuc;
Editing: John Michael Arnaud; Sales and Marketing: Ray Wehrs;
Playtesters: Ashley, Brandon, Chris, D., Daniel, David, Erick, J.D., Jake, Jennifer, Jennifer, Jill, Joe, Jon, Keith, Kim, Martin, Matt, Nicki, Paul, Samantha, Sandy, Sean, Tom, Tonya, Tracie, UW Bothell BBUS 429 Summer ’09, and many others. Special thanks to: Jordan Weisman, Ethan Pasternack, Derick Fields, Jason Erwin, Patrick Donoghue, Shana Doerr, Rollie Watson, Beulah, Tina T.& Abyssal Vysta

Object of the game:
Ugh!™ is a game for 2–6 players ages 8 and up. Players aim to get the most points by “locking” sets of cards containing one of each color—but watch out for the Ugh!
Set up:
- Shuffle all the cards together to make a deck and then place the deck face down in the center of the play area.
- Make sure there is space for three Safety piles and a Discard pile near the deck.
- The play area directly in front of each player is called a Pool. Cards in a player’s Pool must be face up and spread out in front of that player.
- Each player will need to allow space for a Victory pile near his or her Pool.
- The youngest player goes first.

There are two things you can do on your turn, and you may do them in any order. You must: 1. take a card and, assuming you haven’t flipped an Ugh! card, 2. you may lock a set.
1.Take a card: Flip a card from the top of the deck and put it into a Safety pile. You may put up to 3 cards into Safety piles on your turn, but beware: if you press your luck and get an Ugh! card, you could end up with nothing! OR To ensure you get a card on your turn, take the top card from any one of the Safety piles and put it into your Pool. There will be no cards in the Safety piles on the first turn, so the first player must flip at least one card from the top of the deck.

Flipping a Card: Flip the top card of the deck. If the first card a player flips on his or her turn is an Ugh! card, follow the instructions on the card immediately and add it to the player’s Victory pile face down; each first-flipped Ugh! card is worth 3 victory points to that player’s final score. Should you flip an Ugh! card at any other time during your turn, follow the instructions on the card immediately and then put it into the Discard pile. Flipping an Ugh! card ends your turn—you cannot add a card to your Pool or lock a set afterward. Some Ugh! cards result in a loss of cards from your Pool. If the Ugh! card you flipped has a negative number on it, you must discard that number of cards from your Pool. Beware of the ultimate Ugh! card: The Coming of the Ice Age. If you flip this card, you must discard 1 card of each color from your Pool plus 1 additional card of your choice. Ugh!

III. Ugh cards

- The first Number card you flip over is put into the first Safety pile. If you choose to flip over a second card and it is a Number card, it goes into the second Safety pile, and so on as shown in “Setup”; - Once you have put a Number card into a Safety pile, you can take the top card from any Safety pile and put it into your Pool (including the one you just flipped). If you add a card to your Pool, you cannot take another card from the deck or Safety pile this turn; - If you choose not to put a card into your Pool from a Safety pile, you can flip the next card from the deck. Remember that flipping an Ugh! card ends your turn; Once the third card has gone into its Safety pile, you may safely take the top card from any Safety pile and put it into your Pool—or you may push your luck and flip the top card of the deck. This fourth card cannot be put into a Safety pile and must be played. Watch out for Ugh! cards! Flipping more cards gives you the chance to get a higher Number card, but also increases your chance to pull an Ugh! card. If you flip a Wild card, you may immediately steal any card of that color from another player’s Pool and then discard the Wild card. An All Wild card allows you to steal any card from another player’s Pool.

IV. All Wild card

- You may not use a Wild card to steal a locked card (see “Locking a Set”); - A Wild card may steal an All Wild card and vice-versa. - A Wild card cannot steal a Wild card of a different color; - Wild cards, like Number cards, may be put into Safety piles; - You may choose NOT to steal another player’s card and instead put the Wild card into your Pool for use in completing a set; it counts as a card of its color and can no longer be used to steal another player’s card; - Wild cards used to complete a set are valued at 1 point less than the lowest card in that set. For example, a player has a purple 5 and a green 4, and then uses an orange Wild card to complete the set. The orange Wild card is valued at 3.
2. Locking a Set: A set consists of one card of each color (green, orange, purple). Each card can be used only once, as part of a single set. At any point during your turn, you may lock a set of cards from your Pool—assuming you haven’t flipped an Ugh! card first. A set’s score is determined by multiplying the card values. For example, locking a set containing orange 2, green 4, and purple 3 Number cards would be worth 24 points (2 x 4 x 3). Multiply the numbers in any order to get the total. You can create as many sets as you like from your Pool, and you may do so at any time during your turn—including in between flipping cards. To lock a set, announce its value and then put it into your Victory pile. Once there, the “locked” set cannot be affected by Ugh! cards or stolen by Wild cards. The Final Turn and Determining the Winner: Just before the current player flips the final card in the deck, all players can lock any remaining sets from their Pools—this is the last opportunity opposing players have to score. Unlocked cards in a player’s Pool do not contribute to his or her final score. If the current player flips the final card and it is an Ugh! card, the game ends. That player does not get to lock any remaining sets. Otherwise, he or she plays the final card and can lock any remaining sets from his or her Pool, ending the game. Players add up the scores of all their locked sets plus 3 points for any Ugh! cards they flipped first on their turns. The player with the highest score wins!

Strategy tips:
- Number 1 and 2 cards are good to have in your Pool. Both provide insurance against Ugh! cards on higher valued cards—and 2s will always double the value of a set; - Don’t be afraid to draw from the Safety piles; the Ugh! cards are in the deck. On the other hand, feel free to encourage your opponents to draw from the deck.; - Keep an eye on which cards have entered and exited play—especially Ugh! cards. You might want to press your luck if you know there aren’t many Ugh! cards remaining; - If you have no cards in your Pool, go ahead and press your luck. You have nothing to lose if you flip an Ugh! card; - Watch what other players need. Sometimes it makes sense to take a card even if you don’t need it— especially if it means keeping another player from locking a set; - It can be helpful to know each player’s current score as the game goes on. Feel free to use a pencil and paper to keep a running total of other players’ points; - Play with two Ugh!™ decks to add up to six more players to the game!

Younger Players:
When playing with younger players for the first time, we suggest that Ugh! cards with blue numbers and blue backgrounds be removed from the game. This will allow for higher-scoring games and provide a much more enjoyable experience for younger players. As they become more familiar with the game and the strategies involved, add those Ugh! cards back into the deck for a more challenging experience.