Colour-or-Number Card Games

A fast, replayable card game where each turn your child has to decide whether to match the top card by its colour or its number — and then decide all over again next turn, especially when an action card changes the rules.

  1. Use an UNO deck (or a home-made colour-and-number deck). Deal 5–7 cards each; the rest is the draw pile. Flip one card face-up to start.
  2. On your turn, play a card that matches the top one by colour OR by number — on a red 7 you may play any red card or any 7. Say which way you matched out loud: “I’m matching red!” / “I’m matching the 7!”
  3. Can’t match? Draw one card, play it if it fits, otherwise keep it and pass.
  4. Go around taking turns, and encourage your child to watch others’ choices and plan ahead.
  5. Add just one or two action cards at a timeSkip, Reverse, and the Wild “change-the-colour” card — each of which forces a quick rule update.
  6. First to empty their hand wins the round — or, in the gentle version, simply play until everyone is out, so there’s no single “loser.”
  7. Reshuffle and play again — rounds are short, so replay a few times.

Variation: no UNO? Make about 30–40 index cards in four colours, each showing a number 1–5, and play the same colour-or-number rule. Play Crazy Eights with an ordinary 52-card pack (match by suit or rank; any 8 is wild). Try Spot It!/Dobble for a fast spot-the-match variant. Or go cooperative — empty a shared hand together within a set number of turns.

Requirements

  • Space: Any small indoor spot — a table or a patch of floor
  • Surface: One flat surface the group can sit around
  • Materials: An UNO deck (standard or junior) or a home-made set of colour-and-number cards; optionally a Spot It!/Dobble pack for the speed variant
  • Participants: Two to four players (an adult plus one to three children works well; pairs are fine)
  • Supervision: An adult to teach and simplify the rules, model turn-taking, narrate the colour-or-number choice, and keep emotions light

Rationale & Objective

Every turn poses the same demand the Dimensional Change Card Sort uses to measure cognitive flexibility: decide whether to attend to colour or to number, then re-decide on the very next turn as the top card changes — live, repeated set-shifting wrapped in play (Zelazo, 2006; Diamond, 2013). Action and wild cards add on-the-fly rule updating (direction reversed, a turn skipped, “the colour is now blue”), so the child must hold the current rule, inhibit the now-wrong response, and switch — working memory, inhibitory control, and flexibility working together (Diamond, 2013). Taking turns layers in self-regulation: waiting, watching peers, and resisting the urge to grab or peek (Wiltshire & Scott, 2024). Because the game is genuinely fun and endlessly replayable, it supplies the repeated, progressively harder practice that Diamond and Lee (2011) identify as the active ingredient in effective EF interventions — something a one-off worksheet can’t. Randomised and review evidence suggests analogue board and card games can improve flexibility and inhibition in children (Moya-Higueras et al., 2023). Honest framing — I found no peer-reviewed trial showing UNO specifically raises executive function; the available game studies used other card and board games and mostly older children (about 7–12), so the strong claim is the construct match (colour-or-number switching is the DCCS mechanic), not proven transfer — treat it as well-grounded enrichment, and expect many five-year-olds to need scaffolding (open hands, fewer special cards) before they switch smoothly or lose gracefully.

Progress Indicators

  • Early: needs full help each turn, plays cards almost at random, often misses valid colour/number matches, and may melt down or quit when not winning
  • Developing: matches reliably on one feature and, with a prompt (“colour or number?”), can switch; handles one action card with reminders; takes turns with some impatience
  • Proficient: scans the top card and chooses colour OR number without prompting, updates correctly to Reverse/Skip/Wild on the fly, waits for turns, and usually copes with losing
  • Advanced: switches quickly and fluidly, uses action and wild cards strategically, manages winning and losing with composure, and can deal, call the rules, and teach the game to a younger child

Safety Notes

  • Physical risk is minimal — the main snags are paper cuts from creased cards and keeping cards out of mouths
  • Home-made decks: avoid small loose pieces and keep cards away from infants and toddlers who could choke; round the corners of index cards
  • The real caution is emotional — competition and losing are genuinely hard at five, so watch for rising frustration and pause, switch to the cooperative or open-hand version, or end on a high note before tears
  • Keep games short and light; if a child keeps “losing,” change teams, play to “everyone empties their hand,” or stop — protect the joy so it stays a game they want to replay
  • Don’t make a frustrated or over-tired child keep playing; a short reset stops the game becoming something they dread

Hints

  • Playfulness: ham it up — gasp at a Reverse, make a big show of the “colour change!”, narrate your own thinking (“hmm, blue or a 4?”), and let your child call the new colour with flair on a Wild
  • Sustain interest: keep rounds short and replay; rotate variants (home-made deck one day, Spot It! the next) and let your child invent a house rule or a new action card to keep it fresh over weeks
  • Common mistake: dumping the full set of special cards in at once, or playing cut-throat too early — it overwhelms a five-year-old and ends in tears; add one action card at a time and favour gentle scoring until the rules are solid
  • Limited materials: no UNO? Four colours of index card numbered 1–5 (about 30–40 cards) play the same way, and an ordinary 52-card pack plays Crazy Eights
  • Cross-domain: touches early maths (colour and number recognition, matching), social skills (turn-taking, watching peers), emotional regulation (handling winning and losing), and language (saying why a card matches)
  • Progression: open hands and match one way (colour) → match colour OR number → add a single action card → the full deck → speed up play, or let your child deal, call the rules, and teach a sibling

Sources

  • Zelazo, P. D. (2006). “The Dimensional Change Card Sort (DCCS): a method of assessing executive function in children.” Nature Protocols, 1(1), 297–301 (colour/number dimension-switching is the canonical measure of children’s cognitive flexibility)
  • Diamond, A. (2013). “Executive Functions.” Annual Review of Psychology, 64, 135–168
  • Diamond, A. & Lee, K. (2011). “Interventions Shown to Aid Executive Function Development in Children 4 to 12 Years Old.” Science, 333(6045), 959–964 (this paper does not name commercial card games)
  • Moya-Higueras, J., Solé-Puiggené, M., Vita-Barrull, N. et al. (2023). “Just Play Cognitive Modern Board and Card Games, It’s Going to Be Good for Your Executive Functions: A Randomized Controlled Trial.” Children, 10(9), 1492 (ages 7–12; games other than UNO — supports the category, not UNO specifically)
  • Wiltshire, C. A. & Scott, M. (2024). “Building Executive Function Skills Through Games: The Power of Playful Learning.” Young Children (NAEYC)
  • Head Start ELOF — Approaches to Learning (P-ATL 9: flexibility in thinking and behavior; with P-ATL 5 impulse control, P-ATL 6 attention, P-ATL 8 working memory)