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Printable Skip-Bo score sheet

Most people don’t know Skip-Bo has scoring — the box rules play to 500. This pad tracks game-by-game points for four players with the official math printed on it: 25 for winning, plus 5 for every card still stuck in each opponent’s stock pile.

UNO score sheet → Prints on one page — US Letter or A4. Save as PDF from the print dialog.

Skip-Bo

2–6 players · 162 cards · stock of 30 (10–15 for a quick series)
Empty your stock to win the game · first to 500 points wins the series
Series to 500 — after each game, the winner scores 25 plus 5 per card left in every opponent’s stock pile. Keep the running total.
GamePlayer 1Player 2Player 3Player 4
ptstotalptstotalptstotalptstotal
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Scoring & setup

  • Winner of a game scores 25 + 5 per card left in each opponent’s stock
  • First player to 500 points wins the series
  • Stock piles: 30 cards each (deal 10–15 for faster games)
  • Build piles run 1 → 12; Skip-Bo cards are wild; completed piles recycle
  • Only the stock pile has to empty — hand and discards don’t matter at the buzzer
Skip-Bo® is a registered trademark of Mattel, Inc. This score sheet is an independent work created by Limestone Games and is not affiliated with, endorsed by, or sponsored by Mattel — the name is used only to identify the game the sheet is for.
Limestone Games Skip-Bo score sheet · free printable · limestonegames.com/printables/

How to play Skip-Bo

Everyone gets a face-down stock pile with the top card flipped — the only pile that matters. In the middle, up to four building piles grow from 1 to 12, fed from your stock, your five-card hand, and your discard piles; Skip-Bo cards are wild and stand in for anything. Play cards for as long as you can legally build (emptying your hand draws five more), and end your turn with one discard. First stock pile to hit empty wins the game.

The scoring nobody uses — and why it’s good

The official series rules turn casual wins into a race: 25 for the win, plus 5 per card remaining in every opponent's stock, first to 500. Suddenly a blowout is worth more than a squeaker, and grinding your stock down from 29 even in a losing game is defence. The pad gives each player a points column and a running total; fourteen rows is a generous evening.

Playing it well

Stock first, always — every other move exists to unlock the next stock card. Discards are a filing system, not a dumping ground: stack them in runs or repeats you can peel off in order. And holding a Skip-Bo card a beat longer than feels natural is usually right; wilds spent on a 3 are wilds you didn't have for the 12.

Frequently asked

How many can play? Two to six; past four, play partnerships — partners may coach each other’s turns and win together when either stock empties.

What if the draw pile runs dry? Completed building piles are reshuffled into a fresh draw pile — the game never stalls.

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