Mattel Disney Pixar Cars UNO Master Game User manual

Mattel Disney Pixar Cars UNO Master Game User manual
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CONTENT
108 Cards as follows:
19 Blue Cards - O to 9
19 Green Cards - O to 9
19 Red Cards - 0 to 9
19 Yellow Cards - 0 to 9
8 Draw Two Cards - 2 each in blue, green, red and yellow
8 Reverse Cards - 2 each in blue, green, red and yellow
8 Skip Cards - 2 each in blue, green, red and yellow
4 Wild Cards
4 Wild Draw Four Cards
1 UNO® Master Timer
6 Rubber feet
Please remove all components from the container and compare them to the contents list.
If any items are missing, please call 1-800-524-8697. Outside the U.S., please consult
your telephone directory for a listing of your local Mattel office.
Keep these instructions for future reference as they contain important information.
OBJECT OF THE GAME ——
Race the timer and your opponents to be the first to get rid of all of your cards in each round!
The winner of the round scores points for the cards everyone else is left holding. Points in
rounds accumulate and the first player toreach 500 points wins. —
ASSEMBLY & BATTERY INFORMATION 7
* Requires 3-AA batteries (not included).
* For longer life use only alkaline batteries.
* Protect the environment by not disposing of this product with household waste
(2002/96/EC). Check your local authority for recycling advice and facilities.
* |f game malfunctions, check the battery instillation.
e BATTERIES SHOULD BE CHANGED WHEN SOUND DISTORTS OR LIGHTS Div. IE EEE
BATTERY SAFETY INFORMATION ©
In exceptional circumstances batteries may leak fluids that can cause a chemical burn injury
or ruin your product. To avoid battery leakage:
Non-rechargeable batteries are not to be recharged.
Rechargeable batteries are to be removed from the product before being charged
(if designed to be removable).
Rechargeable batteries are only to be charged under adult supervision (if designed to be
removable)
* Do not mix alkaline, standard (carbon-zinc), or rechargeable (nickel-cadmium) batteries.
Do not mix old and new batteries.
Only batteries of the same or equivalent type as recommended are to be used.
e Batteries are to be inserted with the correct polarity.
Exhausted batteries are to be removed from the product.
* The supply terminals are not to be short-circuited.
* Dispose of batteries safely.
e Do not dispose of this product in a fire. The batteries inside may explode or leak.
HAAS
D.
== —
Fix the 6 rubber feet into the holes on the bottom of the Timer as shown.
SETUP — ИНН
1.Each player draws a card; the player that draws the highest number deals (count any card
with a symbol as zero).
2.The dealer shuffles and deals each player 7 cards.
3. Place the remainder of the deck facedown in one side of the UNO® Master Timer to form a
DRAW pile. The Timer should be in the center of the playing area.
4, The top card of the DRAW pile is turned over and placed in the DISCARD section of the
Timer. NOTE: If any of the Action Cards (symbols) are turned over to start the DISCARD pile,
see FUNCTIONS OF ACTION CARDS for special instructions.
5. The switch on the side of the Timer has 4 positions: 0-1-2-3. The Timer is turned off when it
is in the “0” position. Select one of three different speeds for the game by sliding the switch
to the 1, 2 or 3 position. The higher the number, the longer you have to play—so, 1 is
fastest! When the switch is in your chosen speed position, the Timer will go into its idle
mode with pulsing lights but no sound.
—6.When you are ready to begín, start the game by pressing the UNO® button. The Timer will
instantly start ticking down at the chosen speed, so if you are first, don’t dawdle!
LET'S PLAY — И
The person to the left of the dealer starts play.
On your turn, you must match a card from your hand to the card on the top of the DISCARD
pile, either by number, color or symbol (symbols represent Action Cards; see FUNCTIONS
OF ACTION CARDS). EXAMPLE: If the card on the DISCARD pile is a red 7, the player
must put down a red card OR any color 7. Alternatively, the player can put down a Wild card
(See FUNCTIONS OF ACTION CARDS).
NOTE: If you play a #9 or #5 card, you have played a Lightning card! See FUNCTIONS OF
ACTION CARDS for the special rule.
If you don’t have a card that matches the one on the DISCARD pile, you must take a card from
the DRAW pile. If the card you picked up can be played, you are free to put it down in the same
turn. Otherwise, play moves on to the next person in turn.
You may also choose NOT to play a playable card from your hand. If so, you must draw a card
from the DRAW pile. If playable, that card can be put down in the same turn, however you may
not play any other card.
THE UNO® MASTER TIMER
As soon as you play a card on the DISCARD pile, you must then press the UNO® button. This
resets the timer and begins the next player's turn.
If the Timer runs out during your turn, you must draw two cards from the DRAW pile as a
penalty for taking too long. Add them to your hand.
If, as your turn, you draw one or more cards from the DRAW pile because you are either unable
to play or are required to by the previous player (see FUNCTIONS OF ACTION CARDS), you
must also press the UNO® button as soon as you have drawn them. Remember, if the Timer
goes off before you have drawn these cards and pressed the button, you must draw two more
cards.
NOTE: Whenever the Timer has gone off during your turn, it will then go back into the
lights-only idle mode while you draw your penalty cards. When you are done, the next player
should press the UNO® button to restart the timer before playing.
To pause the game, simply let the Timer run out and it will revert to idle mode.
FUNCTIONS OF THE ACTION CARDS ©
Draw Two Card — When you play this card, the next player must
draw 2 cards and miss their turn. This card may only be played on
a matching color or on another Draw Two card. If turned up at the
beginning of play, the same rule applies.
Reverse Card — When you play this card, the direction of play reverses
(if play is currently to the left, then play changes to the right, and vice
versa). This card may only be played on a matching color or on another
Reverse card. If this card is turned up at the beginning of play, the
dealer goes first, then play moves to the right instead of the left.
Skip Card — When you play this card, the next player is “skipped”
(loses their turn). This card may only be played on a matching color
or on another Skip card. If a Skip card is turned up at the beginning of
play, the player to the left of the dealer is “skipped,” hence the player
to the left of that player starts play.
Wild Card — When you play this card, you get to choose the color
that continues play (any color including the color in play before the
Wild card was laid down). You may play a Wild card on your turn even
if you have another playable card in your hand. If a Wild card is turned
up at the beginning of play, the person to the left of the dealer chooses
the color that continues play.
Wild Draw Four Card — When you play this card, you get to choose
the color that continues play PLUS the next player must draw 4 cards
from the DRAW pile and lose their turn. However, there is a hitch! You
may only play this card when you do NOT have another card in your
hand that matches the COLOR on the DISCARD pile (but it is acceptable
to play this card if you have matching number or Action Cards).
If turned up at the beginning of play, return this card to the deck and
pick another card.
NOTE: If you suspect that a Wild Draw 4 card has been played on you
illegally (i.e. the player has a matching card), then you may challenge
that player. The challenged player must show you (the challenger) their
hand. If guilty, the challenged player must draw the 4 cards instead of
you. However, if the challenged player is innocent, you must draw the
4 cards PLUS an additional 2 cards (6 total)!
Lightning Cards (#9 & #5) — Piston Cup superstar
Lightning McQueen is number 95; to honor that
hotshot racecar, his image and a lightning bolt
highlight all #9 and #5 cards. Whenever you play
one of these two cards by discarding it, yell
“Lightning!” You now get to immediately discard
another card as long as the second card is a legal
play (matching color or number, or an Action
Card). But remember to be “Lightning” fast,
because you still have to play the second card
before the Timer goes off or the penalty applies! If
one of these cards is turned up at the beginning of
play, it is just treated as a normal #9 or #5.
GOING OUT НИИ
When you play your next-to-last card, you must yell “UNO” (meaning “one”) to indicate
that you have only one card left. If you don’t yell “UNO” and you are caught before the
next player begins their turn, you must draw two cards.
Once a player has no cards left, the round is over. Points are scored (see SCORING) and
play starts over again.
If the last card played in a round is a Draw Two or Wild Draw Four card, the next player must
draw the 2 or 4 cards respectively. These cards are counted when the points are totaled.
If no player is out of cards by the time the DRAW pile is depleted, the DISCARD pile is
reshuffled and play continues.
SCORING
The first player to get rid of their cards receives points for cards left in opponents’ hands
as follows
All number cards (0-9) ................... Face Value
Draw TWO...............e.erneceecieene eee. 20 Points
REVErSE...............e_eeeiecenerecenenen eones 20 Points
SKIP eseereeer er ee 20 Points
Wild... 50 Points
Wild Draw Four................ ee... 50 Points
WINNING THE GAME —
The WINNER is the first player to reach 500 points.
ALTERNATIVE SCORING AND WINNING
Another way to score points is to keep a running tally of the points each player is left
with at the end of each round. When one player reaches 500 points, the player with the
lowest points is the winner
This device complies with Part 15 of the FCC rules
Operation is subject to the following two conditions:
(1) This device may not cause harmful interference, and (2) this device must accept any
interference received, including interference that may cause undesired operation.
* This equipment has been tested and found to comply with the imits for a Class B digital
device, pursuant to Part 15 of the FCC rules. These limits are designed to provide reasonable
protection against harmful interference in a residential installation. This equipment generates
uses and can radiate radio frequency energy and, if not installed and used in accordance
with the instructions, may cause harmful interference to radio communications. However,
there is no guarantee that interference will not occur in a particular installation. [f this
1 equipment does cause harmful interference to radio or television reception. which canbe _ |
determined by turning the equipment off and on, the user is encouraged to try to correct the
interference by one or more of the following measures:
* Reorient or relocate the receiving antenna.
e Increase the separation between the equipment and receiver.
* Connect the equipment into an outlet on a circuit different from that to which the receiver is
connected.
* Consult the dealer or an experienced radio/TV technician for help.
NOTE: Changes or modifications not expressively approved by the manufacturer responsible
for compliance could void the user's authority to operate the equipment.”
© 2007 Mattel, Inc. All Rights Reserved. Mattel, Inc., 333 Continental Blvd., El Segundo, CA 90245 U.S.A. Consumer Relations
1 (800) 524-8697. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel U.K. Ltd.,
Vanwall Business Park, Maidenhead SL6 4UB. Mattel East Asia Ltd., Room 1106, South Tower, World Finance Centre, Harbour City,
Tsimshatsui, HK, China. Diimport & Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, 13th Floor, Menara Lien Hoe, Persiaran
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CONSUMER INFORMATION
RENSEIGNEMENTS POUR LES CONSOMMATEURS
INFORMACIÓN PARA EL CONSUMIDOR
Need Assistance? In the US and Canada, service.mattel.com
Or 1-800-524-8697. M-F 8AM - 6PM, ET.
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O bien 1-800-524-8697, L-V 8 a.m. — 6 p.m., hora del Este.
En México: 01 800 463 59 89, L-V 8 a.m. - 4 p.m.
SERVICE.MATTEL.COM
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