Mattel UNO MOD User manual

Mattel UNO MOD User manual
2-10
CARD GAME
7+
TM
CONTENTS
112 Cards as follows:
19 Blue cards - 0 to 9
19 Green cards - 0 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
4 Mod Cards
OBJECT OF THE GAME
Be the first player to get rid of all of your cards in each round and score
points for the cards your opponents are left holding. Points in rounds
accumulate and the first player to reach 500 points wins.
SETUP
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 to form a DRAW pile.
4. The top card of the DRAW pile is turned over to begin a DISCARD pile.
NOTE: If any of the Action Cards (symbols) are turned over to start the
DISCARD pile, see FUNCTIONS OF ACTION CARDS for special
instructions.
LET’S PLAY
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).
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 from your hand after the draw.
FUNCTIONS OF ACTION CARDS
+2
+2
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.
+4
+4
1.75 x 2.75 Folded
Wild Draw 4 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)!
Mod Card – This card lets you decrease your hand,
while increasing your opponents’ hands! When you play
the Mod card, call out a color from your hand that you
want to give away. Then, starting with the player to your
left and going clockwise, give one card to each opponent
in order until you run out of cards of that color (it’s okay
if players do not receive the same number of cards).
This card is also a Wild card, so you call the color in
play and play resumes in the current direction. If this
card is turned up at the beginning of the game, the
action is disregarded and the person to the left of the
dealer chooses the color that begins play.
GOING OUT
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 in a round receives
points for all of the cards left in their opponents’ hands as follows:
All number cards (0-9) . . . . . . . . . . . . .
Draw Two . . . . . . . . . . . . . . . . . . . . . .
Reverse . . . . . . . . . . . . . . . . . . . . . . . .
Skip . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild Draw Four . . . . . . . . . . . . . . . . . .
MOD . . . . . . . . . . . . . . . . . . . . . . . . . .
Face Value
20 Points
20 Points
20 Points
50 Points
50 Points
50 Points
Once the score for the round has been tallied, if no player has
reached 500 points, reshuffle the cards and begin a new round.
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.
© 2009 Mattel, Inc. All Rights Reserved. Consumer Relations – Mattel, Inc. 636 Girard Avenue, East Aurora,
NY 14052 U.S.A. 1-800-524-8697. Retain this address for future reference. Mattel U.K. Ltd., Vanwall Business
Park, Maidenhead SL6 4UB. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121. Consumer Advisory Service 1300 135 312. 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, Menara Lien Hoe, Persiaran
Tropicana Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867. Imported by/ Importé par:
Mattel Canada Inc., Mississauga, Ontario L5R 3W2.
R2828-0920
CONSUMER INFORMATION
Need Assistance? Visit service.mattel.com or call 1-800-524-8697
(US and Canada only).
SERVICE.MATTEL.COM
2-10
CARD GAME
7+
TM
CONTENTS
112 Cards as follows:
19 Blue cards - 0 to 9
19 Green cards - 0 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
4 Mod Cards
OBJECT OF THE GAME
Be the first player to get rid of all of your cards in each round and score
points for the cards your opponents are left holding. Points in rounds
accumulate and the first player to reach 500 points wins.
SETUP
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 to form a DRAW pile.
4. The top card of the DRAW pile is turned over to begin a DISCARD pile.
NOTE: If any of the Action Cards (symbols) are turned over to start the
DISCARD pile, see FUNCTIONS OF ACTION CARDS for special
instructions.
LET’S PLAY
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).
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 from your hand after the draw.
FUNCTIONS OF ACTION CARDS
+2
+2
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.
+4
+4
1.75 x 2.75 Folded
Wild Draw 4 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)!
Mod Card – This card lets you decrease your hand,
while increasing your opponents’ hands! When you play
the Mod card, call out a color from your hand that you
want to give away. Then, starting with the player to your
left and going clockwise, give one card to each opponent
in order until you run out of cards of that color (it’s okay
if players do not receive the same number of cards).
This card is also a Wild card, so you call the color in
play and play resumes in the current direction. If this
card is turned up at the beginning of the game, the
action is disregarded and the person to the left of the
dealer chooses the color that begins play.
GOING OUT
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 in a round receives
points for all of the cards left in their opponents’ hands as follows:
All number cards (0-9) . . . . . . . . . . . . .
Draw Two . . . . . . . . . . . . . . . . . . . . . .
Reverse . . . . . . . . . . . . . . . . . . . . . . . .
Skip . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild Draw Four . . . . . . . . . . . . . . . . . .
MOD . . . . . . . . . . . . . . . . . . . . . . . . . .
Face Value
20 Points
20 Points
20 Points
50 Points
50 Points
50 Points
Once the score for the round has been tallied, if no player has
reached 500 points, reshuffle the cards and begin a new round.
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.
© 2009 Mattel, Inc. All Rights Reserved. Consumer Relations – Mattel, Inc. 636 Girard Avenue, East Aurora,
NY 14052 U.S.A. 1-800-524-8697. Retain this address for future reference. Mattel U.K. Ltd., Vanwall Business
Park, Maidenhead SL6 4UB. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121. Consumer Advisory Service 1300 135 312. 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, Menara Lien Hoe, Persiaran
Tropicana Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867. Imported by/ Importé par:
Mattel Canada Inc., Mississauga, Ontario L5R 3W2.
R2828-0920
CONSUMER INFORMATION
Need Assistance? Visit service.mattel.com or call 1-800-524-8697
(US and Canada only).
SERVICE.MATTEL.COM
2-10
CARD GAME
7+
TM
CONTENTS
112 Cards as follows:
19 Blue cards - 0 to 9
19 Green cards - 0 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
4 Mod Cards
OBJECT OF THE GAME
Be the first player to get rid of all of your cards in each round and score
points for the cards your opponents are left holding. Points in rounds
accumulate and the first player to reach 500 points wins.
SETUP
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 to form a DRAW pile.
4. The top card of the DRAW pile is turned over to begin a DISCARD pile.
NOTE: If any of the Action Cards (symbols) are turned over to start the
DISCARD pile, see FUNCTIONS OF ACTION CARDS for special
instructions.
LET’S PLAY
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).
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 from your hand after the draw.
FUNCTIONS OF ACTION CARDS
+2
+2
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.
+4
+4
1.75 x 2.75 Folded
Wild Draw 4 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)!
Mod Card – This card lets you decrease your hand,
while increasing your opponents’ hands! When you play
the Mod card, call out a color from your hand that you
want to give away. Then, starting with the player to your
left and going clockwise, give one card to each opponent
in order until you run out of cards of that color (it’s okay
if players do not receive the same number of cards).
This card is also a Wild card, so you call the color in
play and play resumes in the current direction. If this
card is turned up at the beginning of the game, the
action is disregarded and the person to the left of the
dealer chooses the color that begins play.
GOING OUT
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 in a round receives
points for all of the cards left in their opponents’ hands as follows:
All number cards (0-9) . . . . . . . . . . . . .
Draw Two . . . . . . . . . . . . . . . . . . . . . .
Reverse . . . . . . . . . . . . . . . . . . . . . . . .
Skip . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild Draw Four . . . . . . . . . . . . . . . . . .
MOD . . . . . . . . . . . . . . . . . . . . . . . . . .
Face Value
20 Points
20 Points
20 Points
50 Points
50 Points
50 Points
Once the score for the round has been tallied, if no player has
reached 500 points, reshuffle the cards and begin a new round.
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.
© 2009 Mattel, Inc. All Rights Reserved. Consumer Relations – Mattel, Inc. 636 Girard Avenue, East Aurora,
NY 14052 U.S.A. 1-800-524-8697. Retain this address for future reference. Mattel U.K. Ltd., Vanwall Business
Park, Maidenhead SL6 4UB. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121. Consumer Advisory Service 1300 135 312. 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, Menara Lien Hoe, Persiaran
Tropicana Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867. Imported by/ Importé par:
Mattel Canada Inc., Mississauga, Ontario L5R 3W2.
R2828-0920
CONSUMER INFORMATION
Need Assistance? Visit service.mattel.com or call 1-800-524-8697
(US and Canada only).
SERVICE.MATTEL.COM
2-10
CARD GAME
7+
TM
CONTENTS
112 Cards as follows:
19 Blue cards - 0 to 9
19 Green cards - 0 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
4 Mod Cards
OBJECT OF THE GAME
Be the first player to get rid of all of your cards in each round and score
points for the cards your opponents are left holding. Points in rounds
accumulate and the first player to reach 500 points wins.
SETUP
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 to form a DRAW pile.
4. The top card of the DRAW pile is turned over to begin a DISCARD pile.
NOTE: If any of the Action Cards (symbols) are turned over to start the
DISCARD pile, see FUNCTIONS OF ACTION CARDS for special
instructions.
LET’S PLAY
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).
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 from your hand after the draw.
FUNCTIONS OF ACTION CARDS
+2
+2
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.
+4
+4
1.75 x 2.75 Folded
Wild Draw 4 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)!
Mod Card – This card lets you decrease your hand,
while increasing your opponents’ hands! When you play
the Mod card, call out a color from your hand that you
want to give away. Then, starting with the player to your
left and going clockwise, give one card to each opponent
in order until you run out of cards of that color (it’s okay
if players do not receive the same number of cards).
This card is also a Wild card, so you call the color in
play and play resumes in the current direction. If this
card is turned up at the beginning of the game, the
action is disregarded and the person to the left of the
dealer chooses the color that begins play.
GOING OUT
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 in a round receives
points for all of the cards left in their opponents’ hands as follows:
All number cards (0-9) . . . . . . . . . . . . .
Draw Two . . . . . . . . . . . . . . . . . . . . . .
Reverse . . . . . . . . . . . . . . . . . . . . . . . .
Skip . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild . . . . . . . . . . . . . . . . . . . . . . . . . . .
Wild Draw Four . . . . . . . . . . . . . . . . . .
MOD . . . . . . . . . . . . . . . . . . . . . . . . . .
Face Value
20 Points
20 Points
20 Points
50 Points
50 Points
50 Points
Once the score for the round has been tallied, if no player has
reached 500 points, reshuffle the cards and begin a new round.
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.
© 2009 Mattel, Inc. All Rights Reserved. Consumer Relations – Mattel, Inc. 636 Girard Avenue, East Aurora,
NY 14052 U.S.A. 1-800-524-8697. Retain this address for future reference. Mattel U.K. Ltd., Vanwall Business
Park, Maidenhead SL6 4UB. Mattel Australia Pty., Ltd., Richmond, Victoria. 3121. Consumer Advisory Service 1300 135 312. 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, Menara Lien Hoe, Persiaran
Tropicana Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867. Imported by/ Importé par:
Mattel Canada Inc., Mississauga, Ontario L5R 3W2.
R2828-0920
CONSUMER INFORMATION
Need Assistance? Visit service.mattel.com or call 1-800-524-8697
(US and Canada only).
SERVICE.MATTEL.COM
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