Mattel Dreamworks Trolls World Tour UNO Instruction Sheet

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Mattel Dreamworks Trolls World Tour UNO Instruction Sheet | Manualzz
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WORLD TOUR
Card Game
112 Cards as follows:
19 Blue cards -0to 9
19 Purple cards -0 to 9
19 Pink cards -Oto 9
19 Yellow cards - 0 to 9
8 Draw Two cards - 2 each in blue, purple, pink and yellow
8 Reverse cards - 2 each in blue, purple, pink and yellow
8 Skip cards - 2 each in blue, purple, pink and yellow
4 Wild cards
4 Wild Draw Four cards
4 Wild Tiny Diamond's Mix Tape 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.
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 tumed over to start the DISCARD pile, see FUNCTIONS OF ACTION
CARDS for special instructions.
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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 blue 7, the player must put down a blue 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
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 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
ÿ 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)!
A | Wild Tiny Diamond's Mix Tape Card - When you play this card, the next
| player in order must draw one card from every other player's hand and add it
to their own. This card is also a wild card, so you choose the color that resumes
play. If this card is turned up at the beginning of play, the person to the left of
the dealer chooses the color that begins play.
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 "UNC" 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.
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) Face Value
Draw Two 20 Points
Reverse 20 Points
Skip 20 Points
Wild 50 Points
Wild Draw Four 50 Points
Wild Tiny Diamaond's Mix Tape arme 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.
©2019 Mattel. * and” designate U.S. trademarks of Mattel, except as noted. * et ™ désignent des marques de Mattel aux Etats-Unis, sauf
indication contraire. Mattel Australia Pty. Ltd., 658 Church St, Richmond, Victoria, 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia
Ltd., Room 503-09, North Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Tel.: (852) 3185-6500. Diimport & Diedarkan Oleh:
Mattel Southeast Asia Pte. Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel:
03-33419057. Mattel, Inc. 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697. Importado y distribuido por Mattel
de México, S.A. de CV, Miquel de Cervantes Saavedra No. 193, Pisos 10 y 11, Col. Granada, Alcaldía Miquel Hidalgo, CP. 11520, México, Ciudad de
México. R.F.C. MME-920701-NB3. Tels.: 5905-51-00 Ext. 5206 6 01-800-463-59-89. Mattel Chile, 5.A., Avenida Américo Vespucio 501-B, Quilicura,
Santiago. Tel.: 1230-020-6213. Servicio al consumidor Venezuela: Tel.: 0-800-100-9123. Mattel Argentina, 5A. Av. Libertador 1000, Piso 11 —
Oficinas 109 y 111, Vicente López — Prov. Buenos Aires. Tel.: 0800-666-3373. Mattel Colombia, 5.4., Calle 123#7-07 PS, Bogota. Tel.:
01800-710-2069. Mattel Perú, 5.A., Av. Juan de Arona $ 151, Centro Empresarial Juan de Arona, Torre C, Piso 7, Oficina 704, San Isidro, Lima 27, Perú.
RUC: 20475853865. Reg. Importador: 02350-12-JUE-DIGESA. Tel.: 0800-54744, E-mail Latinoamérica: [email protected]. Mattel Canada
Inc., Mississauga, Ontario L5R 3W2. You may call us free at/ Composez sans frais le 1-800-524-8697. Mattel Europa B.V., Gondel 1, 1186 М)
Amstelveen, Nederland. Mattel South Africa (PTY) LTD, Office 107 13, 30 Melrose Boulevard, Jol burg 2196,
DreamWorks Trolls World Tour © 2020 DreamWorks Animation LLC. All Rights Reserved.
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