User Manual

CARD GAME
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
1 Wild Swap Hands card
3 Wild Customizable 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
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 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)!
Wild Swap Hands card – When you play this card, you may choose any opponent and
swap all the cards in your hand with all the cards in their hand. This is a wild card so you
may play it on your turn even if you have another playable card in your hand. Also, 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.
Wild Customizable card – Use a #2 pencil to write any house rule you wish on a card.
The only limit is your imagination (and the consent of the other players). Before the
game begins, decide how many of these cards to include. You may use only 1 or all 3,
it’s up to you. This is a wild card so you may play it on your turn even if you have another
playable card in your hand. Also, 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. NOTE: the cards are erasable, so you may write a new rule each time
you play!
Black Plate
UNO®
42003
0970G1
4.25” W x 13.75” H
4.25” W x 2.75” H
Fold to half (W),
and accordion fold 5 times (H)
1 (one) both sides
Black
White Offset
70 lb.
INSTRUCTION
SHEET SPECS:
Toy:
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
Colors:
Paper Stock:
Paper Weight:
EDM No.:
Folding
Diagram
UNO
FRONT
7+2–10
Using Customizable Cards
The customizable rule cards can be as wild as you like. Use them to speed up the game, add a bit more
strategy, or force someone to do something silly. Here are some thought starters for your own custom rules:
1. The next player must draw until they draw a card of a certain color.
2. Everyone but you must discard all their Wild cards.
3. If the next player can’t play a card, they take THREE cards from the DRAW pile.
4. Take an extra turn.
5. The next player must draw or discard until they have exactly 7 cards.
6. Everyone must discard (or draws) until they have exactly 3 cards.
7. Everyone must play with their hand face up until your next turn.
8. Tell a joke. If someone laughs, discard down to 1 card (don’t forget to yell “UNO!”). If no one laughs,
draw 4 cards.
9. The next player cannot bend their elbows until someone says “UNO!”
10. The next player must perform their best rooster call or “chicken out” and draw 4 cards.
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) .......................................... Face Value
Draw Two ............................................................... 20 Points
Reverse.................................................................. 20 Points
Skip........................................................................ 20 Points
Wild........................................................................ 50 Points
Wild Draw Four ...................................................... 50 Points
Wild Swap Hands ................................................... 40 Points
Customizable ......................................................... 40 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.
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©2015 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer
Services 1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303.
Mattel Australia Pty., Ltd., 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: 03-78803817, Fax: 03-78803867.
FOR A CLASSIC GAME OF UNO
®
, TAKE THE WILD SWAP HANDS CARD
AND 3 WILD CUSTOMIZABLE CARDS OUT OF THE DECK.
DOMFront Back
42003-0970-G1
Size: 4.25” x 13.75”
9/18 Remarked:
Instructions - Change
the word Card to be
card for consistent.
Also, one of the
thoughts for using
customizable card has
issue. Need to revise
number 8. These will
be running change.

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