Fisher-Price K6505 Instruction Sheet

Contents
Object of the Game
S
etup
Let’s Play
Functions of Action Cards
Going Out
S
coring
Winning the Game
Alternative Scoring and Winning
Card Game
Contenido
Objetivo del juego
Preparación
¡A jugar!
Cartas de acción
Decir ‘UNO’
Puntos
Para ganar el juego
Puntuación alterna
Juego de cartas
Folding
Diagram
2L ENGLISH, LAAM (SPANISH) INSTRUCTIONS
Black Plate Prints PMS 1545 U
UNO
INSTRUCTION
SHEET SPECS:
Toy :
Hannah Montana UNO
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
1 (one) both sides Black
Colors:
Paper Stock:
Paper Weight:
EDM No.:
K6505
-0920
4.25” W x 27.5 " H
4.25” W x 2.75” H 1 panel w 10 panel h
White Offset
70 lb.
Front Back
7+
2-10
7+
2-10
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 4 Best of Both Worlds 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.
etup
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.
Juego de cartas
Contenido
112 cartas: 19 cartas azules - 0 a 9 19 cartas verdes - 0 a 9 19 cartas rojas - 0 a 9 19 cartas amarillas - 0 a 9 8 cartas Roba 2 - 2 azules, 2 verdes, 2 rojas y 2 amarillas 8 cartas Reversa - 2 azules, 2 verdes, 2 rojas y 2 amarillas 8 cartas Salta - 2 azules, 2 verdes, 2 rojas y 2 amarillas 4 cartas de comodín 4 cartas de comodín Roba 4 4 cartas Lo mejor de ambos mundos
Objetivo del juego
Ser el primero en lograr 500 puntos. Acumula puntos deshaciéndote de las cartas de tu mano antes que tus oponentes. Los jugadores logran puntos con las cartas que los oponentes no pudieron descartar.
Preparación
1. Cada jugador escoge una carta. La persona a quien le salga el número más alto, es el repartidor. Las cartas de acción cuentan como cero para esta parte del juego.
2. Baraja las cartas y reparte 7 cartas a cada jugador.
3. Pon las cartas restantes cara abajo para formar una pila para ROBAR.
4. Voltea la carta de hasta arriba de la pila para ROBAR para formar una pila para DESCARTAR. NOTA: si una de las cartas de acción [símbolos] es la primera en ser volteada para empezar la pila para DESCARTAR, lee la sección CARTAS DE ACCIÓN para instrucciones especiales.
¡A jugar!
El jugador a la izquierda del repartidor empieza.
Haz coincidir la carta de hasta arriba de la pila para DESCARTAR, ya sea, por número, color o símbolo [los símbolos representan cartas de acción; lee la sección CARTAS DE ACCIÓN]. Por ejemplo, si la carta es un 7 rojo, tienes que bajar una carta roja o un 7 de cualquier color. O bien puedes bajar un comodín [ver CARTAS DE ACCIÓN].
Si no tienes ninguna carta que coincida, tienes que robar una carta de la pila para ROBAR. Si robas una carta que puedes jugar, bájala. De lo contrario, le toca a la siguiente persona.
Puedes optar por no jugar una carta que puedas bajar. Si decides hacer esto, tienes que robar una carta de la pila para ROBAR. Si puedes bajar dicha carta, puedes hacerlo en ese mismo turno, pero no puedes bajar una carta de tu mano después de haber robado.
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.
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)!
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.
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.
Best of Both Worlds Card - When you have this special wild card, you get to decide how to use it! MILEY’S “YA THINK?” RULE: Other players may think they have a good chance of winning, but with this card, you have the upper hand! Play this card on your turn by laying it on the discard pile; then each of your opponents must draw one card from the DRAW pile to increase their hands. You also get to call the color now in play. HANNAH’S GOTTA SECRET RULE: Shhh! If you have this card in your hand, keep it a secret until the perfect time to use it! If the player before you plays a Wild Draw 4 card, you can instantly block it by discarding this card. Using this card to block means you don’t have to draw 4 cards, AND you still get to take your turn! The color in play is still the color that was called out by the person who played the Wild Draw 4 card.
Cartas de acción
Carta Roba 2: cuando se tira esta carta, el siguiente jugador roba dos cartas y pierde su turno. Esta carta sólo se puede descartar sobre una carta del mismo color o sobre otra carta Roba 2. Si ésta es la primera carta del juego que se voltea, se sigue la misma regla de juego.
Carta Reversa: cambia el sentido del juego. Si le tocara jugar al jugador de la izquierda de quien tira la carta, este jugador pierde su turno; en su lugar jugará la persona de la derecha, y el sentido se cambiará hacia la derecha. Esta carta sólo se puede descartar sobre una carta del mismo color o sobre otra carta Reversa. Si ésta es la primera carta del juego que se voltea, al repartidor le toca primero y el juego continúa hacia la derecha.
+4
NOTA: si un jugador baja un Comodín Roba 4 ilegalmente, [esto es, teniendo alguna carta con el color que corresponda] y alguien lo desafía a mostrar sus cartas, deberá enseñar sus cartas al jugador que lo desafió. Si es culpable, deberá robar 4 cartas. No obstante, si el jugador desafiado es inocente, el desafiante deberá robar las 4 cartas ADEMÁS de 2 cartas adicionales (6 en total).
Decir ‘UNO’
Cuando a un jugador le quede una sola carta, tiene que decir en voz alta “UNO”. De lo contrario, deberá robar dos cartas de la pila para ROBAR. Esto sólo es necesario en caso de que uno de los jugadores sorprenda al jugador saliente sin haber dicho “UNO”.
Cuando un jugador descarta todas sus cartas, se acaba la mano. Los puntos se suman [ver PUNTOS] y el juego vuelve a empezar.
Si la última carta del ganador fue una carta Roba dos o un Comodín Roba cuatro, el siguiente jugador deberá robar las cartas correspondientes, ya que éstas contarán para los puntos del ganador.
Carta Salta: al jugador que le toque jugar pierde su turno y tirará el siguiente de acuerdo al sentido del juego. Esta carta sólo se puede descartar sobre una carta del mismo color o sobre otra carta Salta. Si ésta es la primera carta del juego que se voltea, se “salta” al jugador a la izquierda del repartidor y empieza el siguiente jugador.
Comodín de color: el jugador que descarte esta carta dirá el nuevo color que se jugará o puede repetir el que ya estaba para descartarse. Esta carta se puede tirar con cualquier carta; incluso, puede ser utilizada en caso de tener alguna carta con el número o color correspondiente. Si ésta es la primera carta del juego que se voltea, el jugador a la izquierda del repartidor decide el color con el que empezará el juego.
Carta Comodín Roba 4: quien tira esta carta escoge su color y hace que el siguiente jugador robe 4 cartas de la pila para ROBAR y pierda su turno. Nota: esta carta sólo se puede descartar si el jugador que la tiene NO tiene otra carta en su mano que coincida en COLOR con la carta recién bajada. Sin embargo, sí se puede descartar esta carta si el jugador tiene en su mano cartas que coincidan con la carta recién bajada
+4
en número o acción. Si ésta es la primera carta del juego que se voltea, se regresa a la pila y se voltea otra carta.
Carta Lo mejor de ambos mundos: ¡Si tienes esta carta especial, puedes decidir cómo usarla! "¿TÚ CREES?"DE MILEYREGLA: Otros jugadores pueden pensar que tienen una buena probabilidad de ganar, pero con esta carta, ¡tú tienes la ventaja! Cuando sea tu turno, pon esta carta en la pila para descartar. Cada uno de tus oponentes tendrá que robar una carta de la pila para ROBAR. Además, tú decides con qué color sigue el juego. HANNAH TIENE UNA REGLA ESPECIAL: ¡Shhh! Si tienes esta carta, no se lo digas a nadie hasta que sea el momento ideal para usarla. Si el jugador que jugó antes que tú bajó una carta de comodín roba 4, puedes bloquearla al instante descartando esta carta. Ahora ya no tienes que robar las 4 cartas Y no pierdes tu turno. El color en juego sigue siendo el mismo elegido por la persona que bajó el comodín roba 4.
coring
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
Best of Both Worlds ...................................................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.
© 2007 Mattel, Inc. All Rights Reserved. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628500303 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 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 Tropicana Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867.
Importado y distribuido por Mattel de México, S.A. de C.V.R.F.C, Insurgentes Sur # 3579, Torre 3, Oficina 601, Col. Tlalpan, Delegación Tlalpan, C.P. 14020, México, D.F. MME-920701-NB3. 59-05-51-00. Ext. 5206 ó - 01-800-463 59-89 Mattel Chile, S.A., Avenida Américo Vespucio 501-B, Quilicura, Santiago. Mattel de Venezuela, C.A. RIF J301596439, Ave. Mara, C.C. Macaracuay Plaza, Torre B, Piso 8, Colinas de la California, Caracas 1071. Mattel Argentina S.A., Curupaytí 1186, (1607) - Villa Adelina, Buenos Aires. Mattel Colombia, S.A., calle 123#7-07 P.5, Bogotá. Mattel España, S.A., Aribau 200. 08036 Barcelona. cservice.spain@mattel.com Tel: 902.20.30.10 http://www.service.mattel.com/es
K6505-0920
Si la pila para ROBAR se termina y ningún jugador ha ganado, deja la última carta y revuelve el monto para voltearlo y tener nuevamente una pila de donde robar.
Puntos
Cuando un jugador gana, se suman los puntos de las cartas que los oponentes no pudieron descartar. La puntuación será como sigue:
Todas las cartas con número [0-9]..............................Valor del número
Roba dos......................................................................20 puntos
Reversa........................................................................20 puntos
Salta.............................................................................20 puntos
Comodín ......................................................................50 puntos
Comodín Roba cuatro..................................................50 puntos
Lo mejor de ambos mundos........................................50 puntos
Si ningún jugador llega a 500 puntos, vuelvan a barajar las cartas y empiecen otra ronda.
Para ganar el juego
El ganador es el primero en llegar a 500 puntos.
Puntuación alterna
También se pueden ir sumando los puntos de cada jugador al final de cada juego; así, cuando algún jugador llegue a 500, el que tenga menos puntos será el ganador.
© Disney
DisneyChannel.com
[ K6505 ILM UNO Hannah Montana UNO RULES, Elaine Gant x2156, 2L Domestic: U.S. English, LAAM Spanish due 6/1/07]
SENT TO ELAINE GANT 5/24/07 O/W
[ Final Draft: 5/15/07 ]
[ Approvals: ]
[ Part #s: K6505-0920 ]
[ Age Grading: 7+ ] [ Players: 2-10 ]
[ PROPERTY/NAME ]
Hannah Montana
[ UNO® LOGO ]
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
4 Best of Both Worlds 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.
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