1 UNO Flash™ Game Unit
108 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 Skip cards - 2 each in blue, green, red and yellow
8 SLAP cards - 2 each in blue, green, red and yellow
4 Wild cards
4 Wild Draw Four Cards
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 player 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 to reach 500 points wins.
BATTERY INFORMATION
Keep these instructions for future reference as they contain important information.
• Requires 3 “AA” batteries.
• 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.
• If game malfunctions, check the battery installation.
• BATTERIES SHOULD BE CHANGED WHEN SOUND DISTORTS OR LIGHTS DIM.
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.
• 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.
• Do not dispose of this product in a fire. The batteries inside may explode or leak.
SETUP
Speed Switch
∞
= Timer off; as much time
as you want per turn
6
= 6 Seconds per turn
4
= 4 Seconds per turn
1. Before beginning, decide how fast you would like to play. On the bottom of the unit, use the
Speed Switch to select your desired speed. Then, flip the On/Off Switch to the “On” position.
Turn the unit back over.
2. Each player draws a card; the player that draws the highest number deals (count any card
with a symbol as zero).
3. The dealer shuffles and deals each player 7 cards.
4. Place the remainder of the deck facedown in one side of the tray to form a DRAW pile.
5. The top card of the DRAW pile is turned over to begin a DISCARD pile in the remaining side
of the tray. NOTE: If any of the Action Cards (symbols) are turned over to start the DISCARD
pile, see FUNCTIONS OF ACTION CARDS for special instructions.
6. To begin play, each player presses the Player Button in front of them. The button you press
will be your personal Player Button for the game.
7. Press the Play/Pause Button to start the game,
and the unit will immediately select who goes
first. You’re part of the action now…don’t blink!
∞
X
6
0
I
4
SLAP Button
On/Off Switch
= “Try me” mode
X
= Off
0
= On
I
Draw & Discard Tray
Player Button
Play/Pause
Button
To Resume or Reset
If you pause the unit during a game, or the unit goes to sleep due to inactivity, press the
Play/Pause Button to resume playing. If any Player Button is flashing, press that button
and the unit will select the next player to take a turn.
If you want to start a new game, you can reset the unit by holding down the Play/Pause
Button and SLAP Buttons simultaneously for about 3 seconds, until the lights and
sounds activate.
LET’S PLAY
When your Player Button lights up, it’s your turn and the clock is ticking!
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.
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.
As soon as you’ve completed your turn, you must press your Player Button. The unit will then
immediately select the next player to play…watch out, it could be you again!
If you do not press your Player Button before time runs out, indicated by a buzzer, you must
draw two cards from the DRAW pile as a penalty for taking too long. Add them to your hand.
NOTE: If you play the SLAP card on your turn, do NOT press your Player Button; you will press
the SLAP Button instead (See “SLAP card” in FUNCTIONS OF ACTION CARDS).
FUNCTIONS OF ACTION CARDS
+2+2+2
+2+2
+4+4+4
+4+4
Draw Two Card – When you play this card, the next player selected by the
unit must draw 2 cards and miss their turn (even if that player is you!).
The player drawing the 2 cards must do so and press their own Player
Button before time runs out; if time does run out the player must draw an
additional 2 cards. 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
+2+2
+2+2+2
rule applies.
Skip Card – When you play this card, the next player is “skipped” (loses
their turn). The skipped player must still press their Player Button before
time runs out, so this is not the time to snooze. 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 same rule applies.
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’ll want to call the color out fast or risk the wrath of
the next player! 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 player chosen by the unit to take the first turn
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 selected by the unit must
draw 4 cards from the DRAW pile and lose their turn (even if that player is
you!). The player drawing the 4 cards can pause the unit in order to have
enough time to do so. Playing this card comes with a catch, however!
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
+4+4
+4+4+4
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.
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 Four 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)!
SLAP card – Slapping this card down will make everyone slap happy! As
soon as you play this card, press the SLAP Button on the game unit (do
not press your Player Button). The unit will instantly go into Slap mode
and all of your opponents must race to slap (press) their own Player
Buttons as fast as they can. The Player Button of the last player to slap will
then flash and that player must draw 2 cards in penalty. Press the flashing
Player Button to resume the game. If turned up at the beginning of play,
return this card to the deck and pick another card.
REMEMBER: If you accidentally press the Player Button instead of the
SLAP Button after playing this card, you cancel the SLAP action and play
continues as normal.
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
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.
+2+2+2
+2+2
ALTERNATIVE PLAY:
Targeted Draw 2 & Wild Draw 4 cards
Want a little less randomness? Want a little more control over
who gets slammed with penalties? Want to save yourself and hurt
your opponents? Then you’re going to love this alternative way to
+2+2
+2+2+2
play the Draw 2 and Wild Draw 4 cards! Everyone must agree
before beginning the game that you will play using this alternative
rule. Now when you play one of these Action Cards, instead of
+4+4+4
+4+4
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. If this
equipment does cause harmful interference to radio or television reception, which can be
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.
• 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.”
letting the unit decide who takes the penalty, you call out the
opponent that you want to draw the cards. Don’t press the Player
Button when you do this—you can press the pause button or just
let time run out while your targeted victim draws the appropriate
amount of cards