Fisher-Price M1002 Instruction Sheet

3-67+
Game
CONTENTS
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
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).
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