INSTRUCTION
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SHEET SPECS:
Uno Spin 1L Instructions
Toy :
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
Colors:
Paper Stock:
Paper Weight:
EDM No.:
Black Plate
Folding
Diagram
COVER
COVER
COVER
N8367
-0920
11” W x 8.5 " H
4.25” W x 5.5” H
accordian/center
1 (one) both sides
Black
White Offset
70 lb.
FRONT BACK
2-107+
CONTENTS
1 UNO Spin® Wheel
112 cards as follows:
19 Blue cards - 0 to 9 (includes 5 Spin & 8 Star Cards)
19 Green cards - 0 to 9 (includes 5 Spin & 8 Star Cards)
19 Red cards - 0 to 9 (includes 5 Spin & 8 Star Cards)
19 Yellow cards - 0 to 9 (includes 5 Spin & 8 Star Cards)
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 Wheel Reference Cards
OBJECT OF THE GAME
Be the first player to score 500 points. Points are scored by getting rid of all the cards
in your hand before your opponent(s). You score points for cards left in your
opponents’ hands.
SET UP
Place the Wheel Reference cards nearby; these will help you to quickly identify the
special rules that correspond to the icons on the wheel.
Each player draws a card.
The person who draws the highest number deals.
Once the cards are shuffled each player is dealt 7 cards.
The remainder of the deck is placed facedown in the center of the wheel to form a
DRAW pile.
The top card of the DRAW pile is turned over to begin a DISCARD pile, also in the
center of the wheel.
LET’S PLAY
The person to the left of the dealer starts play.
The player taking their turn has to match the card on the DISCARD pile, either by
number, color or symbol. For example, if the card 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 a NUMBER CARD played features a swirling pattern, this is a Spin card and the
special rule applies (see SPIN CARDS).
If the player doesn’t have a card to match the one on the DISCARD pile, they must
take a card from the DRAW pile. If the card picked up can be played, the player is free
to put it down in the same turn. Otherwise, play moves on to the next person in turn.
Players may choose not to play a playable card from their hand. If so, the player must
draw a card from the DRAW pile. If playable, the card just drawn can be played
immediately, but that player may not play a card that was already in their hand prior
to the draw.
FUNTIONS OF THE ACTION CARDS
+2+2+2
+2
+4
2
8
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Draw Two Card – When this card is played, the next person to play
must draw 2 cards and miss their turn. This card can only be played
on matching colors and other Draw Two cards. If turned up at the
beginning of play, the same rule applies.
+2
+2+2+2
Reverse Card – Reverses direction of play. Play changes direction
to the right, and vice versa. The 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, and then play moves
to the right instead of the left.
Skip Card – The next player in turn after this card has been played
loses their turn and is “skipped.” The 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 commences
play.
Wild Card – The person playing this card calls for any color to
continue the play, including the one currently being played, if so
desired. A Wild card can be played at any time - even if the player
has another playable card in their hand. If a Wild card is turned up
at the beginning of play, the person to the left of the dealer
determines the color, which continues play.
Wild Draw Four Card – This card allows you to call the next color
played and requires the next player to draw 4 cards from the DRAW
pile and forfeit their turn. If turned up at the beginning of play,
return this card to the deck and pick another card. Note: This card
may only be played when the player holding it does not have a card
in their hand that matches the color on the DISCARD pile. If the
+4
player holds matching numbers or action cards, however, this card
may be played.
Spin Cards (20) – Five cards of each color (numbers 1 through 5)
have a swirling pattern around the number, which indicates they are
Spin cards. A player may play a Spin card as they would a regular
number card, however, whenever a Spin card is played, the next
player must spin the wheel. Spinning the wheel takes the place of
that player’s turn. (See THE UNO SPIN® WHEEL).
2
Star Cards (32) – All of the cards numbered 6 through 9 feature a
star pattern. You can play these cards just like any other number
card, matching them by color or number. However, if you spin the
wheel and land on “Draw Star,” you will draw cards until you pick
up one of these cards (See THE UNO SPIN® WHEEL).
8
THE UNO SPIN® WHEEL
If the player preceding you plays a Spin card, you must spin the wheel and follow the
action of the icon indicated by the arrow, as follows:
Almost UNO® – The player that spun the wheel
discards all but 2 cards.
Discard Number – The player that spun the wheel
chooses a number in their hand and can discard all
cards of that same number. You can choose to keep
some cards of that number if you do not wish to
discard all of them.
Discard Color – The player that spun the wheel
chooses a color in their hand and can discard all
cards of that same color. You can choose to keep
some cards of that color if you do not wish to
discard all of them.
Draw Star – Draw until you pick up a Star card,
which is any card numbered 6 through 9 (or you can
draw a Wild card). You must keep all of the cards
you have drawn.
Show Hand – Show your hand to all other players,
giving them an opportunity to see it, and then
resume normal play.
World Tour – Send your hand “on tour” by trading
cards with any other player. Lay your hand facedown
on the playing area and take any other player's
cards. That player may then choose to keep your
hand or take another player's cards, and so on. The
last player "on the tour" must take whatever hand is
left. Once a player has taken a hand, no other player
can take it from them on that tour. When the tour is
over, play resumes in the current direction with the
player after the spinner taking their turn.
Sweet Niblets! – All players rush to yell “Sweet
t
Niblets!” The first player to yell it gets to discard one
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If the Wheel causes you to discard multiple cards, you get to decide which of your
cards is placed on the top of the DISCARD pile, affecting the next player’s turn. Thus,
you can change the color, number or symbol that is in play.
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card of their choice. Play then continues with the
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next person after the winner taking their turn (in the
current direction of play).
Draw 2 – All players (EXCEPT the player who spun
the wheel) must draw 2 cards and add them to their
hands.
®
UNO Spin
The first player to yell it gets to discard one card of
®
their choice. Play then continues with the next
person after the winner taking their turn (in the
current direction of play).
– All players rush to yell “UNO Spin!”
GOING OUT
When you play your second-to-last card, you must yell “UNO” (meaning “one”).
If you don’t yell “UNO” and another player catches you before the next player plays,
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 hand 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. Likewise, if the last card played is a Spin card, the next player must spin the
wheel and that action must be resolved, so that any cards drawn or discarded also
affect the points 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 receives points for cards left in all other
players’ 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
WINNING THE GAME
The WINNER is the first player to reach 500 points. However, an alternative scoring
method is to keep a running total of the points each player is caught with at the end
of each hand. When one player reaches 500 points, the player with the lowest points
is the winner.
ALTERNATIVE WAYS TO PLAY
At the beginning of a game, players may decide on a different point value to play to
(i.e. 250) instead of 500, for longer or shorter games. Players may also choose to
play without keeping score, so that the first player to get rid of all of their cards is
the winner.
© 2008 Mattel, Inc. All Rights Reserved.
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Retain this address for future reference.
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Imported by/ Importé par: Mattel Canada Inc., Mississauga, Ontario L5R 3W2
©Disney
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CONSUMER INFORMATION
Need Assistance? In the US and Canada,
service.mattel.com or
1-800-524-8697, M-F 8AM – 6PM, ET.
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N8367-0920
®