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4.25” W x 24.75 " H
1 (one) both sides
UNO
CarsUNO
Instructions
R2822
-0920
4.25” W x 2.75” H
9 panel h
White Offset
70 lb.
2-107+
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 Lotso 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.
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)!
play. You may play this card as your last card—in an attempt to go out of the
game—however you risk the possibility that you may be forced to draw 3 cards and
therefore forfeit your win!
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.
Lotso Card – D
Lotso is good or bad! When you play this card, call out a color. Each of
your opponents must show a card in their hand that matches that color; any
opponent(s) who do not have a card of that color must draw 3 cards.
However, if ALL of your opponents have a card of that color, then YOU (the
person who played the Lotso card) must draw 3 cards! Since this card is
also a Wild card, the color that you called out is now the color that resumes
on’t let his sweet, pink face fool you! You can never tell if
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
Lotso............................................................................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.
© 2009 Mattel, Inc. All Rights Reserved.
Mattel, Inc. 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Relations 1-800-524-8697.
Mattel Canada Inc., Mississauga, Ontario L5R 3W2. You may call us free at 1-800-524-8697.
Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303.
Mattel Europa, B.V., Gondel 1, 1186 MJ Amstelveen, Nederland. Mattel Australia Pty., Ltd.,
Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312 Mattel East Asia Ltd., Room
R2822-0920
GAMES
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