8 +
2
2 Kings (1 Black, 1 White)
2 Queens (1 Black, 1 White)
4 Bishops (2 Black, 2 White)
4 Knights (2 Black, 2 White)
Each player commands sixteen pieces – either the dark pieces (referred to hereafter as “Black”) or the light pieces
(referred to hereafter as “White"). The six rankings of pieces and the symbols used to identify them are shown below.
King Queen Bishop Knight Rook Pawn
THE OBJECT OF THE GAME
Recreate one of the final challenges of HARRY POTTER AND THE SORCERER’S STONE™
as you maneuver your pieces across the chessboard to capture the opposing King and win the game.
THE BOARD
Position the board between you and
your opponent so that the corner
square to each player’s right is white.
Set up your pieces according this diagram.
Remember:
The White Queen will
always begin on a white (light-colored)
square, and the Black Queen on a black
(dark-colored) square – “Queen on her color.”
Now you’re ready to go capture your opponent’s King.
MOVING PIECES
Youngest player chooses which color they wish to play.
White moves first, and players take turns moving one piece
at a time. No pieces (except Knights) may jump other pieces;
they can move only along unblocked paths. Your piece may
not land on a space already occupied by another of your
pieces, but you may CAPTURE an opponent’s piece by landing
on it. Any piece can capture any opposing piece, regardless
of their respective ranks. Remove a captured piece from the
chessboard and replace it with the piece that captured it.
KING
The King can move one square in any
direction (the exception is a special
move called CASTLING which will be
explained later); however, the King may
never move into CHECK, that is, onto
a square threatened by an enemy.
The King is the most important piece
on the board – trapping your opponent’s
King defeats it and ends the game.
This is called CHECKMATE.
CHESS
CONTENTS
4 Rooks (2 Black, 2 White)
16 Pawns (8 Black, 8 White)
1 Chessboard
1 Instruction Sheet
THE PIECES
QUEEN
The Queen has more power than any
other piece. She can move as many
unoccupied squares as you want –
horizontally, vertically or diagonally.
Because the Queen is so powerful,
use her wisely; you don’t want to lose
her early in the game.
ROOK
The Rook moves either horizontally
or vertically as many squares as you
want, as long as its path is not blocked
by other pieces.
KNIGHT
The Knight moves a total of three
squares – either two squares forward,
backward, left or right, and then it
makes a right-angle turn for one more
square. Imagine the letter “L”
as the path your Knight travels, and
remember that it should always finish
its move on a square of opposite
color from the one on which it started.
The Knight is the only piece that may
jump other pieces as it moves.
BISHOP
The Bishop moves diagonally as many
unoccupied squares in any direction as
you want. Each player has one Bishop
that moves on dark-colored squares,
and one that moves on light-colored
squares.
PAW N
The Pawn moves straight ahead one square at a time (except when
it captures an opposing piece), never backward; however, on each
Pawn’s first move of the game you can choose to move it two
spaces instead of just one.
Pawns only capture by making a diagonal move forward, one
square to the right or left (the crossed wands on the diagram
indicate the squares in which a Pawn can capture opposing pieces).
If your Pawn crosses the entire
board and reaches your opponent’s back
row, the Pawn is immediately “promoted”
to the rank of any other piece except a
King. This means you may have more
than one Queen, two Rooks, two Knights,
or two Bishops on the board at one time.
HINT: Choose to make your Pawn a Queen, the most powerful
piece in the game!
SPECIAL MOVES!
Castling
In order to protect their Kings, both players may “castle”
once during a game. This maneuver allows you to move two
pieces at once. Move your King two squares right or left
toward one of your Rooks, then place that Rook in the
square on the opposite side of the King (nearest the center
of the row).
Castling may only be performed if certain conditions are met:
This must be the first move of the game for both the King
and the Rook.
There can be no other piece(s) between the King and the Rook.
The King cannot pass over or land on an opponent’s piece.
The King cannot be in check.
Right-side Castle
Muggles
En Passant
En passant is a French phrase that means “in passing” and
refers to a special capture only Pawns can make.
If Player One moves a Pawn forward two squares on its
first move of the game to avoid capture by an opposing
Pawn, Player Two may employ
en passant to capture the
fleeing Pawn as if it had only moved forward one square.
To use en passant, Player Two moves forward diagonally
one square to the square passed over by Player One’s Pawn
when it moved two squares. In the process, Player One’s
Pawn is captured and removed from the board.
White Pawn attempts
to avoid capture
Black Pawn executes en passant
and captures white Pawn
Player Two must utilize en passant immediately after
Player One moves his or her Pawn or the opportunity is
lost forever.
WINNING CHESS
Check
Attacking a King puts it in CHECK – this means a player’s
piece has moved into position to take the opposing King.
A player whose King is in check must escape immediately
by performing one of the following:
A. Move the King to a square that is not
threatened by any opposing pieces.
B. Block the King from attack with another piece
(This will not work against a Knight).
C. Capture the attacking piece.
Checkmate
If a King is in check and has no legal moves remaining
to allow escape, he is CHECKMATED. Checkmate your
opponent’s King and you win the game.
© 2009 Mattel, Inc. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052 U.S.A. Consumer Relations
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HARRY POTTER, characters, names and related indicia are trademarks of and © Warner Bros. Entertainment Inc.
(s10)
R9315-0920
CONSUMER INFORMATION
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(US and Canada only).
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INSTRUCTION
SHEET SPECS:
Toy:
UNO My First UNO Dora the Explorer RULES
Toy No.:
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17 ” W x11 " H
White Offset
R9315
-0920
70 lb.
Left-side Castle