
2abc
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TEST MODE
2abc
1
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4ghi
7pqrs 8tuv 9wvy
5jkl 6mno
3def
2abc
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BATTERIES INCLUDED
Replace with 3 x 1.5V “A76” or LR44 size alkaline 
batteries. Phillips/cross head screwdriver (not 
included) needed to replace batteries.
x3
A76 or LR44 Alkaline
When you’re ready to test yourself, choose TEST on the 
OPTIONS screen. You’ll be tested with a random game from 
LOGIC, RECALL and SPATIAL AWARENESS, plus the BRAIN 
DUMP game. The games play the same as they do in Play 
Mode. At the end of your test, MYQ will show you a graph 
that shows how you scored in each Brain Area, plus details 
of your combined score in that game, and your Best Score. 
It will also show your history of scores, so you can track your 
progress. For more details, see VIEWING YOUR SCORES.
VIEWING YOUR SCORES
Play Mode Scores: 
PLAY MODE. To view them, scroll to the SCORES screen in 
OPTIONS and press   on PLAY. Scroll through the Brain 
Areas and select individual games to view your scores. Press 
MENU to return to the Brain Area Screens.
Test Mode Scores: MYQ tracks much more information about 
your test scores. Select TEST to view the results of your last 
test and a chart of your score history. See the examples below.
The amount in black shows 
how good your score was in 
each Brain Area.
The TOTAL is your combined 
test scores (excluding 
Creative). BEST is your 
highest score to date.
MYQ tracks high scores for each game in 
MAINTENANCE
• Handle the game carefully.
• Store the game away from dusty or dirty areas.
• Keep the game away from moisture or temperature 
extremes.
• Do not disassemble the game. If a problem occurs, push 
in RESET, remove and reinsert the batteries, or replace the 
batteries with fresh ones.
The graph shows a 
history of your scores, 
from left to right.
BATTERY INFORMATION
Replacing the batteries: 
compartment, located on the back of the game, and remove 
the door. Remove the old batteries and insert 3 A76 or LR44 
size batteries “+” side up. Then replace the door and tighten 
the screw.
1) As with all small batteries, the batteries included with this game 
should be kept away from small children who still put things in their 
mouths. If it is swallowed, promptly see a doctor and have the doctor 
telephone (202)-625-3333 collect. In other countries, have the doctor 
call your provincial poison control center. 2) Make sure the battery is 
inserted correctly and follow the game and battery manufacturers’ 
instructions. 3) 3. Do not mix old and new batteries, or alkaline, 
standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries.
FCC STATEMENT 
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 any interference that may cause undesired operation.
This equipment has been tested and found to comply with the limits 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. 
•Consult the dealer or an experienced radio/TV technician for help. 
We will be happy to hear your questions or comments about 
this game. US consumers please write to: Hasbro Games, 
Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862. 
Tel: 888-836-7025 (toll free). Canadian consumers please 
write to: Hasbro Canada Corporation, 2350 de la Province, 
Longueuil, QC Canada, J4G 1G2. 
© 2007 All in 1 Products 
The HASBRO, MILTON BRADLEY and MB names and logos 
are ® and ©2007 Hasbro, Pawtucket, RI 02862. All Rights 
Reserved. TM & ® denote U.S. Trademarks.
Loosen the screw on the battery 
™
44760
44760
FOR 1 to 3 PLAYERS 
AGES 12+
MYQ is a brain training system. It will help boost your mental performance by exercising your gray 
matter. So get ready to flex those neurons and tone those synapses with the mini gym that fits right 
in the palm of your hand!
THE WORKOUT PROGRAM  Every day for 10 minutes, test yourself by playing MYQ. The theory is that, 
like a muscle, the brain benefits from exercise and stimulation. MYQ will track your progress for 30 
days at a time, so you can see how much your mental agility improves. Check your progress daily, 
and try to beat your previous scores!
THE WORKOUT ROUTINE  The 10 games are specially designed to improve certain Brain Areas: 
LOGIC, RECALL, SPATIAL AWARENESS and CREATIVITY. Some, like Sudoku and Hangman, you may 
already be familiar with. Others, like Tilt-A-Maze, use new Tilt Sensor technology. 
THE EQUIPMENT  The illustration below explains the features of your game unit that you’ll need to 
know about.
MENU BUTTON 
Press to pause a 
game, or to back 
up to the previous 
Menu Screen.
ARROW BUTTONS
Press up, down, left or 
right to scroll through 
options and to perform 
gameplay functions.
X BUTTON
Press to cancel an entry.
Note: The game may make a rattling 
sound as you play. This is caused by 
the tilt sensor, and is not a defect. 
GETTING STARTED
Press ON to power up. Your guide, Brainy, will greet you and 
introduce the game as you follow the screen prompts. Then 
the PLAYER screen will appear. 
THE PLAYER SCREEN
There are 3 PLAYER screens, plus a GUEST PLAYER 
screen. Scroll left or right to choose one of the 3 
players as your own. Then press  .  
(To get a quick overview of MyQ from Brainy, press 
 on the NEW PLAYER screen, and press   again 
to choose the tutorial.)
Signing on:
OPTIONS. Keep pressing   until you see the 
NAME screen. Then press the LETTER buttons and 
 to enter each letter of your name. (Press X to 
delete a letter if you make a mistake.) Press MENU 
to return to the OPTIONS screen. 
IMPORTANT: Always choose your own PLAYER screen when 
working out, so MyQ can track your progress.
 On the OPTIONS screen, choose 
™
ON/OFF BUTTON
Press to turn the game on. 
™
Press and hold to turn the 
game off. (If no buttons 
are pressed for 3 minutes, 
MyQ will power down.)
NUMBER & LETTER 
BUTTONS
Press in some games 
to input numbers and 
letters.
 BUTTON
Press to confirm a menu selection or answer.
THE OPTIONS SCREEN
On the OPTIONS screen, press   to choose PLAY 
(for practice or just for fun), TEST (to be tested 
randomly in one game from each Brain Area), or 
OPTIONS. If you chooce OPTIONS, scroll left or 
right through the options. Press   to choose one, 
or press MENU to return to the OPTIONS screen.
• PLAYER: 
delete a player name. 
• SCORES:
scores and history.
• SCREEN:
• VOLUME:
Follow the screen prompts to add, change or 
 Choose either PLAY or TEST to view your high 
 Press   to adjust the screen contrast. 
 Press   to adjust the sound.
THE MENU SCREEN
If you’re playing a game, you can press MENU 
to pause. The MENU will appear, giving you four 
choices. Press   to choose one.
• QUIT: 
• RESUME:
• HELP:
• OPTIONS:
End your game and return to the Game Menus.
 Return to the game in progress.
 View Brainy’s HELP screen for that game.
RESET BUTTON (MARKED “R” ON BACK) 
Push in if game malfunctions.
 View options (see THE OPTIONS SCREEN).

PLAY MODE
The 10 games are divided into the 4 Brain Areas of LOGIC, 
RECALL, SPATIAL and CREATIVE. Practice them in Play Mode 
for as long as you want before testing yourself. To play a 
game, select PLAY from the OPTIONS Screen. Choose a Brain 
Area, then press   to access the Game Menu. Press   to 
choose a game. When the HELP screen appears, press   to 
start the game. After Brainy’s 3-2-1 countdown, the game 
begins. There are 3 games in each Brain Area except for 
CREATIVE, which has one. 
At the end of each game, you can choose either to play again 
or to quit. Quitting takes you to the Game Menu for that Brain 
Area. To back up to the Brain Area Screens, press MENU.
LOGIC 
GAMES
RECALL 
GAMES
SPATIAL 
GAMES
CREATIVE 
GAME
SUDOKU PYRAMATH HANGMAN
DIAL-A-
PHONE
TILT-A-MAZE
BRAIN 
MOVES
SHAPE 
MATCH
OPTIX
AVOIDING
BRAIN DUMP
LOGIC GAMES
SUDOKU
THE GOAL:
in each 6-space grid. There can be no more than 
one of each number in every column, row and grid.
THE TIME & POINTS: 
are awarded for each properly-placed number. 
THE PLAY: 
ARROW buttons to move around the screen.
CLUE
Enter numbers in the unshaded blocks. To do this, move the 
cursor to the block you wish to fill, press   , then press the 
NUMBER button of your choice. Press the ARROW buttons to 
move to a new target block and continue to enter numbers.
To delete a number, move the cursor to its block and press 
X. Then press   and the NUMBER button of your choice to 
replace it.
The flashing cursor indicates your position. Use the 
 numbers are fixed and appear in the shaded blocks. 
Solving a puzzle:
a big check mark appears. Then a new puzzle starts. When 
time’s up, see the END OF GAME screen with your scores.
PYRAMATH
THE GOAL: 
input the (?) at the top of the pyramid from the 
symbols and numbers below it.
THE TIME & POINTS: 
Points are awarded for how many correct answers 
you make.
THE PLAY: 
1) 
The math symbol (x, +, -) above a pair of numbers tells 
you which math process (add, subtract, multiply) you should 
use to answer a “?”.
There are 2 important points to remember:
 Place the correct numbers from 1 to 6 
It’s a 4-minute game. Points 
 If you complete a whole screen correctly, 
Use mental math to calculate and 
It’s a 2 -minute game. 
2) 
Check the top of the pyramid first. If the “?” at the top is 
the only “?”, you only need to calculate the answer in the 
pyramid. If there are more “?”s below the top one, you’ll 
need to start your calculations in the bottom bar. See the 
examples below.
14 - 3 = 11
42 + 4 = 46
In this example there’s 
only one “?”, so just 
calculate the 42 + 4 
mentally in the pyramid.
Press the NUMBER buttons on the keypad to input the 
answers. Make a mistake? No problem! Press X to delete it. 
Enter a new number, then press   to lock it in.
Solving a puzzle: 
answers; a flashing screen for incorrect ones. In either case 
a new puzzle comes up. When time’s up, see the END OF 
GAME screen with your scores.
A big check mark appears for correct 
2 x 7 = 14
In this example there are 
two “?”s, so you must 
mentally calculate from 
the bottom up!
HANGMAN
THE GOAL: 
correctly before the entire Hangman appears on 
the screen.
THE TIME & POINTS: 
are awarded for each word guessed properly. 
THE PLAY: 
by a dash or dashes. The correct letters must be placed in the 
dashes.
Choose a letter to guess by pressing the up or down ARROW 
buttons to scroll through the alphabet. Press   to select 
your letter. Correctly guessed letters appear in the word to 
complete it. Incorrect guesses build a part of the Hangman.
The list of incorrectly guessed letters is tracked in the gray 
panel. If you guess a letter that already appears in the word, 
it will also appear in the gray panel, but in a white square. 
And it won’t count against you. 
The word to be guessed is missing letters, shown 
Solving a puzzle: 
correctly guess a word. Then a new Hangman puzzle starts. 
If the word is not guessed within 2 minutes, a new puzzle will 
begin. When time’s up, see the END OF GAME screen with 
your scores. 
Guess as many words as you can 
It’s a 2-minute game. Points 
A big check mark appears when you 
RECALL GAMES
DIAL-A-PHONE
THE GOAL: 
a 7-digit phone number.
THE TIME & POINTS: 
Points are awarded for each phone number you 
remember correctly.
THE PLAY: 
as shown to the left. Memorize it, then press  . A second 
screen appears with some digits missing. Fill them in by 
pressing the number buttons. Made an error? Easy fix! Just 
press X to delete it and press another number button to 
replace it. IMPORTANT: Once the last number is entered, no 
changes can be made.
A 7-digit phone number appears on the screen, 
To remember the missing numbers in 
It’s a 2 1/2-minute game. 
If you complete a phone number correctly, you’ll see a big 
check mark and hear a ring tone; if you made an error, you’ll 
get a busy tone. In either case, a new number will appear on 
the screen. When time’s up, see the END OF GAME screen 
with your scores.
BRAIN MOVES
THE GOAL:
and moves.
THE TIME & POINTS: 
(excluding Brainy’s moves). Points are awarded for 
correctly repeating each sequence.
THE PLAY: 
his sequence of moves by pressing the ARROW buttons. Also 
remember and repeat in sequence any numbers he’s thinking of as he moves, by pressing the NUMBER buttons. Note: 
Brainy floats up after making his moves. Do not count this as 
a move!
To change an input, press X to delete it. 
last move or number you input cannot be changed.
If you correctly repeat a sequence, a big check mark appears; 
if you’re not correct, the screen flashes. In either case, a new 
sequence appears. When time’s up, see the END OF GAME 
screen with your scores.
After Brainy moves around the screen, try to repeat 
 Repeat a sequence of numbers 
It’s a 1-minute game 
IMPORTANT: 
The 
OPTIX
THE GOAL: 
on the screen.
THE LIVES & POINTS: 
this game. You have 3 Lives (shown in the bottom 
bar), and the game ends after you’ve lost them 
all. Points are awarded for the largest number of 
correct responses in a row. 
THE PLAY: 
appears. It starts out easy with just one, but correctly 
identified symbols remain on the screen, so the pattern 
builds steadily with each correct response.
Move the square around the screen by pressing the ARROW 
buttons. Once the cursor is on top of the new symbol, select 
it by pressing  . If your response is correct, the screen 
changes and adds a new symbol for you to identify; if you’re 
incorrect, the screen flashes, a new sequence begins, and you 
lose a Life. The bar at the bottom tracks your Lives with + 
signs. When you make 3 incorrect responses, your 3rd Life is 
over and the END OF GAME screen appears with your scores.
Watch the screen carefully as each new symbol 
Identify each new symbol that appears 
There’s no ticking clock in 
SPATIAL GAMES
TILT-A-MAZE
THE GOAL: 
as you can by using Tilt Sensors.
THE TIME & POINTS:
are awarded for the distance your ball travels 
through the mazes. 
THE PLAY: 
TILT SENSOR technology. Tilt the game up, down, left and 
right to guide your ball through the maze and to an exit.
In the tilt sensor games you may use the ARROW buttons  
rather than tilting the game if you prefer; but they’re all 
meant to be played by tilting.
Reverse tilt: 
enter a challenging reverse tilt. In this alternate universe, black  
is white, up is down and left is right, so you must tilt the unit 
in the opposite direction you want the ball to move in. The 
screens alternate between regular play and reverse play.
No buttons to press in this game because of the 
After you complete the first maze, the game will 
Guide a ball through as many mazes 
 It’s a 2-minute game. Points 
Scoring: 
time runs out. Remember, you are awarded points for the 
distance your ball travels. Finishing more mazes means 
winning more points. When time’s up, the END OF GAME 
screen appears with your scores.
Try to complete as many mazes as you can before 
SHAPE MATCH
THE GOAL:
matching shapes below.
THE TIME & POINTS: 
are awarded for the number of correct matches.
THE PLAY:
innovative TILT SENSOR technology. Just tilt the 
game left or right to line up each shape as it falls. Then tilt 
down (but not too far) to speed the shape to its match.
Keep guiding the falling shapes to meet their matches. A big 
check mark appears each time you get a match; if you make 
an error, the screen will flash. Keep playing until time runs 
out and the END OF GAME screen appears with your scores.
 Direct the falling shapes to their 
It’s a 2-minute game. Points 
 No buttons to push because of the 
AVOIDING
THE GOAL: 
from all sides by using the Tilt Sensors.
THE LIVES & POINTS: 
game of dodge’em. The longer you avoid getting 
hit, the more points you’ll score. No ticking clock. 
The game is over when you lose your third Life.
THE PLAY: 
TILT SENSOR technology. Tilt the game up, down, left and 
right to keep your ball from getting hit by the bars.
Reverse play: 
will appear. If you survive long enough, the game will enter 
a challenging reverse play skill level for a limited time, where 
you must tilt the game in the opposite direction from the 
one you want to move in. 
Scoring: 
continues as above, as you dodge the bars to stay alive. The 
longer you survive, the more points you’ll score. After you 
lose your 3rd Life the game is over, and the END OF GAME 
screen appears with your scores.
No buttons to press in this game because of the 
The longer you avoid the bars, the more bars 
When you lose a Life, the screen will flash. Play 
Avoid falling bars that come at you 
You have 3 Lives in this 
CREATIVITY ACTIVITY
BRAIN DUMP
THE GOAL: 
for an object as you can. 
THE TIME: 
this exercise is to train your brain to think creatively 
rather than logically. No points are awarded, so 
BRAIN DUMP does not affect your score. Judge your 
own output, then try to beat your count each time you play.
THE PLAY: 
think of for a…” appears on the screen, get ready to “text 
in” your answers using the letter keys on the keypad. It’s like 
entering a text message on a cell phone. Don’t worry about 
spelling, but your entries should have 3 letters or more.
For example, if the object is STONE, you may think of a 
statue, a doorstop, a paper weight, a hopscotch marker, and 
more. Enter each answer by pressing the LETTER buttons. To 
leave a space, press “0.” To delete a letter, press X. Be sure 
to lock in your answer by pressing the   button after every 
entry. When you do this, MYQ will automatically keep track 
of your “uses.”
When the question “How many uses can you 
GOOD ANSWER/BAD ANSWER:
give as many valid answers as you can. 
Try to think up as many creative uses 
It’s a 2-minute activity. The purpose of 
 You’re the judge, but try to