7+ 2-10
TM
TM
CONTENTS:
112 cards as follows:
18 Blue cards - 1 to 9
18 Green cards - 1 to 9
18 Red cards - 1 to 9
18 Yellow cards - 1 to 9
4 Reverse cards - 1 each in blue, green, red and yellow
8 Skip cards - 2 each in blue, green, red and yellow
8 Discard All cards - 2 each in blue, green, red and yellow
4 Hit 1 Cards – 1 each in blue, green, red and yellow
8 Hit 2 cards - 2 each in blue, green, red and yellow
4 Wild Cards
4 Wild Attack-Attack cards
Card Launcher
Card Launcher Front cover
Instructions
NOTE: Do not aim at eyes or face. Only use projectiles supplied with this toy. Do not fire at
point blank range.
ADULTS NOTE: If cards are slipping on the rubber roller and do not come out, clean the rubber
roller with a damp cloth or a cloth dipped in rubbing alcohol.
Please remove all components from the package and compare them to the component list. If
any items are missing, contact your local Mattel office.
Keep these instructions for future reference as they contain important information.
HOW TO REPLACE BATTERIES
UNO ATTACK!
Toy may not function with other types of batteries.
™
requires 3 C size Alkaline Batteries (not included). Use only Alkaline Batteries.
1. Unscrew battery compartment cover with a Phillips screwdriver (not included) and lift
open.
2. Install 3 C size Alkaline Batteries in compartment as shown. (See Figure 1.)
3. Replace cover by slipping tabs into place,
pressing cover down and screwing shut.
C/LR14
1.5V
C/LR14
C/LR14
1.5V
1.5V
Figure 1
For longer life use alkaline batteries.
OBJECT
Be the first player to score 500 points. The first player to get rid of all the cards in their hand
scores points for the cards left in their opponents’ hands.
™
UNO ATTACK!
Each player is dealt 7 cards. Place one card from the deck on the playing area to begin a
DISCARD pile. Open the Launcher, insert the remaining cards facedown inside, close the
launcher and turn the ON/OFF switch located on the bottom of the Launcher to “ON”.
IN A NUTSHELL
IMPORTANT: During play, rotate the Launcher so it always faces the player whose turn it is.
REMEMBER: Cards do not shoot out every time the button is pressed. This is not necessarily
a bad thing, especially if you are the one who has to press the button. When you press the
button correctly you will hear an audible “ding” to let you know you’ve done it right.
The first player has to match the card in the DISCARD pile either by number, color or symbol.
For example, if the card is a red 7, you must throw down a red card or any color 7 onto the
DISCARD pile. Or, you can throw down a Special Card, if appropriate (see Special Cards
section). If you don’t have anything that matches, you must hit the Launcher button. If nothing
happens, play moves to the next person. If cards shoot out, you must add these cards to your
hand. Then play passes to the left (until a Reverse card is played – see Special Cards section).
When you have one card left, you must yell “UNO” (meaning one) before playing your next to
last card. Failure to do this results in your having to hit the Launcher button TWICE. (That is,
of course, if you get caught by the other players.)
Once a player is out of cards, the hand is over. Points are totaled (see Scoring section) and
you start over again. That’s UNO ATTACK!
NOW FOR THE DETAILS
CHOOSING A DEALER
Every player picks a card. The person who picks the highest number deals. If you picked a
Special Card, too bad – they don’t count. The dealer deals 7 cards to each player, starts the
discard pile and loads the Launcher. Player to the left of dealer starts play.
SPECIAL CARDS
Reverse - Simply reverse direction of play. Play left becomes play right,
and vice versa. If this card is turned up at the beginning of play the dealer
plays first, and play then goes to the right instead of left.
Skip - The next player to play loses his/her turn and is “skipped.” If this
card is turned up at the beginning of play the starting player is skipped and
the next player starts.
Wild Card - This card can be played on any card. The person playing the
card calls any color to continue play, including the one presently being
played if desired. A Wild card can be played even if the player has another
playable card in his/her hand. If this card is turned up at the beginning of
play the player to the left of the dealer calls out a color, then plays.
®
in a nutshell.