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
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”.
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IMPORTANT: During play, rotate the Launcher so it always faces the player whose turn it is.
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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.
Discard All - Play this card when you want to discard all of the cards in your
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hand of the same color. For example, if a yellow “7” is in the Discard pile,
you may discard all the yellow cards in your hand, with a yellow Discard All
card placed on top. (You may also discard a Discard All card on top of
another Discard All card.) If this card is turned up at the beginning of play
the player to the left of the dealer begins play with a card of the same color,
or another Discard All card. If that’s not possible, he/she must hit the
Launcher button.
Hit 1 - The next player in current order must hit the Launcher button once.
His/her turn is then over; play continues with the next player. If this card is
turned up at the beginning of play the player to the left of the dealer must hit
the Launcher button one time. Then play begins with the next player (the
second player to the dealer’s left).
Hit 2 - Next player must hit the Launcher button twice. His/her turn is then
over; play continues with the next player. If this card is turned up at the
beginning of play the player to the left of the dealer must hit the Launcher
button twice. Then play begins with the next player (the second player to the
dealer’s left).
Wild Attack-Attack - When this card is played, whoever played it gets to call
any color and then choose ANY OTHER PLAYER in the game to “Attack.” The
Launcher is rotated to face the chosen player, and then the player being
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attacked must press the launcher button twice. The game then continues
with the next player in regular rotation (the second player to the left – or
right in Reverse rotation - of the player who played the Wild Attack-Attack
card).
Mega Hit Rule - Whenever someone plays a Hit card against you (Hit 1, Hit 2, or Wild
Attack-Attack), you can play ANY Hit card from your hand on top of it (regardless of color)
turning it into a Mega Hit stack. This means (a) you don’t have to perform the hit, and (b) the
next player in current order will have to perform BOTH hits. If the next player has a Hit card of
their own, they can add it to the stack and pass all the hits on to the next player after them and
so on until play reaches a player that has no Hit card in their hand. That player will then have to
perform ALL THE ADDED-UP HITS in the stack.
EXAMPLE: The player to your right plays a Hit 1 card. Normally, this means you would have to
hit the Launcher button one time, but you have a Hit 2 card in your hand. You play it to start a
Mega Hit stack worth 3 hits (your Hit 2 card + the original Hit 1 card). The next player plays a
Wild Attack-Attack card, which adds 2 more hits to the stack (now 5) and allows them to send
the attack to any player. She chooses the original player, who unfortunately does not have any
more Hit cards and cannot deflect the attack, so he must press the button 5 times.
NOTE: if the first card played is a Wild Attack-Attack card and the player being attacked has a Hit
card, they may play it and start a Mega Hit stack. The next player IN THE CURRENT ORDER
FROM THE ATTACKED PLAYER must then either play a Hit card or perform all the hits in the
stack.
If any cards shoot out of the UNO Attack unit before you finish pressing the button the required
number of times, you may forfeit the remaining hits.
After a Mega Hit stack has played out, game play continues with the next player in the current
order from THE PLAYER WHO LAID DOWN THE FIRST HIT CARD.
GOING OUT
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.)
If you forget to say “UNO” before your card touches the Discard pile, but you “catch” yourself
before another player catches you, you are safe and not subject to the penalty.
You may not catch a player for failure to say “UNO” until their second-to-last card touches the
Discard pile. Also, you may not catch a player for failure to say “UNO” after the next player
begins their turn. “Beginning a turn” is defined as either playing a card or hitting the Launcher
button.
If a player goes out using a Wild Attack-Attack card, they may use this command card as
normal before the game ends.
Once the Discard pile reaches a substantial level (looks like a full deck again), reshuffle the
Discard pile, reload the Launcher and continue play.
SPECIAL RULES
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If any cards are left sticking out of the Launcher after activation, the player who caused the
Launcher to activate must take these cards and add them to his/her hand.
SCORING
When you are out of cards, you get points for cards left in opponents’ hands as follows:
All cards through 9 Face Value
Reverse 20 Points
Skip 20 Points
Hit 1 20 Points
Hit 2 40 Points
Discard All 30 Points
Wild 50 Points
Wild Attack-Attack 50 Points
The WINNER is the first player to reach 500 points. However, the game may be scored by
keeping 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.
RENEGING
You may choose not to play a playable card from your hand. If so, you must hit the Launcher
button. Your turn is then over.
PENALTIES
Any player making a card suggestion to another player must hit the Launcher button 4 times.
TWO-PLAYER GAME
Rules for Two Players - Play UNO ATTACK!
rules:
1. Playing a Reverse card acts like a Skip. The player who plays the Reverse may immediately
play another card.
2. The person playing a Skip card may immediately play another card.
3. When a Hit 2 card is played and your opponent has hit the Launcher button twice, the play
is back to you.
CHALLENGE GAME
Challenge UNO ATTACK!
player is caught with in his or her hand. As each player reaches a designated amount, we
suggest 500, that player is eliminated from the game. When only two players are left in the
game, they play head-to-head. (See Two Player Game section.) When a player reaches or
exceeds the amount designated, he/she loses. The winner of that final hand is declared the
winning player of the game.
®
- This game is scored by keeping a running total of what each