I N S T R U C T I O N S

Ages 7 and Up 2 to 10 Players

 

 

 

Please remove all components from package

CONTENTS

and compare them to the component list.

112 Cards as follows:

If any items are missing, please call 1-800-486-9787.

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 War Machine 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 Action Cards with a symbol as zero).

2.The dealer shuffles and deals each player 7 cards.

3.Place the remainder of the deck face down 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 2 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.

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.

(CONTINUES ON OTHER SIDE)

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.

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)!

War Machine Card – This card makes you impervious to your opponents’ efforts to force you into submission! If a Draw 4 or Draw 2 card is played against you, outsmart your opponent by playing this card and turning the tables around: they must draw the amount shown on

the card they just played. Designate a new color, and play resumes. You can also use this card as a wild card at any time. The point value of the War Machine card is 50 points.

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

War Machine

50 Points

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.

Iron Man 2, the Movie: © 2010 MVL Film Finance LLC. Marvel, Iron Man and

All Related Characters and all material included herein:

TM & © 2010 Marvel Entertainment, Inc. and its subsidiaries. All rights reserved.

UNO and associated trademarks and trade dress are owned by, and used under license from, Mattel, Inc. © 2010 Mattel Inc. All Rights Reserved. www.letsplayuno.com

© 2010 Fundex Games, Ltd. P.O. Box 421309, Indianapolis, IN 46242

MADE IN CHINA

Questions or comments? Write to us at the address above, call 1.800.486.9787

or email customerservice@fundexgames.com.

In an effort to continually improve our products, items may vary from those shown.

www.fundexgames.com

Item #7721

2 YEAR LIMITED WARRANTY

Fundex Games, Ltd. warrants to the original consumer purchaser that this product will be free of defects in the material or workmanship for two years (unless specified in alternate warranties) from the date of purchase. If defective, return the product along with proof of the date of purchase, postage prepaid, to the address below for replacement or refund at our option. This warranty does not cover damage resulting from unauthorized modification, accident, misuse or abuse. In no event shall we be responsible for incidental, consequential, or contingent damages (except in those states that do not allow this exclusion or limitation). VALID ONLY IN U.S.A. This warranty gives you specific legal rights and you may also have other rights which vary from state to state. Some states do not allow the exclusion of incidental or consequential damages, so the above exclusions or limitations may not apply to you.

Send the product and all correspondence to:

Fundex Games, Ltd.

P.O. Box 421309

Indianapolis, IN 46242

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Fundex Games 7721 manual Contents, Object of the Game, Setup, LET’S Play, Functions of Action Cards, Going OUT, Scoring