INSTRUCTION
SHEET SPECS:
Uno Power Grab Instructions
• If you feel daring, you may also choose to NOT play a playable card from your hand.
However, you must still draw a card from the DRAW pile and place it in the Card Blaster.
STORE & DISPLAY
Scoring
Toy:
UNO® Blast features a handy storage compartment for the cards. Just flip the lid on the top
of the Card Blaster and insert them in a standing position. This makes it easy to store the
game on a shelf or table until you’re ready to play again!
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:
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Toy No.:
7+
2-6
• If you draw a card that is playable, you may NOT play it on the same turn; newly drawn
cards must always be placed in the Card Blaster.
Part No.:
17” W x 11 " H
4.25” W x 5.5” H
accordian/center
1 (one) both sides
Black
Trim Size:
Folded Size:
Type of Fold:
# colors:
All number cards (1-9).................................Face Value
Draw One....................................................20 Points
Discard Color...............................................20 Points
Reverse.......................................................20 Points
Skip ............................................................20 Points
Wild.............................................................50 Points
• There are 3 special cards in UNO® Blast: Draw One, Discard Color, and Wild Blast cards.
See “Functions of Actions Cards” for more details.
Colors:
White Offset
70 lb.
Functions of action cards
Paper Stock:
Paper Weight:
EDM No.:
TIP
Wild Blast....................................................50 Points
Draw One Card – When you play this card, the next player must draw 1
card and place it in the Card Blaster! This counts as their turn.
+1
CARD GAME
Don’t want to keep
score? Some people prefer
to play UNO® Blast without
keeping score. To those people
we say: go for it! The first
person to get rid of all of their
cards wins!
Once the score for the round has been tallied, if no
player has reached 500 points, reshuffle the cards
and begin a new round.
+
1
Contents
1 Card Blaster
110 cards as follows:
+ 1
Winning the Game
The WINNER is the first player to reach 500 points.
18 Blue Cards - 1 to 9
18 Green Cards - 1 to 9
18 Red Cards - 1 to 9
18 Yellow Cards - 1 to 9
8 Draw One 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 Discard Color Cards - 1 each in blue, green, red and yellow
4 Wild Cards
Discard Color Card – When you play this card, you may discard all
cards of that color in your hand (i.e. if you play a blue Discard Color card,
you may discard all of your blue cards). The card you place on the top of
the DISCARD pile continues play.
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.
Black Plate
This device complies with Part 15 of the FCC rules
Operation is subject to the following two conditions:
RESET BUTTON – Sleeping Unit or Starting a New Game
• After 3 minutes of inactivity, the Card Blaster will go into sleep mode. Press the Reset
Button to resume play where you left off.
(1) This device may not cause harmful interference, and (2) this device must accept
any interference received, including interference that may cause undesired
operation.
6 Wild Blast Cards
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).
Folding
Diagram
• If you complete a game or round and wish to start a new one, press the Reset Button to
eject any cards that are in the unit (if the Card Blaster was asleep, you will need to press
the button twice).
Object of the Game
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:
Have a blast as you race to get rid of all of your cards while trying to avoid triggering the
Card Blaster! You’ll score points in each round for the cards your opponents are left
holding. Points in rounds accumulate and the first player to reach 500 points wins.
BATTERY INFORMATION
Keep these instructions for future reference as they contain important information.
Setup
TIP
1. Power on the UNO® Blast unit and set it in the
center of the playing area.
Already know how to
play original UNO® card
game? If you’re familiar with
the basic rules, you can jump
ahead to the Special Rules
for UNO® Blast section.
Skip Card – When you play this card, the next player is “skipped” (loses
their turn).
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2. Each player draws a card; the player that
draws the highest number deals (count any
card with a symbol as zero).
3. The dealer shuffles and deals each player 7 cards.
4. Place the remainder of the deck facedown to
form a DRAW pile.
Reorient or relocate the receiving antenna.
Increase the separation between the equipment and receiver.
Connect the equipment into an outlet on a circuit different from that to which the
receiver is connected.
“|” = ON
“O” = OFF
5. 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, place it back in the
DRAW pile and turn over a new card.
Wild Card – A Wild card can be played to match any other card. When
you play this card, call out a color of your choice to continue play.
Consult the dealer or an experienced radio/TV technician for help.
NOTE: Changes or modifications not expressively approved by the manufacturer
responsible for compliance could void the user’s authority to operate the equipment.
• Requires 3 “AA” Alkaline batteries (not included).
• For longer life use only alkaline batteries.
WILD
Original UNO® Gameplay
• If game malfunctions, check the battery installation.
• The person to the left of the dealer starts play, and play moves clockwise.
Warning: Do not aim at eyes or face. Only use projectiles supplied
with this toy. Do not fire at point blank range.
• BATTERIES SHOULD BE CHANGED WHEN SOUND DISTORTS OR UNIT MALFUNCTIONS.
• On your turn, play by matching a card from your hand to the card on the top of the
DISCARD pile. You can match a card by number, color or symbol (symbols represent
Action Cards; see “Functions of Action Cards”).
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Wild Blast Card – This card is played like a Wild card. In addition,
when you play this card, the next player must draw and insert cards into
the Card Blaster until the blast is triggered. That player must add all of
the cards that blast out to their hand; this counts as their turn.
ADULT SUPERVISION RECOMMENDED WHEN CHANGING BATTERIES.
Protect the environment by not disposing of this product with household
waste (2002/96/EC). Check your local authority for recycling advice and
facilities. If game malfunctions, check the battery installation.
BATTERIES SHOULD BE CHANGED WHEN SOUND DISTORTS OR
LOCKING MECHANISM MALFUNCTIONS.
• 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.
BATTERY SAFETY INFORMATION
In exceptional circumstances batteries may leak fluids that can cause a chemical burn
injury or ruin your product. To avoid battery leakage:
• If you don’t have a playable card (a card that matches the card on the DISCARD pile), you
must take a card from the DRAW pile and place it in one of the slots in the Card Blaster,
which will be explained next.
• Non-rechargeable batteries are not to be recharged.
Reset Button
• Rechargeable batteries are to be removed from the product before being charged (if
designed to be removable).
Special Rules for UNO® Blast
Slots
Going Out & Yelling “UNO!”
• Anytime you are forced to draw a card from
t
h
e
DRAW
• 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 2 cards.
• Rechargeable batteries are only to be charged under adult supervision (if designed to be
removable).
pile, you must place it in one of the empty sl
the Card Blaster. You may choose any slot yo
wish, as long as there isn’t another card in it
But, beware: You never know which slot will
trigger the blast!
• Do not mix alkaline, standard (carbon-zinc), or rechargeable (nickel-cadmium) batteries.
• Do not mix old and new batteries.
• Once a player has no cards left, the round is over. Points are scored (see SCORING) and
play starts over again.
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• Only batteries of the same or equivalent type as recommended are to be used.
• Batteries are to be inserted with the correct polarity.
©2012 Mattel. All Rights Reserved. Mattel, Inc. 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Relations
1-800-524-8697. Mattel Canada Inc., Mississauga, Ontario L5R 3W2. You may call us free at 1-800-524-8697. Mattel
Europa, B.V., Gondel 1, 1186 MJ Amstelveen, Nederland. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB.
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Mattel East Asia Ltd., Room 1106, South Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Diimport &
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Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867.
• If no player is out of cards by the time the DRAW pile is depleted, the DISCARD pile is
reshuffled and play continues.
• If you place your card in the slot and the
Card Blaster does not go off, then you are
safe and your turn is over.
• Exhausted batteries are to be removed from the product.
• The supply terminals are not to be short-circuited.
• If your card triggers the blast, you must tak
of the cards that shoot out and add them to
hand; your turn is over.
e
y
all
Card Blaster
Y2318-0920
• Dispose of batteries safely.
service.mattel.com
• Do not dispose of this product in a fire. The batteries inside may explode or leak.
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