112 Cards as follows:
19 Purple cards – 0 to 9
19 Green cards – 0 to 9
19 Blue cards – 0 to 9
19 Orange cards – 0 to 9
8 Draw Two cards – 2 each in purple, green, blue and orange
8 Reverse cards – 2 each in purple, green, blue and orange
8 Skip cards – 2 each in purple, green, blue and orange
8 Wild cards
4 Wild Draw Four cards
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.
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 green 7, the player must put down a green 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.
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.
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.
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.
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.
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)
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.
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
Once the score for the round has been tallied, if no player has reached 500 points, reshuffle the cards and begin a new round.
The WINNER is the first player to reach 500 points.
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.
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Access the battery compartment by unscrewing and separating the top half of the engine from the bottom half of the engine. Install the batteries as indicated inside the battery compartment. Re-assemble the two halves of the engine, re-insert the screw, and tighten. If the engine begins to operate erratically, you may need to reset the electronics by removing the batteries from the engine and reinstalling them. Requires 2 “AAA” (LR03) batteries. For longer life use only alkaline batteries.
Required tool: Phillips screwdriver (not included)
In exceptional circumstances batteries may leak fluids that can cause a chemical burn injury or ruin your product. To avoid battery leakage:
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. Connect the equipment into an outlet on a circuit different from that to which the receiver is connected. 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.
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 interference that may cause undesired operation.
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Based on the Railway Series by The Reverend W Awdry.
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CONTENTS: 112 cards as follows
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 Reverse cards – 2 each in blue, green, red and yellow 8 Skip cards – 2 each in blue, green, red and yellow |
8 Discard Two of the Same Color cards – 2 each in blue, green, red and yellow 4 Wild cards 4 Wild Clear cards 4 Wild Give Away cards 1 Triple Play Unit |
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. Colors and decorations may vary.
OBJECT
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.
UNO ® TRIPLE PLAY™ plays like classic UNO ® except there are THREE Discard Piles instead of just one. On your turn, you have to match a card in your hand to a card on one of the three Discard Piles, but you can only discard to a pile that is LIT UP. And if you discard to a pile that has so many cards it OVERLOADS, you may have to draw extra cards! Special cards help in dealing with all the Discard Pile dangers (more on that later), but like always, when you’re down to your last card, you still have to yell “UNO!”
SET UP
– Turn the ON/OFF switch located on the bottom of the Launcher to “ON”
– Place the UNO ® Triple Play™ unit in the middle of the play area.
– Shuffle the deck and deal out 7 cards to each player.
– Place the remaining cards face-down to create a Draw Pile next to the unit.
– Place 1 card face-up in each of the unit’s 3 Discard Pile Spaces.
NOTE: After two minutes of inactivity, the unit will go to sleep.
To wake it up, press the button once.
Once you have started one of the two game modes, press and hold the GO button for 3 seconds until you see a number appear on the Center Display. Release the button and press it again to decrease and increase the volume. The volume range is from 1 to 5. When the button is released for 2 seconds, the game will resume where it left off.
LET’S PLAY!
There are two ways to play UNO ® Triple Play ™, REGULAR MODE and TIMER MODE.
REGULAR MODE
To begin, press the yellow “Go” button.
You will hear the start-up tone and the Card Counter lights in the center will flash BLUE. Press the “Go” button again to begin the round. All the Card Counter lights will flash GREEN and the first Discard Pile(s) will light up.
Play begins with the player to the left of the dealer.
On your turn, you must match a card in your hand with the top card in one of the LIT-UP Discard Piles (the number of playable Discard Piles will vary each turn – on one turn all three piles may be lit up, on the next turn there may be only two lit up and so on). YOU MAY ONLY PLAY TO A DISCARD PILE SPACE THAT IS LIT UP.
You match cards either by number, color or symbol. For example, if the card on a lit-up Discard Pile is a red 7, you must throw down a red card or any color 7. Or, you can throw down a Special Card, if appropriate (see Special Cards section).
If you don’t have anything that matches, you must draw 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. If you can’t play the card, you must press one of the available Discard Piles to activate the card counter.
NOTE: 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. If you don’t play a card, you must still press one of the available Discard Piles to activate the card counter.
After you determine which (if any) LIT-UP Discard Pile you want to play on, when you lay your card down make sure to press down firmly until you hear a “beep.” The lights will rotate to be ready for the next player.
NOTE: DO NOT PRESS DOWN FOR MORE THAN TWO SECONDS OR IT WILL RESET THE CARD COUNTER (MORE ON THIS LATER). You may only play to ONE Discard Pile per turn.
Each Discard Pile also has a Card Counter Light that indicates the condition of the pile. The more you play to a Discard Pile, the Card Counter light will change from GREEN (safe), to YELLOW (caution), to RED (close to OVERLOAD), so be careful!
If a Discard Pile gets too many cards, it will “overload”. When this happens, you will hear the overload tone and a number will flash in the Center Display. The player who played the card that caused the overload must draw the indicated number of cards from the Draw Pile (anywhere between 1-4 cards). Once you have drawn your cards, press the Go button to re-set the unit for the next player in current order.
NOTE: after a Discard Pile has approximately 20 cards on it, remove those cards, returning only the top card to continue the Discard Pile. This will prevent the pile from false triggering. Place the removed cards to the side. If you run out of cards in the Draw Pile, shuffle the removed cards and place them facedown to create a new Draw Pile.
Turn the unit over and make sure the ON/OFF switch is on “off.” Next, switch the Timer Switch on the bottom toward the Timer Icon. Then, turn the ON/OFF switch back to “on.” Press the Go button to begin.
Timer Mode is a fast-paced version of the Regular Mode where you have to play quickly. (Not for the faint of heart) Once your turn begins, you will have only seconds to play a card on an available Discard Pile (remember to press and activate the card counter). The time is counted down on the Center Display so hurry up! Once you play your card, the timer will reset for the next player and the count-down will start again.
If you can’t complete your turn before time runs out, you must take back any cards you tried to play and draw 6 cards from the Draw Pile to add to your hand. (That’s right…6 cards!)
Once you have drawn your cards, press the Go button to re-set the unit for the next player in current order.
If you can’t play a card from your hand on your turn, you must draw a card to play. If you still can’t play, you must press one of the available Discard Piles to activate the card counter before the timer expires. Remember, if the timer ever expires on your turn, you must draw 6 cards.
Press the Go button to re-set the unit for the next player in current order.
If a Discard Pile overloads on your turn, the timer stops, and the game is paused. You must draw the number of cards indicated in the Center Display and then press the Go Button to re-set the unit for the next player in current order.
Play continues until one player gets rid of all their cards (see “Going Out”).
When you have one card left, you must yell “UNO” (meaning one) before playing your next to last card. If you don’t shout “UNO”, you must draw two cards (that is, of course, if you get caught by the other players).
If you play your last card on a Discard Pile that overloads, you cannot go out. You must draw the number of cards indicated on the Center Display and continue playing.
Once a player successfully plays their last card into a lit-up Discard Pile, the round is over. Points are totaled (see Scoring Section) and you start a new round.
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 |
Discard 2 | 30 Points |
Wild | 50 Points |
Wild Clear | 50 Points |
Wild Give-Away | 50 Points |
The WINNER is the first player to reach 500 points. Alternatively, 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.
This game is scored by keeping a running total of what each player is caught within their 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. When a player reaches or exceeds the amount designated, they lose. The winner of that final hand is declared the winning player of the game. When your game is complete, divide the cards into 2 decks and place each deck into one of the two-card storage areas on the bottom of the unit.
Reverse
Simply reverse the direction of play. Play left becomes play right, and vice versa. If this card is turned up at the beginning of play, place it back into the middle of the draw pile
and pick another card.
Discard Two of the Same Color
Play this card when you want to discard an extra card of the same color. For example, if a yellow “7” is on an available lit-up Discard Pile, you may discard your yellow “Discard Two of the Same Color” card PLUS one more yellow card from your hand (always put the Discard Two of the Same Color on the bottom). Play the 2 cards together and only press the Discard Pile once. If the last card played is a Special card, the next player in order must do the action. You may also play a Discard Two of the Same Color card without playing another card.
Wild Clear
When you play this card, you get to “clear” a Discard Pile Space by placing your card in an available lit-up Discard Pile and holding it down for TWO SECONDS. This will reset the Card Counter and its light will go back to green. You may play this card anytime, but strategically you will want to play it on a Discard Pile that is close to overloading. This card is also a wild card, so the next player that plays to that pile in current order decides the color that continues play.
Skip
The next player to play loses their turn and is “skipped.” If this card is turned up at the beginning of play, place it back into the middle of the draw pile and pick another card.
Wild
This card can be played on any card.
However, unlike classic UNO ® , the person playing the card does not CALL OUT the color that continues play. Instead, the next player that plays to that pile in current order decides the color that continues play. They do this by laying down a card of their choice and whatever color that card continues to play. If this card is a Special card (a green
Reverse card, or a red Skip card for example), the action must also be honored by the next player in order.
Wild Give Away
Pile to “overload,” you may take all the cards you are required to draw (indicated in the Center Display) and give them away to any player or players you choose. It doesn’t have to be an even distribution; you can give all the cards to one player, or give two cards to one player and one card to another player, etc. If you play this card and the Discard Pile
DOES NOT overload, you have just discarded one card and play continues in current order. This card is also a wild card, so the next player that plays to that pile in current order decides the color that continues play.
UNO ® Triple Play™ requires 3 AA-size Alkaline Batteries (not included). Use only Alkaline Batteries. Toys may not function with other types of batteries.
To resume normal operation, slide the power switch off for a few seconds and then on again.
NOTE: When the batteries need replacing, you will hear a power-down sound, and the unit will go directly into “Sleep Mode” after being turned on.
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©2020 Mattel. ® and ™ designate U.S. trademarks of Mattel, except as noted. Mattel, Inc. 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 1-800-524-8697.