Ninja turtle cards Russian walkthrough. Card game ninja turtles battle four. Teenage Mutant Ninja Turtles rules. Unexpected attack. Fight an invisible enemy

Card game Uno: Teenage Mutant Ninja Turtles with colorful images of funny superhero turtles will allow your child to have fun with family and friends. It is easy to learn and dynamic.

The goal of the game is to be the first to get rid of all your cards in each round and score points. The first player to score 500 points wins. At the beginning of the game, each participant must have seven cards in their hands. The deck with the remaining cards is placed face down. This is the deck from which cards are drawn during the game. The top card from it becomes the first card in the discard pile.

During the game, players take turns matching one of their cards to the one on top of the discard pile, by color, number, or symbol. Or the player can play a Wild Card. If a player does not have a card in his hand to play, he must draw a card from the deck. When one player has discarded all his cards, the round is over. The points are tallied and the game starts again. In addition, this version has a new...


1. Distribute cards equally to players. Each player turns over the top card from their pile face up.
2. The first player chooses the category with the highest points on the card and names it.
3. The second player finds the named category on his card and reads the number of points opposite it.
4. The first player has more points. He wins the round, takes both cards and places them under the pile.
The goal of the game is to win all the cards from your opponent!

Catch the dragon!

Game conditions: there must be at least two people!!! And there must be at least one Purple in the deck of cards!!!

1. Mix the cards and distribute them face down to the players. Place a stack of your cards in front of you, turn over the top cards one by one and place them in a common pile in the middle.

2.When someone gets a Purple Dragon, everyone should cover this card shouting “Dragon!!!” . The one who covers the card first takes the entire common pile and places it face down under his cards.

3. The player who took the cards turns over the top card from his pile and the game continues. The game ends when one of the participants is left without cards. The one with the most cards wins.

Unexpected attack. Fight an invisible enemy!

1.Put the bonus cards aside and distribute five cards to each player.
2.Put five more cards in a row face down - this is for the “invisible player”!
3. Turn over the first card on the table. Players must beat the highest skill of that card. If both players exceed this skill, then the one with more points takes all three cards.
4.If no one defeats the “invisible player,” no one gets the cards.

Continue the game until you have turned over all five cards. The one who wins the most rounds wins.

1. Distribute cards before removing bonuses.

2. Place them face down.

3. The first player takes out his card and says the name of the character depicted on it. If you don’t guess right, then the card is placed in the middle, and if the player guesses right, then the card remains.

4. The rest of the players do the same.

5. The first one to have no cards left wins. Remember, you cannot say the same name in a row, and you cannot repeat the name said by another player in this round.

Bonus Battle!

1. Take a deck of cards. We divide into two piles: in one we put the bonuses and in the other the remaining cards. We take a deck with bonuses (you can remove the other deck; you won’t need it!).

2. We distribute equal cards to all players.

3. The first player chooses a card and moves it, not showing, but saying its characteristics: ingenuity, dexterity, strength, skill.

4. Next, the second player plays with his bonus of the same characteristic; if he does not have the required card, he takes this card for himself, but if he still has it, he plays with it and wins, then the first player takes all the cards and vice versa. You need to walk with different bonuses every time! That is, you cannot use the same bonus every time.

5. This continues until one of the players has all the cards. The one who wins without cards.

Elusive bonus!

The goal of the game is to get rid of all the cards!

1.Mix all the cards and distribute 20 of them. Place them face down. Don’t peek!

2. Participants take turns placing the top card from their pile. Shout “Bonus!” during your turn if you think you will get a bonus card.

3.If you guessed right, the game continues. The one who laid out a bonus card, but remained silent, or vice versa - shouted, but did not guess correctly, takes the cards laid out in this round.

4. The winner is the one who gets rid of all his cards first.

We are changing the rules!!!
You can shout out "Bonus!" before the other player's turn. If you guess correctly, your opponent will have to take all the cards. If you make a mistake, you get the cards!

The Elusive Bonus game is very similar to the card game Drunkard, which is always fun to play!


1. Distribute cards equally to players. Each player turns over the top card from their pile face up.
2. The first player chooses the category with the highest points on the card and names it.
3. The second player finds the named category on his card and reads the number of points opposite it.
4. The first player has more points. He wins the round, takes both cards and places them under the pile.
The goal of the game is to win all the cards from your opponent!

Catch the dragon!

Game conditions: there must be at least two people!!! And there must be at least one Purple in the deck of cards!!!

1. Mix the cards and distribute them face down to the players. Place a stack of your cards in front of you, turn over the top cards one by one and place them in a common pile in the middle.

2.When someone gets a Purple Dragon, everyone should cover this card shouting “Dragon!!!” . The one who covers the card first takes the entire common pile and places it face down under his cards.

3. The player who took the cards turns over the top card from his pile and the game continues. The game ends when one of the participants is left without cards. The one with the most cards wins.

Unexpected attack. Fight an invisible enemy!

1.Put the bonus cards aside and distribute five cards to each player.
2.Put five more cards in a row face down - this is for the “invisible player”!
3. Turn over the first card on the table. Players must beat the highest skill of that card. If both players exceed this skill, then the one with more points takes all three cards.
4.If no one defeats the “invisible player,” no one gets the cards.

Continue the game until you have turned over all five cards. The one who wins the most rounds wins.

1. Distribute cards before removing bonuses.

2. Place them face down.

3. The first player takes out his card and says the name of the character depicted on it. If you don’t guess right, then the card is placed in the middle, and if the player guesses right, then the card remains.

4. The rest of the players do the same.

5. The first one to have no cards left wins. Remember, you cannot say the same name in a row, and you cannot repeat the name said by another player in this round.

Bonus Battle!

1. Take a deck of cards. We divide into two piles: in one we put the bonuses and in the other the remaining cards. We take a deck with bonuses (you can remove the other deck; you won’t need it!).

2. We distribute equal cards to all players.

3. The first player chooses a card and moves it, not showing, but saying its characteristics: ingenuity, dexterity, strength, skill.

4. Next, the second player plays with his bonus of the same characteristic; if he does not have the required card, he takes this card for himself, but if he still has it, he plays with it and wins, then the first player takes all the cards and vice versa. You need to walk with different bonuses every time! That is, you cannot use the same bonus every time.

5. This continues until one of the players has all the cards. The one who wins without cards.

Elusive bonus!

The goal of the game is to get rid of all the cards!

1.Mix all the cards and distribute 20 of them. Place them face down. Don’t peek!

2. Participants take turns placing the top card from their pile. Shout “Bonus!” during your turn if you think you will get a bonus card.

3.If you guessed right, the game continues. The one who laid out a bonus card, but remained silent, or vice versa - shouted, but did not guess correctly, takes the cards laid out in this round.

4. The winner is the one who gets rid of all his cards first.

We are changing the rules!!!
You can shout out "Bonus!" before the other player's turn. If you guess correctly, your opponent will have to take all the cards. If you make a mistake, you get the cards!

The Elusive Bonus game is very similar to the card game Drunkard, which is always fun to play!

ENGLISH RUSSIAN ™ 7+ ™ 2-10 Card G Game Contents INSTRUCTION SHEET SPECS: Uno Instructions Toy: Toy No.: CJM71 Part No.: -1100485430 4.25” W x 19.25" H Trim Size: 4.25” W x 2.75” H Folded Size: 1 panel w 7 panel h Type of Fold: 7+ 2-10 Card game Karto What is included in the set 112 Cards as follows: 19 Blue cards - 0 to 9 19 Orange cards - 0 to 9 19 Red cards - 0 to 9 19 Purple cards - 0 to 9 8 Draw Two cards - 2 each in blue, Orange, Red and Purple 8 Reverse cards - 2 each in blue, Orange, Red and Purple 8 Skip cards - 2 each in blue, Orange, Red and Purple 4 Wild cards 4 Wild Draw Four cards 4 Team Attack Cards 112 cards which include: 19 blue cards- from 0 to 9 19 orange cards - from 0 to 9 19 red cards - from 0 to 9 19 purple cards - from 0 to 9 8 "Draw two cards" cards - 2 cards each in blue, orange, red and purple 8 "Change Direction" cards - 2 cards each in blue, orange, red and purple 8 "Skip" cards - 2 cards each in blue, orange, red and purple 4 "Wild Card" cards 4 "Draw Four" cards " 4 Team Attack cards 1 (one) both sides # colors: Black Colors: White Offset Paper Stock: 70 lb. Paper Weight: 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. EDM No.: Purpose of the game You must be the first to get rid of all cards in each round and score points for the cards that are left in the hands of other players. The points for each round are added up, 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 any card with a symbol as zero). Black Plate 2. The dealer shuffles and deals each player 7 cards. 3. Place the remainder of the deck facedown to form a DRAW pile. 2. The player dealing the cards deals 7 cards to each player. 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. 3. Then the deck with the remaining cards is placed face down. This is the deck that players will draw cards from during the game. Let’s Play The person to the left of the dealer starts play. Folding Diagram UNO Preparing for the game 1. Each player draws one card from the deck. The player who has the highest card in his hand will be the dealer (all cards with symbols count as zero). 4. The top card from the playing deck is turned over and placed next to it. It becomes the first card of the discard pile. NOTE: If the first card is one of the Action Cards (a card with a picture), then the action of the card is performed - see FUNCTIONS OF ACTION CARDS. Let's start the game! 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). The player sitting to the left of the dealer starts the game. EXAMPLE: If the card on the DISCARD pile is a blue 7, the player must put down a blue card OR any color 7. Alternatively, the player can put down a Wild card (See FUNCTIONS OF ACTION CARDS). When it is your turn to move, you must match one of your cards to the one on top of the discard pile, either by color, number or symbol (the symbol means an Action Card; see ACTION CARD FUNCTIONS) and place it face down on the discard pile up. 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 Two 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. EXAMPLE: If the top card of the discard pile is a blue seven, the player must play any blue card or a seven of any other color. The player can also play a "Wild Card" (see FUNCTIONS OF ACTIVE CARDS). If you do not have a card in your hand that matches the top card of the discard pile, you must draw a card from the game deck. If the drawn card matches the color, number, or symbol of the top card of the discard pile, it can be played. If not, then the turn passes to the next player. You can also choose not to use the card you have that matches the top card. In this case you should take new map from the game deck. If this card matches the top one, you can play it, but after you draw a new card from the game deck, you cannot use any other cards you have during that turn. Functions of Action 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). 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. 2LJ: ENGLISH / RUSSIAN 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. 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)! Team Attack Card – When the guys work together, no one can stand up to their Turtle Power! When you play this card, you may discard up to three Villain Cards. This card is also a wild card, so you choose the color that resumes play. If this card is turned up at the beginning of play, the person to the left of the dealer chooses the color that begins play. 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. Draw 2 Card - When you play this card, the next player draws two new cards from the game deck and skips their turn. This card can only be played if it matches the color of the top card of the discard pile or after another card of the same color. If she appears at the very beginning of the game, the same rule applies. "Change Direction" Card - If you play this card, the course of the game is reversed (if the game is on"from right to left", then the move changes to "from left to right", and vice versa) This card can only be played if it matches the color of the top card of the discard deck or after another similar card. If it appears at the very beginning of the game, the player who deals goes first, and the game continues with the player sitting to his right, and not to his left, as usual. "Skip" card - When you play this card, the next player misses a turn. This card can only be played if it matches the color of the top card of the discard pile or immediately after another card of the same color. If it appears at the very beginning of the game, the player to the left of the dealer misses his turn, and the player sitting to his left starts the game. "Wild Card" - When using this card, you can choose which color will continue the game (you can choose any color, including the one that was before you played the "Wild Card"). You can play a Wild Card even if you have another card that can continue the game. If a Wild Card appears at the very beginning of the game, the player to the left of the dealer chooses a color to continue play. Wild Card "Draw 4 Cards" - When using this card, you choose a color that continues the game, and the next player draws 4 cards from the deck and skips their turn. But there is one "but"! You can only play this card if you do not have another card in your hand that matches the color of the top card of the discard pile (this rule does not apply to cards with the same number or Action Cards). If she appears at the very beginning of the game, you need to return her deck and draw another card. NOTE: If you think that one of the players played this card against the rules (for example, they had another card in their hand that could have been played), you can say so. This player will be obliged to show you the cards he has in his hand. If he is found guilty, he must draw 4 cards from the game deck. But if he's innocent, you'll have to draw 4 extra cards plus 2 more (6 cards in total)! Team Attack Card - When a team works together, no one can resist them team attack ! When you play this card, you can get rid of a maximum of three villain cards. This card is also a Wild Card, so you can choose a new color to continue the game. If this card is turned over at the very beginning of the game, the player to the left of the dealer chooses a color to continue the game. Ending the game When you have one card left in your hand, you must shout “UNO!” (which means "one"). If you did not shout "UNO" and the others noticed it before the next player made his move, you must take two cards from the deck. 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 When one player gets rid of all cards, the round ends. The points are tallied (see SCORING) and the game starts again. If the last card played in a round is a Draw Two Card or a Draw Four Wild Card, the next player must draw two or four cards from the deck, respectively. These cards count towards the scoring. If no player has gotten rid of all of their cards by the time all the cards in the game deck have run out, the discard pile is shuffled and turned face down and play continues. Wild Draw Four................................................... ...................................50 Points Team Attack .......... ........................................................ ...........................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. Scoring The player who is the first to discard all cards in a round receives points for all cards remaining in the hands of the remaining players, according to the following rules: All cards with numbers (0-9) ......... ...............................................counting by numbers on Winning the Game maps 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. "Draw two cards"................................................... ...............................20 points "Change direction"................... ........................................................ 20 points "Skip turn"................................................. ....................................20 points "Wild Card"....... ........................................................ ...........................50 points Wild Card "Draw Four"....... ....................................50 points Team Attack Card....... ........................................................ ....50 points After scoring, if no player has reached 500 points, the cards are shuffled and the game continues. Winner of the game The winner is the player who first scores 500 points. Alternative scoring method and winner of the 2014 Mattel game. All Rights Reserved. Tous droits réservés. Mattel Europa B.V., Gondel 1, 1186 MJ Amstelveen, Nederland. Mattel UK Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Importer/Authorized organization: MATTEL LLC Russian Federation, 117105 Moscow, Varshavskoe highway 9, building 1B. +7 495 287 79 39 Another method of scoring is the running count of the cards that players have in their hands at the end of each round. When one player reaches 500 points, the player with the fewest points from the cards remaining in their hand is the winner. 2014 Viacom Overseas Holdings C.V. All Rights Reserved. TEENAGE MUTANT NINJA TURTLES and all related titles, logos and characters are trademarks of Viacom Overseas Holdings C.V. ? service.mattel.com CJM71-1100485430_2LJ ? service.mattel.com CJM71-1100485430_2LJ

ENGLISH RUSSIAN ™ 7+ ™ 2-10 Card G Game Contents INSTRUCTION SHEET SPECS: Uno Instructions Toy: Toy No.: CJM71 Part No.: -1100485430 4.25” W x 19.25" H Trim Size: 4.25” W x 2.75” H Folded Size: 1 panel w 7 panel h Type of Fold: 7+ 2-10 Card game Karto What is included in the set 112 Cards as follows: 19 Blue cards - 0 to 9 19 Orange cards - 0 to 9 19 Red cards - 0 to 9 19 Purple cards - 0 to 9 8 Draw Two cards - 2 each in blue, Orange, Red and Purple 8 Reverse cards - 2 each in blue, Orange, Red and Purple 8 Skip cards - 2 each in blue, Orange, Red and Purple 4 Wild cards 4 Wild Draw Four cards 4 Team Attack Cards 112 cards which include: 19 blue cards - from 0 to 9 19 orange cards - from 0 to 9 19 red cards - from 0 to 9 19 purple cards - from 0 to 9 8 "Draw Two Cards" cards - 2 cards each in blue, orange, red and purple 8 "Change Direction" cards - 2 cards each in blue, orange, red and purple 8 "Skip Turn" cards - 2 cards each blue, orange, red and purple 4 Wild Cards 4 Wild Draw Four Cards 4 Team Attack Cards 1 (one) both sides # colors: Black Colors: White Offset Paper Stock: 70 lb. Paper Weight: 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. EDM No.: Purpose of the game You must be the first to get rid of all cards in each round and score points for the cards that are left in the hands of other players. The points for each round are added up, 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 any card with a symbol as zero). Black Plate 2. The dealer shuffles and deals each player 7 cards. 3. Place the remainder of the deck facedown to form a DRAW pile. 2. The player dealing the cards deals 7 cards to each player. 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. 3. Then the deck with the remaining cards is placed face down. This is the deck that players will draw cards from during the game. Let’s Play The person to the left of the dealer starts play. Folding Diagram UNO Preparing for the game 1. Each player draws one card from the deck. The player who has the highest card in his hand will be the dealer (all cards with symbols count as zero). 4. The top card from the playing deck is turned over and placed next to it. It becomes the first card of the discard pile. NOTE: If the first card is one of the Action Cards (a card with a picture), then the action of the card is performed - see FUNCTIONS OF ACTION CARDS. Let's start the game! 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). The player sitting to the left of the dealer starts the game. EXAMPLE: If the card on the DISCARD pile is a blue 7, the player must put down a blue card OR any color 7. Alternatively, the player can put down a Wild card (See FUNCTIONS OF ACTION CARDS). When it is your turn to move, you must match one of your cards to the one on top of the discard pile, either by color, number or symbol (the symbol means an Action Card; see ACTION CARD FUNCTIONS) and place it face down on the discard pile up. 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 Two 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. EXAMPLE: If the top card of the discard pile is a blue seven, the player must play any blue card or a seven of any other color. The player can also play a "Wild Card" (see FUNCTIONS OF ACTIVE CARDS). If you do not have a card in your hand that matches the top card of the discard pile, you must draw a card from the game deck. If the drawn card matches the color, number, or symbol of the top card of the discard pile, it can be played. If not, then the turn passes to the next player. You can also choose not to use the card you have that matches the top card. In this case, you must take a new card from the game deck. If this card matches the top one, you can play it, but after you draw a new card from the game deck, you cannot use any other cards you have during that turn. Functions of Action 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). 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. 2LJ: ENGLISH / RUSSIAN 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. 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)! Team Attack Card - When the guys work together, no one can stand up to their Turtle Power! When you play this card, you may discard up to three Villain Cards. This card is also a wild card, so you choose the color that resumes play. If this card is turned up at the beginning of play, the person to the left of the dealer chooses the color that begins play. 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. Draw 2 Card - When you play this card, the next player draws two new cards from the game deck and skips their turn. This card can only be played if it matches the color of the top card of the discard pile or after another card of the same color. If she appears at the very beginning of the game, the same rule applies. “Change Direction” card - If you place this card, the game flow is reversed (if the game is “right to left”, then the play is changed to “left to right”, and vice versa) This card can only be played if it matches the color of the top card discard deck or after another similar card. If it appears at the very beginning of the game, the player who deals goes first, and the game continues with the player sitting to his right, and not to his left, as usual. "Skip" card - When you play this card, the next player misses a turn. This card can only be played if it matches the color of the top card of the discard pile or immediately after another card of the same color. If it appears at the very beginning of the game, the player to the left of the dealer misses his turn, and the player sitting to his left starts the game. "Wild Card" - When using this card, you can choose which color will continue the game (you can choose any color, including the one that was before you played the "Wild Card"). You can play a Wild Card even if you have another card that can continue the game. If a Wild Card appears at the very beginning of the game, the player to the left of the dealer chooses a color to continue play. Wild Card "Draw 4 Cards" - When using this card, you choose a color that continues the game, and the next player draws 4 cards from the deck and skips their turn. But there is one "but"! You can only play this card if you do not have another card in your hand that matches the color of the top card of the discard pile (this rule does not apply to cards with the same number or Action Cards). If she appears at the very beginning of the game, you need to return her deck and draw another card. NOTE: If you think that one of the players played this card against the rules (for example, they had another card in their hand that could have been played), you can say so. This player will be obliged to show you the cards he has in his hand. If he is found guilty, he must draw 4 cards from the game deck. But if he's innocent, you'll have to draw 4 extra cards plus 2 more (6 cards in total)! Team Attack Card - When a team works together, no one can resist their team attack! When you play this card, you can get rid of a maximum of three villain cards. This card is also a Wild Card, so you can choose a new color to continue the game. If this card is turned over at the very beginning of the game, the player to the left of the dealer chooses a color to continue the game. Ending the game When you have one card left in your hand, you must shout “UNO!” (which means "one"). If you did not shout "UNO" and the others noticed it before the next player made his move, you must take two cards from the deck. 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 When one player gets rid of all cards, the round ends. The points are tallied (see SCORING) and the game starts again. If the last card played in a round is a Draw Two Card or a Draw Four Wild Card, the next player must draw two or four cards from the deck, respectively. These cards count towards the scoring. If no player has gotten rid of all of their cards by the time all the cards in the game deck have run out, the discard pile is shuffled and turned face down and play continues. Wild Draw Four................... ........................................................ .............50 Points Team Attack .................................. ........................................................ .....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. Scoring The player who is the first to discard all cards in a round receives points for all cards remaining in the hands of the remaining players, according to the following rules: All cards with numbers (0-9) ......... ...............................................counting by numbers on Winning the Game maps 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. "Draw two cards"................................................... ...............................20 points "Change direction"................... ........................................................ 20 points "Skip turn"................................................. ....................................20 points "Wild Card"....... ........................................................ ...........................50 points Wild Card "Draw Four"....... ....................................50 points Team Attack Card....... ........................................................ ....50 points After scoring, if no player has reached 500 points, the cards are shuffled and the game continues. Winner of the game The winner is the player who scores 500 points first. Alternative scoring method and winner of the 2014 Mattel game. All Rights Reserved. Tous droits réservés. Mattel Europa B.V., Gondel 1, 1186 MJ Amstelveen, Nederland. Mattel UK Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Importer/Authorized organization: MATTEL LLC Russian Federation, 117105 Moscow, Varshavskoe highway 9, building 1B. +7 495 287 79 39 Another method of scoring is the running count of the cards that players have in their hands at the end of each round. When one player reaches 500 points, the player with the fewest points from the cards remaining in their hand is the winner. 2014 Viacom Overseas Holdings C.V. All Rights Reserved. TEENAGE MUTANT NINJA TURTLES and all related titles, logos and characters are trademarks of Viacom Overseas Holdings C. V. ? service.mattel.com CJM71-1100485430_2LJ ? service.mattel.com CJM71-1100485430_2LJ



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