Board game Uno: Teenage Mutant Ninja Turtles. Ninja Turtle Rules Video review of the board game Uno Teenage Mutant Ninja Turtles from the Game Expert

  • 26.11.2021

1. Distribute the cards to the players equally. Each player turns the top card from his pile face up.
2. The first player chooses the category with the highest scores on the card and names it.
3. The second player finds the named category on his card and reads out the number of points in front of 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.Shuffle the cards and distribute them with the shirt up to the players. Place a stack of your cards in front of you, turn over the top cards one by one and put them in a common pile in the middle.

2. When someone comes across a Purple Dragon, everyone should cover this card with a shout "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 winner is the one with the most cards.

An unexpected attack. Fight an invisible enemy!

1. Put the bonus cards aside and give each player five cards.
2.Place 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 this card. If both players have surpassed this skill, then the one with the most points takes all three cards.
4. If no one defeated the "invisible player", no one gets the cards.

Continue playing until you have turned over all five cards. The winner is the one who won the most rounds.

1. Deal the cards before removing the bonuses.

2. Lay them face down.

3. The first player takes out his card, calling the name of the character depicted on it. If you guessed wrong, then the card is laid out in the middle, and if the player guesses correctly, then the card remains.

4. The rest of the players do the same.

5. The winner is the one who has no cards left first. Remember, you cannot say the same name in a row, and you also cannot repeat the name said by another player in this round.

Battle of bonuses!

1. Take a deck of cards. Divide into two piles: add bonuses to the other and the rest of the cards. We take a deck with bonuses (you can remove another deck, you won't need it!).

2. We distribute to all players equally cards.

3. The first player chooses a card and walks to it, not showing, but telling its characteristics - ingenuity, dexterity, strength, skill.

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

5. This lasts until all the cards are in the possession of one of the players. The one who won without cards.

An elusive bonus!

Purpose of the game: get rid of all the cards!

1.Shuffle all the cards and distribute 20 pieces. Lay them face down. Do not peer!

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 guess right, the game continues. The one who, who laid out the 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 their cards first.

Changing the rules !!!
You can shout "Bonus!" before another player's move. If you guess right, your opponent will have to take all the cards. If you make a mistake, you will get the cards!

The Elusive Bonus game is very similar to the Drunkard card game 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 Card What's Included 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 - 0 to 9 19 orange cards - 0 to 9 19 red cards - 0 to 9 19 purple cards - 0 to 9 8 cards "Draw two cards" - 2 cards each in blue, orange, red and purple 8 cards "Change direction" - 2 cards each in blue, orange, red and purple 8 cards "Skip the move" - ​​2 cards each blue, orange, red and purple 4 cards "Wild card" 4 cards Wild card "Draw four" 4 cards "Team Attack" 1 (one) both sides # colors: Black Colors: White Offset Paper Stock: 70 lb. Paper Weight: Object of the Game Be the fi rst 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 fi rst player to reach 500 points wins. EDM No .: The object of the game is to be the first to discard 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 score 500 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 shu ffl es and deals each player 7 cards. 3. Place the remainder of the deck facedown to form a DRAW pile. 2. The player who deals 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 from which players will draw cards 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 deck to play is turned over and placed next to it. It becomes the first card in the discard pile. NOTE: If the first card is one of the Action Cards (a card with a picture), then the card action is performed - see ACTION CARD FUNCTIONS. 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 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 FUNCTIONS OF ACTION CARDS) 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 in the discard deck is a blue seven, the player must play any blue card or any other colored seven. The player can also play the Wild Card (see FUNCTIONS OF ACTIVE CARDS). If you do not have a card in your hand that matches the top card in the discard deck, you must draw a card from the play deck. If the drawn card matches the color, number, or symbol of the top card of the discard deck, it can be played. If not, then the move goes 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, however, after you have taken a new card from the play deck, you cannot use any other cards you have during this 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 fi rst, 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 reshu ffl ed and play continues. Draw 2 Cards - When you place 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 deck or after another card of the same color. If it appears at the very beginning of the game, the same rule applies. "Change direction" card - If you put this card, the course of the game is reversed (if the game goes "from right to left", then the course changes to "from left to right", and vice versa) This card can be played only if it matches the color of the top card the discard deck or after another similar card. If it appears at the very beginning of the game, the dealer goes first, and the player sitting to his right, and not to his left, as usual, continues the game. Skip Turn Card - When you place this card, the next player skips a turn. This card can only be played if it matches the color of the top card of the discard deck 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 skips a turn, and the player to his left starts the game. Wild Card - When using this card, you can choose which color will continue to play (you can choose any color, including the one that was before you played the Wild Card). You can play the Wild Card even if you have another card that can continue playing. If the Wild Card appears at the very beginning of the game, the player to the left of the dealer chooses a color that continues the game. Wild card "Draw 4 cards" - When using this card, you choose a color that continues the game, and the next player takes 4 cards from the deck and skips a 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 deck (this rule does not apply to cards with the corresponding number or Action cards). If she appears at the very beginning of the game, you need to return her deck and take another card. NOTE: If it seems to you that any of the players used this card against the rules (for example, he had another card in his hand that could be played), you can say so. This player will be obliged to show you the cards in his hand. If he is found guilty, he must draw 4 cards from the game deck. But if he is innocent, you will have to draw 4 additional 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 villainous cards. This card is also a Wild card, so you can choose a new color to continue playing. If this card is turned over at the very beginning of the game, the player to the left of the dealer chooses a color that will continue the game. End of the game When you have one card 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 fi rst 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 of the players gets rid of all the cards, the round ends. The points are scored (see SCORING) and the game starts again. If the last card played in the round is Draw Two or Wild Card Draw, the next player must draw two or four cards from the deck, respectively. These cards count towards the scoring. If none of the players have disposed of all of their cards by the time all cards in the play deck have run out, the discard deck is reshuffled 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, reshu ffl e the cards and begin a new round. Scoring The player who was the first to discard all cards in the round receives points for all cards that remain in the hands of the other players, according to the following rules: All cards with numbers (0-9) ........... ............................................... counting by numbers on maps Winning the Game The WINNER is the fi rst 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 the move" ............................................ ..................................... 20 Wild Card Points ....... .................................................. ........................... 50 Points Draw Four Wild Card ............... .................................... 50 points "Team attack" card ....... .................................................. .... 50 points After scoring, if none of the players have reached 500 points, the cards are reshuffled and the game continues. Winner of the game The first player to reach 500 points is the winner. Alternative scoring 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 shosse 9, building 1B. +7 495 287 79 39 Another way of scoring is the current scoring of the cards that remain in the hands of the players at the end of each round. When one of the players gains 500 points, the player who has the least points on the cards remaining in his hand becomes 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 SZHM71-1100485430_2LY? service.mattel.com SZHM71-1100485430_2LY


1. Distribute the cards to the players equally. Each player turns the top card from his pile face up.
2. The first player chooses the category with the highest scores on the card and names it.
3. The second player finds the named category on his card and reads out the number of points in front of 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.Shuffle the cards and distribute them with the shirt up to the players. Place a stack of your cards in front of you, turn over the top cards one by one and put them in a common pile in the middle.

2. When someone comes across a Purple Dragon, everyone should cover this card with a shout "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 winner is the one with the most cards.

An unexpected attack. Fight an invisible enemy!

1. Put the bonus cards aside and give each player five cards.
2.Place 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 this card. If both players have surpassed this skill, then the one with the most points takes all three cards.
4. If no one defeated the "invisible player", no one gets the cards.

Continue playing until you have turned over all five cards. The winner is the one who won the most rounds.

1. Deal the cards before removing the bonuses.

2. Lay them face down.

3. The first player takes out his card, calling the name of the character depicted on it. If you guessed wrong, then the card is laid out in the middle, and if the player guesses correctly, then the card remains.

4. The rest of the players do the same.

5. The winner is the one who has no cards left first. Remember, you cannot say the same name in a row, and you also cannot repeat the name said by another player in this round.

Battle of bonuses!

1. Take a deck of cards. Divide into two piles: add bonuses to the other and the rest of the cards. We take a deck with bonuses (you can remove another deck, you won't need it!).

2. We distribute to all players equally cards.

3. The first player chooses a card and walks to it, not showing, but telling its characteristics - ingenuity, dexterity, strength, skill.

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

5. This lasts until all the cards are in the possession of one of the players. The one who won without cards.

An elusive bonus!

Purpose of the game: get rid of all the cards!

1.Shuffle all the cards and distribute 20 pieces. Lay them face down. Do not peer!

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 guess right, the game continues. The one who, who laid out the 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 their cards first.

Changing the rules !!!
You can shout "Bonus!" before another player's move. If you guess right, your opponent will have to take all the cards. If you make a mistake, you will get the cards!

The Elusive Bonus game is very similar to the Drunkard card game 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 Card What's Included 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 - 0 to 9 19 orange cards - 0 to 9 19 red cards - 0 to 9 19 purple cards - 0 to 9 8 cards "Draw two cards" - 2 cards each in blue, orange, red and purple 8 cards "Change direction" - 2 cards each in blue, orange, red and purple 8 cards "Skip the move" - ​​2 cards each blue, orange, red and purple 4 cards "Wild card" 4 cards Wild card "Draw four" 4 cards "Team Attack" 1 (one) both sides # colors: Black Colors: White Offset Paper Stock: 70 lb. Paper Weight: Object of the Game Be the fi rst 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 fi rst player to reach 500 points wins. EDM No .: The object of the game is to be the first to discard 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 score 500 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 shu ffl es and deals each player 7 cards. 3. Place the remainder of the deck facedown to form a DRAW pile. 2. The player who deals 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 from which players will draw cards 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 deck to play is turned over and placed next to it. It becomes the first card in the discard pile. NOTE: If the first card is one of the Action Cards (a card with a picture), then the card action is performed - see ACTION CARD FUNCTIONS. 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 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 FUNCTIONS OF ACTION CARDS) 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 in the discard deck is a blue seven, the player must play any blue card or any other colored seven. The player can also play the Wild Card (see FUNCTIONS OF ACTIVE CARDS). If you do not have a card in your hand that matches the top card in the discard deck, you must draw a card from the play deck. If the drawn card matches the color, number, or symbol of the top card of the discard deck, it can be played. If not, then the move goes 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, however, after you have taken a new card from the play deck, you cannot use any other cards you have during this 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 fi rst, 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 reshu ffl ed and play continues. Draw 2 Cards - When you place 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 deck or after another card of the same color. If it appears at the very beginning of the game, the same rule applies. "Change direction" card - If you put this card, the course of the game is reversed (if the game goes "from right to left", then the course changes to "from left to right", and vice versa) This card can be played only if it matches the color of the top card the discard deck or after another similar card. If it appears at the very beginning of the game, the dealer goes first, and the player sitting to his right, and not to his left, as usual, continues the game. Skip Turn Card - When you place this card, the next player skips a turn. This card can only be played if it matches the color of the top card of the discard deck 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 skips a turn, and the player to his left starts the game. Wild Card - When using this card, you can choose which color will continue to play (you can choose any color, including the one that was before you played the Wild Card). You can play the Wild Card even if you have another card that can continue playing. If the Wild Card appears at the very beginning of the game, the player to the left of the dealer chooses a color that continues the game. Wild card "Draw 4 cards" - When using this card, you choose a color that continues the game, and the next player takes 4 cards from the deck and skips a 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 deck (this rule does not apply to cards with the corresponding number or Action cards). If she appears at the very beginning of the game, you need to return her deck and take another card. NOTE: If it seems to you that any of the players used this card against the rules (for example, he had another card in his hand that could be played), you can say so. This player will be obliged to show you the cards in his hand. If he is found guilty, he must draw 4 cards from the game deck. But if he is innocent, you will have to draw 4 additional 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 villainous cards. This card is also a Wild card, so you can choose a new color to continue playing. If this card is turned over at the very beginning of the game, the player to the left of the dealer chooses a color that will continue the game. End of the game When you have one card 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 fi rst 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 of the players gets rid of all the cards, the round ends. The points are scored (see SCORING) and the game starts again. If the last card played in the round is Draw Two or Wild Card Draw, the next player must draw two or four cards from the deck, respectively. These cards count towards the scoring. If none of the players have disposed of all of their cards by the time all cards in the play deck have run out, the discard deck is reshuffled 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, reshu ffl e the cards and begin a new round. Scoring The player who was the first to discard all cards in the round receives points for all cards that remain in the hands of the other players, according to the following rules: All cards with numbers (0-9) ........... ............................................... counting by numbers on maps Winning the Game The WINNER is the fi rst 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 the move" ............................................ ..................................... 20 Wild Card Points ....... .................................................. ........................... 50 Points Draw Four Wild Card ............... .................................... 50 points "Team attack" card ....... .................................................. .... 50 points After scoring, if none of the players have reached 500 points, the cards are reshuffled and the game continues. Winner of the game The first player to reach 500 points is the winner. Alternative scoring 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 shosse 9, building 1B. +7 495 287 79 39 Another way of scoring is the current scoring of the cards that remain in the hands of the players at the end of each round. When one of the players gains 500 points, the player who has the least points on the cards remaining in his hand becomes 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 SZHM71-1100485430_2LY? service.mattel.com SZHM71-1100485430_2LY