Mattel UNO Flip manual

Mattel UNO Flip
8 · 6
PDF manual
 · 1 page
English
manualMattel UNO Flip
7+2–10 CONTENTS
112 cards as follows:
LIGHT SIDE (white border):
18 Blue cards - 1 to 9
18 Green cards - 1 to 9
18 Red cards - 1 to 9
18 Yellow cards - 1 to 9
8 Draw One cards - 2 each in blue, green, red and yellow
8 Reverse cards - 2 each in blue, green, red and yellow
8 Skip cards - 2 each in blue, green, red and yellow
8 Flip - 2 each in blue, green, red and yellow
4 Wild cards
4 Wild Draw Two cards
DARK SIDE (black border):
18 Pink cards - 1 to 9
18 Teal cards - 1 to 9
18 Orange cards - 1 to 9
18 Purple cards - 1 to 9
8 Draw Five cards - 2 each in pink, teal, orange and purple
8 Reverse cards - 2 each in pink, teal, orange and purple
8 Skip Everyone cards - 2 each in pink, teal, orange and purple
8 Flip - 2 each in pink, teal, orange and purple
4 Wild cards
4 Wild Draw Color cards
UNO FLIP™ IN A NUTSHELL
UNO FLIP™ plays like regular UNO®, except there are two sides to the deck of cards: a “light” side and a
“dark” side. You start playing with the Light Side, but whenever someone plays a FLIP card, the deck is
flipped over (as are the cards in your hand) and now everyone must play off of the Dark Side of the cards.
The Dark Side has different Action Cards with much stiffer penalties. Player’s must play with the Dark Side
cards until someone else plays another FLIP card, and then play goes back to the Light Side, and so on until
someone has played all the cards in their hand, ending the round.
As always, if you are the first player to get rid of all of your cards in a round, you score points for the cards
your opponents are left holding. Points in rounds accumulate and the first player to reach 500 points wins.
NOTE: REMEMBER TO SCORE POINTS BASED ON WHICH SIDE (LIGHT OR DARK) THE GAME ENDED ON.
SETUP
1. Since the deck is two-sided, make sure all the cards of each side are facing the same way: all the Light
Side cards facing one way, all the Dark Side cards facing the other way.
2. Each player draws a card and then reveals the Light Side; the player that draws the highest number is
the dealer (count any card with a symbol as zero).
3. The dealer shuffles and deals each player 7 cards. Hold the cards with the Light Side facing you and the
Dark Side facing your opponents.
4. Place the remainder of the deck with the Light Side FACEDOWN to form a DRAW pile (the Dark Side cards
will be facing UP).
5. The top card of the DRAW pile is turned over to begin a DISCARD pile (the Light Side cards will be facing UP).
NOTE: If any of the Action Cards (symbols) are turned over to start the DISCARD pile, see FUNCTIONS OF
ACTION CARDS for special instructions.
LET’S PLAY
The person to the left of the dealer starts play.
Whether playing the Light Side or the Dark Side, 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 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).
If you don’t have a card that matches the one on the DISCARD pile, you must take a card from the DRAW pile.
NOTE: When adding cards to your hand, make sure they are facing the same direction as the other cards in
your hand. For example, if you are currently playing the Light Side, add new cards to your hand with the
Light Side facing you.
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 CARDSLIGHT SIDE
Draw One Card – When you play this card, the next player must draw one card and miss
their turn. This card may only be played on a matching color or on another Draw One card.
If turned up at the beginning of play, the same rule applies.
Reverse Card – When you play this card, the direction of play reverses (if play is
currently to the left, then play changes to the right, and vice versa). This card may only be
played on a matching color or on another Reverse card. If this card is turned up at the
beginning of play, the dealer goes first, then play moves to the right instead of the left.
Skip Card – When you play this card, the next player is “skipped” (loses their turn). This
card may only be played on a matching color or on another Skip card. If a Skip card is
turned up at the beginning of play, the player to the left of the dealer is “skipped,” hence
the player to the left of that player starts play.
Wild Card – When you play this card, you get to choose the color that continues play
(any color including the color in play before the Wild card was laid down). You may play a
Wild card on your turn even if you have another playable card in your hand. If a Wild card
is turned up at the beginning of play, the person to the left of the dealer chooses the color
that continues play.
Wild Draw 2 Card – When you play this card, you get to choose the color that continues
play PLUS the next player must draw two 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 2 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 2 cards instead of you. However, if the challenged
player is innocent, you must draw the 2 cards PLUS an additional 2 cards (4 total)!
Flip Card – when you play this card, everything flips from the Light Side to the Dark Side.
Once the Flip card has been played, flip over the Discard Pile (the card just played will
now be on the bottom), then the Draw Pile, then everyone’s hands must flip to the other
side. This new side will remain in play until another Flip card is played, changing it
again. This card may only be played on a matching color or on another Flip card.
DARK SIDE
Draw Five Card – When you play this card, the next player must draw five cards and
miss their turn. This card may only be played on a matching color or on another Draw
Five card.
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.
Skip Everyone Card – When you play this card, all players are “skipped” (loses their
turn). Play then returns to whoever laid down the card. This card may only be played on
a matching color or on another Skip Everyone card.
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.
Wild Draw Color Card – When you play this card, the next player must draw until they get
a color of your choosing (no matter how many cards they have to draw to do so) 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).
NOTE: If you suspect that a Wild Draw Color 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 cards until they get the chosen
color instead of you. However, if the challenged player is innocent, you must draw the cards until you
get the chosen color PLUS an additional 2 cards!
Flip Card – When you play this card, everything flips from the Dark Side to the Light Side.
Once the Flip card has been played, flip over the Discard Pile (the card just played will
now be on the bottom), then the Draw Pile, then everyone’s hands must flip to the other
side. This new side will remain in play until another Flip card is played, changing it
again. This card may only be played on a matching color or on another Flip card.
GOING OUT
Whether you are playing with the Light Side or the Dark Side, 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 One, Draw Five, Wild Draw Two or Wild Draw Color card, the next
player must draw the one, five, two or until they get a chosen color card respectively. These cards are
counted when the points are totaled.
If no player is out of cards by the time the DRAW pile is depleted, the DISCARD pile is reshuffled and play
continues.
SCORING
The first player to get rid of their cards in a round receives points for all of the cards left in their opponents’
hands as follows:
All number cards (1-9) .......................................... Face Value
Draw One............................................................... 10 Points
Draw Five............................................................... 20 Points
Reverse.................................................................. 20 Points
Skip........................................................................ 20 Points
Skip Everyone ...................................................... 30 Points
Flip ........................................................................ 20 Points
Wild........................................................................ 40 Points
Wild Draw Two ...................................................... 50 Points
Wild Draw Color...................................................... 60 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. NOTE: REMEMBER TO SCORE POINTS BASED ON WHICH SIDE (LIGHT OR DARK) THE
GAME ENDED ON.
WINNING THE GAME
The WINNER is the first player to reach 500 points.
ALTERNATIVE SCORING AND WINNING
Another way to score points is to keep a running tally of the points each player is left with at the end of
each round. When one player reaches 500 points, the player with the lowest points is the winner.
Card Game
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GDR44-0970
©2018Mattel. ® and ™ designate U.S. trademarks of Mattel, except as noted. ® et ™ désignent des marques de Mattel aux États-Unis, sauf indication
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7+2–10Contenido
112 cartas:
LADO CLARO (marco blanco):
18 cartas azules - 1 a 9
18 cartas verdes - 1 a 9
18 cartas rojas - 1 a 9
18 cartas amarillas - 1 a 9
8 cartas Toma 1 - 2 azules, 2 verdes, 2 rojas y 2 amarillas
8 cartas Reversa - 2 azules, 2 verdes, 2 rojas y 2 amarillas
8 cartas Salta - 2 azules, 2 verdes, 2 rojas y 2 amarillas
8 cartas Flip - 2 azules, 2 verdes, 2 rojas y 2 amarillas
4 cartas de comodín multicolor
4 cartas de comodín Toma 2
LADO OSCURO (marco negro):
18 cartas rosas - 1 a 9
18 cartas verde azuladas - 1 a 9
18 cartas anaranjadas - 1 a 9
18 cartas moradas - 1 a 9
8 cartas Toma 5 - 2 rosas, 2 verde azuladas, 2 anaranjadas y 2 moradas
8 cartas Reversa - 2 rosas, 2 verde azuladas, 2 anaranjadas y 2 moradas
8 cartas Salta a todos - 2 rosas, 2 verde azuladas, 2 anaranjadas y 2 moradas
8 cartas Flip - 2 rosas, 2 verde azuladas, 2 anaranjadas y 2 moradas
4 cartas de comodín multicolor
4 cartas de comodín Toma un color
UNO FLIP RESUMIDO
UNO FLIP se juega igual que UNO, con la excepción de que el monto de cartas es de dos lados: uno claro y
uno oscuro. Se empieza jugando con el lado claro, pero cada vez que alguien tira una carta FLIP, el lado de
las cartas se voltea y ahora todos juegan usando el lado oscuro de las cartas. El lado oscuro tiene
diferentes cartas de acción con castigos más severos. Sigan jugando usando el lado oscuro hasta que
alguien tire otra carta FLIP, lo que cambiará el juego al lado claro, y así hasta que alguien se quede sin
cartas y gane la ronda.
Como siempre, si eres el primero en deshacerte de tus cartas en una ronda, acumulas puntos por las cartas
que tus oponentes tienen. El primer jugador en llegar a 500 puntos es el ganador. ATENCIÓN: RECUERDA
SUMAR PUNTOS SEGÚN EL LADO (CLARO U OSCURO) EN EL QUE HAYA ACABADO EL JUEGO.
Preparación
1. Como el monto de cartas es de dos caras, asegúrate que las cartas del lado claro apunten en una
dirección y todas las cartas del lado oscuro en otra.
2. Cada jugador escoge una carta y enseña el lado claro. El jugador con el número más alto reparte las
cartas (las cartas con símbolo cuentan como cero).
3. Baraja las cartas y reparte 7 cartas a cada jugador. Sujeta las cartas con el lado claro apuntando hacia ti
y el lado oscuro apuntando a tus oponentes.
4. Coloca las cartas restantes con el lado claro cara abajo para formar la pila para TOMAR (el lado oscuro
de las cartas quedará hacia ARRIBA).
5. Voltea la carta de hasta arriba de la pila para TOMAR para formar una pila para TIRAR (el lado claro de las
cartas quedará hacia ARRIBA).
ATENCIÓN: Si la primera carta volteada para empezar la pila para TIRAR es una carta de acción (símbolos),
ve la sección de CARTAS DE ACCIÓN para mayores detalles.
¡A jugar!
El jugador a la izquierda del repartidor empieza.
Sin importar si juegan con el lado claro o el oscuro, cuando sea tu turno, haz coincidir una de las cartas de
tu mano con la carta de hasta arriba de la pila para TIRAR, ya sea, por número, color o símbolo (los
símbolos representan cartas de acción; lee la sección CARTAS DE ACCIÓN).
POR EJEMPLO: Si la carta de la pila para TIRAR es un 7 azul, tienes que bajar una carta azul O un 7 de
cualquier color. O bien puedes bajar un comodín (ve la sección de CARTAS DE ACCIÓN).
Si no tienes ninguna carta que coincida, tienes que tomar una carta de la pila para TOMAR.
ATENCIÓN: Al añadir cartas a tu mano, asegúrate que apunten en la misma dirección que las demás cartas
en tu mano. Por ejemplo, si estás jugando con el lado claro de las cartas, añade cartas a tu mano con el
lado claro apuntando hacia ti.
Si tomas una carta que puedes jugar, bájala. De lo contrario, le toca a la siguiente persona.
Puedes optar por no jugar una carta que puedas bajar. Si decides hacer esto, tienes que tomar una carta de
la pila para TOMAR. Si puedes bajar dicha carta, puedes hacerlo en ese mismo turno, pero no puedes bajar
una carta de tu mano después de haber tomado una.
Cartas de acciónLADO CLARO
Carta Toma una: cuando se tira esta carta, el siguiente jugador toma una carta y pierde
su turno. Esta carta sólo se puede tirar sobre una carta del mismo color o sobre otra carta
Toma una. Si esta es la primera carta del juego que se voltea, se sigue la misma regla de
juego.
Carta Reversa: cambia el sentido del juego. Si le tocara jugar al jugador de la izquierda
de quien tira la carta, este jugador pierde su turno; en su lugar jugará la persona de la
derecha, y el sentido se cambiará hacia la derecha. Esta carta sólo se puede tirar sobre
una carta del mismo color o sobre otra carta Reversa. Si esta es la primera carta del
juego que se voltea, al repartidor le toca primero y el juego continúa hacia la derecha.
Carta Salta: cuando se tira esta carta, el siguiente jugador pierde su turno y tirará el
siguiente de acuerdo con el sentido del juego. Esta carta sólo se puede tirar sobre una
carta del mismo color o sobre otra carta Salta. Si esta es la primera carta del juego que
se voltea, se “salta” al jugador a la izquierda del repartidor y empieza el siguiente
jugador.
Comodín multicolor: el jugador que tire esta carta dirá el nuevo color que se jugará o
puede repetir el que ya estaba para tirar. Esta carta se puede tirar con cualquier carta;
incluso, puede ser utilizada en caso de tener alguna carta con el número o color
correspondiente. Si esta es la primera carta del juego que se voltea, el jugador a la
izquierda del repartidor decide el color con el que empezará el juego.
Comodín Toma 2: quien tira esta carta escoge su color y hace que el siguiente jugador
tome dos cartas de la pila para TOMAR y pierda su turno. Nota: Esta carta sólo se puede
tirar si el jugador que la tiene NO tiene otra carta en su mano que coincida en COLOR
con la carta recién bajada. Sin embargo, sí se puede tirar esta carta si el jugador tiene en
su mano cartas que coincidan con la carta recién bajada en número o acción. Si esta es
la primera carta del juego que se voltea, se regresa a la pila y se voltea otra carta.
ATENCIÓN: Si sospechas que un jugador bajó ilegalmente un comodín Toma 2 que te afecte (esto es,
teniendo alguna carta con el color que corresponda), puedes desafiarlo. El jugador desafiado deberá
enseñarte sus cartas. Si es culpable, el jugador desafiado deberá tomar 2 cartas. No obstante, si el jugador
desafiado es inocente, el desafiante deberá tomar las 2 cartas MÁS 2 cartas adicionales (4 en total).
Carta Flip: al tirar esta carta, todo cambia del lado claro al lado oscuro. Después de tirar
la carta Flip, voltea la pila para tirar (la carta recién jugada quedará hasta abajo), luego la
pila para tomar y, finalmente, las manos de cada jugador. Este nuevo lado seguirá en
juego hasta que otro jugador tire una carta Flip, cambiando nuevamente el lado. Esta
carta sólo se puede tirar sobre una carta del mismo color o sobre otra carta Flip.
LADO OSCURO
Carta Toma cinco: cuando se tira esta carta, el siguiente jugador toma cinco cartas y
pierde su turno. Esta carta sólo se puede tirar sobre una carta del mismo color o sobre
otra carta Toma cinco.
Carta Reversa: cambia el sentido del juego. Si le tocara jugar al jugador de la izquierda
de quien tira la carta, este jugador pierde su turno; en su lugar jugará la persona de la
derecha, y el sentido se cambiará hacia la derecha. Esta carta sólo se puede tirar sobre
una carta del mismo color o sobre otra carta Reversa.
Carta Salta a todos: cuando se tira esta carta, todos los demás jugadores pierden su
turno y tirará el mismo jugador que tiró la carta original. Esta carta sólo se puede tirar
sobre una carta del mismo color o sobre otra carta Salta a todos.
Comodín multicolor: el jugador que tire esta carta dirá el nuevo color que se jugará o
puede repetir el que ya estaba para tirar. Esta carta se puede tirar con cualquier carta;
incluso, puede ser utilizada en caso de tener alguna carta con el número o color
correspondiente.
Comodín Toma un color: cuando tiras esta carta, el siguiente jugador deberá tomar
cartas hasta que salga una del color que hayas elegido (sin importar la cantidad) y
perderá su turno. Nota: Esta carta sólo se puede descartar si el jugador que la tiene NO
tiene otra carta en su mano que coincida en COLOR con la carta recién bajada. Sin
embargo, sí se puede descartar esta carta si el jugador tiene en su mano cartas que
coincidan con la carta recién bajada en número o acción.
ATENCIÓN: Si sospechas que un jugador bajó ilegalmente un comodín Toma un color que te afecte
(esto es, teniendo alguna carta con el color que corresponda), puedes desafiarlo. El jugador desafiado
deberá enseñarte sus cartas. Si es culpable, el jugador desafiado deberá tomar cartas hasta que salga
el color elegido. No obstante, si el jugador desafiado es inocente, el desafiante deberá tomar las cartas
hasta que salga el color elegido, ¡ADEMÁS de 2 cartas adicionales!
Carta Flip: cuando tiras esta carta, todo cambia del lado oscuro al lado claro. Después de
tirar la carta Flip, voltea la pila para tirar (la carta recién jugada quedará hasta abajo),
luego la pila para tomar y, finalmente, las manos de cada jugador. Este nuevo lado
seguirá en juego hasta que otro jugador tire una carta Flip, cambiando nuevamente el
lado. Esta carta sólo se puede tirar sobre una carta del mismo color o sobre otra carta
Flip.
Cerrar el juego
Ya sea que estén jugando usando el lado claro o el oscuro, cuando tires tu penúltima carta, tienes que decir
"UNO" en voz alta para indicar que te queda una sola carta. Si no dices "UNO" y alguien te sorprende antes
de que el siguiente jugador empiece su turno, deberás robar dos cartas.
Cuando un jugador descarta todas sus cartas, se acaba la mano. Los puntos se suman (ver PUNTOS) y el
juego vuelve a empezar.
Si la última carta del ganador fue una carta Toma una, Toma cinco, comodín Toma dos o un comodín Toma
un color, el siguiente jugador deberá tomar las cartas correspondientes, ya que estas contarán para los
puntos del ganador.
Si la pila para TOMAR se termina y ningún jugador ha ganado, deja la última carta y revuelve la pila para
TIRAR para tener nuevamente una pila de donde TOMAR.
Puntos
Cuando un jugador se deshace de todas sus cartas, se le suman los puntos de las cartas que los oponentes
no pudieron tirar. La puntuación será como sigue:
Todas las cartas con número (1-9) ........................ Valor del número
Toma una ............................................................... 10 puntos
Toma cinco ............................................................ 20 puntos
Reversa.................................................................. 20 puntos
Salta ..................................................................... 20 puntos
Salta a todos ......................................................... 30 puntos
Flip ........................................................................ 20 puntos
Comodín multicolor ................................................ 40 puntos
Comodín Toma dos ................................................ 50 puntos
Comodín Toma un color.......................................... 60 puntos
Si ningún jugador llega a 500 puntos, vuelvan a barajar las cartas y empiecen otra ronda. ATENCIÓN:
RECUERDA SUMAR PUNTOS SEGÚN EL LADO (CLARO U OSCURO) EN EL QUE HAYA ACABADO EL JUEGO.
Para ganar el juego
El GANADOR es el primero en llegar a 500 puntos.
Puntuación alterna
También se pueden ir sumando los puntos de cada jugador al final de cada juego. Así, cuando algún jugador
llegue a 500, el que tenga menos puntos será el ganador.
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Black Plate
Uno Instructions
GDR44
-0970
4.25” W x 27.5 " H
4.25” W x 2.75” H
1 panel w 7 panel h
1 (one) both sides
Black
White Offset
70 lb.
6/20/2018
INSTRUCTION
SHEET SPECS:
Toy: Toy No.: Part No.:Trim Size:Folded Size:Type of Fold:# colors:Colors:Paper Stock:Paper Weight:CS DATE:
UNO
FLIPFoldingDiagram

2LC:

English

LAAM

Front: English
Size: 4.25” x 27.5”
Back: LAAM
Size: 4.25” x 27.5”

View the manual for the Mattel UNO Flip here, for free. This manual comes under the category board games and has been rated by 6 people with an average of a 8. This manual is available in the following languages: English. Do you have a question about the Mattel UNO Flip or do you need help? Ask your question here

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Mattel UNO Flip is a board game suitable for any gender. The game is packaged in a closed box with dimensions of 92.3 millimeters in width, 19 millimeters in depth, and 144.4 millimeters in height. It weighs 191.4 grams. The package does not include any batteries, nor does it require any. The game comes with a set of rules to guide players in gameplay. The package volume of Mattel UNO Flip is approximately 253.2343 cubic centimeters. It is manufactured in China and is distributed for sale in various countries. In terms of transportation, an intermodal container measuring 20 feet in length can accommodate around 69,918 units of this board game. A larger 40 feet intermodal container can hold approximately 150,475 units. For further distribution, a pallet can contain 344 master (outer) cases of the game, and each layer of the pallet can also hold 344 cases. Overall, the Mattel UNO Flip board game is a compact and lightweight product with standard packaging specifications. It is designed to be gender-inclusive, suitable for all players. The game's rules are included in the package, ensuring that players can easily understand and follow the gameplay. With its convenient dimensions, the game is easily transportable and can be stored efficiently. Whether for personal enjoyment or as a gift, Mattel UNO Flip provides an engaging and entertaining gaming experience for players of all ages.

General
BrandMattel
ModelUNO Flip | GDR44
Productboard game
EAN0887961751062, 887961751062
LanguageEnglish
FiletypeUser manual (PDF)
Features
Suggested genderAny gender
Country of originChina
Minimum number of players2
Maximum number of players10
Number of cards112 pc(s)
Recommended age groupAdult & child
Recommended age (min)7 yr(s)
GenreShedding
Product typeCard Game
MaterialPaper
Assembly requiredNo
Languages supportMulti
Packaging data
Package width92.3 mm
Package depth19 mm
Package height144.4 mm
Package weight191.4 g
Package typeClosed box
Package volume253.2343 cm³
Packaging content
Batteries includedNo
Yes
Power
Batteries requiredNo
Number of batteries supported0
Logistics data
Quantity per intermodal container (20ft)69918 pc(s)
Quantity per intermodal container (40ft)150475 pc(s)
Number of cartons per pallet344 pc(s)
Number of cartons per pallet layer344 pc(s)
Quantity per pallet4128 pc(s)
Quantity per pallet layer4128 pc(s)
Master (outer) case width135 mm
Master (outer) case length245 mm
Master (outer) case height110 mm
Master (outer) case weight2300 g
Master (outer) case GTIN (EAN/UPC)10887961751069
Master (outer) case volume4500 cm³
Products per intermodal container (48ft)212793 pc(s)
Products per intermodal container (53ft)227992 pc(s)
Shipping (inner) case GTIN (EAN/UPC)10887961751069
Quantity per master (outer) case12 pc(s)
Safety warning
EU TSD warningNot for children under 36 months
Supplier features
Year2022
Technical details
Stacking number for pallet55 pc(s)
Other features
Recommended age (min)84 month(s)
Recommended age (max)1188 month(s)
Weight & dimensions
Width300 mm
Weight190 g
Height50 mm
Depth300 mm
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Can't find the answer to your question in the manual? You may find the answer to your question in the FAQs about the Mattel UNO Flip below.

What is the weight of the Mattel UNO Flip?

The Mattel UNO Flip has a weight of 190 g.

What is the height of the Mattel UNO Flip?

The Mattel UNO Flip has a height of 50 mm.

What is the width of the Mattel UNO Flip?

The Mattel UNO Flip has a width of 300 mm.

What is the depth of the Mattel UNO Flip?

The Mattel UNO Flip has a depth of 300 mm.

How do I set up the Mattel UNO Flip board game?

Start by shuffling the deck of cards and then deal each player seven cards. Flip over the top card of the deck for the starting point of the discard pile. Make sure everyone understands if they should start playing on the "light" side or the "dark" side of the cards, depending on the game mode you have chosen.

What are the different cards and their special functions in Mattel UNO Flip?

Mattel UNO Flip introduces a variety of special cards. For example, the Flip card lets you change the color and side of the card in play, while the Wild card allows you to choose the next color. The Draw Five card forces the next player to draw five cards, and the Skip card skips the next player's turn. Familiarize yourself with all the unique card abilities to strategize effectively.

How does scoring work in Mattel UNO Flip?

Mattel UNO Flip does not have a specific scoring system. The objective is to be the first player to get rid of all their cards. However, if you wish to keep score, you can assign points to the remaining cards of the opponents. The player who goes out first receives points equal to the sum of all remaining opponents' cards. The game ends after a pre-determined number of rounds, and the player with the fewest points wins.

What happens if I forget to say "UNO" in Mattel UNO Flip?

In Mattel UNO Flip, failing to say "UNO" when you have one card left is not penalized. Unlike in traditional UNO, there is no penalty for forgetting to say it. However, it is still a good practice to announce "UNO" to alert other players about your low card count.

Can I customize the rules of Mattel UNO Flip?

Unfortunately, Mattel UNO Flip does not officially provide options to customize the rules. The game comes with predetermined rulesets for different gameplay modes. However, if you and your fellow players agree on specific modifications or additional rules, you are free to incorporate them for a more personalized gaming experience. Remember, though, the original rules are designed to provide balanced and exciting gameplay.

Does Mattel UNO Flip come with batteries?

No, Mattel UNO Flip does not require batteries.

What is the suggested gender for Mattel UNO Flip?

Mattel UNO Flip is suggested for any gender.

What are the game rules included with Mattel UNO Flip?

Yes, Mattel UNO Flip comes with game rules.

What is the package type for Mattel UNO Flip?

Mattel UNO Flip is packaged in a closed box.

How many products can fit in a 20ft intermodal container?

69,918 pcs of Mattel UNO Flip can fit in a 20ft intermodal container.

Is the manual of the Mattel UNO Flip available in English?

Yes, the manual of the Mattel UNO Flip is available in English .

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