background image

AAA

x 2

(Not Included)

Battery Information:

• Requires 2 “AAA” Alkaline batteries (not included).
• For longer life use only alkaline batteries.
• If unit malfunctions, check the battery installation.
• BATTERIES SHOULD BE CHANGED WHEN SOUND DISTORTS.

Note:

 The product is equipped with an automatic shut-off feature  

        that helps preserve battery life.

ADULT SUPERVISION RECOMMENDED WHEN CHANGING BATTERIES.

Battery Safety Information:

In exceptional circumstances batteries may leak fluids that can cause  
a chemical burn injury or ruin your product. To avoid battery leakage:

• Non-rechargeable batteries are not to be recharged.
• Rechargeable batteries are to be removed from the product before 

being charged.

• Rechargeable batteries are only to be charged under adult 

supervision.

• Do not mix alkaline, standard (carbon-zinc), or rechargeable 

(nickel-cadmium) batteries.

• Do not mix old and new batteries.
• Only batteries of the same or equivalent type as recommended are 

to be used.

• Batteries are to be inserted with the correct polarity.
• Exhausted batteries are to be removed from the product.
• The supply terminals are not to be short-circuited.
• Dispose of battery(ies) safely.
• Do not dispose of this product in a fire. The batteries inside may 

explode or leak.

Protect the environment by not disposing of this product with 
household waste [2002/96/EC]. Check your local authority for 
recycling advice and facilities.

CGH10-1100132279_DOM

This device complies with Part 15 of the FCC Rules.

Operation is subject to the following two conditions: 
(1) This device may not cause harmful interference, and (2) this device must accept any interference received, including 
interference that may cause undesired operation.
• This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to part 15 of the FCC 
rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This 
equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the 
instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not 
occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be 
determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the 
following measures:
• Reorient or relocate the receiving antenna.
• Increase the separation between the equipment and receiver.
• Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
• Consult the dealer or an experienced radio/TV technician for help.

NOTE: Changes or modifications not expressly approved by the manufacturer responsible for compliance could void the 
user’s authority to operate the equipment.

“  ”   = ON
“    ” = OFF

   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.

© 2014 Mattel. All Rights Reserved. Mattel, Inc., 636 Girard Avenue, East Aurora, NY 14052, U.S.A. Consumer Services 
1-800-524-8697. Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Helpline 01628 500303. Mattel Australia 
Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd., Room 503-09, North 
Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Diimport & Diedarkan Oleh: Mattel Southeast Asia Pte. 
Ltd. , No 19-1, Tower 3 Avenue 7, Bangsar South City, No 8, Jalan Kerinchi, 59200 Kuala Lumpur, Malaysia. Tel: 03-78803817, 
Fax: 03-78803867.

   LET’S PLAY

The 

youngest player wears the crown

 and holds the Royal Scepter first, making them the King.

The King then chooses another player to be the Jester by 

waving the royal Scepter in their direction until the start sound is heard

 

(this action also begins the timer located inside the scepter).

The chosen player must then put on the Jester Hat. 

The King starts play.  

On your turn, you must match a card from your hand to the card on the top of the DISCARD pile, either by number, color or symbol 
(symbols represent Action Cards; see FUNCTIONS OF ACTION CARDS). 
EXAMPLE:  If the card on the DISCARD pile is a red 7, the player must put down a red card OR any color 7. Alternatively, the player can 
put down a Wild Dare card (See FUNCTIONS OF ACTION CARDS).

If you don’t have a card that matches the one on the DISCARD pile, you must take a card from the DRAW pile. If the card you picked 
up can be played, you are free to put it down in the same turn. Otherwise, play moves on to the next person in turn.

You may also choose NOT to play a playable card from your hand. If so, you must draw a card from the DRAW pile. If playable, that 
card can be put down in the same turn, however you may not play any other card from your hand after the draw.

Whenever the Royal Scepter sounds its FANFARE

 (after a minute or so),  it’s time for a new king!  

•  The Crown is placed on the head of the player to the LEFT of the current king.  
•  The new King then chooses a new Jester by waving the Royal Scepter in their direction until the start sound is heard (the new King 

can choose any player he or she wants to be the Jester, including the person who was just wearing the Jester Hat!).    

•  The new Jester puts on the Jester Hat and play then continues with the new King.

   Functions of Action Cards

   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 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 (0-9) 

 

 

Face Value

Reverse 

    20 

Points

Skip 

    20 

Points

King’s 

Choice 

   20 

Points

Jester 

    20 

Points

Wild 

    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.

   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.

7+

2–6

30’

CARD GA

ME

CONTENTS

56 Cards as follows:
8 Blue cards - 1 to 8
8 Green cards - 1 to 8
8 Red cards - 1 to 8
8 Yellow cards - 1 to 8
4 Reverse cards – 1 each in 

blue, green, red and yellow

4 Skip cards - 1 each in blue, 

green, red and yellow

4 King’s Choice - 1 each in blue, 

green, red and yellow

8 Jester cards - 2 each in blue, 

green, red and yellow

4 Wild cards
1 Crown
1 Jester Hat
1 Electronic Scepter

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.

   Special UNO Royal Revenge™ Cards

Wild Card

 – When this card is played, THE KING 

gets to choose the color that continues play 
(any color including the color in play before the 
Wild card was laid down).  A player may play a 
Wild card on their turn even if they have 
another playable card in their hand. If a Wild 
card is turned up at the beginning of play, the 
King chooses the color that continues play.

King’s Choice Card

 – when this card is played, 

the King chooses any player he wants and that 
player must draw one card from the draw pile.  
This card may only be played on a matching 
color or on a1 card (either King’s 
Choice or Jester).  If a King’s Choice card is 
turned up at the beginning of play, the King 
decides which player must draw a card, then 
play continues with the King.

Jester Card

 – when this card is played, 

whoever is wearing the Jester Hat must draw 
one card.  This card may only be played on a 
matching color or on a1 card (either 
King’s Choice or Jester).  If a Jester card is 
turned up at the beginning of play, whoever is 
wearing the Jester’s Hat must draw one card, 
then play continues with the King.

+1 Card

 – When this card is played, a player must draw 1 card from the draw pile.  Which player depends on the kind of +1 card 

played.  There are two kinds of  +1 cards:  King’s Choice and Jester.

NOTE:

 AFTER A PLAYER IS FORCED TO DRAW A CARD DUE 

TO A KING’S CHOICE OR JESTER CARD BEING PLAYED, PLAY 
DOES NOT CONTINUE FROM THAT PLAYER.  
FOR EXAMPLE, IF PLAYER 1 PLAYS A JESTER CARD AND 
PLAYER 3 IS THE JESTER, AFTER PLAYER 3 DRAWS THE 
CARD, PLAY CONTINUES WITH PLAYER 2 AS IT WOULD IN 
THE NORMAL SEQUENCE OF PLAY.

   Setup

1.  Place the Crown, Jester Hat and Royal Scepter where all the players can reach them.

2.  Turn on the Royal Scepter and stand it in the center of the playing area.

3. Next, Each player draws a card; the player that draws the highest number deals 
    (count any card with a symbol as zero). 

4. The dealer shuffles and deals each player 7 cards.

5. Place the remainder of the deck facedown to form a DRAW pile.

6. 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.

   HOW TO REPLACE BATTERIES

UNO® Royal Revenge™ requires 2 AAA size Alkaline Batteries (not included). Use only Alkaline 
Batteries. Toy may not function with other types of batteries.

1. Unscrew battery compartment cover with a Phillips screwdriver (not included) and lift open. 
2. Install 2 AAA size Alkaline Batteries in compartment as shown. (See Figure 1.)
3. Replace cover by slipping tabs into place, pressing cover down and screwing shut.

Figure 1.

CONSUMER INFORMATION

SERVICE.MATTEL.COM

Need Assistance?

  Visit 

service.mattel.com 

or call 1-800-524-8697

 (US and Canada only).

Keep these instructions for future reference as they contain important information.

CGH10-1100132279_DOM_IS

Size: 420mm x 297mm, 70GSM, 3+ FOLDS, 1C, 2S

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