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Introduction ® Menu Controls ® UNO and SKIP-BO are fun and engaging card games that have been played and loved by families for many years. With today’s hectic schedules and changing lifestyles, the ease and convenience of playing games like UNO or SKIP-BO on a Game Boy Advance is an attractive option – especially for families on the go. ® ® ® This compilation features a "hot seat multiplayer" feature.
Starting the Game Help – view the controls and rules for your selected game. ® Correctly insert the Game Pak into your Game Boy Advance system. Switch on the system. Press START at the title screen. Custom Game Setup WARNING : Inserting a Game Pak when the system is already on might result in damage to the Game Pak. Selecting a custom game gives you full control over how to play.
Custom Game Setup Options The Custom Game Setup Screen lists a number of important options for the Custom Game mode. On this screen, you can select the game type along with the win condition for that type. You can also select whether you would like to play with House Rules and Alternate Cards on or off.
Theme Menu UNO - Before your game starts, you must choose a background to view and a music track to listen to while you play. There are animated and non-animated backgrounds to choose from. Also, there are music tracks in a number of different styles. Game Controls ® ® UNO is a colorful, crazy and fun game of matching – for players of age 7 and up! Pause Screen The pause screen can be viewed by pressing START during a game.
How to Play Action Cards Object: To win a round be the first to discard all cards. The following cards have special attributes when played in the game: To discard, match a card from your hand with the top card on the Discard Pile by number/symbol or color. If you do not have any matching cards, you must take a card from the Draw Pile, which ends your turn. Action Cards force an action: “Reverse” play, “Draw Two” cards, “Draw Four” cards or “Skip” next player.
Wild Draw Four Card: Behaves as a Wild and a Draw card. This may only be played when the player has none of the active colored cards in their hand. Players may bluff and play it illegally, but the next player may challenge it by pressing SELECT. If caught, the bluffing player must draw four cards. If the challenger is wrong, they must draw six cards instead of the four they would have. Going Out When a player has only one card left, they must call “UNO.
Draw Card Penalty: Choose the number of cards a player who is caught forgetting to call “UNO” must draw. Dealt Cards: Select the number of cards dealt: from 5 and 15. Alternate Cards [Note: The Wild Symbol does NOT take on the traits of the symbol picked. Picking a Draw card will not cause other players to draw, nor will it skip a player or reverse play.] All Draw Two: When this card is played on the Discard Pile, all other players must draw two cards. This card is available in all 4 colors.
Endurance Mode Level 1 Win Condition: One Round Opponents: 2 Difficulty: Easy House Rule: None Level 2 Win Condition: 250 Points Opponents: 2 Difficulty: Easy House Rule: Play Wild Draw Four Anytime Level 3 Win Condition: Three Rounds Opponents: 3 Difficulty: Normal House Rule: Infinite Draw Level 4 Win Condition: 250 Points Survival Opponents: 3 Difficulty: Normal House Rule: Stack Draw Cards Level 5 Win Condition: 500 Points Opponents: 3 Difficulty: Hard House Rule: Start with 10 Card s 18 End
® SKIP-BO - The game of SKIP-BO is a strategic and fun take on a ® multiplayer card game. It’s truly timeless! Object: To win a round, be the first to play every card in your Stock Pile. Game Controls The four building piles are built of cards stacked in numerical order: 1 through 12. This is how cards are played, either from your hand, the top of your Discard Piles, or from the top of your Stock Pile.
Team Play All that changes in the rules is that partners can play from each others’ Stock and Discard Piles. Partners may not discuss plays at any time. The game is over when a team plays all cards from both of their Stock Piles. Alternate Cards Redraw Card: When this Wild card is played on a Building Pile, the player’s hand will be replaced with five new cards from the deck. House Rules Highest Stock First: The player with the highest top card on their Stock Pile goes first.
Starting 9 Card: This card can be played on an empty Building Pile spot to start a new pile beginning with a 9 instead of a 1. This card can also be played as a standard 9 card. Level 2 Win Condition: 150 Points Difficulty: Easy Opponents: 2 House Rule: 4 Hand cards Level 3 Challenge Mode Challenge mode is a set of five unique levels meant to be a test of your skill and patience. Each level is tiered in difficulty.
Endurance Mode Endurance Mode features 2 computer opponents of normal difficulty. In this mode, the goal is to make your score as high as possible and you can earn points in two ways. If you complete a building pile, you earn points for every card in that pile – cards that were played from a Stock Pile are worth 15 and cards that were played from anywhere else are worth 5. If you win the round, you’ll earn 2 points for each card you played during the entire round! If you lose a round, you lose a token.
Music Composed by MATTEL Test Team Chad Seiter Director, Games and Interactive Krunal Kore Jared Hudson Patricia Masai Rajiv Mayanak Orchestrator Producer Shashank Ambre Jake Kaufman Chip Bumgardner Kaushik Raul Music Engineer Brand Manager Salvador Fernandes Jake Kaufman Joy Mann Vishal Karkera Lead Tester Wes Bowen Dylan Coelho ECI - QA Sajjan Choudhary Managing Director Published by: Rupert Young DESTINATION SOFTWARE INC Managers VP of Development Sharad Chaturvedi Paul Tres
NOTES DESTINATION SOFTWARE, INC. 90 DAY WARRANTY DESTINATION SOFTWARE, INC. (DESTINATION) warrants to the original purchaser only of this DESTINATION software product that the medium on which this software program is recorded Is free from defects in materials and workmanship for a period of ninety (90) days from the date of purchase.
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