Table of Contents
Fisher-Price CJM70 User Manual
Displayed below is the user manual for CJM70 by Fisher-Price which is a product in the Board & Card Games category. This manual has pages.
Card Game
Contents
112 Cards as follows:
19 Blue cards - 0 to 9
19 Green cards - 0 to 9
19 Pink cards - 0 to 9
19 Yellow cards - 0 to 9
8 Draw Two cards - 2 each in blue, green, pink and yellow
8 Reverse cards - 2 each in blue, green, pink and yellow
8 Skip cards - 2 each in blue, green, pink and yellow
4 Wild cards
4 Wild Draw Four cards
4 Olaf’s Summertime Cards
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.
Setup
1. Each player draws a card; the player that draws the highest number deals (count any card with a symbol
as zero).
2. The dealer shuffles and deals each player 7 cards.
3. Place the remainder of the deck facedown to form a DRAW pile.
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.
Let’s Play
The person to the left of the dealer 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 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. 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.
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 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)!
Olaf’s Summertime Card – Olaf loves summer, and the sun, and all things hot. So
naturally he loves the colors of summer – pink and yellow! When this card is played, the
player may discard up to three pink cards OR three yellow cards in their hand. 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.
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
Wild Draw Four
.............................................................
50 Points
Olaf’s Summertime
......................................................
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.
ENGLISH
CJM70-0920_DOM
?
service.mattel.com
©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.
©Disney
www.disney.com/frozen
Black Plate
UNO
Folding
Diagram
Uno Instructions
CJM70
-0920
4.25” W x 19.25 " H
4.25” W x 2.75” H
1 panel w 7 panel h
1 (one) both sides
Black
White Offset
70 lb.
INSTRUCTION
SHEET SPECS:
Toy:
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
Colors:
Paper Stock:
Paper Weight:
EDM No.:
®
Ca
rd
G
®
7+ 2-10
Card Game
Contents
112 Cards as follows:
19 Blue cards - 0 to 9
19 Green cards - 0 to 9
19 Pink cards - 0 to 9
19 Yellow cards - 0 to 9
8 Draw Two cards - 2 each in blue, green, pink and yellow
8 Reverse cards - 2 each in blue, green, pink and yellow
8 Skip cards - 2 each in blue, green, pink and yellow
4 Wild cards
4 Wild Draw Four cards
4 Olaf’s Summertime Cards
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.
Setup
1. Each player draws a card; the player that draws the highest number deals (count any card with a symbol
as zero).
2. The dealer shuffles and deals each player 7 cards.
3. Place the remainder of the deck facedown to form a DRAW pile.
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.
Let’s Play
The person to the left of the dealer 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 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. 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.
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 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)!
Olaf’s Summertime Card – Olaf loves summer, and the sun, and all things hot. So
naturally he loves the colors of summer – pink and yellow! When this card is played, the
player may discard up to three pink cards OR three yellow cards in their hand. 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.
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
Wild Draw Four
.............................................................
50 Points
Olaf’s Summertime
......................................................
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.
ENGLISH
CJM70-0920_DOM
?
service.mattel.com
©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.
©Disney
www.disney.com/frozen
Black Plate
UNO
Folding
Diagram
Uno Instructions
CJM70
-0920
4.25” W x 19.25 " H
4.25” W x 2.75” H
1 panel w 7 panel h
1 (one) both sides
Black
White Offset
70 lb.
INSTRUCTION
SHEET SPECS:
Toy:
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
Colors:
Paper Stock:
Paper Weight:
EDM No.:
®
Ca
rd
G
®
7+ 2-10
Card Game
Contents
112 Cards as follows:
19 Blue cards - 0 to 9
19 Green cards - 0 to 9
19 Pink cards - 0 to 9
19 Yellow cards - 0 to 9
8 Draw Two cards - 2 each in blue, green, pink and yellow
8 Reverse cards - 2 each in blue, green, pink and yellow
8 Skip cards - 2 each in blue, green, pink and yellow
4 Wild cards
4 Wild Draw Four cards
4 Olaf’s Summertime Cards
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.
Setup
1. Each player draws a card; the player that draws the highest number deals (count any card with a symbol
as zero).
2. The dealer shuffles and deals each player 7 cards.
3. Place the remainder of the deck facedown to form a DRAW pile.
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.
Let’s Play
The person to the left of the dealer 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 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. 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.
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 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)!
Olaf’s Summertime Card – Olaf loves summer, and the sun, and all things hot. So
naturally he loves the colors of summer – pink and yellow! When this card is played, the
player may discard up to three pink cards OR three yellow cards in their hand. 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.
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
Wild Draw Four
.............................................................
50 Points
Olaf’s Summertime
......................................................
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.
ENGLISH
CJM70-0920_DOM
?
service.mattel.com
©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.
©Disney
www.disney.com/frozen
Black Plate
UNO
Folding
Diagram
Uno Instructions
CJM70
-0920
4.25” W x 19.25 " H
4.25” W x 2.75” H
1 panel w 7 panel h
1 (one) both sides
Black
White Offset
70 lb.
INSTRUCTION
SHEET SPECS:
Toy:
Toy No.:
Part No.:
Trim Size:
Folded Size:
Type of Fold:
# colors:
Colors:
Paper Stock:
Paper Weight:
EDM No.:
®
Ca
rd
G
®
7+ 2-10