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If you do not have a card to play do you have draw cared until you can play or do you forfeit your turn?

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I would like to know what are the Game Play Rules for Sorry Fire and Ice Game Play. How do you acquire token for fire and Ice. at what point do you Remove them What is strategy with token?


this link might help you:
Sorry Board Game Game Rules

or this:

n this new game, the objective still stays the same in which you try to be the first player to get all of your colored pawns into the HOME circle. However, there are only three pawns this time instead of four, and there is now a FIRE and ICE card. FIRE card is a benefit to you, in which you place the Fire ring around on of your pawns and at the beginning of your turn, you may move that pawn to the end of the board before taking your real turn. If you gain the ICE card, you place the Ice ring around an opponent's pawn and s/he may not move that pawn until another ice card is drawn, thus removing it from their pawn and placing it on another opponent.
The FIRE and ICE cards offer a little more of a challenge and a lot more excitement to an otherwise repetitive game. Sorry! Fire and Ice is a 2-4 player game and takes approximately 45 minutes to complete.
The Fire rings are placed on one of YOUR pawns so that when your next turn comes up on EVERY TURN you have the fire ring, you can move that pawn to the closest fire sign on the board, giving you a swift move for free. Then you continue with your regular turn. The Ice rings are placed on an OPPONENTS pawn, to prevent them from moving.
If you draw another ice card, you have to ice a different pawn, you cannot leave it on that pawn. And if you draw the fire card, you put that fire card on another pawn, but do not touch the iced pawn. If your opponent has the fire you still cannot touch the fire pawn unless you draw another fire card, you must put the ice on a different pawn
Whomever draws the fire card is the one who gets to place it on his or her pawn. It is a numbered card that is specified when drawn.


or this:

Pick the card that gets your pawns out of the starting area, and then get ready to challenge your opponents in this game of sweet revenge. This Sorry game includes special fire and ice power-up tokens that give your pawns more powers against other players.
The Ice token freezes a pawn in place and doesn't allow you to move it until the ice token is moved to another player's pawn.
The Fire token lets you move much more quickly around the board.
Other differences from original Sorry!:
1) A player can move a pawn out of the Start space with any number card except 4 (in the original game, only 1, 2, and Sorry cards could be used to leave the Start space). Players also only have 3 pawns instead of 4 like in the original Sorry!
3) The 2 card no longer entitles the player to draw another card (instead they get to place the "Fire" token).
4) The Sorry card can be used to advance 4 spaces when no pawn can be bumped (either player drawing Sorry has no pawns in Home, or there are no opponent pawns on the main track).
Contents: gameboard, 12 Sorry! Pawns, 44 cards, 2 power-up tokens and instructions.

Jan 02, 2015 | Parker Sorry Game

1 Answer

Is there a penaly or rule if in the card game uno they forget to say uno out loud


GOING OUT A player who forgets to say UNO before his card touches the discard pile, but "catches" himself before any other player catches him, is safe and is not subject to the penalty. You may not catch a player for failure to say UNO until his second to last card touches the DISCARD pile. Also, you may not catch a player for failure to say UNO after the next player begins his turn. "Beginning a turn is defines as either drawing a card from the DRAW pile or drawing a card from your hand to play.
If the last card played in a hand is a Draw Two or Wild Draw Four card, the next player must draw the two or four cards. These cards are counted when points are totaled.
If no one is out of cards by the time the DRAW pile is depleted, reshuffle and continue play.

Jul 21, 2014 | Games

1 Answer

How do u play skipbo


Skip Bo Instructions
Object: Be the first player to play every card in your Stock pile, by playing all of your cards in numerical order, 1 to 12. For two to six players ages seven and up.
Manufacturer: International Games/Mattel

Contents: 144 numbered cards and 18 SKIP-BO cards. 162 cards total.

Beginning Play: Shuffle the deck. Each player draws a card. The person with the highest card is the dealer. The dealer deals 30 cards to each player if there are two to four players. In five to six player games, each player is dealt 20 cards. These cards are dealt face down and form each player's Stock pile. Once all Stock piles have been dealt, each player flips the top card of their Stock pile right side up and places it on top of the pile. The remaining cards not dealt are placed face down on the table to form the draw pile.
Playing Area: Each player is going to need room for four Discard piles near their Stock pile. You will also need room for four Building piles in the center of the table near the draw pile. These piles are formed as the game progresses-so make sure you leave space for them.
Stock Pile: The top card is always face up. Each player has a Stock pile.

Draw Pile: This is the pile in the center of the playing area created with all cards remaining after Stock piles are dealt.
Building Piles: Building piles are where players build the 1-12 sequences and can only be started with a 1 or a SKIP-BO (SKIP-BO cards are wild, so it would represent a 1 if used to start a sequence). Once a pile has the complete 1-12 sequence, remove it from the playing area and start a new building pile. Terrible Game if Your Name is "Bo"
Discard Pile: Each player may form sequences an any of their four discard piles. There is no limit to the number of cards in the pile, nor is there a restriction on the order. The top card of your discard piles is available for forming sequences (can be played).
Playing Skip-Bo: Play begins to the left of the dealer. Draw five cards at the beginning of your first turn (and back up to five on subsequent turns). You can use a Skip-Bo (wild card) or a 1 to begin one of the four building piles in the center of the playing area. You may continue to play cards from your hand onto the building area (1-12 in sequence only). If you play all five cards in this manner, draw back up to five (this process can repeat if needed). You may also play the top card from your Stock pile onto a building piles, and can continue to play from the Stock pile as long as the play is legal. Remember, you win by running out of your Stock pile, so play from there when you can. Your turn ends when you can't or refuse to make a play. Discard one card from your hand onto one of your four discard piles. You may play the top card of any of your discard piles on any turn after the first. Play continues clockwise.
Winning the Game: Choose a point total to play to (500 is recommended to start). The winner of each round scores 25 points for winning the round and five additional points per card remaining in each other player Stock pile.
Team Skip-Bo: You can play with partners. In team situations, you can legally play from your Stock and Discard piles as well as your partners. One catch-your partner can't talk during your turn, and you can't talk during theirs. Instead, you have to give verbal commands for any necessary actions involving their cards. If the other players catch you breaking this rule, you must take two cards from the draw pile(without looking at them) and place them on your stock pile. The round ends when all of the players on a team reach the end of their stock pile.
Special Rules:
If you draw too many cards, shuffle the extra cards into your Stock pile.
If a player draws and plays out of turn and they are caught, undo any action and play continues as normal until it reaches that players turn. On their actual turn, a penalty is enforced-they must make their play without drawing from the draw pile. If no one notices that the player played out of turn, the play is legal and no penalty in enforced.
In team play, anyone on the team can continue to play from the remaining Discard and Building piles, even if a Stock pile has been depleted.

May 03, 2014 | Mattel skipbo card game, Price/Each

1 Answer

I don,t know how to play skip bo


Skip Bo Instructions
Object: Be the first player to play every card in your Stock pile, by playing all of your cards in numerical order, 1 to 12. For two to six players ages seven and up.
Manufacturer: International Games/Mattel

Contents: 144 numbered cards and 18 SKIP-BO cards. 162 cards total.

Beginning Play: Shuffle the deck. Each player draws a card. The person with the highest card is the dealer. The dealer deals 30 cards to each player if there are two to four players. In five to six player games, each player is dealt 20 cards. These cards are dealt face down and form each player's Stock pile. Once all Stock piles have been dealt, each player flips the top card of their Stock pile right side up and places it on top of the pile. The remaining cards not dealt are placed face down on the table to form the draw pile.
Playing Area: Each player is going to need room for four Discard piles near their Stock pile. You will also need room for four Building piles in the center of the table near the draw pile. These piles are formed as the game progresses-so make sure you leave space for them.
Stock Pile: The top card is always face up. Each player has a Stock pile.

Draw Pile: This is the pile in the center of the playing area created with all cards remaining after Stock piles are dealt.
Building Piles: Building piles are where players build the 1-12 sequences and can only be started with a 1 or a SKIP-BO (SKIP-BO cards are wild, so it would represent a 1 if used to start a sequence). Once a pile has the complete 1-12 sequence, remove it from the playing area and start a new building pile. Terrible Game if Your Name is "Bo"
Discard Pile: Each player may form sequences an any of their four discard piles. There is no limit to the number of cards in the pile, nor is there a restriction on the order. The top card of your discard piles is available for forming sequences (can be played).
Playing Skip-Bo: Play begins to the left of the dealer. Draw five cards at the beginning of your first turn (and back up to five on subsequent turns). You can use a Skip-Bo (wild card) or a 1 to begin one of the four building piles in the center of the playing area. You may continue to play cards from your hand onto the building area (1-12 in sequence only). If you play all five cards in this manner, draw back up to five (this process can repeat if needed). You may also play the top card from your Stock pile onto a building piles, and can continue to play from the Stock pile as long as the play is legal. Remember, you win by running out of your Stock pile, so play from there when you can. Your turn ends when you can't or refuse to make a play. Discard one card from your hand onto one of your four discard piles. You may play the top card of any of your discard piles on any turn after the first. Play continues clockwise.
Winning the Game: Choose a point total to play to (500 is recommended to start). The winner of each round scores 25 points for winning the round and five additional points per card remaining in each other player Stock pile.
Team Skip-Bo: You can play with partners. In team situations, you can legally play from your Stock and Discard piles as well as your partners. One catch-your partner can't talk during your turn, and you can't talk during theirs. Instead, you have to give verbal commands for any necessary actions involving their cards. If the other players catch you breaking this rule, you must take two cards from the draw pile(without looking at them) and place them on your stock pile. The round ends when all of the players on a team reach the end of their stock pile.
Special Rules:
If you draw too many cards, shuffle the extra cards into your Stock pile.
If a player draws and plays out of turn and they are caught, undo any action and play continues as normal until it reaches that players turn. On their actual turn, a penalty is enforced-they must make their play without drawing from the draw pile. If no one notices that the player played out of turn, the play is legal and no penalty in enforced.
In team play, anyone on the team can continue to play from the remaining Discard and Building piles, even if a Stock pile has been depleted.

Apr 20, 2014 | Mattel Skip-bo Card Game

1 Answer

Need Rules for 1972 Whitman game called (Charge It) a card game


Charge it! The Family Credit Card Game (A Whitman Card Game) INSTRUCTIONS FOR PLAY 1972 Western Publishing Company, Inc. OBJECT: To be the first player to charge $50,000 worth of merchandise in several rounds of play. (Players try to be the first to charge $10,000 each round in order to win a $2,000 bonus.) CARDS CREDIT CARDS: There are four types of credit cards, 7 of each. Each type has been assigned a different credit line ( or limit): SUPER CHARGE - $1,000, PHONEY EXPRESS - $2,000, BATTERY CHARGE - $3,000, A LA CARD - $6,000 A player may accumulate charges UP TO the amount of merchandise indicated by the credit limit for each credit card. For example, a player may place no more than $2,000 worth of merchandise under a PHONEY EXPRESS card. A player may place on the table only one card per turn and may have only one of each type of credit card before him at one time. LOST CARDS: There are four types, corresponding to the credit cards, 3 of each. SUPER CHARGE LOST, PHONEY EXPRESS LOST, BATTERY CHARGE LOST, A LA CARD LOST These may be played by any player during his turn onto any opponent's credit card to cancel that credit card and all merchandise accumulated under it. If this is done, the player whose credit becomes lost must discard that credit card and all it's merchandise unless he can immediately lay down another credit card of the same type or an INSURANCE card. Once a credit card and all the merchandise under it is placed back into the discard pile, the entire discard pile is frozen (players cannot draw from it) until another card is discarded on top of it. REMEMBER, a player must always have 6 cards in his hand, so if he uses a credit card or insurance card to defend himself when it is not his turn, he must draw another card immediately. INSURANCE CARDS: There are 4 INSURANCE cards. These cards may be applied to any type of credit card to protect that credit card from ever being lost. When a player, either during his turn or as defense, puts an INSURANCE card on top of one of his credit cards, NO ONE can cancel that credit. MERCHANDISE CARDS: There are: 12 - $2,000, 14 - $1,000, 10 - $750, 10 - $500, 10 - $250 When a player plays a MERCHANDISE card during his turn it must be placed FACEDOWN underneath a credit card which he has previously played. It is important for each player to remember what the accumulative values are under each of his credit cards, because once he has played the merchandise card, he cannot look at it again at any time during that round. REMEMBER, a player cannot accumulate merchandise cards totaling more than the given credit line on a card. EXTENDED CREDIT CARDS: There are 8 EXTENDED CREDIT cards. During a turn, they are played in place of merchandise cards - facedown under a previously played credit card. The EXTENDED CREDIT card increases the maximum credit line of any of the 4 credit cards by $2,500. For example, if an extended credit card is played underneath a SUPER CHARGE card, the credit line becomes $3,500 instead of $1,000. ROUND continues until one player has accumulated $10,000 or more worth of merchandise. He then declares the round ended and must turn all of his cards face up to prove it. BEFORE PLAY: Dealer shuffles entire deck and deals the cards facedown, one at a time, to each player. He deals 6 cards to each if there are 2, 3, or 4 players, but only 5 cards to each of 5 or 6 players. He then places the remaining cards facedown in the tray, forming the draw pile, and turns the top card over to form the discard pile. PLAY: Player to the left of dealer begins. He draws a card from either the draw pile or the discard pile. He can then play only ONE card from his hand during that turn. If he has a credit card, he may play it on the table in front of him FACEUP, so that in subsequent turns he can start to accumulate merchandise under that credit card. If a player decides that he does not want to immediately play to the table any of the cards in his hand, he must discard one card instead. His turn ends and play passes to the left. When the draw pile runs out, shuffle the discard pile and use it as the draw pile. SCORING: Each player at the end of a round counts his merchandise cards under each credit card and records his total dollars. The first player who CORRECTLY declares that he has reached $10,000 or more receives his total dollar value PLUS a $2,000 bonus. If he turns his cards over and finds out that he has not reached $10,000, he receives NO MONEY POINTS for that round and no player receives a bonus. If he finds that he has gone beyond the credit line in any of his accounts, he receives NO MONEY POINTS for that round and no player receives a bonus, although the other players still receive their MONEY POINTS. Players start a new round and continue rounds until one player reaches $50,000. He is the WINNER.

Dec 10, 2012 | Toys

1 Answer

I have lost instructions for playing uno flash


Requirements
  • 2 to 6 players
  • An Uno Flash playing unit
  • An Uno Flash card deck
Setup
Shuffle the deck and deal 7 cards face down to each player. Place the rest of the deck aside.

On the underside of the unit, set the turn timer switch to the desired length--this can be 4, 6, or an infinite amount of seconds (designated by the infinity symbol). Beginners may find that 6 or the infinite amount of seconds may be most appropriate. Switch the power to "1" or on, also found underneath.
Place the rest of the deck in either of the basins in the unit. This will be the draw pile. Flip one exposed card into the empty basin as a starter card.
Once the unit has been powered on, each player participating must press one of the 6 red buttons found around the circumference of the unit. A player should pick the one closest to them to avoid confusion with other player's buttons. These buttons will designate each player's turn for the remainder of the game.
Press the small yellow "Play/Pause" button to start the game.
Play
Immediately, players will notice a random selection of one player. This player will be designated by the lighting and flashing of their button. Note that there is no uniform turn order; the device picks a player at random each turn, including the same player of the last turn.

At this point, the chosen player must make a play based on the most recently exposed card. To make a play, a player will either discard a card into the exposed basin on the unit, draw cards from the draw pile, or may be skipped. These plays vary with each type of card, and will be explained.
Once a play has been made, that player must tap their red button to complete their turn. Plays must be made before a player taps their button.

If a player fails to make a play before their time is up, their play must be forfeited and that player must draw 2 cards. That player cannot discard for this turn. Players will know when a player has not made a play in their allotted time when their button is flashing and an alarm sound is emitted from the unit. Plays must be made before a player taps their button. Once the player has drawn their two cards, that player must resume play by pressing their red button.
Card Types and Sequencing
As with most types of Uno games, cards may only follow one another if they match in color and/or number. Special cards such as slap, skip, and draw cards may be played after the same type of special card or a card of the same color. For instance, a player may play a blue skip card after a yellow skip card. Normal cards may be placed after special cards if they match in color. Wildcards may be played at any time.
The following section explains the types of cards found in Flash Uno:


  • +2 draw card
Indicates that the next player chosen must draw 2 cards and may not discard.

The next player may avoid drawing two cards by placing another +2 (or +4) card during their turn. In this case, the cards to be drawn are delegated to the next player, unless of course, they also play a draw card. For instance, if two +2 cards are played in a row, the next player must draw the total of 4 cards.


  • Slap or hand card
When a player plays a slap card, he or she should not press their red button to complete their turn. Instead, after placing a slap card in the basin, that player should press the yellow "Uno" button on the unit. This will start a race between the other players.
After the "Uno" button has been pressed, the other participating players must race to tap their red buttons. The last player to do so will be indicated with a flashing red button. This player must draw 2 cards, and press their button to resume play.

  • Skip card
A skip card indicates that the next player chosen may not discard a card. They are skipped from their turn. The skipped player must press their button to resume play.


  • Wildcard
A wildcard may be played on top of any card. Once discarded on to the exposed pile, that player must verbally designate a new color for the next turn.

  • +4 Wildcard
A variant of the wildcard and the +2 card, this card allows the discarding player to specifiy a new color and require the next player to draw. Since the next player is only picking up cards, the new color must be played by the following player.


  • Normal Numbered Cards
Normal numbered cards are the most common card, and do not require any special actions to be taken by other players.

Win Condition

Players may win the game by becoming the first to discard all of their cards.

Before winning and when a player has only one remaining card, that player must continue in typical Uno fashion and say "Uno" to the other players. This should be done immediately after discarding one of two remaining cards. If another player notices and says this first, the player with one card must draw 2 more cards in penalty.

Strategy

New colors after wildcards should be chosen based on the discarders most common color.

Other Features and Information

Players may pause the game at any time with the small yellow "Play/Pause" button on the unit. This can be useful when one or more players cannot play for a small amount of time, such as a phone call.

You can evaluate how much time is remaining in a turn based on the rotating yellow lights on the unit. Each revolution indicates 2 seconds. For example, with a 6 second turn time, the lights will oscillate 3 times.

hope this help..... enjoy the game.....

Jun 17, 2012 | UNO Toys

1 Answer

I need the instructions for Uno Reflex


Instructions Things You'll Need
  • Nintendo Game Boys
  • Card Tables
  • Chairs
  • Nintendo Game Boy Game Link Cables
  • Snacks
  • Beverages
  • Spiral Notebooks
  • Game Boys (Color)
  • UNO Card Decks
  • Pencils
    • 1 Use a deck of UNO cards. The deck has 108 cards consisting of four suits, wild cards, and word cards with directions on them.
    • 2 Choose a dealer by having each player pick one card. The person with the highest number is the dealer. Word cards count as zero.
    • 3 Deal each player seven cards and place the remaining cards face down in the middle of the table. This is the draw pile.
    • 4 Turn the top card of the draw pile over to form the discard pile.
    • 5 Take turns beginning with the player to the dealer's left and go clockwise around the table.
    • 6 Place one of your cards on the discard pile when it's your turn. Your card must have the same number, color or wording as the top card of the discard pile - or be a wild card.
    • 7 Draw a card if you cannot discard. Play the drawn card if you can. If you can't, it's the next person's turn.
    • 8 Announce a suit when you place a wild card on the discard pile. You can play a wild card any time it's your turn and can name any suit you wish.
    • 9 Announce a suit when you place a Draw Four card on the discard pile.
    • 10 Follow the directions of a word card that is played on the discard pile by the player preceding you. This may mean that you have to draw two cards, skip a turn or even draw four cards.
    • 11 Say "UNO" when you have one card left in your hand. If you forget to say UNO and another player catches you, you must draw two cards.
    • 12 Tally all the points when one player is out of cards. (See related eHow "How to Keep Score in UNO.")

Read more: How to Play UNO ' eHow.com http://www.ehow.com/how_16919_play-uno.html#ixzz1jxXQAJrS

Jan 20, 2012 | Toys

1 Answer

RULES FOR PHASE 10


  1. One player is chosen to be the dealer,who shuffles the deck and deals out a hand of 10 cards
  2. one at a time and face down, to each player
  3. Players hold their 10 cards in hand, so that other players cannot see them.
  4. The remaining deck is placed face down in the center of the play area, to become the draw pile.
  5. The top card of the draw pile is turned over and placed next to the draw pile, to become the discard pile.
  6. Play begins with the player to the left of the dealer, and progresses to the left.
  7. In turn, a player draws one card-either the top card from the draw pile or the top card from the discard pile-and adds it to the player's hand.
  8. The player ends the turn by discarding one card of choice onto the discard pile.
  9. Play of the first hand begins, with each player trying to complete the first Phase of the 10 Phases. Each player can make only one Phase during the game
Go to this site for more details : http://www.centralconnector.com/GAMES/phase10.html

Jul 03, 2011 | Toys

1 Answer

What are the rules for sorry revenge


Setup:

Place the Big Red Pawn (BRP) in the center of the table. Everyone gets on home board and 4 pawns of the same color. Distribute the Quick Rules Cards and then shuffle the deck and deal 5 cards to each player. The remaining cards go in the center as the draw pile. Turn the top card of the draw pile face up next to the pile to start the discard.


Play:

Once everyone has their cards, turn the BRP on and when directed, tap it once to determine who starts the game. On your turn you will either play a card or tap the BRP.


Card play options:

Play 1 card on the discard pile, same color as the top card.

Play any number of cards on the discard pile that are in ascending numerical sequence These cards do not need to color match.

Play a wild card.

If you can play on the discard pile, you must play. You cannot voluntarily tap the BRP


Wild Cards:

Slide card- the slide card allows you to play any amount of numbered cards from your hand which match the color of the slide card. The slide card does not need to match the current face-up card. If you cannot play at least one matching numbered card, you may not play the slide card. The exception is if the slide card is the last card in your hand, in which case you may play it, and the person to the left must follow the slide card rules, if possible.

Safety zone card- May be played on any color, but ends your turn. The following player may play any color on top of it.

Sorry! card-May be played on any card. After playing the Sorry! card, select any other player to tap the BRP. After they have followed the BRP's order, turn passes to their left.


Special Cards:

Special card rules are printed on the cards.

1-When playing a sequence, you may choose to play a 1 on top of a 12.

2-If the 2 is the last card played by you, you may choose to take another turn.

4 and 10- If either the 4 or the 10 is your last card played, turn order reverses. In 2 player games, the 4 and 10 act as a "skip" card, skipping the opponent.

11-If the 11 is your last card played, you may choose to swap hands with any player.


Tapping the BRP:

If you cannot play at least one card, you must tap the BRP. If you are selected by a player playing the Sorry! card, you must tap the BRP. To tap the BRP, simply press down on the top, and listen for his orders, which you must follow. They may include drawing cards, giving cards away, taking cards from others, etc. If you must tap the BRP on your own turn, due to not being able to play a card, you may make any legal play with cards resulting from the BRP's order before the run passes to the next player.

Going home: To move a pawn home, you must empty your hand of cards. When you do so, place one pawn on your home board and draw a new hand of five cards. The winner is the first person to place all four of their pawns on their home board.


Read more: http://wiki.answers.com/Q/How_do_you_play_sorry_card_revenge#ixzz1NmMqv0HG

May 29, 2011 | Toys

1 Answer

Simple directions for playing Mille Bourne


The game is for two to six players. If you are playing four or six players, then there are two or three teams of two respectively. Two, three or five players has each participant on his or her own.

The initial step in the Milles Borne instructions is to first select a partner (if playing in teams) and then a dealer. Remove the cards not used in the game. The dealer gives each player six cards all face down. The rest of the cards go into a draw pile. Once all the cards are dealt, everyone can look at his or her cards. The player on the dealer's left goes first. Remember that you hold six cards in your hands at all times.

On your turn, you pick a card from the draw pile and place one card on the table. As the first player, you have four options to lay down a card.

1. Roll cards start your battle pile. Your turn is finished, and the next player goes.
2. You can play a safety card and take another turn.
3. Speed limit cards can be placed on your first turn even though your opponent hasn't started a pile yet. When your opponent gets a Roll Card, he or she must stay at the limit until that person gets an End of Limit card.
4. Unfortunately, if you can't play anything, then you simply discard something, and your turn ends.

As the second player, you have the same four options above, plus the following:

1. Laying a hazard card on the first player if he or she laid down a Roll Card.
2. Placing an End of Limit card if a Speed Limit card was played.

If you are playing partners, then you play cards on the table with your partner; you don't have any piles of your own at any time. If you are playing every man for himself or herself, then everyone should have a set of piles in front of him or her.

One special maneuver is called Coup Fourre. When a hazard card is played on your battle pile, you have the option of countering the attack with the corresponding safety card immediately. This not only gives you another turn, but also 300 points, instead of 100.

Additional details could find in this LINK.

I hope helps, remember to rate this answer.

Oct 04, 2010 | Toys

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