Hit 2 - Next player must press down on the Dilophosaur's nose twice.
2 2
2
x x
x
His/her turn is then over; play continues with the next player. If this card is
2 2
2
turned up at the beginning of play the player to the left of the dealer must
x x
x
press down on the Dilophosaur's nose twice. Then play begins with the next
player (the second player to the dealer's left).
Hit 4 - Next player must press down on the Dilophosaur's nose FOUR
TIMES. His/her turn is then over; play continues with the next player. 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 player to the left of the dealer
must press down on the Dilophosaur's nose 4 times. Then play begins with
the next player (the second player to the dealer's left).
Wild Attack-Attack - When this card is played, whoever played it gets to call
any color and then choose ANY OTHER PLAYER in the game to "Attack."
The Dilophosaurus Card Launcher is rotated to face the chosen player, and
then "attacking" player gets to press down on the Dilophosaur's nose twice.
2
x
The player being "attacked" must keep all the cards that come out of the
launcher. The game then continues with the next player in regular rotation
(the second player to the left – or right in Reverse rotation - of the player
who played the Wild Attack-Attack card).
Wild Customizable Card - Use a #2 pencil to write any house rule you wish
on a card. The only limit is your imagination (and the consent of the other
players). Before the game begins, decide how many of these cards to
include. You may use only 1 or all 3, it's up to you. This is a wild card so
you may play it on your turn even if you have another playable card in your
hand. Also, 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. NOTE: The cards are erasable, so you may write a new rule
each time you play!
GOING OUT
When you have one card left, you must yell "UNO" (meaning one) before playing your next to
last card. Failure to do this results in your having to press down on the Dilophosaur's nose
TWICE. (That is, of course, if you get caught by the other players.)
If you forget to say "UNO" before your card touches the Discard pile, but you "catch" yourself
before another player catches you, you are safe and not subject to the penalty.
You may not catch a player for failure to say "UNO" until their 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 their turn. "Beginning a turn" is defined as either playing a card or pressing down on the
Dilophosaur's nose.
If a player goes out using a Wild Attack-Attack card, they may use this command card as
normal before the game ends.
Once the Discard pile reaches a substantial level (looks like a full deck again), reshuffle the
Discard pile, reload the Dilophosaurus Card Launcher and continue play.
SPECIAL RULES
If any cards are left sticking out of the Dilophosaurus Card Launcher after activation, the player
who caused the Dilophosaurus Card Launcher to activate must take these cards and add them
to his/her hand.