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Mad Catz Magazine Card Game User's Manual

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1. Magazine Card Game Let it be known that whoever plays this game is not playing with a full deck Anonymous 4 1 79 For 2 to 6 Players Ages 8 Adult OBJECT To be the first player to get rid of all your cards EQUIPMENT 76 cards 76 cards 76 cards 76 cards 76 cards 76 cards 76 cards and 1 tray Spread out all the cards and take a good close look at them You ll find 48 Suit cards There are four suits each a different color There s a leisure suit green a space suit yellow a union suit red and a suit of armor blue Each suit has two sets of cards numbered 1 6 U l _ hehe e 8 Which way cards two of each color Each of these cards shows Alfred pointing in opposite directions 4 Draw 1 you varmints cards one of each color 4 Give someone two cards from your hand cards one of each color 4 wild cards Just plain wild 3 wild amp wooly cards 5 and or wild cards divided as follows 2 What me worry You worry cards 2 Exchange your hand with anyone cards and 1 JOKER 4 blank cards These cards are not repeat not part of the game Remove them immediately Use them instead as floor tiles or coasters Here s the missing card Rules 1979 Parker Brothers Beverly Mass 01915 Printed in U S A MAD Magazine designs 1979 E C Publications Inc sjulod sjunoo pres sayo Aaaa 1 quunu s sluno2 peo p j quinu uoe
2. Aem y je pees s ld Avid 0 Bu An 1oj g ONIAV 1d 45u s 1 eld yey o uini u spaao o1d u u ed onou J1 uuni pun 7Y6u su e p y o ed OU s Aed ol 1S1IJ Su L S 1O O5 Aq weu s zlueBio pue spie2 Jay JO Siy dn syoid 1 ld yoq r lld pseosip Ouy SVIS pseo siul Aes y JO pis JOUJO BU OU dn 398 I seoe d pue puea do said Meup y 1340 Suni J e p ay a d Mep Y WO SPIED s u en ul JO APIS PAYO OU BY OJU UMOP 828 SPsed ul JO 1S 1 ul s S ld 19 e p UL sped 7 Ajuo sje6 uo u A aow ase IU Jl SaAejd INO 10 Basu OMY ase l U JI S PEUL 1 e d uoe o umop 89 g sjeap pue sp1 y je s jjjnus J je p AyOn SUL Z JOJeEp e sooyo sazeo p quiesse y Buouue woi a dn Las WINNING Unless you do yourself in with the JOKER you win the game if you re the first player to get rid of all your cards SPECIAL NOTES Starting the discard pile As you know the dealer starts the discard pile by turning over the draw pile s top card No matter what this card turns out to be the dealer treats it as though he or she had played it by choice Examples If it s a plain old suit card the dealer does nothing play simply passes to his or her right If its a Which way card the dealer must choose the direction of play e If it s a wild card of any kind the dealer must choose its color If it s an and
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5. happy to answer questions about this game Parker Brothers P O Box 1012 Beverly Mass 01915 Attention Consumer Response Department
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7. or wild card the dealer must also make the and or choice If its a Draw 1 you varmints card the dealer is lucky everyone else must draw a card Recycling the discard pile If the draw pile runs out the dealer takes the top card from the discard pile and places it aside The dealer then shuffles the discard pile and re turns it face down to the notched side of the tray thus forming a new draw pile To start a new discard pile the dealer then places the single card face up into the other side of the tray Drawing and discarding a Let s say it s your regular turn and you can t get rid of a card Therefore you have to draw one This you already know If you draw a card that you can get rid of you may do so immediately and end your turn This too you already know Just a reminder However b Let s say an opponent forces you to draw by playing a wild amp wooly card against you or a Draw 1 you varmints card If you draw a card that you can get rid of you may do so immediately only if it s now your regular turn otherwise you have to add that card to your hand Have to vs Want to Let s say that your turn comes and you have a card that you can get rid of If you don t want to get rid of that card you don t have to However this strategy makes sense only when you know or can guess exactly which card s the next player holds That s all folks jP4RKER BROTHERS We will be

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