2. Place the unit in the center of the play area, and take a seat in front of one of the colored hands. All players do the same. Caution: Do not place the unit directly on wood or other surfaces that could become damaged during play.
3. Remove the blank card from the deck and set it aside. If necessary, use it later to replace a lost or damaged card.
4. Choose a player to deal. The dealer shuffles the card deck, then deals one card facedown to each player, until all players have four cards. Place the remaining cards facedown near the game unit to form a drawpile.
5. Pick up your cards and look at them, but don’t show them to anyone else! All players do the same.
Any two cards that show the same number make a match. For example, two 3’s make a match, or two 10’s make a match. Only two matching cards make a pair - never three of a kind, or four of a kind (that’s two pairs!).
The Joker: The Joker does not match any other card - it stays in play until the end of the game, and counts as a bonus.
As soon as you slap your colored hand, all other players must immediately slap their own colored hands as fast as they can! Note: Players with no cards in their hands cannot participate in a Hands Down.
The player who slaps last loses the Hands Down. Find out who lost by looking at the paddles in the center of the Slam-0-Matic. The loser’s color paddle will be on top.
NOTE: If the colored paddles clump together so that you can’t tell which one is on top, the Hands Down doesn’t count. It’s still your turn, however - so if you want to play that pair, just slap your colored hand again!
After the Hands Down, place your pair faceup in front of you. Then take one card at random from the loser’s hand, and add it to your own hand. If you have another pair to play, slap your hand for another Hands Down!
Play as many pairs as you can on your turn. The more pairs you play, the better your chance to win!
To fake, pretend you’re going to slap your colored hand for a Hands Down - but don’t slap it or even touch it! All players who slap or even touch their colored hands lose one card. Take one card at random from each of these players’ hands.
In case of a tie, players count up the numerical value of each of their pairs. (For example, one pair of 5's counts as 5 points.) The Joker counts as 20 points. The player with the highest total wins!
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