
Ages: 7 and Up
Players: 2 to 6, individually or partnered.
Object: Be the first player to play all the cards in your STOCK pile (bet you're wondering what that is).
YOU SHOULD HAVE: A deck with 144 cards numbered 1 through 12 plus 18 SKIP-BO cards for a total of 162. Please remove all components from package and compare them to the components list. If any items are missing, please call 1-800-524-TOYS.
Note: BUILDING piles and DISCARD piles are developed through play. No cards are in this area at the beginning of the game. Also, SKIP-BO cards are wild. This is important.

Further Explanation of Card Piles 1. Stock Pile: Each player has one STOCK pile, placed face down on his right, with the top card of the pile always turned face-up.
2. Draw Pile: After the deal, the remaining cards are placed face down in the center of the table to form the DRAW pile.
3. Building Piles: During the play, up to four BUILDING piles can be started. Only a 1 or a SKIP-BO card can start a BUILDING pile. Each pile is then built up through the number 12. Since SKIP-BO cards are wild, they can start a BUILDING pile, and can be played as any other number, too. Once a pile of 12 cards has been completed, it is removed, and a new pile is started in its place.
4. Discard Pile: During play, each player may build up to four DISCARD piles to the left of his STOCK pile. They can build up any number of cards in any order in the DISCARD piles, but may only play the top card.
Okay, with us so far? Good.
When there are 2 to 4 players, the dealer deals 30 cards to each player. With 5 or more players, 20 cards are dealt. The cards are dealt face down and they become your STOCK pile. Each player turns the top card of his STOCK pile face up without looking at any of the other cards in the STOCK pile. The dealer then places the remainder of the deck face down to form the previously mentioned DRAW pile.
During his turn, a player can play from both his STOCK and DISCARD piles and his partner's. However, during the player's turn, his partner must keep quiet. Only the player taking his turn can ask his partner to make a play for him, i.e., "Partner, play your SKIP-BO as a 4, or partner, play your 7." Any player guilty of cheating must take 2 cards from the DRAW pile and place them in his STOCK pile without looking at them. The game is over when both STOCK piles of one of the partnerships are finished.
Well, that's it. Oh, I almost forgot. Be sure and have ample munchies and beverages around. You'll need them. I did while writing this.
2. If a player draws and plays out of turn and the error is noticed by another player before this illegal turn is finished, then the illegal turn stops immediately and play reverts to the proper order. However, when it becomes the play of the player who went out of turn, then that player suffers the penalty of having to play without first drawing from the DRAW pile. But if a player plays out of turn and completes his turn without being noticed, the play is considered legal. Play resumes as normal, starting with the player to the left of the out-of-turn player.
3. In partnership play, both partners can continue to play from their remaining DISCARD or BUILDING piles even if one of the STOCK piles is finished.
2. The BUILDING piles are imaginary until started by players during the game.
3. Remember: The object of the game is to get rid of the cards from your (and your partner's, if playing partnerships) STOCK piles.
