| | Back to Central Connector | | Back to Game Rules | |

(C) 1984 international Game,
inc.
All Rights Reserved


STING Card Game instructions
STING. is a Rummy Card Game gone Wild! It combines Wicked Strategy
and Wild Fun for hours of family entertainment. From the makers
of UNO'
AGES: 9 to Adult PLAYERS: 2 to 6
OBJECT OF GAME: Be the first player to rid your hand of all cards by giving them to your opponents.
EQUIPMENT: 106 Cards consisting
of:
2 sets of red cards numbered 1-10
2 sets of blue cards numbered 1-10
2 sets of green cards numbered 1-10
2 sets of Show cards numbered 1-10
4 Wild Sting cards
4 Double Wild Sting cards
2 Triple Wild Sting cards
2 Super Wild Sting cards
8 Pass-A-Pile cards.
4 Take-It-Back cards
2 Quick Reference Information Cards
FIRST TIME PLAYERS OF STING: We suggest playing at least the first game FACE UP on the table so that all the players can read the instructions together.
SUMMARY OF PLAY: Deal 10 cards to each player. Then each player in turn tries to get rid of his cards by grouping the cards in his hand into runs and sets and then placing the cards in front of any opponents. The round is over when a player gets rid of his cards. Player with the lowest point total at the end of 5 rounds is the winner.
TERMS USED IN THIS GAME:
A ROUND is a hand of play. A Round ends when a player gets rid
of his cards. A game consists of several rounds. (SEE WINNER)
A SET is at least 3 cards of the same number but all different colors. (As in Rummy) FOR EXAMPLE:

A RUN is at least 3 cards of the same color but different numbers in. a sequence (As in Rummy) FOR EXAMPLE:

A WILD CARD is a card that can represent another card of ANY COLOR and ANY NUMBER
HOW TO PLAY:
Before playing remove the 2 Quick Reference Cards and 2 Promotion
Cards.
1. Each player picks a card,
high card is dealer.
2. Deal 10 cards to each player.
3. Remaining cards are stacked in a pile face down to form the
Draw Pile.
4. Turn over top card of Draw Pile and place next to it face
up to form the Discard Pile. If the card is a word card, turn
over the first numerical card.
5. Player to the left of the dealer goes first. This player must
first draw 1 or 2 cards from the Draw Pile. However, before drawing,
the player must announce to all players how many he will draw.
(Strategy Hint: At the beginning of a turn the 1 or 2 card draw
is a strategic option. Draw only 1 card if you have many
cards in your hand. Draw 2 cards if you are "stuck"
with only a few cards in your hand).
6. The first player then tries to make as many sets or runs as
possible by laying them on the table in front of any of the opponents.
The player may lay down sets and runs in front of several different
opponents if he wishes. The player can continue to make plays
as long as he can.
7. When the player cannot make any more plays, he must discard
1 card FACE UP on the discard pile. The turn ends and passes
to the next player on the left.
SPEClAL CARDS:
STING is made exciting and unusual by using SPECIAL WORD CARDS.
The following may be referred to as a quick reference during
the play of the game (Quick Reference cards are included in the
deck with this information for use during play):
WILD STING CARD - This is a Wild
Card.
DOUBLE STING CARD - A Wild Card that doubles the score.
TRIPLE STING CARD - A Wild Card that triples the score.
SUPER STING CARD - A Wild Card that cannot be passed.
PASS-A-PILE CARD - Allows a player to pass one of his runs or
sets.
TAKE-IT-BACK CARD - Allows a player to return a run or set immediately
after it is passed.
The following explains each card in detail:
WILD STING CARD - This is a WILD
card. One WILD STING may be used in any 3 card set or a 3 card
run. Two WILD STING may be used in any sets or runs of 4 or more.
Three WILD STING may be used in any runs of 7 or more. However,
in any runs 2 WILD cards can never be placed consecutively. A
numerical card must
always separate them.
DOUBLE WILD STING CARD - Same as WILD STING but when a run or set is scored then the score for the run or set is DOUBLED.
TRIPLE WILD STING CARD - Same as above, but when a run or set is scored then the score for the run or set is TRIPLED.
SUPER STING CARD - Same as WILD STING except when given to a player in a run or set, the player receiving it MUST KEEP IT until the end of the round. It cannot be passed by using a PASS-A-PILE card. However, other players can continue to add to it.
PASS-A-PILE CARD - When it is your turn, you may play this card on the Discard Pile and then take one run or set on the table in front of you and place' it immediately in front of any other player.
TAKE-IT-BACK CARD - When an opponent uses a PASS-A-PILE card during his turn and passes one of his runs or sets, to you, you may play a TAKE-IT-BACK card IMMEDIATELY on the Discard Pile, even though it is not your turn, and return the run or set back to the player who tried to give it to you. (The player could return the run or set back to you again only if he had a TAKE-IT-BACK card.) The TAKE-IT-BACK card CANNOT be used to return runs or sets ORIGINALLY GIVEN FROM A PLAYERS HAND. The TAKE-IT-BACK card can only be used after a PASS-A-PILE card has been played.
A player's turn always begins by drawing 1 or 2 cards. A player's turn always ends by discarding 1 card on the Discard Pile. This discard is in addition to any PASS-A-PILE or TAKE-IT-BACK cards played on the Discard Pile during the player s turn.
NOTE:
If the Draw Pile is used up before a player gets rid of his cards,
reshuffle the Discard Pile and stack it FACE DOWN to form a new
Draw Pile. Turn over the top card to start a new Discard Pile.
SCORING
Play continues until a player gets rid of the cards in his hand.
The round then ends and points are scored. All cards in front
of each player at the end of a round are scored AGAINST him.
(Except the winner of the round). Also, all cards left in each
players hand is also scored against him. The player whp gets
rid of his cards ALWAYS scores "0" points even if there
are runs or sets left in front of him.
- All runs or sets count 1 point for each card including ANY
type of WILD CARDS.
- A more challenging game can be played by scoring all numeric
cards by their actual numerical value.
- Any runs or sets that include a DOUBLE STING CARD - double
the score. A TRIPLE STING CARD triples the score. If a DOUBLE
and TRIPLE STING are included in the same run or set, then the
score is DOUBLED then TRIPLEDI
- All cards left in your hand at the end of a round are also
counted as follows:
Numerical cards: Score 1 point
Wlid Sting: Score 5 points
Double Sting: Score 10 points
Triple Sting: Score 15 points
Pass-A-Pile: Score 1 point
Take-It-Back: Score 1 point
Super Sting: Score 5 points
WINNER:
After points are totaled at the end of each round, the next round
is dealt. The player with the LOWEST score at the end of a determined
number of rounds is the WINNER. (Suggestion: 5 rounds for beginners).
Other Family Fun Products From
International Games
UNO" Card Game
Rage Card Game
O'NO 99 Card Game
Deluxe UNO
Luck Plus card and dice game
Let's Play Games Arcade
(Card games for Children)
Sea World Board Game
Sea World Giant Math Flash Cards
Sea World Giant Fish Card Game
Giant Old Maid Card Game
*SNORKS Board Game
*SNORKS Card Game
* (c)n 1984 SEPP
Authorized by Wallace Berrie Licensing, Woodland Hills, CA
Sea World is a trademark owned
by Sea World. Inc. -fini- Please note: International Games isn't
there any more. No, I don't have or know where to find this game
other than sometimes on eBay.
Address correspondence regarding this game to:
Consumer Service Dept. International Games, Inc.
One UNO Circle Joliet, Illinois 60435.
| | Back to Central Connector | | Back to Game Rules | |