Fisher Price N1390 Instruction Sheet

2015-06-29

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®

Ages 8 to Adult

20-30 Minutes per Game

4-8 Players

What’s in the Box

❧	97 SNORTA!® Cards – 8 cards 	

	
	

for each of the 12 animals and 	
one Swap Card

❧	12 SNORTA!® Animals –
	
	
	

cat, cow, dog, donkey, duck, 	
frog, mouse, owl, pig, rooster, 	
sheep, and snake

❧	8 SNORTA!® Barns
❧	Animal Grab Bag
❧	Quick Play Rules
The Object of SNORTA!®
In SNORTA!®, players quickly play
animal cards. Those who match
cards race to make the sound of
each other’s hidden animal. The
first person to play all the cards in
his or her hand wins SNORTA!®

Setting Up
Choose a person to be the dealer.
The dealer—

	
	
	
	
	
	
	
	

of cards. Any left-over cards will	 	 Each player may only play cards 	
	 onto the top of his or her own 	
not be used in this game.
	 stack of table cards.
7-8 Players: use all 12 sets of 	
	 Each player’s stack of table 	
animal cards
	 cards must be located on the 	
5-6 Players: remove one set of 	 	 table so that they are in clear 	
animal cards (8 matching cards) 	 view of all players.
4 Players: remove two sets of 	
Example:
Player B
animal cards

Sounding Off
The purpose of Sounding Off is to
help players remember the sounds
of other players’ animals. Players
may need to recall these sounds
later in the game.

❧	Places all 12 animals in the 	

Playing the Game

	

Animal Grab Bag.

❧	Passes the Animal Grab Bag 	
	
	
	
	
	
	

1.	Each player picks up the cards 	
	 dealt to him or her and holds 	
	 them, face down, in one hand. 	
	 These cards become the 		
	 player’s “cards in-hand.”

from player to player until 		
each player, without looking in 	
the bag, has taken one animal. 	
Each player’s animal should be 	 2.	Starting with the dealer and 	
displayed on the table near that 	 	 moving clockwise around the 	
player’s barn.
	 table, each player takes a turn 	
	 flipping the top card from his or 	
❧	Shuffles the animal cards 		
	 her cards in-hand, face up, onto 	
	 together with the Swap Card 	
	 and deals all cards, face down, 	 	 the table.
	
	

Player F
(Snake in Barn)

Player D
(Sheep in Barn)

2.	All players place their barns 	
	 over their animals so that the 	
	 animals cannot be viewed by 	
	 other players.

❧	Places one barn in front of
each player.

Player C
(Cat in Barn)

1.	Starting with the dealer, each 	
	 player takes a turn making the 	
	 sound of his or her animal.

3.	Each player repeats the sound 	
	 of the animal hidden in his or 	
	 her barn.

	

(Cow in Barn)

Player A
(Pig in Barn)

so that each player, including 	
	
the dealer, has an equal number 	 	
	

As cards are played, each 		
player is creating a stack of 	
“table cards.”

Player E
(Duck in Barn)

3.	Play continues until a card 	
	 is played that matches a card 	
	 already on top of another 		
	 player’s stack of table
	 cards. As soon as a match
	 is identified, all players stop 	
	 playing cards.
4,	When a match is identified, 	
	 the two players with cards that 	
	 match race to make the sound 	
	 of each other’s hidden
	 animal. They must make the 	
	 same sound that was assigned 	
	 to the animal by its owner when 	
	 “Sounding Off.”

	
	
	
	
	
	
	
	
	

See example: Player A, who 	
has a pig in the barn, plays 	
an owl card. Player E, who has 	
a duck in the barn, already has 	
an owl card on top of his or her 	
stack of table cards. Since their	
cards match, Player A races
to say “quack” before Player E 	
says “oink.”

	
	
	
	
	
	

It is important to note
that the two players who
match cards make the sound 	
of the animal in each other’s 	
barn rather than the sound of 	
the animal on the cards.

5.	The first of the two players 	
	 involved in the match who 		
	 can make the sound of the 	
	 other player’s hidden animal 	
	 wins that match.

	
	
	
	
	
	
	

If a player makes the sound
of the wrong animal, he or
she 	may try to guess the
right animal by continuing to 	
make animal sounds. There is 	
no penalty for making the sound 	
of the wrong animal.

	
	
	

Players who are not involved 	
in the match may not make any 	
animal sounds.

6.	The player who wins the match 	
	 gives all of his or her table 	
	 card(s) to the other player 	
	 involved in the match. That 	
	 player takes the cards and 	
	 also picks up his or her own 	
	 table card(s) and adds both 	
	 stacks of cards, face down, to 	
	 the bottom of his or her cards 	
	 in-hand.

The Swap Card
There is one Swap
Card in the deck.
When a player
flips over this
card, the player
must select a
new animal from
the Animal Grab
Bag and return
his or her old
animal to the bag. The
player must make the sound of his
or her new animal and then place it
in the barn. Other players should
try to remember the sound of
that player’s new animal and play
continues.

Notes:
1.	Each card should be flipped 	
	 outward so that all players 	
	 see the animal on the card 	
	 at the same time, including the 	
	 person who played that card.
2.	Players can control the speed 	
	 of the game by how fast they 	
	 play their cards. The faster the 	
	 pace—the wilder the game!
3.	Once play begins, a player is
	 not required to reveal the 		
	 animal in his or her barn—even 	
	 if other players ask.

Winning the Game

4.	During a match, players
	 must make the exact sound 	
	 that an animal’s owner
	 assigned it. However, if you 	
	 would like to simplify the game, 	
	 you can allow players to make 	
	 any animal sound that correctly 	
	 identifies the animal in the 	
	 barn. For example, a dog could 	
	 be identified by “woof,” “bow-	
	 wow,” or “arf.”

The first player out of cards inhand wins SNORTA!®, regardless
of the number of table cards that
player has remaining.

5.	If a match is missed and a third 	
	 matching card is played, only 	
	 the first match is allowed. The 	
	 two players involved in that 	

7.	Play resumes with the player
	 to the left of the last person 	
	 to play a card. All other table 	
	 cards remain on the table and 	
	 play continues clockwise.

	
	

match race to make the sound 	
of each other’s hidden animal.

6.	Because players occasionally 	
	 identify a match after additional 	
	 cards have been played, it is 	
	 possible for more than one 	
	 match to be in play at the
	 same time.
7.	If a player is playing the last 	
	 card from his or her cards 	
	 in-hand and it results in a 		
	 match, that player must win 	
	 that match in order to win
	 the game.

Junior Version
SNORTA!® can be played with
younger players by simply leaving
the animals outside of the barns.
When players see that their animal
cards match, they look at the
animal in front of the player with
the matching card and make the
sound of that animal.

Family Version
For mixed ages and abilities, some
of the animals may be covered with
barns while other animals are not.
Novice players’ animals stay in the
barn, while experienced players’
animals are outside.

CONFORMS TO THE SAFETY REQUIREMENTS OF ASTM F963.
© 2007 Mattel, Inc. 333 Continental Blvd., El Segundo, CA 90245 U.S.A. All Rights Reserved.
Consumer Relations 1(800) 524-8697. Mattel Canada, Inc., Mississauga, Ontario, L5R 3W2.
Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB. Mattel Australia Pty., Ltd.,
Richmond, Victoria. 3121.Consumer Advisory Service - 1300 135 312. Mattel East Asia Ltd.,
Room 1106, South Tower, World Finance Centre, Harbour City, Tsimshatsui, HK, China. Diimport
& Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, Menara Lien Hoe, Persiaran Tropicana
Golf Country Resort, 47410 PJ. Tel:03-78803817, Fax:03-78803867.
Game Designers: Chris Childs, Tony Richardson
SNORTA is manufactured under license from Double Six Designs PTY, LTD.
Need Assistance? Visit service.mattel.com or call 1-800-524-8697. (US and Canada only), M-F
9AM - 7PM & SAT 11AM - 5PM, Eastern.
N1390-0920

N1390 – SNORTA!® RULES
FROM:
TADD CALLIES (EXT. 4778)
TOY NAME: SNORTA!®
TOY #:
N1390
DATE:
10.03.07
STATUS:
FINAL DRAFT (INCLUDES COMMENTS FROM LEGAL; 1.24.08 –
APPROVED BY STEPHEN LAU; BRIAN TOMASIN; KEVIN MCCARRON –
ADDED DESIGNERS’ NAMES TO LEGAL BLOCK; JESSICA – CORRECTED
SPELLING ERROR; 2.5.08 – REMOVED REDUNDANT CREATOR CREDIT
FROM LEGALS, AND MOVED PARAGRAPH ABOUT MAKING SOUND OF
ANIMALS IN BARN RATHER THAN ON CARDS TO IMMEDIATELY
FOLLOWING THE EXAMPLE BECAUSE IT SEEMS TO MAKE MORE SENSE)
(LOGO)
SNORTA!®
(AGES)
Ages 8 to Adult
(NUMBER OF PLAYERS)
4-8 Players
(DURATION)
20-30 Minutes per Game
What’s in the Box
o 97 SNORTA!® Cards – 8 cards for each of the 12 animals and one Swap
Card
o 12 SNORTA!® Animals – cat, cow, dog, donkey, duck, frog, mouse, owl, pig,
rooster, sheep, and snake
o 8 SNORTA!® Barns
o Animal Grab Bag
o Quick Play Rules
The Object of SNORTA!®
In SNORTA!®, players quickly play animal cards. Those who match cards race to
make the sound of each other’s hidden animal. The first person to play all the
cards in his or her hand wins SNORTA!®
Setting Up

Choose a person to be the dealer. The dealer—
o Places one barn in front of each player.
o Places all 12 animals in the Animal Grab Bag.
o Passes the Animal Grab Bag from player to player until each player, without
looking in the bag, has taken one animal. Each player’s animal should be
displayed on the table near that player’s barn.
o Shuffles the animal cards together with the Swap Card and deals all cards,
face down, so that each player, including the dealer, has an equal number of
cards. Any left-over cards will not be used in this game.
7-8 Players: use all 12 sets of animal cards
5-6 Players: remove one set of animal cards (8 matching cards)
4 Players: remove two sets of animal cards
Sounding Off
The purpose of Sounding Off is to help players remember the sounds of other
players’ animals. Players may need to recall these sounds later in the game.
1. Starting with the dealer, each player takes a turn making the sound of his or
her animal.
2. All players place their barns over their animals so that the animals cannot be
viewed by other players.
3. Each player repeats the sound of the animal hidden in his or her barn.
Playing the Game
1. Each player picks up the cards dealt to him or her and holds them, face down,
in one hand. These cards become the player’s “cards in-hand.”
2. Starting with the dealer and moving clockwise around the table, each player
takes a turn flipping the top card from his or her cards in-hand, face up, onto the
table.
As cards are played, each player is creating a stack of “table cards.”
Each player may only play cards onto the top of his or her own stack of table
cards.

Each player’s stack of table cards must be located on the table so that they are in
clear view of all players.
Example:
(ILLUSTRATION)
(SIX CARDS ARRANGED IN A CIRCLE – MOUSE, DUCK, SHEEP, OWL,
FROG AND OWL)
Player A
(Pig in Barn)
Player B
(Cow in Barn)
Player C
(Cat in Barn)
Player D
(Sheep in Barn)
Player E
(Duck in Barn)
Player F
(Snake in Barn)
3. Play continues until a card is played that matches a card already on top of
another player’s stack of table cards. As soon as a match is identified, all players
stop playing cards.
4, When a match is identified, the two players with cards that match race to make
the sound of each other’s hidden animal. They must make the same sound that
was assigned to the animal by its owner when “Sounding Off.”
See example: Player A, who has a pig in the barn, plays an owl card. Player E,
who has a duck in the barn, already has an owl card on top of his or her stack of
table cards. Since their cards match, Player A races to say “quack” before Player
E says “oink.”
It is important to note that the two players who match cards make the sound of
the animal in each other’s barn rather than the sound of the animal on the cards.
5. The first of the two players involved in the match who can make the sound of
the other player’s hidden animal wins that match.
If a player makes the sound of the wrong animal, he or she may try to guess the
right animal by continuing to make animal sounds. There is no penalty for making
the sound of the wrong animal.
Players who are not involved in the match may not make any animal sounds.

6. The player who wins the match gives all of his or her table card(s) to the other
player involved in the match. That player takes the cards and also picks up his or
her own table card(s) and adds both stacks of cards, face down, to the bottom of
his or her cards in-hand.
7. Play resumes with the player to the left of the last person to play a card. All
other table cards remain on the table and play continues clockwise.
Winning the Game
The first player out of cards in-hand wins SNORTA!®, regardless of the number
of table cards that player has remaining.
(THE FOLLOWING PARAGRAPH APPEARS IN A BOX, ALONG WITH AN
ILLUSTRATION OF THE SWAP CARD)
The Swap Card
There is one Swap Card in the deck. When a player flips over this card, the
player must select a new animal from the Animal Grab Bag and return his or her
old animal to the bag. The player must make the sound of his or her new animal
and then place it in the barn. Other players should try to remember the sound of
that player’s new animal and play continues.
Notes:
1. Each card should be flipped outward so that all players see the animal on the
card at the same time, including the person who played that card.
2. Players can control the speed of the game by how fast they play their cards.
The faster the pace—the wilder the game!
3. Once play begins, a player is not required to reveal the animal in his or her
barn—even if other players ask.
4. During a match, players must make the exact sound that an animal’s owner
assigned it. However, if you would like to simplify the game, you can allow
players to make any animal sound that correctly identifies the animal in the barn.
For example, a dog could be identified by “woof,” “bow-wow,” or “arf.”
5. If a match is missed and a third matching card is played, only the first match is
allowed. The two players involved in that match race to make the sound of each
other’s hidden animal.
6. Because players occasionally identify a match after additional cards have
been played, it is possible for more than one match to be in play at the same
time.

7. If a player is playing the last card from his or her cards in-hand and it results in
a match, that player must win that match in order to win the game.
(THE FOLLOWING TWO PARAGRAPHS APPEAR IN A BOX)
Junior Version
SNORTA!® can be played with younger players by simply leaving the animals
outside of the barns. When players see that their animal cards match, they look
at the animal in front of the player with the matching card and make the sound of
that animal.
Family Version
For mixed ages and abilities, some of the animals may be covered with barns
while other animals are not. Novice players’ animals stay in the barn, while
experienced players’ animals are outside.
(MATTEL LOGO)
(LEGAL)
CE MARK LION MARK
CONFORMS TO THE SAFETY REQUIREMENTS OF ASTM F963.
© 2007 Mattel, Inc. 333 Continental Blvd., El Segundo, CA 90245 U.S.A. All
Rights Reserved.
Consumer Relations 1(800) 524-8697.
Mattel Canada, Inc., Mississauga, Ontario, L5R 3W2.
Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB.
Mattel Australia Pty., Ltd., Richmond, Victoria. 3121.Consumer Advisory Service
- 1300 135 312.
Mattel East Asia Ltd., Room 1106, South Tower, World Finance Centre, Harbour City,
Tsimshatsui, HK, China.
Diimport & Diedarkan Oleh: Mattel SEA Ptd Ltd.(993532-P) Lot 13.5, Menara
Lien Hoe, Persiaran Tropicana Golf Country Resort, 47410 PJ. Tel:0378803817, Fax:03-78803867.
Game Designers: Chris Childs, Tony Richardson
SNORTA is manufactured under license from Double Six Designs PTY, LTD.
(ENGLISH CIB – INCLUDES CANADIAN ADDRESS)
(DELETE “WEBSITE IN ENGLISH ONLY” LINE, AS WELL AS THE ASTERISK)
service.mattel.com

(PART NUMBERS)

N1390-0920



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