Information and Update notes on Hot Death UNO How To Play Hot Death UNO Download the original Windows 3.11 game Download all 27 cards in Printer-Friendly layout Fan-Requested Cards
Click to view full size Uno
The Basic rules of UNO extend to Hot Death UNO: Each player, on his turn, must play either a wild card or a card whose color or number matches the card on top of the discard pile. If a Player does not have a suitable card, he must draw from the deck to retrieve a suitable card. Players forced to draw cards lose their turns. One difference is that instead of dealing seven cards, the dealer chooses how many cards to deal, from five to 15. Also, play goes to 1,000 points, and there are a number of extra cards in the deck, as shown below. Finally, if a player gets all four "Bastard Cards" -- the Quitter, , , and Holy Defender -- he is automatically the winner of the game.
Click to view full size Stacking Wild-Draw 4 Cards
Draw-Wild cards work slightly different in Hot Death UNO than they do in the basic game. If a player is the recipient of a Draw 4, he may play another Draw 4 on top of it, making the next player draw eight cards. That player may in turn lay another Draw 4, making the next player draw 12 ... and so on until a Player plays the , Holy Defender, or Virus card, ends the stacking with the Harvester of Sorrows, or draws all the accumulated cards. The Hot Death card and the Delayed Blast Draw 4 may also be stacked. The Mystery Draw, however, may not, since it is not consistently a "Draw-Wild" card.
Click to view full size Stacking Draw 2 Cards
Stacking Draw 2 cards is NOT part of the original rules of Hot Death Uno. However, since most everyone gets confused about the whole Spreader aspect of stacking, playing with this option is up to you. Stacking Draw 2's is the same as Draw-Wilds except that there is no protection from a stacked Draw 2 assault other than another Draw 2 or a Spreader. Spreaders may be stacked upon a Draw 2 - If this is done, the Spreader acts as another Draw 2 (everyone does NOT have to draw!). If the initial Draw card is a Spreader, it cannot be stacked upon; players must draw their cards in accordance to the rules.
Click to view full size Hot Death
The namesake of the game, the Hot Death card is a Wild Draw 8. A player may stack it just like any other Wild Draw card. At the end of the hand, the Hot Death card is worth 100 points.
Click to view full size Delayed Blast Draw 4
The Delayed Blast Draw 4 acts first as a skip, then as a normal Wild Draw 4. It may be stacked like any other Wild Draw card. At the end of the hand, the Delayed Blast card is worth 100 points.
Click to view full size Mystery Draw
The effects of the Mystery Draw card vary depending on what card it is played upon. If it is played on a non-numbered card, it acts as a normal Wild card. If played on a number, the next player must draw that many cards. (And, you guessed it, if played on the 69 card, the next player must draw 69 cards.) At the end of the hand, the Mystery Draw card is worth 10 times the highest number card in its owner's hand, or 10 points if its owner has no number cards.
Click to view full size Harvester of Sorrows
The Harvester of Sorrows is a Wild Draw 4. It may be stacked on another Wild Draw card, but no other Wild Draw can be stacked upon it. It also cannot be defended against. A player facing the Harvester must take his cards. At the end of the hand, the Harvester of Sorrows is worth 0 points. Save it for a good occasion.
Click to view full size Spreader (Draw 2)
Spreaders are high-powered Draw 2 cards that force every player around the table to draw two cards (except the owner of the Spreader). The owner then plays another card. At the end of the hand, Spreaders are each worth 20 points times the total number of one's opponents. Protection cards: The Blue Shield.
Click to view full size Double-Skip
The Double-skip skips two players instead of just one. In a two-player game, a player who lays a Double-Skip plays again. At the end of the hand, the Double-Skip is worth 40 points.
Click to view full size Reverse Skip
The Reverse Skip card first reverses the direction of the play, then skips one player. In a two-player game, a player who lays a Reverse Skip plays again. At the end of the hand, the Reverse Skip is worth 40 points.
Click to view full size Holy Defender
The Holy Defender acts as a protective shield against the Wild Draw, Quitter, and Glastnost cards. The player laying the Holy Defender is skipped, and the effects of the hostile card are transferred to the next person in the sequence of play. At the end of the hand, the Holy Defender halves its owner's score.
Click to view full size Glasnost
Glasnost is Russian for "openness." A player laying the Glasnost card makes the player of his choice lay all his cards down face up on the table for everyone to see. The victim of the Glasnost card does not have to keep face up any cards he draws after that point, but the initial cards must remain face up. At the end of the hand, the Glastnost card is worth 75 points.
Click to view full size Magic Red 5
The Magic Red 5 has two special attributes. First, it may be played on ANY other card. Second, it has the effect of completely nullifying the Hot Death card. Poof. Like nothing ever happened. At the end of the hand, the Magic Red 5 subtracts 5 points from the player's score.
Click to view full size Quitter
When the Quitter is played, the next player in the sequence must lay down his hand and take all the points in it. He is out of the game for the rest of the hand. The , the Holy Defender, and the Virus card are defenses against the Quitter. The Quitter has no effect when there are only two players. At the end of the hand, the quitter is worth 100 points. If a player has both the Quitter and the , he gets 1,000 points.
Click to view full size Virus
The Virus card allows a player to share his misery with whomever caused it. The card can be used against the Wild Draw, Quitter, and Glasnost cards. Played against a Wild Draw, the effects are split between the two players. Played against the Quitter or Glasnost, both players suffer the hostile card's effect. At the end of the hand, a player caught holding the Virus card is "infected." The card is only worth 3 points, but the player takes an extra 10-point penalty on that hand and on every subsequent hand in which he is not the winner. The effects of being "infected" more than once are cumulative.
Click to view full size Luck O' the Irish
The Luck o the Irish card allows the player holding it to draw one card fewer than he would normally be required to -- for example, if a Wild Draw 4 were played against him, he would only have to draw three cards. The player does not have to play the card to receive this protection. At the end of the hand, the Luck o' the Irish card is worth 75 points.

The sends the effects of a Wild Draw, the Quitter, or the Glasnost card back where it came from. It also reverses the direction of play. At the end of the hand, the card doubles its owner's score. If a player has the , , and the Quitter, he gets 1,000 points.
Click to view full size Blue Shield
The only special feature of the Blue Shield card is its defense against Spreaders. A player holding the Blue Shield card is automatically protected from Spreaders. The player who laid the Spreader draws the two cards that the holder of the Blue Shield card would have drawn, then play continues with the holder of the Blue Shield card. At the end of the hand, the Blue Shield card is worth the same as the card in its owner's hand with the highest point value.

The most dismal card in the deck. A player under the watchful eye of (holding) can only play it at one of three times: on the Holy Defender, on the Magic Red 5, or as the last card he plays. Why is this so bad? Because at the end of the hand, all players add up their point totals, and the player holding takes the highest total of points of all the players around the table. One is guaranteed to do as poorly as or worse than all of one's opponents. Consequently, trying to pass off under another card is a favorite way of coping with it.
Click to view full size M. A. D.
The Mutual Assured Destruction card is a double-edged sword. When a player lays the M.A.D. card, he must lay down his hand and take all the points in it -- but he forces another player of his choice to do the same. There is no defense against the M.A.D. card. The M.A.D. card has no effect when there are only two or three players. At the end of the hand, the M.A.D. card is worth 100 points.
Click to view full size Sixty-Nine
The 69 card may be played on any 6 or any 9 (or, of course, on any yellow card). It also allows any player holding it to play a 6 on a 9 or a 9 on a 6 regardless of color. If any player challenges such a move, the player with the 69 card shows it, and the challenger must draw two cards. At the end of the hand, the player holding the 69 card takes a total of 69 points, regardless of what other cards he holds -- though that score may be affected by the , Holy Defender, Magic Red 5, or an earlier Virus card or overridden by .
Information and Update notes on Hot Death UNO How To Play Hot Death UNO Download the original Windows 3.11 game Download all 27 cards in Printer-Friendly layout Fan-Requested Cards