Ascending Rules UNO
Description:
Ascending Rules UNO (ARUNO) is a variation
on the classic card game, UNO. It's
a bit twisted in ways, but we think it's a lot more fun.
Rules:
The official rules:
The official rules of "ARUNO" are the rules that ship with the game
(wikipedia seems to have the Official
UNO Rules, if that's what you're after), with the following
additions:
- 5-Second Rule
- A player has only five seconds to make a play (play,
draw, pass, etc.). If a player is without a doubt
taking longer than five seconds, anyone may point to
that player and say "Draw a card". S/He then draws the
penalty card and continues with their
turn.
- Infinite-Finite Draw
- The UNO rules have been printed with two sets of rules
for drawing when you can't play. At first, the rules
said to keep on drawing until you can play. In the
reprint the rules said to "draw one card and if you can
play it, great". In ARU, the first time through the
deck for each hand, draw until you can play. After the
first reshuffle for each hand, draw only one card, and
you may play it if legal.
- Dealer's Choice
- The dealer chooses how many cards to
deal.
- Face up-Face down Cards
- The dealer chooses any number of cards, specifically
and/or randomly, to turn face up in the deck before each
shuffle. Any face up cards a player gets must stay
revealed on the playing surface before them. These
face up cards are still part of their hand, and can be
played normally, they are merely visible or
"revealed". The normal, non-revealed cards are called
"hidden".
- Dealer Adds A Rule
- The dealer adds a rule before play begins at the
beginning of each hand. The rule must pertain to the
game, and cannot require unrelated mental or physical
tricks, i.e. speaking in rhyme or doing pushups. Rules
cannot directly remove previous rules, but they may
overlap, or amend previous rules. A rule can be
removed at any time by UNANIMOUS agreement, including
the person who made the rule. A specific person can be
voted out of the game by unanimous agreement of
everyone minus the said person. The subsequent dealer
is the person sitting to the left of the dealer at the
end of the hand.
Note: For fun play, we recommend that when
first playing, avoid drastic or complex rules, or rules that
dramatically increase the number of cards drawn. We also
recommend that if people boo at your proposed rule, that you
modify it even though you don't have to. And remember that the
game isn't as fun if it becomes very difficult to go out. We
have found that the drastic changes or draw increases work much
better with prior rules that make it possible to avoid or
reduce drawing, or provide alternative ways of winning. Enough
said.
Examples of dealer added rules that have been heard
about...
- Trading Places
- The winner trades places with the person to the left of
the dealer, unless the dealer wins, in which case s/he
trades places with anyone except the person to their
left.
- Cumulative Draw
- If being hit by a DRAW TWO or a WILD DRAW FOUR, a
player may play a DRAW TWO or a WILD DRAW FOUR
respectively instead of drawing. The following player
must draw the cards that this player was meant to draw,
plus the new amount. In other words, If four DRAW TWOs
are played in a row without being drawn for, and the
fifth person does not have a DRAW TWO, s/he draws eight
cards.
- Identicals Repulse
- No play may be made which allows two identical cards to
end up next to each other in the discard pile. For
example, one cannot play a RED 3 on a RED
3.
- Play From Next Person
- A player may play from the next person's face up
cards.
- Five Again
- If a player plays a FIVE, s/he may play
again.
- Pringle Shield
- If a player draws cards as the result of a draw card,
s/he gets the "Pringle Shield". The holder of the
"Pringle Shield" may not be targeted by draw cards,
and is skipped over if necessary.
- Color Change Skip
- If a player plays a card of the same 'rank' but
different color as the card previously played, then
play skips two people.
- Passing Hidden in Reverse
- If anyone plays a ZERO or a TWO, everyone passes their
hidden cards to the person in reverse direction of
play.
If you have your own rule that you'd like to list here, send
e-mail to aruno@daveltd.com,
and I'll consider adding it.
General Clarifications
- Wild Draw Fours
- may not be played if the player has a card
of the same color as the "current color". That is in the
regular rules.
- Calling UNO
- is required only when a player plays their
second to last card. To avoid confusion, the player should say
"UNO" as s/he is playing that card. If s/he fails to call it
then, s/he must say "UNO" before anyone catches him/her, and
s/he can only be caught until the next person plays. If
caught, s/he is penalized by drawing two cards.
- The Hand Begins
- when the top card of the deck is 'played'.
In all cases, consider the dealer to have played the card.
(Regular rules say that only numbers can be the first card.
Most house rules I've come across allow any card to be the
first.)
- Rules Clarification
- is determined by general agreement with
preference given to the originators intent.
- Rules Precedence
- is ordered by 'specificity' and 'number'.
Rules or rulings and agreements regarding the specific instance
take precedence. Rules that are more specifically related or
refer to fewer people generally take place before more general
rules. With contradictory rules, the more recent or more
specific rule generally wins. Any questions should be resolved
by general agreement, taking into account original intent and
game balance.
- The Winner
- is the first person (counting left from the
dealer) who has no cards at the end of a play.
ARUNO rules donated by Chris O'Hare
This page maintained by:
David Lindes
aruno@daveltd.com