Home Ascending Rules Uno

My aunt, my cousin and I in Washington, 1998

We accumulated these rules over four late evenings. During the day, my cousin and I played with a different set of rules, and we kept switching between them each evening and morning. After four days we were proud that we could do it, but ready to call it quits until next time.


  1. Dealer Deals
  2. Infinite-Finite Draw
  3. Face Up, Face Down
  4. Add A Rule
  5. Five Second Rule

  6. For explainations of Rules 1 - 5, please see the rules.
  7. Time Out Rule
    When you play a DRAW FOUR, you are out of play until someone plays a DRAW TWO, at which point you are back in the game.
  8. Yellow Fever
    Every time a YELLOW TWO, FOUR, SIX or EIGHT is played, everyone passes their hand in direction of play.
  9. Deep Well Rule
    When the deal is finished but before play begins, put the first three cards dealt to you in a pile to the side. This pile is the DEEP WELL. The DEEP WELL is part of your hand, but can not be looked at or played from until you have no other cards in your hand.
  10. Draw For Keeps
    When required to pass your hand, you may exempt yourself from the by drawing two cards; you keep your hand.
  11. War By One
    Whenever you play a ONE on a ONE of a different color, you draw a card and then the person who played the other ONE draws a card. Either player drawing a non-number card must draw again. Compare the two number cards. The person with the lowest number gets all of the card just drawn. If the numbers match (tie), repeat until the tie is broken.
  12. Mad Dash
    When the YELLOW FEVER rule is invoked, only one person may invoke the DRAW FOR KEEPS rule - the first person to draw the cards required.
  13. Play Or Pass
    You may expose one of your cards to end your turn (pass). You must first draw any penalty cards due to you (ie. from draw cards).
  14. Contagious Exposure
    When you play a card identical to the top discard, you must expose all of your cards with the same rank.
  15. To Him Who Has, More Will Be Given
    At the beginning of your turn, you may choose amy exposed card of any player, and givethat player all of your cards identical to the chosen card.
  16. Two Bad
    You can not play a TWO. TWOs are considered DEAD cards. Whenever you play a DRAW TWO, everyone gives you all of the TWOs in their hands. TWOs may still be passed, exposed, given, etc. like any other card.
  17. Wild Surprise
    When you play a SIX, the next player chooses the color and loses their turn. SIXs are considered WILD CARDs, and may be played on any card.
  18. Molecular Bonding
    You may play together two number cards that add up to the current rank and match the current color. Treat the result as though the top card had not changed, and do not trigger any ARUno rules from playing that or those cards.
  19. Try Again
    When you choose the color, the next player may force you to choose a different color by saying "Try Again".
  20. Pardon
    DRAW CARDs do not make you lose your turn.
  21. Quirky Color
    When invoking MOLECULAR BONDING, you may consider a BLUE-YELLOW conbination to match a green color. The combined cards must still add up to the current rank.
  22. Expanded Universe
    On your turn, you may play one of the exposed cards of the person in direction of play as though it was from your own hand.


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