Hot Death Cards

Hot Death

Card Index

Red 0
Red 0
Value: 0 points
Holy Defender
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.
Red 1
Red 1
Value: 1 point
Red 2
Red 2
Value: 2 points
Glasnost
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 Glasnost card is worth 75 points.
Red 3
Red 3
Value: 3 points
Red 4
Red 4
Value: 4 points
Red 5
Red 5
Value: 5 points
Magic 5
Magic 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.
Red 6
Red 6
Value: 6 points
Red 7
Red 7
Value: 7 points
Red 8
Red 8
Value: 8 points
Red 9
Red 9
Value: 9 points
Red Draw Two
Red Draw Two
Forces the next player to draw 2 cards. Value: 20 points
Red Draw Two Spreader
Red Draw Two Spreader
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)
Red Reverse
Red Reverse
Reverses the direction of gameplay. Value: 20 points
Red Reverse Skip
Red Reverse Skip
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.
Red Skip
Red Skip
Skips the next player. Value: 20 points
Red Double Skip
Red 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.
Green 0
Green 0
Value: 0 points
Quitter
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 Retaliation, 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 the Quitter, the Retaliation and the Big Brother at the end of a hand, he gets 1,000 points.
Green 1
Green 1
Value: 1 point
Green 2
Green 2
Value: 2 points
Green 3
Green 3
Value: 3 points
Virus
Virus
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.
Green 4
Green 4
Value: 4 points
Luck of the Irish
Luck of the Irish
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.
Green 5
Green 5
Value: 5 points
Green 6
Green 6
Value: 6 points
Green 7
Green 7
Value: 7 points
Green 8
Green 8
Value: 8 points
Green 9
Green 9
Value: 9 points
Green Draw Two
Green Draw Two
Forces the next player to draw 2 cards. Value: 20 points
Green Draw Two Spreader
Green Draw Two Spreader
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)
Green Reverse
Green Reverse
Reverses the direction of gameplay. Value: 20 points
Green Reverse Skip
Green Reverse Skip
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.
Green Skip
Green Skip
Skips the next player. Value: 20 points
Green Double Skip
Green 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.
Blue 0
Blue 0
Value: 0 points
Retaliation
Retaliation
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 Retaliation card doubles its owner’s score. If a player has the Retaliation, the Big Brother, and the Quitter, he gets 1,000 points.
Blue 1
Blue 1
Value: 1 point
Blue 2
Blue 2
Value: 2 points
Blue Shield
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.
Blue 3
Blue 3
Value: 3 points
Blue 4
Blue 4
Value: 4 points
Blue 5
Blue 5
Value: 5 points
Blue 6
Blue 6
Value: 6 points
Blue 7
Blue 7
Value: 7 points
Blue 8
Blue 8
Value: 8 points
Blue 9
Blue 9
Value: 9 points
Blue Draw Two
Blue Draw Two
Forces the next player to draw 2 cards. Value: 20 points
Blue Draw Two Spreader
Blue Draw Two Spreader
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)
Blue Reverse
Blue Reverse
Reverses the direction of gameplay. Value: 20 points
Blue Reverse Skip
Blue Reverse Skip
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.
Blue Skip
Blue Skip
Skips the next player. Value: 20 points
Blue Double Skip
Blue 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.
Big Brother
Big Brother
The most dismal card in the deck. A player under the watchful eye of (holding) the Big Brother 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 the Big Brother 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. If a player holds the Quitter, the Big Brother, and the Retaliation, it’s worth 1,000 points.
Yellow 1
Yellow 1
Value: 1 point
Mutual Assured Destruction
Mutual Assured Destruction
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.
Yellow 2
Yellow 2
Value: 2 points
Yellow 3
Yellow 3
Value: 3 points
Yellow 4
Yellow 4
Value: 4 points
Yellow 5
Yellow 5
Value: 5 points
Yellow 6
Yellow 6
Value: 6 points
69
69
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 Retaliation, Holy Defender, Magic Red 5, or an earlier Virus card or overridden by the Big Brother.
Yellow 7
Yellow 7
Value: 7 points
Yellow 8
Yellow 8
Value: 8 points
Yellow 9
Yellow 9
Value: 9 points
Yellow Draw Two
Yellow Draw Two
Forces the next player to draw 2 cards. Value: 20 points
Yellow Draw Two Spreader
Yellow Draw Two Spreader
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)
Yellow Reverse
Yellow Reverse
Reverses the direction of gameplay. Value: 20 points
Yellow Reverse Skip
Yellow Reverse Skip
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.
Yellow Skip
Yellow Skip
Skips the next player. Value: 20 points
Yellow Double Skip
Yellow 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.
Wild
Wild
Can be played on any color card. Allows player to select a new color. Value: 50 points
Draw Four Wild
Draw Four Wild
Can be played on any color card. Allows player to select a new color and forces the next player to draw four cards. The card may only be played when the player holding it does not have a card in their hand to match the color on the Discard pile. Value: 50 points
Delayed Blast Draw Four Wild
Delayed Blast Draw Four Wild
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.
Harvester of Sorrows
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.
Mystery Wild
Mystery Wild
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.
Hot Death Draw Four Wild
Hot Death Draw Four Wild
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.

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