Card Game Rules

Shedding game · Game 4 of 388 ♥

Mao

The only rule we can tell you is this one – the rest you'll learn one penalty card at a time.

Players
3–8
Duration
30 min
Age
10+
Difficulty
medium
Cards
52 cards per 2–3 players, shuffled together
Skill – Luck
SkillLuck
Everyone for themselves – Lots of interaction
Everyone for themselvesLots of interaction
Simple – Complex
SimpleComplex
Quick – Long
QuickLong

Mood wild

No. 1 in For big groupsNo. 6 in Party games

Collections: Games for three · Games for four · Games for five · Games for six or more · Two decks · No score pad needed

Quick rules

  • Goal: get rid of all your cards. Never explain the rules.
  • Decks: about one per 2–3 players. Deal 7 each; touch yours only after the dealer. Turn up a starter. Dealer: "The game of Mao begins now."
  • Turn (clockwise): play one card matching suit or rank, or draw one. Be quick (5–10 s) and silent.
  • Stock empty: dealer reshuffles the discards, top card stays.
  • Broken rule: 1 penalty card, naming the offence – never the rule.
  • "Last card" with one left; "Mao" on going out.
  • Point of order: pause, cards face down.
  • Round winner tells the dealer a new rule.

Cheat sheet

Base rules (dealer's eyes only)

Card Effect
A next player skips
8 reverse direction
J wild – name a suit
7 "have a nice day" – next draws 1
7 on 7 "very nice day" – next draws 2 …
♠ name the card aloud

Penalties (1 card each)

  • Talking · too slow · failure to say … · touching cards in a point of order (ends with "end point of order").
  • Misplay or out of turn: card back, plus a penalty.
  • Several offences in one move: one card each.
  • No "Mao": penalty instead of winning.
  • Wrong call: "bad call", card goes back.
  • New rules: fair, never aimed at one player.

Full rules

  1. Overview
  2. Teaching the game
  3. Setup
  4. Playing a turn
  5. The basic secret rules
  6. Penalties
  7. Point of order
  8. New rules
  9. Winning the game
  10. Tips for beginners
  11. Variants

Overview

Mao is a shedding game like Crazy Eights: you try to be the first to get rid of all your cards. The twist is that the rules are secret. New players are not told them – they have to work them out by watching, guessing and being punished. Every broken rule costs a penalty card, and the player giving it only says what you did wrong, never why. After each round the winner secretly adds a new rule, so the game keeps changing.

  • Players: 3 or more – best with 5–8, including at least one or two who know the rules.
  • You need: standard 52-card decks, no jokers – roughly one deck for every 2–3 players, shuffled together. The backs don't have to match.

A word of honesty: Mao is a folk game passed on by word of mouth. There is no official rule book, and every group plays it differently. What follows are the rules that the sources describe most often. This page is for the person who runs the game (the dealer, sometimes called the "Chairman"). If you are about to play Mao for the first time, the traditional way is to stop reading here.

Teaching the game

When new players join, the old hands tell them only this:

"The only rule I can tell you is this one."

Some groups also reveal that the goal is to get rid of your cards. That's all. Everything else is learned from penalties. That sounds cruel, but it's the whole fun: after a few rounds, newcomers start to spot patterns ("every time someone plays a seven, they say something…") and catch up quickly.

The rules must stay consistent – the dealer must never make things up on the spot.

Setup

  1. The dealer shuffles and deals 7 cards to each player, one at a time – including themselves: the dealer plays along like everyone else. (Some groups deal 5.) Don't touch or look at your cards until the dealer has picked up theirs.
  2. The rest of the cards go face down in the middle as the draw pile (stock). The dealer turns the top card face up next to it to start the discard pile.
  3. The dealer announces: "The game of Mao begins now." From this moment all rules apply.

Playing a turn

The player to the dealer's left starts; play goes clockwise.

  • On your turn, play one card that matches the top card of the discard pile in suit or rank.

    Example: On the 6♦ you may play any diamond or any 6.

  • If you can't (or don't want to) play, draw one card from the stock. Your turn is over.
  • Play quickly: if you take longer than about 5–10 seconds, you get a penalty card.
  • If the stock runs out, the dealer shuffles the discard pile – except its top card – into a new stock.

The basic secret rules

These are the special cards and phrases most often described. Many groups start with all of them; some with only a few.

Card Effect
A the next player misses a turn
8 direction of play reverses (some use the 2)
J wild: play it on anything and name the next suit
7 say "have a nice day" – the next player draws a card
any ♠ say the card's name aloud, e.g. "four of spades"
  • Sevens in a row: if the next player answers a 7 with another 7, they say "have a very nice day" and the player after them draws two cards – one more "very" and one more card for each extra 7.
  • Last card: when you have one card left, say "last card".
  • Winning: when you play your last card, say "Mao". Forget it, and you get a penalty card instead of winning.

Penalties

Whoever notices a broken rule hands the offender one card from the stock and names the offence – but doesn't explain the rule. Typical calls:

  • "Talking" – any word that the rules don't require. Mao is played in silence.
  • "Misplay" – a card that doesn't match. Take it back and take a penalty card.
  • "Playing out of turn" – take your card back, plus a penalty card.
  • "Delay of game" – too slow.
  • "Failure to say …" – "have a nice day", the name of a spade, "last card", "Mao".
  • "Bad call" – someone gave a penalty that wasn't deserved: they take the card back.

Several broken rules in one move earn one card each.

Example: Anna plays the 7♠ on the 2♠ and says nothing. The dealer gives her two cards: "Failure to name a spade. Failure to say have a nice day." The next player, Ben, draws his card for the 7 and groans "Oh no." He gets another one: "Talking."

Point of order

Anyone may call "point of order" to pause the game – to settle a dispute, to reshuffle, or to fetch a drink. Everyone puts their cards face down and may talk freely, but not about the rules. Touching your cards during the pause is a penalty. The player who called it ends it with "end point of order".

New rules

Each round ends when someone goes out with "Mao". That player wins the round and makes up a new rule, which they tell only the dealer (so it is enforced consistently). The new rule applies from the next round on, and nobody explains it. The dealer stays the same (they are the one who knows all the rules), and every round starts with a new deal.

Good new rules are fair and fun: they must not target one particular player. Typical examples:

  • When a Queen is played, say "all hail the Queen".
  • After a 3, the next player must knock on the table before playing.
  • When someone plays a King, the next player may play any card.

Winning the game

Each round has one winner – the first to say "Mao". There's no overall score: play as many rounds as you like. The real achievement is working out all the rules.

Tips for beginners

  • Watch before you act. Listen to what others say when they play certain cards, and copy it.
  • Remember every penalty call – "failure to say…" tells you a phrase exists.
  • Keep quiet. Most newcomers' penalties are for talking.
  • Play steadily: hesitating costs cards too.

Variants

Optional – every group has its own.

  • Thank you: you must say "thank you" for every penalty card – forgetting it earns another one.
  • Hail to the Chairman: playing a King requires "hail to the Chairman", a Queen "hail to the Chairwoman".
  • Different specials: the 2 reverses instead of the 8; the 8 skips instead of the Ace.
  • People's Democratic Dictatorship (also called Dutch Mao): no dealer knows all the rules – each player invents one rule at the start and enforces only that one.

Background & history

  • Family: Shedding game (Eights group, match suit or rank)
  • Origin: unknown; especially popular in the USA
  • Also known as: Mau; variants include Chinese Bartok, People's Democratic Dictatorship (Dutch Mao)
  • Related games: Mau-Mau, Crazy Eights, Switch, Uno, Eleusis, Bartok

Mao belongs to the Eights group of shedding games, where you match the top card by suit or rank. According to pagat.com, games of this family have been popular with schoolchildren and students since at least the 1960s, partly because it is so easy to add ever more elaborate rules. Mao is a recent member of the group and especially popular in the USA. What sets it apart is the rule that the rules may not be explained: newcomers must deduce them by observation, trial and error.

Because of this, there is no standard version. Wikipedia describes the common core – Aces skip, Eights reverse, Jacks are wild, spades must be named, sevens bring "have a nice day" – and stresses that no single rule set is canonical. The rules here follow that core and the rule pages cited there.

Many people assume the game is named after Mao Zedong, and some players explain the secret rules as a joke about laws that people could break without knowing they existed. According to pagat.com, however, the direct ancestor is probably the German Mau-Mau, which works on similar principles; another theory links the name to the "Mao Games" in Arthur Machen's story The White People (written c. 1899, published 1904). Wikipedia also sees a connection with Eleusis, a game about deducing a secret rule that Martin Gardner published in Scientific American in 1959. In Bartok, the winner also adds a rule – but announces it to everyone.

Sources