(This text is not complete, but I posted it just to let people get
started.)
The Spirit of Mao
How to Start Your Own Game
Many people, who don't have the opportunity to learn Mao by playing with
more experienced players, have asked me to list the rules so that at least
they can start their own Mao game among their friends. But --but --it's
sacrilegious to reveal the rules!!! Lightning may strike me down!! (Or I
might get haunted by Chairman Mao!) What shall we do??? "Aha, there are
no such things as problems, only opportunities," we bravely say, and forge
on.
I am writing this text to allow you, gentle reader, to start your own game
of Mao. What I will do is, not tell you the rules, but convey the spirit
of the game so that you, too, can have fun. You see, the particular rules
themselves aren't as important as how you play. I will attempt to pass on
the *important* aspects of the game.
Mao is
fun.
This is the overriding aspect of the game, and supercedes all other
aspects including the official rules. Despite the harsh and unyielding
nature of the rules, you have to do something about the game if it's no
longer fun. Officially, for example, a player entitled to create a new
rule can make any rule at all, such as "every time the Queen of Spades is
played, you have to pay a hundred dollars," or perform a demeaning action,
or some other thing that's patently unfair. As one of my friends said,
"Yes, you're allowed to put in that rule. We'll just never play with you
again, that's all."
Does this mean that the game changes to accommodate weaker players? Well,
yes, as much as it can within the framework of the game. Compare it to
chess, where a beginning player might be allowed to take back a move or
have a handicap advantage. But you wouldn't actually change the *rules*
of chess --a knight is still a knight, for example, and if the beginner
loses, he loses.
Keep all this in perspective as I describe the other aspects of the game:
Mao is
consistent.
The rules form the backbone of Mao, so you have to make sure they are
enforced consistently. This means that you cannot fail to penalize a
player because you feel sorry that s/he is getting too many cards. If you
do so, it may prevent the other players from correctly figuring out the
rule.
Also, you have to be constantly vigilant in enforcing your rule. Suppose
you have a rule where whoever plays a Queen has to sing. Someone plays a
Queen of Hearts and you forget to call the penalty because you were too
busy trying to figure out someone else's rule. Now it's too late because
two other players have already taken their turn. Players will then
eliminate the possibility that your rule is "Sing for every Queen" because
there was a Queen played that didn't require singing. You now have two
choices:
- Call a Point of Order. You can say, "I should have called a penalty
when the Queen was played, but we'll let that pass this time."
- Change the rule so that it's still consistent. If this is the first
time someone has played a Queen, you can change it to: sing only if it's a
black Queen that's played. (You should not change
it to: you don't have to sing if it's the first Queen and it's a Queen of
Hearts and the player is a brown-haired male.)
Mao is
creative.
The rules don't necessarily have to be that when you play a certain card,
you have to do something. It could have to do with turn order, or the way
you sit or stand. Some rules even modify other rules. For example, a
friend's rule once required that words in a phrase be out of order, such
as "Failure to a penalty card take!" (Anyone who didn't follow this rule
was penalized with "Failure to like Yoda be!" after the Star Wars
character.)
I classify rules into four types:
- Find the trigger. For example, when a club is played on a heart, you
have to say, "Killer!" (because the player clubbed a heart) The players
have to figure out when they have to say the word.
- Find the action. Example: whoever plays a Queen has to touch his/her
own chin, or else they get penalized for "Failure to be a
Thwiggel-thwoggel." If you make sure you touch your chin casually, as if
just doing out of habit, you can go for quite a long time while the other
players try to figure out why they keep getting penalized while you don't.
- Remember the rule. These rules are easy to figure out, but when
there are ten or twelve rules active, it can easily slip from the mind out
of carelessness. Sometimes even the basic rules can be forgotten, as my
sample games show.
- Just plain silly rules. These include singing, imitating barnyard
animals, or whatever is suitable for your group at the moment.
Use Points of Order
Points of order are irreplaceable for clarifying any situation that has
become muddled. Someone you thought had failed to play might have, for
example, drawn a card without playing one. Someone might have said
something unclearly. Or perhaps you just want to make sure about a new
secret rule: "Now, Chris, you did not call any penalty when
this card here was played, right?" Also good for when games are
interrupted by phone calls or when nature calls.
Of course, you need to observe the rules for Points of Order (see my
sample game for this) --you wouldn't want
to make it too easy now, would you?
Will the New Rule Be Playable?
New players are always surprised by this, but one of the more difficult
aspects of Mao is choosing a good secret rule when you win! Factors to
consider are:
- Is it fun? This includes not only the nature of the rule but how
difficult it is. You don't want it too hard, or else you will be the only
one escaping the penalties! The late Martin Gardner, in describing the
game "Patterns" in Scientific American, said that you know you have a good
"lateral thinking" type creative rule when some players get the rule
easily and others take forever to figure it out. (Make sure it's not
always the same players who get the rule easily, or else it could simply
be background bias; eg. when playing with math majors and literature
majors, don't always put in heavy mathematical rules.)
- Will I remember to enforce it? Another reason not to make the rule
too hard: when someone else figures out the rule, that player can enforce
it, decreasing the chances of you slipping up and forgetting. Hard rules
sometimes occur because the trigger seldom happens (eg. when four Aces are
played in a row), in which case you might actually forget to enforce the
rule when it does happen.
- Will it work with previous rules? For example, if playing a Queen
already triggers another rule, you may want to think twice before making
it the trigger to your rule. Other examples may be more subtle --for
example, a face card (Jack, Queen, King) might trigger your rule --but if
the Queen already triggers another rule, again you're doubling up on the
Queen.
- Will it work with future rules? A friend of mine once made a rule:
say the initials of the words instead of the words themselves. Instead of
"Failure to Say, 'Have A Nice Day!'", one might be penalized by "F T S, H
A N D!" This was all very fine and dandy until someone won and needed to
put in a new rule. Now, the players needed to figure out the new rule
based on just the initial letters of the penalty! Fortunately, the new
rule was: cancel the Initial Letters Rule!
I also group card-triggered rules into three types: the game is prolonged
because the number of permitted cards is reduced (eg. if you are penalized
for playing a Queen on an even-numbered card), the game is shortened
because you are allowed to play more cards (eg. you can play a card of any
suit on a Queen), or no difference. Usually people tend to restrict the
playable cards with their rules, but you might once in a while want to put
in a rule to speed the game up.
Guess!
Try different ideas! I have seen players, especially new players,
hesitate to do anything because they might be penalized. They would
rather not do anything and be penalized for Failure to Play Within Five
Seconds. That's not the idea! In fact, if I were trying to figure out a
bunch of difficult rules, I would forgo the hope of winning and just try
anything and everything to help me determine what the rules are. In my
version of Mao, when someone eventually wins, everyone starts over again
with the same number of cards. But more importantly, you can easily catch
up once you have the advantage over the other players of knowing the
secret rule.
Good luck with your own game of Mao!
Follow
this link for my opening Web page.
I can be reached at
kw.tam@utoronto.ca