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Rules for Mao

Mao is a party game for 4-10(ish) players, which typically involves only a deck of cards. The key conceit of the game is that the rules are hidden from the players and added over time, causing confusion and chaos. There are many variations on the game, but below I present the version I find to be the most engaging and beginner-friendly.

Setup

A standard deck of cards. One player (probably you) is designated as Mao. Each round, all players are dealt a hand of cards (around 6, less for large player counts). A round ends when a player empties their hand without breaking any rules, and the winning player is allowed to add a new secret rule, known only to themselves and Mao.

Initial rules

It is good to begin with a set of initial rules to allow normal card play. A reasonable set is the following, although you can invent more if players become too creative.

You may like to add one additional basic rule for the first round of play, otherwise players may be confused what they're doing at all.

Basic rules

Card rules

Behavioural rules

Turn order rules

Special action rules

Win conditions

Choose whether or not to announce any win conditions to players.

Meta rules

Tips for being Mao

Choosing rules or guiding players on the best rules to add is the most delicate part of the game for maintaining a fun experience. Here are some general pointers:

When a player breaks a rule, you may like to tell them what type of rule they broke to give a bit of extra information. My go-to list of reasons is:

Otherwise, keep the atmosphere lighthearted and fun. If players are getting frustrated, encourage them to discuss the rules with each other and work together. Use your role as Mao to give struggling players an advantage.