Nomicville - Mao

If there was such a thing as a "cult card game" (Like Firefly is a cult T.V. show, not like Scientology is a cult) mao just might be it. Perhaps this is because of the degree of secrecy found in a game of Mao. Unlike most nomics, where the rules are openly discussed, the rules of Mao remain secret even when not playing the game. While the point of other nomics is to create rules that help you achieve your final goal, the point of Mao is to simply figure those rules out!

  • The rules: What are the rules of Mao?
    • Mao is played similar to UNO.
    • That is all I am allowed to tell you.
  • The origins: How did the game originate?
    • According to Wikipedia, Mao probably goes back as far as 1959 with the games Mau Mau and Elusis.
    • No one really knows when Mao itself was first played.
    • I first learned about it in the summer of 2003 at Canada/USA Mathcamp.
  • Mao Strategy: How to survive at the m-game.
    • When in doubt, draw a card. This is also a very safe play.
    • If someone tells you to do something, do it. You can always blame them later if it doesn't work out.
    • Don't expect to win.
  • Variations: Rule-wise, there are as many variations as there are bananas in a tree. But here are some different ways to play.
    • Deck modification: Instead of using a standard deck, use a deck of SET cards(SET Mao), multi-colored cards(Ultra Mao), Uno Cards(Uno Mao), or even blank cards(Blank White Mao).
    • For a very similar game without the cult of secrecy, try Bartok.
    • Ground Up Mao: A cross between Mao and Bartok. Start with either no rules, or very simple rules that everyone knows, like in Bartok. But add rules secretly. Like in Mao.
    • Allow for talking about the rules; but then you have Your variation here.