Qmppu842
8 hours ago
Long time ago, I was looking for game with some hidden rules, browsing random wikipedia. I came across Mao [1]. It looked so cool, game that has it is culture.
I wanted to try, luckily using siblings is not considered war crime. Since I had read about it in wikipedia we did not have culture to base it on. It morphed to basically uno with normal playing card deck but winner gets to make new rule, any rule. They will enforce it but they will not tell it to anyone else, they will just comment: "you broke rules, take penalty"
Since we played it way too much with siblings, we had times where my brother took 15 card penalty on game start. There was ~4 day trip we played near 30h of Mao.
I still love it, but can't play it any more since people rarely have attention to detuct the hidden rules. But also I feel creatively blocked since I can't make super complex rules when playing with new people, and the magic between my siblings has dimished bit.
michaelt
6 hours ago
> I still love it, but can't play it any more since people rarely have attention to detuct the hidden rules.
I have a theory you can only induct a new player 'properly' (i.e. without them getting out their phone and consulting wikipedia) when you've got at least 3-4 experienced players.
Fewer than that and the new player won't see enough plays to figure out what the pattern is before they're buried in penalty cards. I've found this to be true even if the new player is a veteran board game player, used to paying attention to long games with complicated rules.
Qmppu842
2 hours ago
Interesting theory. I haven't had change to try that kind a situation. The biggest game by people was like 6 people and 2 experts.
I can see that thou. I often had to give example rules for people, thou I feel like it robs part of the fun.
With more experts it could make things better, if they go easy on start. If they go full on with super hard rules, the half attention newbies would be lost.
Thou if the newbie really wants then they could learn in that big expert play too.
Qmppu842
an hour ago
Once we got really exploratory with my brother. We eliminated all the rules, expect empty hand wins.
Cards had no meaning, there was no turn nothing.
But that is bit too lose base.
From our exploration we saw that rules that say you must do something are waaay more fun ad clearer, than rules like you can or can choose not to do. The choise rules made it basically impossible to detuct and even with in the context felt like the other is possibly cheating.
We also saw that people were quite concervative and really really hesitant to alter the base game rules.
Thou if we played couple of games and then chatted about everyones rules, and then reseted the game, people would open up bit. But the base rules (of basically uno) were quite sacred to break for people.
grig0r
6 hours ago
On a ski trip with friends we spontaneously turned a game of Uno into a Mao drinking game.
The rules were: •• Picture cards worth 10pts, black cards 50pts, number cards = n points •• At game end, 2 players with most points drink •• +4 can stack on +2, and vice-versa if color is right •• Uno Uno doesn't win unless no cards can be stacked anymore •• No deck shuffling
This resulted in the most fun and long Uno games, as people would keep the risky + cards till the end to stack on the Uno Uno player and keep him in the game. The no-deck-shuffling added an element of card-counting to the game as the discarded cards would be added to the bottom of the deck when no cards were left to draw.
__david__
7 hours ago
Interesting, that kind of reminds me of Things In Rings [1]. I haven’t played it yet but it looks pretty good.
[1] https://boardgamegeek.com/boardgame/408547/things-in-rings
Qmppu842
2 hours ago
One of the other comments talked about pizza box where they throw big coin/disc and on landing site you draw rule circle.
Your link seems bit like mix of Mao and it.
And it does seem to have "the commercial" version of Mao.
I should look into it more.
thrance
3 hours ago
Instantly thought about Mao too, we'd play it with friends in-between classes in college. Good times. Making players say "thanks" after receiving a penalty (or keep receiving penalties) never got old.
Qmppu842
2 hours ago
Heh, since for us it was time with our dad, we needed to be able to chat. So before first test play we decided not make rules around speaking.
After that many people find it really hard to grasp the rules and possibilities. "How can the rules change without anybody knowing?" "How can they be enforced?" And so on.
To me the ideal would be no rules explained but as the embasidor, I do not get such possibility.
To others I explain some rules and example rules, such that we often want to sosialice so while you can make speaking rules they may be bit meh.
No one but one person made voice rules. My god I got burned in that game. I was constanly speaking as the explainer and keeping turn order up. I did not figure it why I got so many penalties from them, I had small feeling but could not figure the exact thing.
Turns out he was bit annoyed by me and the rule was: "you are not allowed to speak on your turn"
Obv I was not mad, I was amused when I got interesting game. Good times.