Talking is not allowed in the game. This makes arguments about the rules not only difficult, but also impossible during normal play. Whenever a rule is broken, the player is punished by receiving a card from the draw pile. Each player can manage a penalty card, and when dealing the card, they must indicate what the penalized game did to win the card. The most popular variant of this game in the Czech Republic is called Prší (Rain in Czech).  It is played with a deck of 32 German cards (four costumes, values from 7 to ace) and has almost identical rules with several differences: The rules of procedure end when a player (or, depending on local rules, only the dealer or only the player who invoked the rules) announces “End of Order”. “Point taken”, “Mess point” or “Pick up your cards”, at which point the cards are picked up again and the game continues. Many of Mao`s rules involve speech. Most of the time, this means saying the right thing at the right time. Saying the wrong thing or speaking at the wrong time is usually punished. There may also be additional rules that are already in place at the beginning of the game just to get things moving, and these rules may be familiar to all players or maybe just to the dealer.
After many rounds, many new rules will accumulate. Of course, initially, only the person who created the rule will know what it is. The rules vary from group to group and game to game, but most rules fall into one of four categories.  There are many variants of Mao.  While beginners (called “Amandas”) sometimes assume that the dealer (sometimes called “President”, “Mao” or “Grandmaster” – or simply “Rick”) and other experienced players simply invent potentially contradictory rules (as in the Mornington Crescent or Fizbin games), Mao`s rules are consistent in each game and can be followed correctly. [ref. needed] The way I play, the dealer is the only one who is allowed to call the point of order, which helps avoid general chaos (other players will be penalized if they call him for speaking while the game was still in progress). There`s also another chant at the beginning that basically tells new players what the rules are, but in a way that they have no idea what any of them mean. If you find these rules confusing, you`re not alone. There are indeed penalties in case of confusion of the rules. Suppose a 5 is played and instead of falling, clapping, and picking up your cards, you stand up and turn in a circle counterclockwise. You may need to collect 2 cards to be the last one to do the right job for a 5.
Also, you may need to draw 2 extra cards for your error. But if you accidentally take 3 cards for the mess instead of 2, you will have to draw 2 more to spoil the penalty. I didn`t know any of the Mau Mau rules until my friend taught me. This card game is incredibly popular in his native Germany. But it`s such a fun game, I think we should play it more with our friends and family. Check out these Mau Mau rules and you`ll be ready to play in no time! Think of it as the house rules you can use in Monopoly. Below, we have listed some of the popular advanced rules that you can use in your next Mao game. There is usually a time limit of about 5-10 seconds for each lap.    In case of exceedance, the player receives a penalty card for late play or delay of play and loses his turn or receives another penalty every five seconds thereafter to comply with the rules violated or play a card.
Ruthless players who are familiar with the rules sometimes take advantage of this rule to confuse new players who are not familiar with the game mechanics that change the order of play: for example, players can look forward to a particular player like the one online, as if they were waiting for them to play, and then punish that player for it. that he plays off the line when he actually played. Then, immediately punish the player whose turn it is, for delaying the game. Part of Mao`s traditional experience is that a new player is forced to learn some or all of the rules of the game through observation and trial and error. Thus, new players are not presented with a list of rules, as part of the game is discovering the rules through gameplay. The game forbids its players to explain the rules, and new players are often told that “the only rule you can be told is this.”   The ultimate goal of the game is to be the first player to get rid of all the cards in his hand. Peculiarities are discovered by trial and error. A player (Amanda, for example) who breaks a rule will be punished by receiving an extra card from the deck.
The person (Rick) imposing the penalty must indicate what the wrong act was (usually based on a deep pattern), without explaining the exact rule that was broken. In cases where Rick is the best, Amanda has to constantly lose as a pseudo-rule in certain jurisdictions, or breaking that rule carries over to subsequent games ad infinitum. According to the basic rules, the cards don`t have any special features, which means it`s just a race to see who plays all their cards first. The winner becomes the dealer for the next round. The first player to win three games wins the game. It`s the rules that make things really difficult for new players. The rules vary greatly from one variant to another. Here are some common rules: In many variations, an additional rule is tacitly and secretly added to the game each turn.
It is common for a player (often the winner of the previous round, sometimes the next person to trade) to add a new rule to the game. In a one-turn game, players who have got rid of all their cards can set a rule for those who are still in play. [ref. needed] Sometimes a new rule is explained to another player (sometimes the dealer, sometimes a second winner of the round) to ensure both the consistency of the rule and the consistency of its application.