Mao (game)
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Mao (game)
Mao (or Mau) is a card game of the shedding family. The aim is to get rid of all of the cards in hand without breaking certain unspoken rules which tend to vary by venue. The game is from a subset of the Stops family and is similar in structure to the card game Uno or Crazy Eights. The game forbids its players from explaining the rules, and new players are often informed that "the only rule you may be told is this one". The ultimate goal of the game is to be the first player to get rid of all the cards in their hand. Specifics are discovered through trial and error. A player who breaks a rule is penalized by being given an additional card from the deck. The person giving the penalty must state what the incorrect action was, without explaining the rule that was broken. There are many variants of Mao in existence. While beginners sometimes assume that the dealer (sometimes called the "Chairman", the "Mao" or the "Grand Master") and other experienced players are simply making up ...
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Shedding-type Game
A shedding-type card game is a game in which the player's objective is to empty one's hand of all cards before all other players. Games with action/power/trick cards In these games, players win by having the fewest points. * Crazy Eights * Craits * One Card (game), One Card * Cabo (game), Cabo * Switch (card game), Switch Progressively add rules * Bartok (card game), Bartok * Mao (card game), Mao One suit per player * Red nines One deck per pair Players play in pairs, shed sets of cards for points and win by reaching a certain point value. * Biriba * Canasta Different trump suit per player * Bauernheinrich, Farmer Henry Bluffing * Cheat (game), Cheat Proprietary * Boom-O * Castle (card game), Castle * Phase 10 * Scrabble Slam! * Taki (card game), Taki * Uno (card game), Uno * Whot Miscellaneous * Cards in the hat * Speed (card game), Speed Other

* Pits (card game), Pits {{Tabletop games by type Card game terminology Shedding-type card games, ...
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Zendo (game)
''Zendo'' is a game of inductive logic designed by Kory Heath in which one player (the "Master") creates a rule for structures (" koans") to follow, and the other players (the "Students") try to discover it by building and studying various koans which follow or break the rule. The first student to correctly state the rule wins. ''Zendo'' can be compared to the card game '' Eleusis'' and the chess variant '' Penultima'' in which players attempt to discover inductively a secret rule thought of by one or more players (called "God" or "Nature" in ''Eleusis'' and "Spectators" in ''Penultima'') who declare plays legal or illegal on the basis of their rules. It can also be compared to Petals Around the Rose, a similar inductive reasoning puzzle where the "secret rule" is always the same. The game can be played with any set of colorful playing pieces, and has been sold with a set of 60 Icehouse pyramids in red, yellow, green, and blue, 60 glass stones and a small deck of cards cont ...
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American Card Games
American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, people who self-identify their ancestry as "American" ** American English, the set of varieties of the English language native to the United States ** Native Americans in the United States, indigenous peoples of the United States * American, something of, from, or related to the Americas, also known as "America" ** Indigenous peoples of the Americas * American (word), for analysis and history of the meanings in various contexts Organizations * American Airlines, U.S.-based airline headquartered in Fort Worth, Texas * American Athletic Conference, an American college athletic conference * American Recordings (record label), a record label previously known as Def American * American University, in Washington, D.C. Sports teams Soccer * B ...
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List Of Games With Concealed Rules
Games with concealed rules are games where the rules are intentionally concealed from new players, either because their discovery is part of the game itself, or because the game is a hoax and the rules do not exist. In fiction, the counterpart of the first category are games that supposedly do have a rule set, but that rule set is not disclosed. Actual games Discovery games * Eleusis: A card game in which one player secretly decides on a rule which determines which cards may be played on top of each other. The other players then use deductive logic to work out the secret rule. * Haggle: A party game in which the Gamemaster divides a set of cards and a subset of the full rules among players and allows them to trade for other cards and rules. * Mao: A shedding-type card game where the winner of a round adds a concealed rule of their choice to all subsequent rounds. * Paranoia: A tabletop role-playing game in which the rules are considered "classified". Only the Gamemaster has ...
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Calvinball
''Calvin and Hobbes'' is a daily American comic strip created by cartoonist Bill Watterson that was syndicated from November 18, 1985, to December 31, 1995. Commonly cited as "the last great newspaper comic", ''Calvin and Hobbes'' has enjoyed broad and enduring popularity, influence, and academic and philosophical interest. ''Calvin and Hobbes'' follows the humorous antics of the title characters: Calvin, a precocious, mischievous, and adventurous six-year-old boy; and Hobbes, his sardonic stuffed tiger. Set in the contemporary suburban United States of the 1980s and 90s, the strip depicts Calvin's frequent flights of fancy and friendship with Hobbes. It also examines Calvin's relationships with his long-suffering parents and with his classmates, especially his neighbor Susie Derkins. Hobbes' dual nature is a defining motif for the strip: to Calvin, Hobbes is a living anthropomorphic tiger, while all the other characters see Hobbes as an inanimate stuffed toy. Though the series ...
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Nomic
Nomic is a game created in 1982 by philosopher Peter Suber, the of which include mechanisms for changing those rules, usually beginning by way of democratic voting. The game demonstrates that in any system where rule changes are possible, a situation may arise in which the resulting laws are contradictory or insufficient to determine what is in fact legal. Its name derives from the Greek for "law", ('), because it models (and exposes conceptual questions about) legal systems and the problems of legal interpretation. Gameplay All aspects of Nomic are variable; the players can vote to change the rules to whatever sort of game they want to play. The initial was designed by Peter Suber, and was first published in Douglas Hofstadter's "Metamagical Themas" column in the June 1982 edition of ''Scientific American''. Hofstadter discussed Suber's book ''The Paradox of Self-Amendment'', in which Suber defined the game thus: Initially, gameplay occurs in clockwise order, with each ...
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Bartok (game)
The game of Bartok, also known by a number of other names, such as Wartoke, Warthog, Bartog, Bentok, Last One Standing or Bong 98, is a card game popular in Australia where the winner of each round invents a new rule which must be obeyed for the remainder of the game. It belongs to the "shedding" or Eights family of card games, whereby each player tries to rid themselves of all of their cards. The game progresses through a series of rounds with a new rule being added in each round, thus making the game increasingly complex as it progresses. These newly introduced rules may modify any existing rules. Gameplay The game of Bartok consists of several rounds of play. The winner of each round creates a new rule which remains in play for future rounds of the game. The players sit in a circle and the cards are placed face down in the center and mixed. Each player then picks up either five or seven cards, by agreement. A single card is then flipped to face up to start the discard pile. Th ...
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Grammatical Person
In linguistics, grammatical person is the grammatical distinction between deictic references to participant(s) in an event; typically the distinction is between the speaker ( first person), the addressee ( second person), and others ( third person). A language's set of ''personal'' pronouns are defined by grammatical person, but other pronouns would not. ''First person'' includes the speaker (English: ''I'', ''we'', ''me'', and ''us''), ''second person'' is the person or people spoken to (English: ''you''), and ''third person'' includes all that are not listed above (English: ''he'', ''she'', ''it'', ''they'', ''him'', ''her'', ''them''). It also frequently affects verbs, and sometimes nouns or possessive relationships. Related classifications Number In Indo-European languages, first-, second-, and third-person pronouns are typically also marked for singular and plural forms, and sometimes dual form as well (grammatical number). Inclusive/exclusive distinction Some ot ...
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Have A Nice Day
Have a nice day is a commonly spoken expression used to conclude a conversation (whether brief or extensive), or end a message by hoping the person to whom it is addressed experiences a pleasant day. Since it is often uttered by service employees to customers at the end of a transaction, particularly in Israel and the United States, its repetitious and dutiful usage has resulted in the phrase developing, according to some journalists and scholars, especially outside of these two countries, a cultural connotation of impersonality, lack of interest, passive–aggressive behavior, or sarcasm. The phrase is generally not used in Europe, as some find it artificial or even offensive. Critics of the phrase characterize it as an imperative, obliging the person to have a nice day. Other critics argue that it is a parting platitude that comes across as pretended. While defenders of the phrase agree that "Have a nice day" can be used insincerely, they consider the phrase to be comforting, ...
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Ace Of Spades
The Ace of Spades (also known as the Spadille and Death Card) is traditionally the highest and most valued card in the deck of playing cards in English-speaking countries. The actual value of the card varies from game to game. Design The ornate design of the ace of spades, common in packs today, stems from the 17th century, when James I and later Queen Anne imposed laws requiring the ace of spades to bear an insignia of the printing house. Stamp duty, an idea imported to England by Charles I, was extended to playing cards in 1711 by Queen Anne and lasted until 1960. Over the years, a number of methods were used to show that duty had been paid. From 1712 onwards, one of the cards in the pack, usually the ace of spades, was marked with a hand stamp. In 1765 hand stamping was replaced by the printing of the official ace of spades by the Stamp Office, incorporating the royal coat of arms. In 1828 the Duty Ace of Spades (known as "Old Frizzle") was printed to indicate a reduced ...
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