Mau is a card game similar to Uno, not for the faint of heart. Mau requires nerve, precision, and speed and thrives in those with the ability to detach themselves in a not un-Zen-like way from their egos. Becoming frustrated or defensive leads to failure. Only the quick serene mind will win the game. There are those who love Mau and play it obscenely well, and there are those who hate Mau and almost drew blood the one time they played it. Caution: People who seem normally sanguine and balanced may reveal a competitive or violent streak while playing Mau (sorry, I can't take responsibility for anyone's actions but my own). Any way you slice it, playing Mau for the first time can be a landmark life experience.
The origin of Mau is a mystery. The story I heard in 1990 was that Mau was invented by a New Jersey native, from whom it transferred somehow to some M.I.T. graduate students, one of whom (perhaps Jeff Keller) then brought Mau to the University of California at Santa Cruz, where the virus spread around Silicon Valley and the Bay Area. But Chris Soeffner claims that Mau has existed for more than 30 years. "I always thought that it was invented in Germany, where it is played extensively by kids of all ages," writes Chris. James Lockman reports, "I learned [Mao (sic)] on a plane to Italy from some of my Yale Band chums. Where they got it, I do not know." Ginger Ogle says "I learned mau mau while traveling in Europe in 1973. Some Germans taught it to us and told us the name comes from a bloodthirsty and ruthless (New Guinean? African?) tribe called the Mau Maus. We spent many hours playing mau mau - Germans, Brits, Italians and Danes all seemed to know the game. So it has been around for at least that long!" And Darryl McCollum spins this fanciful yarn: "I and many acquaintances in the U.S. Navy were playing a very similar game in 1986 while stationed in Antarctica. In 1986 I formally wrote the rules to the version which we had been playing. We called the game Mau Mau in honor of one of our shipmates' then recent visit to Mombasa and his introduction to the Mau Mau of Kenya." (I'm not kidding. These are actual emails.) The truth is out there, Scully.
Here is my rendition of the rules of Mau:
Play goes roughly like this: the dealer deals everyone the same number of cards, flips the top card on the deck, and play proceeds clockwise with the person next to the dealer. Each person either plays a card that matches the top card's rank (number) or suit (clubs, spades, hearts, diamonds) or draws one card from the deck. The object is to get rid of your cards.
To make things a little more interesting, there are 5 special ranks: aces, sevens, eights, jacks, and jokers.
Okay, so we've got aces which reverse direction, sevens which are draw-two, eights which skip, jacks which anyone calls wild, and jokers which are a wild race. Sounds like Uno, right?
Well, to twist the screws a bit more, we throw in a bit of sadistic verbal nonsense inspired by Roberts' Rules of Order and Monty Python:
Gesturing is allowed.
;)
"Whoa," you may be thinking, "This is insane. How can this be fun?" Well, let's take a look at a sample round. Here we have three players:
MADHAVAN: What? Are we playing this stupid Mau game again? I don't know why I let you talk me into this, RCU.
RCU: (finishes dealing, say, nine cards to each player) Pipe down, Mau Boy. (flips over the first card: ace of spades) Ace spade. (sotto voce) Normally play would proceed clockwise, and the first person to play would be to the dealer's left, but here the first card played was an ace, which reversed direction of play.
IAN: (counterclockwise to [right of] RCU, plays seven of spades) Spade.
MADHAVAN: (to right of Ian, wrinkles brow in consternation) Fuh--I mean, um, shoot. (studies hand, searching for a seven)
IAN: Oom papa mau mau! Bang! Swish! Wa-hoo!
RCU: (rolling eyes) Note that no rule prevents players from spurious outbursts intended to distract. Note also that Madhavan wisely refrained from cursing.
MADHAVAN: (reluctantly draws two cards) I'll get you, Ian.
RCU: (to right of Madhavan, plays seven of diamonds) Let's see if Ian has any diamonds.
IAN: Is it my turn?
MADHAVAN: (crowing puerilely) Ha! Penalty: asking a question. Draw a card, Ian.
IAN: (nonchalantly) Just giving you a friendly crutch, my dear boy. (draws a penalty card for asking a question, then plays seven of clubs)
MADHAVAN: (frustrated) Hey! (draws four cards, one at a time, two for the seven of diamonds and two for the seven of clubs)
You get the idea. The insipid rules defy memorization yet they pile up on top of each other in a way that demands concentration. And there are just a few more rules intended to accelerate card attrition, direction reversals, and general hysteria:
Spamming is playing the exact same card (same rank and suit) on another card out of turn and saying "Spam" or, in some cases, "Wonderful Spam." (You must play with multiple decks to spam.) Think about all those aces reversing direction, all those jokers causing adrenaline-charged slap races, and all those additional sevens and eights, and you can start to see the maniacal possibilities. Here are the rules of spamming:
Several people have emailed me about other rules since I wrote this page originally. The ones I found most amusing follow. Note that some of these contradict the above rules so you may need to alter them before playing with these, while other rules could simply be added to make the above game more fun:
No one can talk at all during the game without first calling a point of order. I think this would slow down the game a lot. Calling a point of order just to call a spade a spade, for instance, seems rather heavyweight.
When you win, you either get to or must (depending on taste, and all players should agree before play begins) make up a rule or change an existing one. If all players agree after the next round that the new rule (ahem) sucks, then the new rule goes away for the next round. I can attest this is a fun variant, having played some twisted games where we assigned rules to every single rank. If you play this in a pub, be prepared to get a few odd looks.
No one can reveal the rules. You have to infer the rules from watching people play and taking penalties, perhaps after a brief merciful opening explanation from the dealer. Ooh, this sounds harsh, eh? For the record, the folks who taught me Mau didn't use or explain this rule, hence I wasn't breaking it by writing this web page, ho ho. Here I'd like to give a shout out to Leland Kusmer and his posse, for reasons known only to them.
When you win, you receive an award of points based on the cards still in all the other players' hands; the first player to reach some agreed upon total (such as 100 points or 500 points) over a series of games wins the session. It's kind of like gin rummy. The special cards (aces, sevens, eights, jacks, and jokers) are each worth some agreed upon special number of points. I imagine aces and eights could be worth 10 points; sevens, jacks and jokers could be worth 15; and all the other cards could be worth 5. My thinking: Aces and eights aren't all that special because they just muck with order of play, so they're not worth much more than a normal card. Sevens can do a little more damage and put more points in your opponents' hands, so they're worth more. Similarly, jacks and jokers are so easy to play that having them in your hand when someone else goes out should earn you a sizable ouchie. But I just made all that up. If you know the real way to play Mau with points, please let me know.
Playing a 4 means the next person must draw four cards. If that person draws a 4, they can play it immediately, in which case the remaining cards are transferred to the next player who must draw an additional four cards. Basically, a 7 on steroids.
You must say "Thank you" when receiving a penalty card. But don't say "Thank you, sir, may I have another?" unless you want to risk a penalty for asking a question.
You cannot call anyone by their given name (for example, saying "Bob, it's your turn" would earn you a penalty card).
You cannot say "Sorry."
No pointing.
On playing not only a spade but also a diamond, you must say "spade." I guess diamonds are pointy and could be used to dig so I see the connection. Go, tool-using primates!
On playing the king of hearts, you must say "Suicide king."
There is a Grand Mau, a Mau veteran who officiates the game (is the only person to call penalties), deals, and is the only person allowed to speak. To me, this more dictatorial version seems to enforce the hypothesis that the eponymous Chinese leader inspired the game.
When you play a 2, you must play again. Note that this means you cannot play a 2 as your last card. If you play a 2 and it is the only card in your hand, then you must draw another card (and say "last card" of course).
If you play the 6 of spades as the last card, you must say "Mau, six of spades, ooh baby baby" and dance joyously around the room.
When you play a 3, you must say "Chicka chicka whoop."
When you play a 5, you must say "Lubby dubby prime numbers."
When you play a diamond face card, you must say "Bling bling."
When you play an ace, you must say "One is the loneliest number." It might be funnier for a round if you had to sing it (see Aimee Mann).
When you play a 6, you must say "Have a bad day."
When you play the ace of spades, you must say, in addition to "spade," "Tally ho!"
When you play a queen, you must say "Hail to the queen."
If someone is acting silly (for example, making goofy expressions or arranging their cards into a smily face), you can call a penalty on them. Apparently this is called "the drug addict rule." This variation would conflict in spirit with the rule that anyone can say anything they want at any time, but it would go quite well if you're playing instead with the variation that nobody can say anything at any time.
When you play a seven, you must say "Have a nice day," and the next person must say "Thank you" if they draw. But if the next person plays a seven, then that person must say "Have a very nice day," and the next next person must say "Thank you very much" if that person draws. And so on, adding a "very" and "very much" per seven played, until someone draws.
If two people simultaneously say "Point of order," then the point is null and void and both unfortunate speakers get a penalty card.
You may play a jack on a jack.
When you play a jack, it must match the suit of the previous card. When I learned Mau, I learned that jacks don't need to match the suit of the previous card; in practice, most people forget that jacks have that powerful flexibility and superstars can use that to their advantage, hee hee. Or you could just use this variation instead to even the field.
Phew. If you are acquainted with Mau and observe some rule missing on this page, please feel free to email me and I'll update this page. Note: Emails to me during December 2003 or January 2004 were inadvertently erased before I read them; if you're inclined, feel free to resend your message. The set of rules presented here is not the reduced axiomatic set, in that some are actually consequences of other rules, but this is the way my mind remembers them. Have fun!
More Mau references: