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. Meow! is a card game for 3-12 cats of all ages. A game with secret rules and deductions based on the classic Mao game. As you would expect in a game where the rules are unknown to many players, a variety of rules have evolved.  Mao (or Mau) is a card game of the scale family. The goal is to get rid of all the cards without breaking some unspoken rules that vary by location. The game comes from a subset of the Stops family and is similar in structure to the card game Uno or Crazy Eights.     [excessive quotes] There may also be additional rules that are already in place at the beginning of the game just to make things happen, and these rules may be known to all players or maybe just 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.
 Mao most likely descended from the German game Mau Mau. He may have influenced the game Eleusis, published in Martin Gardner`s column in Scientific American in June 1959.  Both games share similar principles of inductive reasoning. Any player (or in some variants only the dealer) can announce “Point of Order” (can also be “Court of Law”, “Point of Information”, “Point of Interest”, “Pevis” or “Coffee Break”) at any time, which is a signal for all players to throw away their cards during the discussion. A common abbreviation is “P of O”. This period is essentially a break in the game and often has its own rules. Some versions penalize the shortcut from “Point of Order” to “P of O”, which often confuses new players and thinks that only the trader or president can call a political office. Most versions penalize players for touching their cards during the rules of procedure (including not discarding them in time). The rules of procedure end when a player (or, depending on local rules, only the dealer or only the player who called the rules) announces “End of order”, “Point taken”, “Point of disorder” or “Retrieve your cards”, after which the cards are taken back and the game continues. In another variant, players dispense with all the normal rules and let each player set up their own rule at the beginning of the game.  This variant is known as “Dutch Mao” or “People`s Democratic Dictatorship”, and probably several other names. There are no restrictions on playing cards (other than those made by players) and can become very confusing when rules collide.
The rules vary greatly from one variant to another. Some general rules are: Other inductive games in which not all players know the rules are Penultima and Zendo; However, the secret rules of these games are established at the beginning of the game and announced at the end of each round, and the scope and subject of the Eleusis, Penultima or Zendo rules can be more explicit and narrowly defined. Mao`s rules can be very different between different groups, without any individual set of rules being canonical. 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. You have finally arrived at the initiation ceremony! Now, all you have to do is complete the ritual to join the cat cult without breaking any of the secret rules. 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.