Mao Prime (version 2.1)

Generic Rules:

1) Object of The Game
Mao Prime is similar in style to Crazy 8s, where the objective is to get rid of all of the cards in one's hand. The first player to play their last card and say the word "Mao" wins the game.

2) Selecting the First Dealer
On the first round of the game, the most experienced Mao Prime player is selected as the first dealer.

3) Dynamic Rules
Dynamic Rules are rules defined by the players which effect the game play. Dynamic rules can override any of these rules. They cannot be discussed with anyone except the dealer. The dealer and rule owner must agree with all rules such that they are playable and fair. The dealer should write down each rule to maintain a record of the rules, to pass to the next dealer.
Dynamic Rules should definition should include:

Later defined Dynamic Rules can override previous Dynamic Rules, but the dealer should try and keep the rules from contradicting each other.
Note: the penalties for non-compliance should be greater than following the requirements.

4) Rule Ownership & Conflict Resolution
The original creator of the rule is the rule owner.
If a "Bad call" penalty occurs, it is up to the rule owner and current dealer to agree, if in private, on the correct course of action. The rule owner and current dealer already know the rule, so they can privately discuss the rules inside of the game.

5) Creating First Set of Dynamic Rules
After the dealer is selected, each player privately communicates one (1) Dynamic Rule to the dealer.

6) Dealing the Round
After the Dynamic Rules are set for the round, the dealer shuffles the cards and deals seven (7) cards to each player. Play does not begin until the dealer picks up their cards. Cards must not be touched until the play has begun.

7) Starting Play
After play has begun the dealer takes the top card from the deck and plays it onto the empty discard pile. This card can be effected by any Dynamic Rule as if the dealer had played it from their hand.

8) Order of Play
The order of play is clockwise. Each player must either play a card or pass within ten (10) seconds. If a player fails to play they are then skipped and it is the next player's turn.

9) Playing a Card
Playing a card is done by placing a card from one's hand into the discard pile, and that card matches either the suite of the rank of the card on the top of the discard pile.

10) Passing
If a player does not have a card that can be placed on the top of the discard pile, the player must say "pass", and pick up a card from the deck and add it to their hand.

11) Speaking
Speaking is NOT allowed during normal game play.

12) Point of Order
A pointer of order (from here on referred to as POO) is called by someone saying "Point of order". During a POO:

13) Penalty Calls
Penalty calls are allowed to be spoken. Multiple people may speak the penalty. Penalty calls must be correct.

14) Rotating Dealers
At the end of each round, before the winner tells the dealer their new Dynamic Rule, the current dealer privately gives the written descriptions and describes all the Dynamic Rules (including who owns each rule) to the player on their left. The player left of the dealer is now the next round's dealer.

15) Adding Additional Dynamic Rules
The winner of of the previous round must come up with a new Dynamic Rule and privately describe it to the new dealer. On the first this new rule is used, the owner of the rule must say "New Rule".
NOTE: If the winner is the next round's dealer, the winner describes the new rule to the previous rounds dealer.

16) Reshuffling the Deck
As the deck nears running out of cards, the discard pile can be collected by any player (leaving the current top card) and be reshuffled into the deck. If this results in a delay of game play, no time penalties should be considered until the deck is available for play.

Generic Penalties:

Ref# Name Result
1 Failing to say "Mao" Four (4) cards from the deck
1 Failing to win Four (4) cards from the deck
3 Discusing rules One (1) card from the deck
6 Touching cards before the dealer One (1) card from the deck
8 Playing out of order One (1) card from the deck
7,8 Failing to play Two (2) cards from the deck
9 Bad card One (1) card from the deck, and the played card is returned
10 Failing to pick up a card One (1) card from the deck, plus the card not picked up
11 Talking One (1) card from the deck
12 Touching cards during a point of order One (1) card from the deck
12 Saying "point of order" inside a point of order One (1) card from the deck
4,13 Bad call One (1) card from the deck, and all incorrectly given penalty cards are added to their hand