taste me, as the food and drink Alice found almost said. she was cast unto a stormshorn sunderedsea. you too will fall beneath my waves in time.


profile pic by moiwool (nonbinary color edit by me)


one note, i tend not to like the rule of "you must not discuss mao at all whatsoever" because it's a game that really gets my brain going. i think not talking about the specifics of the rules is a good rule, but i like discussing the game's general structure. anyway, i have been thinking about ideas to maybe direct that structure and make the game a little more controlled-chaotic and coherent and make each session more memorable.

  • before playing, discuss a theme to focus around for rules that are devised during the session. examples on my mind lately include stripping/exhibitionism and "the inevitable cyclic", and some things a little less conceptual -
  • have some items around the table before play and incorporate them into your rules, examples might be tokens, dice, maybe other less game related items
  • incorporate the clouds, the skies, the moon, the sun, the ways the windows reflect sunlight into the room you're in, the multiple-blurry-phasing edges of silhouettes, into your game... somehow.
  • start with a base game that isn't basically-uno to add rules to
  • decide together on a first rule that alters the base game substantially and that will help direct the ruleset

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in reply to @lookatthesky's post:

AW MAN I HAVEN'T THOUGHT ABOUT MAO IN YEARS!!! I used to play it all the time at cadet camp, and it was a chaotic blast every single time. These are some great ideas, though I'd stick with the Crazy Eights base just to keep the primary functionality of the game at least somewhat recognizable.

My Mao group has like a dozen and a half variants listed on a spreadsheet. We kinda just play the one, though, because the base rules fundamentally aren't the point. We consistently turn "basically-uno" into definitely-not-uno so why start with something else? It's especially problematic for heavier base rulesets because the extra mental work makes the Fun Part less likely to happen. Not to say that you're invalid for trying (in fact, you're very valid)