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GAME GUIDES

Mau-Mau house rules: choose a clear agreement

Sevens draw two, eights or tens skip: house rules for stacking, jack-on-jack, multiple discards, drawing and finishing, with clear examples.

Sevens draw two, eights skip—but what about tens? Mau-Mau depends on the agreed ruleset. This broad collection explains choices and their consequences, rather than worldwide rules. Game information identifies which options our 32-card browser edition offers. Even a large collection cannot cover every private invention.

In this guide

Choose the rules before the first card

Not every extra rule combines cleanly with the others.

Expand rules and explanation

Start with a baseline and change individual points. Our study round uses 32 cards, five-card hands, a wild jack, sevens drawing two without forwarding, and eights skipping. Everything below is an alternative to that agreement. Decide together before dealing; introduce changes no earlier than the next round.

Each example defines its own agreement. Named published versions appear in the separate variant comparison. An app preset, a school handout and one community’s rules should not be combined into a supposedly universal national rule.

32, 36 or 52 cards and opening the round

Agree the deck, hand size and opening action card.

Expand rules and explanation

A 32-card deck contains seven through ace, a 36-card deck six through ace, and a 52-card deck two through ace, in four suits. Include jokers only with defined effects. Five- or seven-card starting hands change round length. Check that dealing and the opening discard leave a usable stock; a second deck introduces identical cards needing their own rules.

Either require an ordinary opening discard or apply its action immediately. With the latter choice, identify who draws for a seven and who starts after an eight. An opening wild jack needs a declared active suit. Our basic exercises deliberately start with an ordinary nine; that is only our teaching setup.

Seven draws two: fixed penalty or stacking

Three forwarded sevens produce a six-card penalty.

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Without forwarding, the next player draws two and, under our baseline, loses the turn. With an explicitly agreed seven chain, they may instead play another seven: the pending amount rises from two to four, then six. The first seven must match normally; during the pending chain, another seven is accepted as a defence. A jack does not automatically cancel it.

Separately agree what happens after payment: turn over, or an ordinary turn afterwards? These produce different decisions. Our chain example ends the turn after drawing. Mixing twos or jokers into the chain requires another rule; seven-on-seven does not mean any penalty card may answer.

Only with an agreed seven chain: three sevens raise the pending penalty to six cards.
Only with an agreed seven chain: three sevens raise the pending penalty to six cards.
Position as text

A plays hearts 7, B answers spades 7, C diamonds 7. The pending penalty rises to two, four, six. D does not answer and draws six. In this example the turn then ends.

Eights and tens as skip cards

A ten as a skip is an optional house rule.

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Keep eight as the skip, replace it with ten, or expressly use both ranks. For example, A, B and C sit in that order. A plays a legal skip, B is skipped and C acts. With two players, A acts again. If only eights skip, tens remain ordinary; if only tens skip, eights remain ordinary.

With forwarding, the affected player may answer with an agreed skip instead of being skipped. Specify whether eight only answers eight and ten only answers ten, or whether they can mix. A simple model forwards one lost turn: two responses do not make someone miss three future rounds. Accumulating multiple lost turns would be a further rule.

Chosen rule “only tens skip”: after eight B acts; after ten B is skipped and C acts.
Chosen rule “only tens skip”: after eight B acts; after ten B is skipped and C acts.
Position as text

Two separate examples with A, B and C clockwise. Only tens skip here. Eights are ordinary. The diagram does not assign simultaneous special effects to both ranks.

Reversals and two-player differences

Give each rank an unambiguous effect.

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If nine or ten reverses direction, A–B–C–D becomes A–D–C–B. The card must first be legal under your matching rules. If ten already skips or copies another card, use a different rank or explicitly order the combined effects. Otherwise even the next player becomes ambiguous.

With two players, reversal may simply reverse direction and leave the other player next, or additionally act as a skip and give you another turn. Record the choice. The word reversal alone does not determine the two-player outcome.

Wild jacks and jack-on-jack

Separate suit declarations, answering jacks and finishing.

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A wild jack may be playable independently of the top card, or only when its printed suit matches. After a legal play, the declared suit applies. Separately decide whether another jack may follow. Under a no-jack-on-jack rule, matching the declaration does not itself permit another jack. Our baseline exercise allows jack-on-jack.

For finishing, allow jacks, forbid them, or assign a special score. A double-score final jack needs a defined basis: double remaining-card penalties or two round-win points? Those are different systems. Choosing a suit cancels a pending seven penalty only if your defence rule explicitly says so.

Ace, seven or king: play a follow-up card

A follow-up discard is not an unrestricted extra turn.

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An optional agreement might make an ace require an immediate matching follow-up. Decide whether the follow-up must share the suit or can match suit or rank, whether another follow-up rank extends the obligation, and what happens when none fits. Example agreement: an ace requires one further normal match; without one, draw exactly one and end the turn.

A compulsory follow-up rank as your final card creates a conflict. Either forbid it as a finisher or expressly allow immediate victory. Do not confuse this ace rule with the wild ace in our Switch study game or an ace used as a skip: rank alone does not identify the effect.

Multiple discards, suit runs and pairs

Specify the final visible card and action resolution.

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Multiple-discard rules may allow a group of equal ranks, such as three kings. The first must match; your agreement determines whether the others may follow regardless of suit. Declare the order so the final active suit is clear. Multiple sevens multiply a penalty only if that multiple-action effect was agreed.

A suit-run rule might allow further cards of the same suit after a legal nine; another might allow a same-suit king–queen pair. These are distinct options, not consequences of ordinary matching. Decide whether only the last card or every card applies an action. Also define when Mau is required if a multiple discard empties the hand immediately.

Jokers, defence cards and copying tens

Extensions need a complete response rule.

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An agreed joker penalty needs an amount, legal responses and a clear turn ending. Example: joker draws four; only another joker may answer, adding four; payment happens once at the end. This is our example, not UNO Wild Draw Four rules. A defence card might instead cancel the entire penalty or reduce it partly. Choose one meaning and define the active suit afterwards.

A copying ten needs a decision about copying the visible rank and any pending action. Copying a seven may increase the penalty; after a jack, copying the declaration or the jack itself is ambiguous. A simple agreement therefore forbids ten on jack and treats an opening ten as ordinary. Do not simultaneously use that ten as a skip.

Hand swaps, passing cards and jumping in

These rules strongly affect information and turn order.

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For a hand swap, decide whether a designated queen swaps with the next player or a chosen player. When passing one card, everyone first chooses privately, then all pass simultaneously in the agreed direction. Passing one card and swapping entire hands are different actions. Also specify whether a new Mau declaration is required after a swap.

Jumping in may allow identical cards with two decks or an explicitly designated rank. Define who acts next and whether a pending penalty survives. Reaction rules such as knocking or touching the pile are another optional layer. Omit them if they disadvantage someone; extra speed penalties are unnecessary for ordinary Mau-Mau.

Draw once, draw until playable and recycle

Drawing procedures change pace and hand size.

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Draw exactly one, draw until the first playable card, or set a fixed cap. Also decide whether the matching drawn card may or must be played, and whether only that card or another hand card may be played. Our baseline permits only the newly drawn matching card; it does not imply draw-until-playable.

When the stock is empty, retain the top discard and shuffle the rest. This does not erase a declared suit or pending penalties. If cards still run out, use an agreed blocked-round procedure, such as ending without a winner and redealing. Avoid endless instructions to keep drawing when no cards remain.

Mau, finishing cards, penalties and fair agreements

Decide before play when the round actually ends.

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For the warning, require Mau when the penultimate card is played, allow a brief correction window if desired, and choose a one- or two-card penalty. Set a deadline for calling a miss, such as the next turn starting. Mau-Mau on the final discard may be compulsory or just customary. Do not unexpectedly introduce retrospective penalties many turns later.

Three finishing models are possible: any card; selected actions forbidden; or outstanding effects resolved before the round ends. For a final seven, decide whether only payment remains, forwarding continues, or victory is immediate. A chain returning to the apparent winner especially needs a clear ending condition.

Count round wins or remaining-card points using an agreed table. An original simple penalty agreement might count each remaining card as one point: ten cards would then mean ten penalty points. Define the target, ties and any double-score final jack. Playing to 100 can mean a winning target or a losing threshold—the named variants illustrate that difference.

A short rules sheet for your table

Answer these together before dealing.

Expand rules and explanation
  • Deck, player count, hand size and opening discard?
  • Which rank is wild, draws, skips or reverses?
  • Forward sevens? Forward skips? Which responses are legal?
  • Jack-on-jack? Multiple discards? Follow-ups and action order?
  • How many cards to draw, can you play afterwards, how does recycling work?
  • When to call Mau, which penalty, which final card and which winning target?

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