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Macau, also spelled Makaua or Macaua, is a shedding-type card game from Hungary, with similar rules to Crazy Eights or Uno and uses a standard 52 card deck. [1] The object of the game is to be the first player to remove all cards from one's hand. Macau involves bluffing so that the players can save cards for later for a higher point value. Cheating is encouraged to add additional gameplay depth.
When playing the game, the player that has one last card, cannot end the game with a 2 or 3 while playing in two, if the player has 2 cards which are the same, e.g 2 of spades and 2 of hearts, they call double Macau, however, if the other player holds a card that is also a 2 of diamonds, the first player has to take pick up 6 cards from the deck. If played in a group, the player can end the game with a 2 and a 3. For example, if one player is holding the last card, and the card is the 3 of spades, the next player must withdraw three cards unless they have a 2 to pass on to the next player, which will mean the next player must withdraw 5 cards from the deck. Summary: if you play Macau in two’s you can’t end with a 2,3, if you play in a group, you can end with any card.
2 or more players (up to 10) are dealt 5 cards each; the deck is then cut and the cut card becomes the first card in the discard pile. Play starts to the dealer's right.
The next card played must be of the same suit or the same value as the card on the top of the discard pile. For example, if a 7♠ was on the top of the discard pile, the player can play a 9♠ or a 7♣. Alternatively, an Ace or Joker can be played, as they are wild. If the player cannot play a card, they must draw from the deck.
Cards can be played in runs, meaning that cards of consecutive values in the same suit may be played in the same turn. These runs may be continued into different suits if cards of the same value are included. For example, 5♠, 6♠, 7♠, 7♥, 8♥, 8♣, 7♣ would be valid.
When an action card is played, the player next in the sequence must complete the action or add to it to pass it on to the next player. When down to a single card, a player must say "Macau!". If an opponent calls Macau before the player, the player must draw a card. The winner of the game is the first player to have no cards; in instances of more than 2 players, gameplay continues until only one player is left with cards.
Multiple action cards can be played, i.e. Player 1 plays three 2s and the next player in the sequence must pick up 6 cards unless they have another 2. This is the same for 3's, 4's, and Kings.
When a player gets down to 1 card they must say Macau or if another player catches them not saying Macau they must draw 5 cards
In Romania, the game is called Macao (or Macaua) and it has some variations according to different regions. The rules are a bit different from the ones explained above and the special, or action cards change a bit. The rules below are the most common around Romania.
Depending on regions and players the game is played more restricted or less. In the more restricted version, you cannot use the 3 card on a 2 card that does not match the color or the suit, same for every other action card.
As for the less restricted version you can place the draw cards on any other draw card regardless of their color or suit, the 7s and Aces are wildcards and 4s can block pretty much anything except the 7s.
Depending on players there may be variations of these restrictions such as blocking the Aces or not.
In other regions, the effect of the action cards are in another order. For example:
This is exactly like the Romanian Variation except there are no wild cards, meaning; no jokers and instead of 7s, there are aces that change the suit instead, and 4s can't block 2's or 3's and any cards that change the suit (aces) as well.
— If an opponent places any number of cards that are 4's, this means that you have to wait the amount of turns total on the number of 4's placed, if you add a number of 4's on top of the cards of 4's than this means that the opponent has to wait the number of turns total to the number of 4's placed in total,
— If an opponent places any number of cards that are 3's, this means that you have to draw the amount of card total on the number of 3's placed, if you add a number of 3's on top of the cards of 3's than this means that the opponent has to draw the number of cards total to the number of 3's placed in total,
— if an opponent places any number of cards that are 2's, this means that you have to draw the amount of cards total on the number of 2's placed, if you add a number of 2's on top of the cards of 2's than this means that the opponent has to draw the number of cards total to the number of 2's placed in total,
This variation can be played if you dislike having a handful of cards, or just want to try something new, or want to learn a new variation, I believe that this would be the best version of Macau to learn for somebody new to this game as it is easier to learn and fun as well! This is probably the rarest version of Macau in existence, you can't find it on Google or anywhere else.
— Gold digging Strategy:
— The “gold digging” strategy is a smart tactic that a player can use in the game of Macau to improve one's hand when dealt with bad, non-wild cards. The strategy involves drawing a card from the deck instead of playing cards from one's hand, with the hope of getting a more valuable card that can be used to complete a set or run. While the “gold digging” strategy can be an effective way to improve one's hand, it should be used selectively and with caution. Drawing cards from the deck can be risky, as the card drawn may not be useful or may be needed by one's opponent to complete their set or run. Additionally, if a player draws a card and cannot play it immediately, they will have to hold onto it until their next turn, which can leave them vulnerable to their opponent's moves. To use the “gold digging” strategy effectively, players should have a plan for how they will use the card they draw and should only draw cards when they feel it's necessary. For example, if a player has a run of 8, 9, and 10 but is missing a 7, they may choose to draw a card in the hopes of getting a 7 to complete their run. If you have a small amount of cards that aren't very good it would be a great idea to take your chances in picking a card from the deck when it would be your turn However, if a player has a strong hand and is not missing any necessary cards, it may be better to play their current cards instead of drawing from the deck.
— Overall, the “gold digging” strategy can be a useful tool in the game of Macau, but it should be used with caution and discretion. Players should weigh the risks and rewards before deciding to draw a card from the deck, and should have a clear plan for how they will use the card they draw. With practice and experience, players can become skilled at using this strategy to their advantage and improving their chances of winning the game.
— tips for playing Macau:
1. Keep track of the cards that have been played to know which cards are still in play and which ones have already been used.
2. Save your wild cards (such as 7s and jokers) for when you really need them, as they can be game-changers.
3. Hold onto your action cards (such as 2s and 3s) until you can use them to force your opponent to draw cards or skip a turn.
4. Use your 4s to block your opponent's action cards and prevent them from forcing you to draw cards or skip a turn.
5. Try to create runs or sets with your cards to increase your chances of going out and winning the game.
6. Keep an eye on your opponent's cards and try to predict their next move in order to counter it.
7. Don't be afraid to take risks and draw cards from the deck if it could potentially improve your hand, but weigh the risks and rewards before doing so.
8. Play defensively if you have a weak hand and focus on blocking your opponent's moves rather than trying to go out yourself.
9. Be aware of the suit that is currently in play and try to keep cards of that suit in your hand to increase your chances of playing them.
10. Stay calm and focused even if things aren't going your way, as getting frustrated or making impulsive moves can lead to mistakes and ultimately, losing the game.
1. Joker Swap: At the start of the game, each player can choose to swap one card from their hand with a joker from the excluded deck. This adds an element of unpredictability to the game and allows players to customize their hands.
2. Joker Wild: Instead of being excluded from the deck, the jokers can be used as wild cards. This means that they can be played as any card to complete a set or run. However, this also means that the game becomes easier, so you may want to increase the number of cards required for a set or run to balance it out.
3. Joker Penalty: If a player is caught breaking a rule (such as playing out of turn or not drawing the correct number of cards), they must draw a joker from the excluded deck and add it to their hand. This adds a penalty element to the game and encourages players to play more carefully.
4. Joker Jackpot: At the end of the game, the player with the most jokers in their hand wins a jackpot. This adds an extra incentive for players to collect jokers throughout the game.
— More:
1. Joker Trade: Players can choose to trade one card from their hand with a joker from the excluded deck at any point during the game. This can be done once per turn and adds an element of strategy to the game.
2. Joker Bomb: Players can choose to place a joker face down on the table as a "bomb". When another player picks up the bomb, they must draw a penalty card from the deck (such as drawing extra cards or skipping a turn). This adds a fun and unpredictable element to the game.
3. Joker Auction: At the start of the game, players can bid on the jokers in the excluded deck. The player who bids the highest gets to add the jokers to their hand. This adds a gambling element to the game and encourages players to think strategically about how much they're willing to bid.
4. Joker Swap Plus: Players can choose to swap two cards from their hand with two jokers from the excluded deck. However, in addition to this, they must also perform a silly task (such as singing a song or doing a dance) before they can play their new cards. This adds a fun and lighthearted element to the game.
— Other fun options: 1. Joker Swap and Discard: Players can choose to swap one card from their hand with a joker from the excluded deck. However, they must also discard one card from their hand before they can play their new card. This adds an element of risk to the game and encourages players to think carefully about which card they want to discard.
2. Joker Reverse: Players can use a joker to reverse the direction of play. For example, if the game is currently going clockwise, the player can play a joker and change it to counterclockwise. This adds a fun and unpredictable element to the game.
3. Joker Dare: Players can choose to play a joker and give another player a dare to complete before they can take their turn. The dare can be anything from doing a silly dance to telling a joke. This adds a fun and lighthearted element to the game.
4. Joker Challenge: Players can choose to play a joker and challenge another player to a mini-game or trivia question. If the challenged player loses, they must draw a penalty card from the deck. This adds a competitive element to the game and encourages players to think strategically.
2 players are dealt 7 cards each, 3 or more players are dealt 5 cards each; the top card of the deck then becomes the first card in the discard pile. Play starts to the dealer’s left.
As with the standard gameplay, the next card must be of the same suit or same value. Alternatively, an Ace or a Queen can be played (Jokers are not used in this version). If a player cannot play a card, they must take one from the deck. If the player can play the card they may choose to do so, if they cannot then the next player gets to go. The winner is the one who loses all his cards first.
If a 2, 3, or King of Hearts is played, the attacked player must pick up the appropriate number of cards, and the next player is allowed to play a card.
Special Cards:
With one card left, a player must call out “Macau.” If they fail to do so before the next player’s turn, they must then pick up 2 cards. If a player has a 5 and another card as his last cards and can play them together, they need not say Macau after the 5 is played. If a 5 is the last card in a player’s hand, when they play it they must pick up a new card. If they can play it, they win. If they cannot, the player then keeps the card and says “Macau.”
Players may choose to have a series of games using points. The game is played until 500, and points are bad; the first one to 500 loses. The point system is as follows:
A version of the game invented in Pławno. The rules are a bit different from the ones explained above and the special, or action cards, change the game a bit. In this game, a scenario called a war and deception can be created when players consecutively play 'special cards' to make other players increase their card count.
2 or more players are dealt 5 cards each; after that, the top card from the deck is then placed on the table. Play starts to the dealer's right.
The next card played must be of the same suit or the same value as the card on the table. For example, If a 7 of Spades was on the table, the player can play a 9 of Spades or a 7 of Clubs or any other card that matches 7 or Spades. If the player cannot play a card, they must draw from the deck.
Cards cannot be played in runs, i.e. 5 of Spades, 6 of Spades, 7 of Spades, 7 of Hearts, 8 of Hearts, 8 of Clubs, 7 of Clubs but a minimum of two or more the same value cards can be played.
When an action card is played, the player next (or previous depending on the action card) in the sequence must complete the action or add to it to pass it onto the next player in the sequence. When down to a single card, a player must say "Macau!". If a player forgets to call "Macau" before the next players move, the player must draw 5 cards. The winner of the game is the first player to have no cards; in instances of more than 2 players, gameplay continues until only one player is left with cards. In case of Macau Championships once the first player to have no cards, wins and the game stops. The winner shuffles the cards and the new game starts. One point is then assigned to the winner.
For the avoidance of doubt: If the player plays King of Spades and King of Hearts with King of Hearts on top the next player will pick up 5 cards as the top card takes precedence in this case.
In this game, a scenario called a war and deception can be created when players consecutively play 'special cards' to make other players increase their card count.
War is started when 2, 3, King of Spades (to a previous player), or King of Hearts is played. Causing players to pick up cards. When a war starts, players can play any 2s and 3s, as the suit and value are being ignored during the war. Players can also play King of Spades and King of Hearts regardless of the suit currently on the deck and the value of the cards as long as they are 2, 3 or mentioned Kings. Queen of Hearts can be played anytime during the war to stop the war causing the player to not pick up any cards. In this variation of the game, players can often pick up as many as 20 cards (they all add up, e.g. 2+3+2+King of Spades+King of Heart=17).
When King of Spades is played the previous player must pick up 5 cards or play another action card (any 2, 3, King of Hearts, King of Spades (to a previous player)). After the previous player, the game goes back to the player who played King of Spades.
2, 3, King of Spades, King of Hearts - War cards that cause players to pick up cards (2,3,5 respectively).
If a Jack or Ace is played, the player placing the Jack or Ace can call for a non-action card value (in case of Jack) or a suit (in case of Ace). The difference is that the suit is ignored and any Jack can be placed on any Ace, and any Ace can be placed on any Jack, therefore, ignoring the requested suit or value of the previous player. The queen may be placed on the top of any non-action card no matter the suit or value.
If a 4 is played the deception part starts, and all the players must miss a go, unless they have a 4 (if they don't have a 4 or they chose not to play the 4, they don't pick a card from the deck), in which case they can add this to the original 4, and all players in the sequence must miss a go, unless someone has a 4, in which case they can add this to the original 4 and so on. If no one else has a 4 then the last player, who put 4 plays as many times as there are 4s. For example, if there are four 4s after the last player played the 4, the player must play four times. Note: the last player will play four times against him/herself, that also includes all the action cards which will apply to the player him/herself. The deception is when someone doesn't want to play a 4 but has it and can play a 4 after everyone said they don't/have a 4 causing this player to have more turns.
Joker replaces any card.
The more difficult version of Macau Wars (and any Macau variation) is a game played with open cards. That means that all the players cards and the draw deck is shown. This is similar to Chess where by knowing all the cards players must think about strategy and future moves. Open cards variation might take hours to finish.
To make the game harder or easier, players agree upon a few extra rules before starting play.
500 or Five Hundred is a trick-taking game developed in the United States from Euchre. Euchre was extended to a 10 card game with bidding and a Misère contract similar to Russian Preference, producing a cutthroat three-player game like Preference and a four-player game played in partnerships like Whist which is the most popular modern form, although with special packs it can be played by up to six players.
President is a shedding card game for three or more, in which the players race to get rid of all of the cards in their hands in order to become "president" in the following round. It is a Westernized version of Chinese climbing card games such as Zheng Shangyou, Tien Len in Vietnam and the Japanese Daifugō.
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take the number of tricks that were bid before play of the hand began. Spades is a descendant of the whist family of card games, which also includes bridge, hearts, and oh hell. Its major difference as compared to other whist variants is that, instead of trump being decided by the highest bidder or at random, the spade suit always trumps, hence the name.
500 rum, also called pinochle rummy, Michigan rummy, Persian rummy, rummy 500 or 500 rummy, is a popular variant of rummy. The game of canasta and several other games are believed to have developed from this popular form of rummy. The distinctive feature of 500 rum is that each player scores the value of the sets or cards they meld. It may be played by 2 to 8 players, but it is best for 3 to 5.
Mau-Mau is a card game for two to five players that is popular in Germany, Austria, South Tyrol, the United States, Brazil, Greece, Czech Republic, Slovakia, Israel and the Netherlands. Mau-Mau is a member of the shedding family, to which the game Crazy Eights with the proprietary card game Uno belongs. Other similar games are Whot! or Switch. However, Mau-Mau is played with standard French or German-suited playing cards.
Shanghai rum is a Rummy card game, based on gin rummy and a variation of Contract rummy played by 3 to 8 players. It is also known as California rummy.
Pedro is an American trick-taking card game of the all fours family based on auction pitch. Its most popular variant is known as cinch, double Pedro or high five which was developed in Denver, Colorado, around 1885 and soon regarded as the most important American member of the all fours family. Although it went out of fashion with the rise of auction bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in some locations in Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Niobe NY, Italy, and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.
Liverpool rummy is a multi-player, multi-round card game similar to other variants of rummy that adds features like buying and going out. It is played the same as Contract rummy, except that if a player manages to cut the exact number of cards required to deal the hand and leave a face-up card, then the cutting player's score is reduced by 50 points.
Daifugō or Daihinmin, also known as Tycoon, is a Japanese shedding-type card game for three or more players played with a standard 52-card pack. The objective of the game is to get rid of all the cards one has as fast as possible by playing progressively stronger cards than those of the previous player. The winner is called the daifugō earning various advantages in the next round, and the last person is called the daihinmin. In that following round, winners can exchange their one or more unnecessary cards for advantageous ones that losers have.
Switch is a shedding-type card game for two or more players that is popular in the United Kingdom, Ireland and as alternative incarnations in other regions. The sole aim of Switch is to discard all of the cards in one's hand; the first player to play their final card, and ergo have no cards left, wins the game. Switch is very similar to the games Crazy Eights, UNO, Flaps, Mau Mau or Whot! belonging to the Shedding family of card games.
Biriba is the Greek partnership version of a rummy card game of Italian origin called Pinnacola. It is played by two to six players, with two decks and 4 Jokers comprising 108 cards. If 6 players play, one more deck and two jokers more are added. Biriba can also be played by three players with or without partnership rules.
Zheng Shangyou is a Chinese shedding card game similar to President and Big Two. It is the game from which Tien Len and other similar games are derived. It is popular in Shanghai, Zhejiang and Jiangsu.
Three thirteen is a variation of the card game Rummy. It is an eleven-round game played with two or more players. It requires two decks of cards with the jokers removed. Like other Rummy games, once the hands are dealt, the remainder of the cards are placed face down on the table. The top card from the deck is flipped face up and put beside the deck to start the discard pile.
Continental Rummy is a progressive partnership Rummy card game related to Rumino. It is considered the forerunner of the whole family of rummy games using two packs of cards as one. Its name derives from the fact that it is played throughout the continental Europe, the United States, Mexico, Canada, and also in South America. According to Albert Morehead, it was "at one time the most popular form of Rummy in women's afternoon games, until in 1950 it lost out to Canasta."
Zioncheck is a card game. It is similar to shanghai rummy, contract rummy, or phase 10. Hoyle's book of common card games describes several games as being based upon it, and Contract Rummy is believed to have originated from it.
Carioca is a Chilean card game similar to Rummy style card games with many variations. The variation described below is Perla's Cariocas.
One-card is a shedding-type card game. The general principles put it into the crazy eights family. It is played with an ordinary poker deck and the objective is for a player to empty their own hand while preventing other players from emptying theirs. The game is commonly played in South Korea, Finland and The Netherlands.
Last card is a shedding-type card game popular in New Zealand and Australia. It is similar in most aspects to Uno, Mau Mau, or crazy eights, but several rules differentiate it, for instance the function of a particular card.
Buraco is a Rummy-type card game in the Canasta family for four players in fixed partnerships in which the aim is to lay down combinations in groups of cards of equal rank and suit sequences, there being a bonus for combinations of seven cards or more. Buraco is a variation of Canasta which allows both standard melds as well as sequences. It originated from Uruguay and Argentina in the mid-1940s, with apparent characteristics of simplicity and implications that are often unforeseeable and absolutely involving. Its name derives from the Portuguese word "buraco" which means “hole”, applied to the minus score of any of the two partnerships. The game is also popular in the Arab world, specifically in the Persian Gulf; where it is known as 'Baraziliya' (Brazilian). Another popular variation of Buraco is Italian.
Quatorze is a 2+ player card game with origins in Lebanon.