Essay - Published: 2023.06.19 | community | games | observe |
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One is essentially Uno with regular playing cards and extra rules.
It can be described as modern Uno and streamlined Mao. As such, it will have many similarities to these games but some key differences in philosophy and implementation.
Note: This is a working document and will be updated for clarity / as edge cases arise.
The basic play cycle is very similar to Uno using basic playing cards and with scoring across rounds.
Like Uno, there are some cards that have "powers". Here are the special cards.
In general, playing multiple power cards at the same time increases the effect additively. Each card has a section on multiples to explain how it works.
Playing multiple cards at the same time: You may play multiple cards at the same time if they are the exact same face value / suit. So if you had two 3s of diamonds, you could play them at the same time but you could not play a 3 of diamonds and a 3 of hearts at the same time.
Where One starts to really differ from Uno is with its additional rules which aim to penalize mistakes and make the game go faster.
Where One starts to differ from Mao is that it uses a static rule system that remains the same across plays and that everyone is informed about.
There are basically 4 core rules that all other rules / penalties stem from:
All rules take place while game is in progress. When in doubt - call a Time Out to ask questions / discuss rules / understand what is going on.
All penalties are enforced through the use of penalty cards. Penalty cards are a useful punishment because they make it harder for the player to go out / increase their possible score for the round.
Each rule break may be punished with one penalty card. However it is possible (and often common) for multiple rule breaks to happen at once in which case 1 penalty card should be given for each rule break.
Note that penalty enforcement is up to the players in the game. If a player breaks a rule but no other player catches it - it essentially didn't happen. A rule break must be called out and a penalty card distributed for enforcement to take place.
Don't be wrong.
While play is happening (i.e. not in a time out), if you do something that is provably wrong then a penalty card may be distributed.
Common examples of this include:
But this rule scales out quite a lot and thus could include:
Don't take too long
Usually a 5-10 second allowance is given to each player on their turn (this can be tuned / agreed upon based on the group playing).
If a player takes longer than this, they are considered "taking too long" and can be given a penalty card.
This rule is usually enforced to ensure people are paying attention and the game moves forward smoothly. For example some players love to think real hard about their play and should thus be penalized for holding up the game. Other players will not know it's their turn so it's fun to punish them for it.
Don't ask questions
During play of the game (i.e. outside of a Time Out) if a player asks a question then they are given a penalty card.
This is mostly to ensure that in-depth discussion is done during a Time Out but is also very fun because people often forget this / it's easy to bait people into it.
Don't say bad words
You shouldn't say bad words and thus saying bad words awards you with a penalty card. Bad words can be decided on as a group but always includes cuss words and may include other words depending on the group's vocabulary.
This is a great way to practice keeping cool under pressure because you will likely want to say bad words quite a lot during the game. Don't!
Time Outs are used to pause the game and facilitate discussions that would be hard / impossible to do while the game is ongoing. For the most part, Time Outs pause play of game and void most game rules for their duration:
Time Outs are created by saying "time out". There can only be one "time out" at a time - no nested time outs! A Time Out is ended when the person who called the Time Out says "time in"
Time Out Rules
While Time Outs void most rules for the purposes of discussion, there are some special rules that go into place:
Dealing with extra cards during a Time Out: The best way to deal with these is to have a pile for these cards that is separate from your hand. Once Time Out ends ("time in" is called) you can join the new cards to your hand.
There are a few more rules involved with the game cycle outside of normal play. These are listed here.
Dealing and Round Start
Every round, the role of Dealer moves to the next person to the left.
Scoring
At the end of every Round, each player will add up the score of the cards in their hand and that's added to their game score. A game is "won" by having the smallest score when game ends (often played to a number of rounds, a time limit, or a high score being reached like 500)
How is playing multiple cards at the same time possible?
One is best played with at least 2 decks. This means that there should be 2 of each card (aside from Jokers) which would allow for exact matches to be played at the same time.
What happens if multiple penalty cards are given for a single infraction?
If only one rule break has occurred then only 1 penalty card may be awarded to the rule breaker so only 1 penalty card needs to be taken.
That said, no "revenge" penalty cards may be given to those giving the extra penalty cards because they are not wrong in believing the rule breaker deserves a penalty card. Instead these extra penalty cards are simply put back in the deck.
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