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The problem with jump-in rules in card games

Jump-In Rules Explained

Jump-in rules in card games let players take their turn out of sequence under certain conditions. After a player jumps in, the next turn continues from them, skipping several players.

How Jump-In Normally Works (Using Uno as an Example)

In Uno, a common house rule allows players to jump in if they have the exact same card (same color and number) as the one just played. Since there are only two of each card in the game, it's rare for someone to have a match. With 112 cards in total, the chance of drawing a matching card is 1/112. Given that each player starts with 7 cards, the initial chance of having a match is 7/112, making jump-ins uncommon.

Misapplication of Jump-In Rules in Other Games (Using a rule of Mao as an Example)

Mao is a card game similar to Uno, where part of the fun lies in discovering the rules through gameplay. In a recent game of Mao that I played, a custom jump-in rule was applied poorly. Instead of allowing players to jump in only with an identical card (same suit and number) as the one just played, the rule permitted any card of the same number to be played. With four cards of each number in a standard 52-card deck, this modification significantly increased the likelihood of jump-ins, with a chance of 4/52, or 1/13, for each player to have a matching card. Given that each player starts with 7 cards, the initial chance of having a match is 7/13, making jump-ins common.

Why This is a Problem

Frequent jump-ins mean game turns depend on reaction time. If you can't jump in quickly, you miss your chance, and gameplay becomes chaotic with many players jumping in rapidly. Your actual turn, where you can play or draw cards, relies on the skill of the player before you. If they're slow or unskilled, you might never get a turn, leaving you stuck without being able to play or draw cards. This makes the game unfair and less enjoyable.

Example Scenario

Game Setup

Situation

What Happens

  1. Player A plays a red 5.
  2. Player B is slow to react and hasn't played their card yet.
  3. Player D jumps in with their red 5 before Player B can play.
  4. The turn order now skips to Player E, as play continues from the next person after the player who jumped in.
  5. Player E plays their red 5.
  6. The turn now goes to Player A
  7. Player A plays a yellow 7.
  8. Player B still hasn't had a chance to play because they were skipped.
  9. Player C, who has a red 6 and a few cards left, misses their turn because they don't have a matching card to jump in with.
  10. Players D, E, and A continue to jump in whenever possible, as they have many cards, making it hard for Player B to ever play.
  11. Player C's opportunity to take a turn is dependent on whether Player B can play. Since Player B is often skipped, Player C rarely gets their turn.
  12. This cycle continues indefinitely because Player D, E, and A can keep jumping in, and Player C rarely gets a turn due to their limited matching cards and dependency on Player B.

Outcome

Why This is a Problem

Conclusion

Jump-in rules work well when there are few matching cards and a large deck. When there are many matching cards and a smaller deck, turns depend on other players' reaction times, leading to an unfair and unfun experience.