Official Kindred Society Rules, v2.9 (1/20/97)
Scum: The Masquerade (copyright 1996 Dennis Clark, Christine Lee, Noah
Lesgold, Tom Lotze, and Ariel Segall)
These are intermediate rules for Scum: The Masquerade. They begin the
movement away from normal scum, and towards a more complex version. You
should use these only after you understand the basic rules. They may be
used with or without any other intermediate rules.
Glossary:
- Boon: A favor owed between players.
In this version, things play with the basic rules, with a few additions.
These are as follows:
- Voting: When voting, Justicar has 3 votes, Prince has 2, Primogen has
1, and the majority of all others is 1. The side with more votes wins.
(There may be abstentions)
- Boons: Players may barter and promise with each other, and are
encouraged to do so in the normal politicking of the game. Boons are
just a way of codifying that, and giving it a currency. Note that boons
are between players, not positions, and so remain between sets. Boons
range from the trivial to the overwhelming. The approved boons which can
be granted are:
- trivial boon: you will pass once, when the recipient requests.
- minor boon: you will use a single discipline as the recipient asks.
- major boon: you will give the privilege to lead to another, when the
recipient asks, and you would normally lead.
- life boon: any debt may be owed, but it must be specified at the time of
the deal. Of course, all these debts must be legal. (i.e., promises to
lead a certain type of hand, or to pass, etc. You can't use this to
trade cards as boons.)
All boons are binding; however, they must be named as a boon. If a
favor or deal is not named as a boon, it is not binding, so be careful.
- Iron Fist: The Justicar has final say in all out-of-game things, such
as who sits on the floor, and who gets cushy bench space. This is
subject to vote (See 1).
- Velvet Glove: The Justicar declares who deals, who to begin with, and
in what order. It is usually still beneficial to deal to scum first,
proceeding up. Note that this only affects the order of dealing, and
thus will not cause a great discrepancy in card amounts (i.e., the
Justicar may not declare that Scum is dealt 30 cards, Caitiff 10, Prince
11, and himself 1)
- Anarch Revolution: If the current scum goes out first, thereby
becoming Justicar, all positions reverse. Justicar becomes scum, Prince
becomes Caitiff, etc.
- The Masquerade: If any player goes out on a hand where the high card's
value is the 2 of hearts or higher, he/she has broken the masquerade, and
is automatically scum next set.
- Bloodhunting: If a player is becoming extremely annoying, or anything
similar, the Prince may elect to call a bloodhunt on this person. Only
the Prince has this power. This initiates a vote on the subject. If the
vote passes, the person becomes scum. This may only be used between
rounds, after the person has retained the same position.
- Discipline restrictions: Discipline restrictions may be edited by the
Justicar, as long as they keep all positions equal (the exception to this
is that Caitiff may be allowed to choose any disciplines, and/or no more
than one dot in any discipline, and scum may be given a scum power
(scum's choice) instead of disciplines.)
For example, some common changes are: requiring everyone to take one of
each of their clan disciplines; allowing Protean to anyone; giving
everyone an automatic dot of Potence; having no disciplines or powers.
This is subject to a vote (See 1).
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