Difference between revisions of "Scum: The Masquerade"

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[[Scum: The Masquerade]] is a [[Lancaster]]ian game, popular among early CTYers.
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[[Scum: The Masquerade]] is a game that was created at a happy little place we lovingly call CTY [[Lancaster]]. One problem with this joyous, lovable place is the illegality of role-playing games. Many of the students shared a love of these so-called "RPG's", namely Vampire: the Masquerade, and would find a legal way to play them, no matter what. Another thing that these CTY students shared was a love of card games, especially a certain game called Scum. This was a freeform game that lent itself to the adaptation of many new twists. So then, the ever mind-boggling question was answered: What happens when you stick Vampire: the Masquerade and Scum together in a blender? And yes, the outcome was Scum: the Masquerade (S:tM). This game quickly caught on at CTY; in its heyday, it was played by a vast number of CTYers.
  
==History==
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==How to Play Scum==
  
The official rule document for Scum: The Masquerade reads:
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===Introduction and Object===
  
<blockquote>Scum: the Masquerade is a game that was created at a happy little place we lovingly call CTY [[Lancaster]].  One problem with this joyous, lovable place is the illegality of role-playing games.  Many of the students shared a love of these so-called "RPG's," namely Vampire: the Masquerade, and would find a legal way to play them, no matter what.  Another thing that these CTY students shared was a love of card games, especially a certain game called Scum.  This was a freeform game that lent itself to the adaptation of many new twists.  So then, the ever mind-boggling question was answered: What happens when you stick Vampire: the Masquerade and Scum together in a blender?  And yes, the outcome was Scum: the Masquerade. This game quickly caught on at CTY and is now played by a vast number of CTYers.</blockquote>
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Scum, also known as Chinese Poker, Capitalism, Asshole, President, Presidents and Assholes, The Great Dalmuti, and Scum, is an incredibly fun game. Scum isn't too hard of a game to understand, the hard part is the Masquerade. Already knowing how to play one of the games listed above does help to understand Scum: the Masquerade, but you should still read over the basic rules due to some minor rule variations.  
  
<blockquote>This version of the rules borrows heavily from the text of the rule set by Adam Leeds and Vinay Patel, which is in turn based on the third edition rules by Josh Symonds and Mike Mishkin; however, whenever possible, I have tried to take the actual tabletop Vampire rules into account as far as disciplines and rules, so I felt the differences were great enough to warrant calling this rule set version 4.</blockquote>
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Scum can be played with anywhere from four to eight players, though playing with six or more requires that two decks be used. Cards are dealt evenly amongst the players, and the object of the game is to be the first player to get rid of all your cards.  
  
<blockquote>The following is a description of how this game is played:</blockquote>
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===Card and Suit Ranks===
  
<blockquote>[[Scum]], also known as Chinese Poker, Capitalism, Asshole, President, Presidents and Assholes, The Great Dalmuti, and Scum, is an incredibly fun game.  Scum isn't too hard of a game to understand, the hard part is the Masquerade. Already knowing how to play one of the games listed above does help to understand Scum: the Masquerade, but you should still read over the basic rules due to some minor rule variations.</blockquote>
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Both a suit order and rank order unique to the game exist in Scum. Cards are ranked from 3, which is lowest, to 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, and 2, which is highest. Cards of equal numerical value are further ranked according to suit: lowest suit is ♣, to ♦, ♠, and ♥, which is highest.  
  
<blockquote>Scum can be played with anywhere from four to eight players, though playing with six or more requires that two decks be used.  Cards are dealt evenly amongst the players, and the object of the game is to be the first player to get rid of all your cards.</blockquote>
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* Example: The 2♥ is the highest card in the game, and the 3♣ is the lowest.
  
==S:tM Lexicon==
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* Example: The 9♠ beats the 9♣ and 9♦, but can be beaten by the 9♥.
  
In logical rather than alphabetical order.
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===Legal Hands===
  
* '''S:tM:''' Scum: The Masquerade.
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====One-deck games====
* '''Clans:''' After the first round, each player (except Caitiff and Mortal Scum, see below) chooses a clan of vampires to belong to.  Every clan specializes in three disciplines.
 
* '''Disciplines:''' Abilities in the game, chosen along with the player's clan.  Disciplines fall into three flavors: [[#Common_Disciplines|Common Disciplines]], [[#Clan-Unique_Disciplines|Clan-Unique Disciplines]], and [[#Mortal_Scum_Disciplines|Mortal Scum Disciplines]].  Each are discussed in a section below.
 
* '''Justicar:''' The highest position in the game (for Camarilla), the Justicar has the right to choose what rule set will be used for as long as he is Justicar.  He also has first pick of Clan.  The Justicar may also grant Boons.
 
* '''Mortal Scum:''' The lowest position and an object of scorn.
 
* '''Caitiff:''' The second lowest position.  It is the duty of the Caitiff to insult the other players, especially at the request of players with higher rank.
 
* '''Prince:''' The second highest position in the game, the Prince may choose a clan and also has the power to call a [[#Blood_Hunt|Blood Hunt].
 
* '''Revolution:''' If the Mortal Scum would become Justicar, the round ends immediately and all ranks are reversed.
 
  
==Rank order==
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To play Scum, you must assemble legal hands from the cards in your hand (hereafter referred to as your crypt). Those familiar with poker will be familiar with most of them:
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* Single: The simplest hand consists of one card, any card.
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* Pair: Two cards with the same numerical value.
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* Two Pair: What it sounds like, two pairs.
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* Triple: Three cards of the same rank.
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* Quad: Four cards of the same rank.
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* Full House: A pair and a triple
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* Straight: Five cards of consecutive rank (e.g. 4,5,6,7,8). (Only in one-deck games)
  
If a '''''Camarilla''''' vampire is Justicar:
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====Two-deck games====
* 4 players: Justicar, Prince, Caitiff, Mortal Scum
 
* 5 players: Justicar, Prince, Seneschal, Caitiff, Mortal Scum
 
* 6 players: Justicar, Prince, Seneschal, Sheriff, Caitiff, Mortal Scum
 
* 7 players: Justicar, Prince, Seneschal, Sheriff, Harpy, Caitiff, Mortal Scum
 
* 8 players: Justicar, Prince, Seneschal, Sheriff, Harpy, Primatene, Caitiff, Mortal Scum
 
  
If a '''''Sabbat''''' vampire is Regent:
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When there are seven or eight players, use two decks of cards instead. If there are six players, either one or two decks may be used. In the case of two decks, cards with the same numerical value and suit, but from different decks, have equal values; neither is higher. The legal hands available in a two-deck game are the same as those for a one-deck game, plus:
* 4 players: Regent, Cardinal, Pander, Mortal Scum
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* Three Pair: Three pairs
* 5 players: Regent, Cardinal, Archbishop, Pander, Mortal Scum
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* Double Triple: Two triples
* 6 players: Regent, Cardinal, Archbishop, Bishop, Pander, Mortal Scum
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* Five of a Kind: Five cards of the same numerical value
* 7 players: Regent, Cardinal, Archbishop, Bishop, Ductus, Pander, Mortal Scum
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* Six of a Kind: Six cards of the same numerical value
* 8 players: Regent, Cardinal, Archbishop, Bishop, Ductus, Primogen, Pander, Mortal Scum
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* Straight: Six cards whose numerical values are in order (e.g., T,J,Q,K,A,2). This hand is instead of, not in addition to, the five-card straight in one-deck games.
  
==Rules==
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===The Play===
  
===One deck===
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To begin, deal out all cards to the players equally.  Unless playing with four or eight people, some players will receive an extra card.  The player with the 3♣ in his crypt leads. In a two-deck game, one 3♣ is designated before the game begins as the one to be led (as the cards are dealt, the dealer will declare “the 3♣ from the blue-backed cards”, or something to that effect).  The hand led may be of any type listed above, as long as it includes the designated 3♣.
  
The rules of S:tM use the basic gameplay of [[Scum]] as a frame. There are quite a few differences however. For instance the order of highest to lowest number value goes 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, but 2 has no special values. Also there is a hierarchy of suit: hearts is the highest, then spades, then diamonds, then clubs. S:tM also adds two more playable hands: a straight (five in a row) and a full house (two of a kind plus three of a kind). The first round is played without any disciplines chosenIn the second round, each player chooses a clan or a set of three disciplines.  Each clan comes with three disciplines.
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Play then proceeds clockwise (to the left) from the leader. Each hand played after the lead in a given trick must be of the same hand type (see II.c) as the lead and the highest card in the hand played must be higher in value than the highest card of the previous hand. One may not play a “better” hand, as in poker, but must maintain the same hand type as the lead hand during the trick. Remember, in a two-deck game, a card from one deck is equal to, not better than, the same card from another deck, so one hand that is 7♣-high cannot play over another hand that is 7♣-high. If a player cannot or chooses not to play a hand, she may pass. If a player passes and then gets a chance to play again, she may play. The act of all players passing consecutively marks the end of a trick. The winner of the trick (the last person to play before the end of the trick) gets to lead the next trick, leading with any hand type she desires. Play continues until all players’ crypts are emptyThese are just the basics of Scum; don’t expect the rest to be as simple.  
  
The below is a list of only the Camarilla disciplines and clans, with inclusion of scum disciplines.  After the cards are dealt, the Justicar and Prince choose their clans (or disciplines); players then pick disciplines by order of rank highest to lowest.
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==The Masquerade==
  
===Clans===
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# Before anything else, the first player to empty her crypt has a few decisions to make:
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## Decide which clans to allow in the game, and declare one to align with.  See the Allowed Clans section under Special Rules.
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### If this player chooses a Camarilla or Independent clan, use the “Camarilla” ranks below to assign each player a rank.
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### If this player chooses a Sabbat clan, use the “Sabbat” ranks below.
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### The remainder of this ruleset will refer to the top-ranked player as the Justicar, the second-ranked player as Prince, etc. regardless of clan, unless specified otherwise.
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## Decide whether straight clans or loose clans are in effect.  See the Clans section for more detail on this option.  This does not affect the Caitiff.
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## If loose clans were chosen, decide whether Camarilla and Independent players may take Protean as out-of-clan.  If so, any Sabbat players may put their out-of-clan dot into Obtenebration or Vicissitude (their choice).  This option is only available when both Sabbat and non-Sabbat clans are being played.
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## Declare which disciplines her three dots will go into. 
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## Decide whether there should be any illegal trading allowed.  See the Illegal Trading section under Special Rules
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# In rank-order, all other players, expect the Caitiff and Mortal Scum, follow the next steps:
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## Alter their seating clockwise around the Justicar (it’s good to be the King!)
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## Based on the Justicar’s allowances, declare a clan and which disciplines will receive dots.
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## The Prince has the power to declare a blood hunt.  See the Blood Hunts section under Special Rules.
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## Any player who forgets to declare a clan before looking at his cards automatically declares Brujah with one dot in Potence, Presence, and Celerity.
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# Caitiffs, hated by other Kindred, are clanless vampires, and follow these steps:
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## Choose three different common disciplines.
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## Caitiffs may always put one dot into Protean, and Panders may always put one dot into Obtenebration or Vicissitude or Protean.
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## It is the Caitiff’s duty to insult all other players in the game as creatively as possible, especially at the request of higher ranks.
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## Any Caitiff who forgets to declare disciplines before looking at her cards automatically declares Potence, Presence, and Celerity.
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# The Mortal Scum follows these steps.
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## Choose a specialty.  See the Mortal Scum Specialties section under Disciplines.
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## Any Mortal Scum who forgets to declare a specialty before looking at his cards automatically declares Inquisitor.
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## Shuffle and deal cards for the next round.  For any card accidentally dealt face-up to another player, the Mortal Scum must show one of his own as penalty.
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## For games with five to seven players, it is up to the Justicar who receives any “extra cards”. No player may receive more than one “extra” card in this way.
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# Check for Infernalism.  See the Infernalism section under Special Rules.  If any Infernalists have caused player ranks to change, re-resolve the above rules in the following way:
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## If there is a new Justicar, he must re-decide all choices offered in section III.a.
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## All other ex-Caitiffs and ex-Mortal Scums and all new Caitiffs and Mortal Scums must redeclare based on these new decisions.
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# All (other) players (besides any which took Infernalism) may now look at their cards and can begin Forced and Optional Trading - see the Trading section below.
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# Illegal trading may now take place, if the Justicar has so declared.
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# Leading and Boons: Normally, the Justicar leads the first trick in a round. If the Justicar desires, he may grant a boon.
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## A player other than the Justicar decides that he wants to lead the first trick.
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## He asks the Justicar for a boon and shows the Justicar the hand he wishes to lead with.
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## If the Justicar grants the boon, the player may lead the first trick, but must lead with the hand he showed the Justicar.
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## Disciplines may be used on or after this hand, but are not required (and some, such as Celerity), may be bitchy.
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## If the Justicar denies the boon, any player (including the one who just asked) may attempt to ask for another boon, or the Justicar may lead the first trick.
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## Play follows the Justicar down rank.  Once the Mortal Scum has a chance to play, the turn passes back to the Justicar and so on.
  
====Camarilla====
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Scum: The Masquerade is a game of politics, and so players often make deals, frequently in the form of a player promising to pass, to play a certain hand, or possibly have sex with goats.
  
* Brujah (Disciplines: Celerity, Potence, Presence)
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# The Next Round begins after all players have again emptied their crypts.
* Malkavian (Disciplines: Auspex, Dominate, Obfuscate)
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## If a new Justicar is crowned, he may change any of the decisions made by the previous Justicar in III.a, but they are not retroactive – if the previous Justicar allowed Sabbat Bloodlines but the current Justicar decided on Camarilla-only, and a Kiasyd is in play, then that Kiasyd may stay in play, but no one may newly-declare themselves Kiasyd.
* Nosferatu (Disciplines: Animalism, Obfuscate, Potence)
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## In fact, no one may change their clan, disciplines, or specialty unless they fall to or rise from the ranks of Caitiff or Mortal Scum.  For the sole exception to this, see the Conversion section under Special Rules.
* Toreador (Disciplines: Auspex, Celerity, Presence)
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## An exception to this is if the Mortal Scum is the first to empty his crypt.  If the Mortal Scum becomes Justicar, the round ends instantly and all ranks reverse: Justicar becomes Mortal Scum; Prince becomes Caitiff, and so on. This is known as a Revolution.
* Tremere (Disciplines: Auspex, Dominate, Thaumaturgy)
 
* Ventrue (Disciplines: Dominate, Fortitude, Presence)
 
  
====Sabbat====
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==Ranks==
  
* Brothers - Fortitude, Potence, Sanguinus
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===Camarilla===
* Harbingers of Skulls - Auspex, Fortitude, Necromancy; may take Mortuus Path Necromancy as 2nd in-clan dot with a dot of Necromancy
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* 4 players: Justicar, Prince, Caitiff, Mortal Scum
* Kiasyd - Dominate, Mytherceria, Obtenebration
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* 5 players: Justicar, Prince, Seneschal, Caitiff, Mortal Scum
* Salubri Antitribu - Auspex, Fortitude, Valeren
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* 6 players: Justicar, Prince, Seneschal, Sheriff, Caitiff, Mortal Scum
* Tzimisce (Koldun) - Animalism, Auspex, Koldunic Sorcery
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* 7 players: Justicar, Prince, Seneschal, Sheriff, Harpy, Caitiff, Mortal Scum
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* 8 players: Justicar, Prince, Seneschal, Sheriff, Harpy, Primatene, Caitiff, Mortal Scum
  
====Independent====
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===Sabbat===
 
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* 4 players: Regent, Cardinal, Pander, Mortal Scum
* Assamites (viziers) - Obfuscate, Quietus, Thaumaturgy
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* 5 players: Regent, Cardinal, Archbishop, Pander, Mortal Scum  
* Baali - Daimoinon, Obfuscate, Presence
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* 6 players: Regent, Cardinal, Archbishop, Bishop, Pander, Mortal Scum  
* Daughters of Cacophony - Fortitude, Melpominee, Presence
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* 7 players: Regent, Cardinal, Archbishop, Bishop, Ductus, Pander, Mortal Scum
* Followers of Set (Serpent Warriors) - Potence, Presence, Serpentis
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* 8 players: Regent, Cardinal, Archbishop, Bishop, Ductus, Primogen, Pander, Mortal Scum
* Laibon - Abombwe, Animalism, Fortitude
 
* Nagaraja - Auspex, Dominate, Necromancy; may take Vitreous Path Necromancy as 2nd in-clan dot with Necromancy)
 
* Ravnos (Phuri Dae) - Auspex, Animalism, Chimerstry
 
* Salubri - Auspex, Fortitude, Obeah
 
* Samedi - Fortitude, Obfuscate, Thanatosis; may take Necromancy as out-of-clan if desired.
 
* True Brujah - Potence, Presence, Temporis
 
 
 
====Lost Clans and Bloodlines====
 
 
 
* Ahrimanes - Animalism, Fortitude, Spiritus; may take Protean as out of clan if desired
 
* Cappadocians - Auspex, Fortitude, Mortis
 
* Children of Osiris - All Children of Osiris must take two dots of Bardo, plus one dot of any other discipline, even a unique one; this is because the Children gain new members only by conversion and not by the Embrace, since their blood is infertile.
 
* Lamia - Deimos, Mortis, Potence
 
* Lhiannan - Animalism, Ogham, Presence
 
* Telyavelic Tremere - Auspex, Presence, Thaumaturgy
 
* Tremere Antitribu - Auspex, Dominate, Thaumaturgy
 
 
 
===Disciplines===
 
 
 
====Common Disciplines====
 
 
 
* '''Animalism''' – Choose a rank between 3 and 10, inclusive and search through the discard pile for one.  If there exists more than one, you may choose the suit.  The card is then added to your crypt.  The card may be from the hand you’re playing on, but may not be the high card in that hand.  If you are Presence'd after you use Animalism, you must keep the card and the Animalism is considered used.  If no card with the chosen rank can be drawn, the Animalism is wasted.
 
 
 
* '''Auspex''' - Examine another player’s crypt '''''OR''''' cancel any use of Obfuscate '''''OR''''' cancel any use of Chimerstry.  It is considered bastardly to announce to others what cards are in another players’ crypt.  If Auspex is used to cancel a discipline, both the Auspex and the other discipline are considered used.  Non-game related uses of Auspex are permissible; they follow a simple question-and-yes-or-no-answer format.
 
 
 
* '''Celerity''' - Play immediately on the hand that you just played '''''OR''''' cancel a usage of Temporis.  You must pass on your next turn (within the trick) after using the primary usage of Celerity (obviously, you cannot pass if you gain the lead through Celerity).  If you play Celerity after Obfuscate, both hands must beat the second-highest hand and go under the current high hand.  No other players can do anything mid-Celerity; it's just too damn fast (unless they have Temporis; see Temporis for an explanation).  You may not ever control the disciplines of Celerity and Temporis at the same time.  No other rules may be followed to create this situation.
 
 
 
* '''Dark Thaumaturgy''' - Imitate any common discipline as it applies to clubs (see Meta-Disciplines). Anyone, even the Caitiff, may take Dark Thaumaturgy as out-of-clan; however, see the Infernalism section under "Special Rules" for an explanation of its downside.
 
 
 
* '''Dominate''' - Force someone to play.  If you are of a higher rank than they are, you can tell them how to play, e.g., "Beat this as high as you can," or "Beat this as low as you can," or "Beat this with the 7♥."  If the player cannot play as you have ordered, then the discipline is considered used.  A Dominate'd player may be Presence'd, but the Domination carries over until the player is not Presence'd.  If a player cannot play on the hand or goes out, then the Domination is lost.  Dominate cannot force the use of disciplines.  Dominate cannot be used on a lead.  Non-game-related uses of Dominate are permissible and usually consist of commanding a player to get snacks or act like an animal.  All uses of Dominate, even non-game-related ones, must be positive rather than negative; you must be telling someone to do something rather than not to do something.  A command such as "Avoid doing x" stills count as negative, so it is not allowed.
 
 
 
* '''Fortitude''' - Increase the value of your entire hand by 1 when someone tries to play on it (essentially delayed-reaction Potence).  May be used when someone who is trying to play on your hand uses Potence or Visceratika.  If the hand played on the Fortitude’d hand no longer beats it, it is returned to the player and all disciplines used on that hand are considered unused and it is still that player’s turn.
 
 
 
* '''Obfuscate''' - Play under the hand just played '''''OR''''' cancel a use of Auspex used on you (in this case, both the dot of Obfuscate and the dot of Auspex are considered used).  The hand you play must beat the hand it is played over, although not necessarily be lower than the hand it’s played under.  Obfuscate counts as your turn; therefore, you may not Obfuscate if Presence'd.  Obfuscate cannot be used either under the lead or as the lead.  You may not take the lead by using Obfuscate.  You also may not Obfuscate under something you played (because that’s the same as Celerity, you cheater).  You may not go out using Obfuscate.
 
 
 
* '''Potence''' - Raise the value of all cards in the hand you play by 1.  A Potenced 2 becomes an e (2.71828) (and if subsequently Fortitude'd, it becomes a π (3.14159)).  May still be used after someone uses Fortitude on the hand you're trying to play on.
 
 
 
* '''Presence''' - Force someone to pass once.  This is generally considered a bitchy thing to do, as it is quite intrusive.  It cannot be used on the lead.  Presence must be used before the person puts their hand on the table (or floor or whatever).  This applies to disciplines that mimic Presence as well (i.e. Thaumaturgy-Presence). You may use this to stop someone from using Chimerstry, Daimoinon, or such a discipline after they've already declared that they're using it (but certainly before the next player in turn plays), but that discipline is considered not used in this case (so they can just pull it out again on their next turn).
 
 
 
====Mortal Scum Disciplines====
 
 
 
* '''Annoying Little Kid (a.k.a. "squirrel")''' - 10 dots of non-game-related Auspex (yes, ten questions that must be truthfully answered).  (Think Elmira from “Tiny Toons” - "Why?" "Why?" "Why?" "Why?" "Why?"... ad infinitum)
 
 
* '''Cute Little Fluffy Bunny of Death (a.k.a. "Bunnicula")''' - One dot of non-game-related Auspex (e.g., What color is your underwear?), one dot of Super-Duper-Old-School Auspex (which allows you to look at the back of someone's crypt - yes, the red or blue side, not the important side), and one dot of Cute Little Bastard (which acts as a Presence, even on a lead, but a sickeningly cute face must be made in order for it to work correctly - a consensus of players must agree to the face's cuteness.  If the face is deemed not cute enough, the dot is wasted).
 
 
 
* '''Fortune-Teller''' - 3 dots of Auspex; non-game-related use is strongly encouraged.
 
 
 
* '''Ghoul (independent)''' - These are sub-vampires who are usually very physically-oriented. Put one dot each into two of the following three disciplines: Potence, Celerity, and Fortitude.
 
 
 
* '''Ghoul (servitor)''' - Sub-vampires with a vampire sponsor.  Choose a non-Sabbat player to be your domitor; that person can use Dominate on you for free without having or spending any dots of it.  Put one dot into one of the following three disciplines: Potence, Celerity, and Fortitude.  Also put one dot into one of your domitor's disciplines (even a clan-unique).
 
 
 
* '''Hedge Mage''' - Practitioners of mortal magical paths.  They receive one dot of Dark Thaumaturgy (but are impervious to Infernalism) and one dot of Path of Corruption (see Meta-Disciplines).
 
 
 
* '''Inquisitor''' - A student of the occult who has somehow discovered the existence of vampires.  They have one dot of Inquisition or "I threaten to break the Masquerade."  Every player then must pass; in other words, the player who last played instantly gains the lead.  The Mortal Scum usually uses this discipline only on himself, but it may be used for others.
 
 
 
* '''Librarian''' - 3 dots of Quietus, primary use only (Sssh!).  Justicars are encouraged to think carefully before allowing this in a four-player game.
 
 
 
* '''Man of Faith''' - Two dots of Bardo.
 
 
 
* '''Revenant''' - Ghouls who are born and bred with diluted vampiric blood in their veins.  Put two dots into two of the following disciplines: Potence, Celerity, Fortitude, Vicissitude, Animalism, and Auspex.  Because Revenants only exist in the Sabbat, they may only be played when at least one Sabbat vampire is in play.  Also, because the Tzimisce created the Revenant Families, all Tzimisce are treated as domitors to a Revenant and receive the Dominate benefit (see above, under Ghoul (servitor)).
 
 
 
* '''School Teacher'''- 3 dots of non-game-related Auspex, 3 dots of non-game-related Dominate (being overly pedantic with these is strongly encouraged).
 
 
 
* '''True Mage''' - 1 dot of True Magic (see Meta-Disciplines).
 
 
 
* '''Vampire Hunter''' - 1 dot of Potence, 1 dot of Wooden Stake (force one vampire (this may not be used on yourself!) to pass for the rest of the trick; may not be used on a lead).
 
 
 
* '''Vozhd (war ghoul)''' - Hideous creations of the Tzimisce, made from several people grafted together with Vicissitude to form an incredibly strong, angry beast.  1 dot of Potence, 1 dot of GRAAAAAGH! (Same as Cute Little Bastard, except a horribly disfigured/disgusting/scary face and an equally disfigured/disgusting/scary noise must be made for it to work correctly.  Again, if players deem it not scary enough, the discipline does not take effect and is wasted.)
 
 
 
* '''Woman of Faith''' - One dot of Obeah, one dot of Auspex.
 
 
 
====Clan-Unique Disciplines====
 
 
 
These disciplines are clan-unique and include the clans that may take them listed at the end of their description.  Variations of the clan are assumed.  Thus, if it says ‘Ravnos’, then Ravnos Antitribu and the Phuri Dae are included, while ‘Gangrel’ includes the City Gangrel and Country Gangrel as well.
 
 
 
* '''Abombwe''' - When used, this discipline allows all 2s and aces in your hand to be used as wild cards in the current hand only; their value must decrease when they are used, however.  Thus, 2s can become anything from 3 to ace, and aces can become anything from 3 to king.  (Laibon)
 
 
* '''Bardo''' - Counter one usage of a discipline that affects a player (e.g., Dominate, Presence, etc.) but not a player's hand (so, for instance, Thanatosis or Potence cannot be countered this way).  The discipline countered is considered used, and the Bardo is used.  The only disciplines that may be countered with Bardo are Auspex, Bardo, Deimos (only when the Deimos-user chooses someone other than themselves), Dementation, Dominate, Mytherceria, Presence, Quietus, Serpentis (primary usage only), and Temporis.  Any discipline that mimics any of these (Thaumaturgy, Necromancy, etc) is also fair game, as is any discipline that counters another discipline (alternate uses of Obfuscate, Auspex, etc).  (Children of Osiris)
 
 
 
* '''Chimerstry''' - Cancel a usage of Auspex '''''OR''''' play an imaginary hand with all cards exactly one higher than the current hand on top of the current one. This is quite useful for getting leads.  Chimerstry cannot be used on a hand containing a natural 2 or ace.  No hand-altering disciplines may be used on a Chimerstric hand, because it is not real!  Since the hand you are creating is exactly one higher than the hand you are playing on, if you have been Presence'd with respect to a particular suit, and the hand beneath your Chimerstry has the prohibited suit in it, your imaginary hand would also, and thus you can't use Chimerstry (so you get your dot back but can't play).  (Ravnos)
 
 
 
* '''Daimoinon''' - "Summon" a new hand from cards that have already been played, and play it on top of the current one.  None of the cards "summoned" may be from the hand being played on, and they also may not all be from the same hand (thus, you may not summon a single).  Also, none of them may be higher than a king.  If no hand can be assembled to beat the current hand, the dot of Daimoinon is wasted.  Enhancing disciplines such as Potence, Protean, or Fortitude may be used on a Daimoinon-created hand.  (Baali)
 
 
 
* '''Deimos''' - Choose any player, including you.  The next person who plays on a hand played by the chosen player may give you a card of your choice from their crypt (you can ask them about their crypt as many times as it takes to find a card of theirs that you want).  (Lamia)
 
 
 
* '''Dementation''' - Prevent a player of your choice from playing a single suit until the next lead.  Dementation can force a player to lose his lead if his only remaining suit is the one prevented and he has no other way to lead another suit (e.g., Animalism).  (Malkavian)
 
 
 
* '''Koldunic Sorcery''' - At the beginning of each round, the Koldun must pick a suit for each dot of Koldunic Sorcery he has (see Meta-Disciplines).  (Tzimisce Koldun)
 
 
 
* '''Melpominee''' - "Break" any card off of the current hand except the high card, possibly making an illegal hand.  Thus, a three-of-a-kind becomes a pair, two pair becomes a pair and a single, and a straight can be missing a hole in any position, and so a “one, skip one, three”, “two, skip one, two”, or “three, skip one, one” can be created in addition to the four-card variety.  This can, of course, be extrapolated for two-deck games.  You cannot Melpominee singles, you weirdo.  (Daughters of Cacophony)
 
 
 
* '''Mortis''' - "Kill" the last hand that was played, and place it on the bottom of the pile.  This hand must be the hand that was played directly on top of the last hand that you played.  The Mortis’d player loses his turn and play continues clockwise.  Mortis may not be used on a hand containing any natural 2s (but Potenced aces are fair game).  Mortis may not be used on a hand you Obfuscate’d under.  (Cappadocians, Lamia)
 
 
 
* '''Mytherceria''' - Reverses the suit order for the rest of the trick.  ♣ are highest, then ♦, ♠, and ♥.  (Kiasyd)
 
 
 
* '''Necromancy''' - Imitate any "common" discipline as it applies to ♠ (see Meta-Disciplines).  (Giovanni, Harbingers of Skulls, Nagaraja)
 
 
 
* '''Necromancy (the Vitreous Path)''' - Take any ♠ from the pile and put it in your crypt.  If there is no ♠ in the pile, the player uses up her dot of Necromancy.  (Nagaraja)
 
 
 
* '''Necromancy (the Mortuus Path)''' - Same as Mortis.  (Harbingers of Skulls)
 
 
 
* '''Obeah''' - "Heal" a hole in a hand by creating an imaginary card that completes the hand as it is played '''''OR''''' cancel any usage of Valeren.  Both the dot of Obeah and the dot of Valeren are considered to be used.  This discipline can only be used for free (i.e., without using up any remaining dots) on the behalf of someone else as long as the player with Obeah has at least one dot remaining, since the Salubri advocate selflessness martyrdom.  The card created may not be the highest card in the hand.  (Salubri)
 
 
 
* '''Obtenebration''' - Change the value of a ♣ or ♠ within its category (3 to 10; face card; or ace & 2).  Thus a 4 can become a 10, a Jack can become a King, Ace and 2 can be interchanged.  The Obtenebrate'd card may become the highest card in the hand, but only if this does not increase its value by more than 2.  You may not change the suit of the card, only its number.  (Lasombra, Kiasyd)
 
 
 
* '''Ogham''' - "Trade" a card no lower than a 6 for two or more cards in the pile whose combined numeric values equal or are less than the traded card’s numeric value.  Jacks are worth 11, Queens 12, Kings 13, Aces 14, and 2’s 15 for the purposes of this discipline.  You must declare the rank(s) of what card(s) you’re looking for, and if no such card(s) exists in the pile, the discipline is wasted.  You may create an entire hand with this discipline if you wish, but all of the cards picked up may not be from the hand you’re playing on '''''OR''''' "trade" a card no lower than 5 for one other card whose numeric value (see above) is one or two less than the one you are trading with the pile.  (Lhiannan)
 
 
 
* '''Protean''' - Move one card in a hand numerically up or down one, in order to complete that hand.  You cannot use Protean to make a card which would not otherwise be the high card into the high card of the hand, but you may Protean a card which is already the high card down.  If a card is already the high card in a hand, it may be Protean'd up as long as it remains the high card.  Protean cannot be used on singles.  A 3 that is Protean'd down creates a TMO (Three Minus One) and may be used to complete a 7-6-5-4-3-TMO or 6-5-4-3-TMO straight.  (Gangrel)
 
 
 
* '''Quietus''' - Choose a player.  From the time of use, that player may not engage in any speaking, not including the word "pass" or the words indicating any of their disciplines.  Every time the person breaks this restriction, they lose one dot of a discipline of the Quietus-caster's choice.  This restriction ends when the caster of Quietus goes out or chooses to lift it; Quietus does not cease its power after the target talks once.  Quietus may only be activated after forced and optional trades have transpired.  Talking to people who aren’t playing in the same game of Scum or aren’t playing Scum at all doesn’t count as talking; neither does making rule clarifications or helping someone who doesn’t know the rules.  '''''OR''''' force someone to pick up a card from the pile; the card may not be higher than an 8.  (This may not be used on yourself (that’s called Animalism, you cheater), although the standard usage may, in case you ever have the burning desire to shut yourself up.)  The card may not be from a hand they have played.  The discipline should not be used to help someone when they’re trying to go out.  This is supposed to be a mean thing to do, so using it on someone you’re known to be conspiring with is very bad form (although not prohibited).  (Assamites)
 
 
 
* '''Sanguinus''' - Pass a hand to another Blood Brother for them to play, '''''OR''''' trade up to 2 cards with another Blood Brother.  The Blood Brother playing the hand leads if the hand wins a trick.  (Blood Brothers)
 
 
 
* '''Serpentis''' - Same rules and targets as Bardo, but may only be used on behalf of someone else; in return, that person must give one dot of one of their disciplines to the person using Serpentis for them.  (Never make a bargain with a Setite...)  If Serpentis is canceled (i.e. by Bardo), the Setite still gets the discipline from the unfortunate victim; it's a Faustian arrangement.  '''''OR''''' sneak a single card into a hand; that card has no effect on the hand.  (Followers of Set, Serpents of the Light)
 
 
 
* '''Spiritus''' - May be used as either Protean or Animalism; if used as Protean, may be "stacked" with one use of normal Protean.  (Ahrimanes)
 
 
 
* '''Temporis''' – Physically switch places with another player in the turn order for up to the duration of a trick (but for as little as one hand).  May be ended at will.  May be used to go twice before the person switched has even gone once (i.e. switch, play, then switch back and play again, or play, switch, then play again), but if this is done, you lose your next turn.  Unlike Celerity, a lead may be lost in this way, and if so, the lead is awarded to the person you switched with, even if this isn't the person it would normally go to.  You may not ever have the disciplines of Celerity and Temporis at the same time.  No other rules may be followed to create this situation.  '''''OR''''' Cancel any usage of Celerity.  Both the dot of Celerity and the dot of Temporis are considered used.  '''''OR''''' Play between '''''OR''''' under both hands played by another player using Celerity (as if you were using Obfuscate).  (True Brujah)
 
 
 
* '''Thanatosis''' - Lower the value of a hand you're playing on by 2.  Thanatosis may not be used on a hand containing a natural 2 (Potence'd Aces are fair game).  (Samedi)
 
 
 
* '''Thaumaturgy''' - Thaumaturgy is a freeform discipline that applies to ♥ (see Meta-Disciplines).  (Tremere, Assamite viziers)
 
 
 
* '''Valeren''' - Use when you play a hand (not when someone tries to play on your hand - by then it’s too late).  That hand must now be beaten naturally (without the use of Potence, Protean, etc).  Valeren may not be used on hands that have been enhanced with disciplines.  Fortitude or similar disciplines may also not be used subsequently to Valeren.  Obeah is the one and only exception to these two restrictions (though disciplines, like Animalism, which affect your crypt, can possibly still be of use).  Valeren may not be used on a hand containing the 2♥.  '''''OR''''' Valeren may be used to cancel any use of Obeah.  Both the dot of Valeren and the dot of Obeah are considered used.  (Salubri Antitribu)
 
 
 
* '''Vicissitude''' - Play a legal hand with up to one card more or less than the current hand type; the high card must still beat the previous hand.  The new hand type remains in effect for the rest of the trick.  You may not lead with Vicissitude.  (Tzimisce)
 
  
* '''Visceratika''' - May be used to imitate either Potence or Fortitude; may be "stacked" with either one or both (so 2s increased 3 times (first Potenced, then Fortitude'd and Visceratika’d, or first Potenced, then Visceratika’d, then Fortitude'd) become Bleem, the integral square root of 15, between 3 and 4 (of course)).  '''''OR''''' increase the value of one card in your hand by 2 (not stackable with Fortitude or Potence).  (Gargoyles)
+
==Trading==
  
====How Meta Disciplines Work====
+
After everyone is in order and all cards have been dealt, trading takes place. The trading phase can be thought of as a way for those of higher ranks to maintain their positions. Trading partners are generally paired down rank, with a few exceptions, and all pairs are listed below. If there are an odd number of players, the unpaired player gets to trade with himself. Fun! There are two kinds of trades: forced and optional. In a forced trade, the higher-ranking player asks the lower-ranking player for a card and if the lower-ranking player has it, she must give it up whether she likes it or not. The lower-ranking player can ask the higher-ranking player for a specific card in a forced trade, but the higher-ranking player only has to trade it if she wants to.  Nevertheless, the higher-ranking player must give some card to the lower-ranking player. In an optional trade, both players may ask for cards but neither player has to give anything up. The number of players limits the number of cards traded:
  
Explanation on the use of Thaumaturgy, Dark Thaumaturgy, Path of Corruption, Necromancy, Koldunic Sorcery, and True Magic will be explained here.  Basically, the meta-discipline is used as another discipline, but only applying to a single suit.
+
4 players:<br />
 +
* Justicar/Mortal Scum: 2 forced
 +
* Prince/Caitiff: 1 forced
  
* Thaumaturgy - ♥
+
5 players:<br />
* Necromancy - ♠
+
* Justicar/Mortal Scum: 1 forced
* Path of Corruption - ♦
+
* Prince/Seneschal: 1 optional
* Dark Thaumaturgy - ♣
+
* Caitiff: 1 optional with self
* Koldunic Sorcery - One suit, chosen before cards are seen
 
* True Magic - One suit, chosen when used
 
  
* We will use normal Thaumaturgy as an example, as it is relatively common.  You would use Thaumaturgy by calling out "Thaumaturgy Animalism" or something similar.  Disciplines that may be used with a meta-discipline are:
+
6 players:<br />
 +
* Justicar/Mortal Scum: 2 forced
 +
* Prince/Caitiff: 1 forced
 +
* Seneschal/Sheriff: 1 optional
  
* Animalism - Animalize a ♥.
+
7 players:<br />
* Auspex - The chosen player must show you all the ♥ that she has in her crypt.
+
* Justicar/Mortal Scum: 2 forced
* Celerity - The second hand played by you must be entirely ♥.
+
* Prince/Caitiff: 1 forced
* Fortitude - The hand you use Fortitude on must be entirely ♥.
+
* Seneschal/Sheriff: 1 optional
* Obfuscate - The hand Obfuscated must be entirely ♥.
+
* Harpy: 1 optional with self
* Potence - The hand Potenced must be entirely ♥, '''''OR''''' all ♥ in the hand are Potenced (this may make a "nothing" hand into a real one)
 
* Presence - The targeted player may not play any ♥ for the current hand. ***
 
* Protean - The card changed must be a ♥.
 
* Thaumaturgy - That’s just silly!!
 
  
:* Unlike the regular Presence Discipline, this may be used on a lead only when applying to basic Thaumaturgy (♥).  Man, the Tremere are bitches, aren't they?
+
8 players:<br />
 +
* Justicar/Mortal Scum: 2 forced
 +
* Prince/Caitiff: 1 forced, 1 optional
 +
* Seneschal/Primatene: 1 forced
 +
* Sheriff/Harpy: 1 optional
  
Thaumaturgy x counts as if you are using x outside of Thaumaturgy.  Therefore, x cannot be played again over this.  That is, with the use of Thaumaturgy-Potence, a use of Potence in addition on the same hand is illegal.  If a discipline is not listed above, Thaumaturgy cannot be used with it. However, Thaumaturgy-Protean can be used by a player even if that player could not normally take Protean as a discipline.  Just to be clear, Thaumaturgy-Potence can't be used twice either.
+
At any time during the game, usually (but not necessarily) during the trading phase, players may choose to conspire with each other. Two players conspire by looking at each other's crypts. Players do not have to be in a trading pair to conspire, but conspiring players cannot exchange extra cards.
  
 
{{Things we like}}
 
{{Things we like}}

Revision as of 00:18, 22 October 2009

Scum: The Masquerade is a game that was created at a happy little place we lovingly call CTY Lancaster. One problem with this joyous, lovable place is the illegality of role-playing games. Many of the students shared a love of these so-called "RPG's", namely Vampire: the Masquerade, and would find a legal way to play them, no matter what. Another thing that these CTY students shared was a love of card games, especially a certain game called Scum. This was a freeform game that lent itself to the adaptation of many new twists. So then, the ever mind-boggling question was answered: What happens when you stick Vampire: the Masquerade and Scum together in a blender? And yes, the outcome was Scum: the Masquerade (S:tM). This game quickly caught on at CTY; in its heyday, it was played by a vast number of CTYers.

How to Play Scum

Introduction and Object

Scum, also known as Chinese Poker, Capitalism, Asshole, President, Presidents and Assholes, The Great Dalmuti, and Scum, is an incredibly fun game. Scum isn't too hard of a game to understand, the hard part is the Masquerade. Already knowing how to play one of the games listed above does help to understand Scum: the Masquerade, but you should still read over the basic rules due to some minor rule variations.

Scum can be played with anywhere from four to eight players, though playing with six or more requires that two decks be used. Cards are dealt evenly amongst the players, and the object of the game is to be the first player to get rid of all your cards.

Card and Suit Ranks

Both a suit order and rank order unique to the game exist in Scum. Cards are ranked from 3, which is lowest, to 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, and 2, which is highest. Cards of equal numerical value are further ranked according to suit: lowest suit is ♣, to ♦, ♠, and ♥, which is highest.

  • Example: The 2♥ is the highest card in the game, and the 3♣ is the lowest.
  • Example: The 9♠ beats the 9♣ and 9♦, but can be beaten by the 9♥.

Legal Hands

One-deck games

To play Scum, you must assemble legal hands from the cards in your hand (hereafter referred to as your crypt). Those familiar with poker will be familiar with most of them:

  • Single: The simplest hand consists of one card, any card.
  • Pair: Two cards with the same numerical value.
  • Two Pair: What it sounds like, two pairs.
  • Triple: Three cards of the same rank.
  • Quad: Four cards of the same rank.
  • Full House: A pair and a triple
  • Straight: Five cards of consecutive rank (e.g. 4,5,6,7,8). (Only in one-deck games)

Two-deck games

When there are seven or eight players, use two decks of cards instead. If there are six players, either one or two decks may be used. In the case of two decks, cards with the same numerical value and suit, but from different decks, have equal values; neither is higher. The legal hands available in a two-deck game are the same as those for a one-deck game, plus:

  • Three Pair: Three pairs
  • Double Triple: Two triples
  • Five of a Kind: Five cards of the same numerical value
  • Six of a Kind: Six cards of the same numerical value
  • Straight: Six cards whose numerical values are in order (e.g., T,J,Q,K,A,2). This hand is instead of, not in addition to, the five-card straight in one-deck games.

The Play

To begin, deal out all cards to the players equally. Unless playing with four or eight people, some players will receive an extra card. The player with the 3♣ in his crypt leads. In a two-deck game, one 3♣ is designated before the game begins as the one to be led (as the cards are dealt, the dealer will declare “the 3♣ from the blue-backed cards”, or something to that effect). The hand led may be of any type listed above, as long as it includes the designated 3♣.

Play then proceeds clockwise (to the left) from the leader. Each hand played after the lead in a given trick must be of the same hand type (see II.c) as the lead and the highest card in the hand played must be higher in value than the highest card of the previous hand. One may not play a “better” hand, as in poker, but must maintain the same hand type as the lead hand during the trick. Remember, in a two-deck game, a card from one deck is equal to, not better than, the same card from another deck, so one hand that is 7♣-high cannot play over another hand that is 7♣-high. If a player cannot or chooses not to play a hand, she may pass. If a player passes and then gets a chance to play again, she may play. The act of all players passing consecutively marks the end of a trick. The winner of the trick (the last person to play before the end of the trick) gets to lead the next trick, leading with any hand type she desires. Play continues until all players’ crypts are empty. These are just the basics of Scum; don’t expect the rest to be as simple.

The Masquerade

  1. Before anything else, the first player to empty her crypt has a few decisions to make:
    1. Decide which clans to allow in the game, and declare one to align with. See the Allowed Clans section under Special Rules.
      1. If this player chooses a Camarilla or Independent clan, use the “Camarilla” ranks below to assign each player a rank.
      2. If this player chooses a Sabbat clan, use the “Sabbat” ranks below.
      3. The remainder of this ruleset will refer to the top-ranked player as the Justicar, the second-ranked player as Prince, etc. regardless of clan, unless specified otherwise.
    2. Decide whether straight clans or loose clans are in effect. See the Clans section for more detail on this option. This does not affect the Caitiff.
    3. If loose clans were chosen, decide whether Camarilla and Independent players may take Protean as out-of-clan. If so, any Sabbat players may put their out-of-clan dot into Obtenebration or Vicissitude (their choice). This option is only available when both Sabbat and non-Sabbat clans are being played.
    4. Declare which disciplines her three dots will go into.
    5. Decide whether there should be any illegal trading allowed. See the Illegal Trading section under Special Rules
  2. In rank-order, all other players, expect the Caitiff and Mortal Scum, follow the next steps:
    1. Alter their seating clockwise around the Justicar (it’s good to be the King!)
    2. Based on the Justicar’s allowances, declare a clan and which disciplines will receive dots.
    3. The Prince has the power to declare a blood hunt. See the Blood Hunts section under Special Rules.
    4. Any player who forgets to declare a clan before looking at his cards automatically declares Brujah with one dot in Potence, Presence, and Celerity.
  3. Caitiffs, hated by other Kindred, are clanless vampires, and follow these steps:
    1. Choose three different common disciplines.
    2. Caitiffs may always put one dot into Protean, and Panders may always put one dot into Obtenebration or Vicissitude or Protean.
    3. It is the Caitiff’s duty to insult all other players in the game as creatively as possible, especially at the request of higher ranks.
    4. Any Caitiff who forgets to declare disciplines before looking at her cards automatically declares Potence, Presence, and Celerity.
  4. The Mortal Scum follows these steps.
    1. Choose a specialty. See the Mortal Scum Specialties section under Disciplines.
    2. Any Mortal Scum who forgets to declare a specialty before looking at his cards automatically declares Inquisitor.
    3. Shuffle and deal cards for the next round. For any card accidentally dealt face-up to another player, the Mortal Scum must show one of his own as penalty.
    4. For games with five to seven players, it is up to the Justicar who receives any “extra cards”. No player may receive more than one “extra” card in this way.
  5. Check for Infernalism. See the Infernalism section under Special Rules. If any Infernalists have caused player ranks to change, re-resolve the above rules in the following way:
    1. If there is a new Justicar, he must re-decide all choices offered in section III.a.
    2. All other ex-Caitiffs and ex-Mortal Scums and all new Caitiffs and Mortal Scums must redeclare based on these new decisions.
  6. All (other) players (besides any which took Infernalism) may now look at their cards and can begin Forced and Optional Trading - see the Trading section below.
  7. Illegal trading may now take place, if the Justicar has so declared.
  8. Leading and Boons: Normally, the Justicar leads the first trick in a round. If the Justicar desires, he may grant a boon.
    1. A player other than the Justicar decides that he wants to lead the first trick.
    2. He asks the Justicar for a boon and shows the Justicar the hand he wishes to lead with.
    3. If the Justicar grants the boon, the player may lead the first trick, but must lead with the hand he showed the Justicar.
    4. Disciplines may be used on or after this hand, but are not required (and some, such as Celerity), may be bitchy.
    5. If the Justicar denies the boon, any player (including the one who just asked) may attempt to ask for another boon, or the Justicar may lead the first trick.
    6. Play follows the Justicar down rank. Once the Mortal Scum has a chance to play, the turn passes back to the Justicar and so on.

Scum: The Masquerade is a game of politics, and so players often make deals, frequently in the form of a player promising to pass, to play a certain hand, or possibly have sex with goats.

  1. The Next Round begins after all players have again emptied their crypts.
    1. If a new Justicar is crowned, he may change any of the decisions made by the previous Justicar in III.a, but they are not retroactive – if the previous Justicar allowed Sabbat Bloodlines but the current Justicar decided on Camarilla-only, and a Kiasyd is in play, then that Kiasyd may stay in play, but no one may newly-declare themselves Kiasyd.
    2. In fact, no one may change their clan, disciplines, or specialty unless they fall to or rise from the ranks of Caitiff or Mortal Scum. For the sole exception to this, see the Conversion section under Special Rules.
    3. An exception to this is if the Mortal Scum is the first to empty his crypt. If the Mortal Scum becomes Justicar, the round ends instantly and all ranks reverse: Justicar becomes Mortal Scum; Prince becomes Caitiff, and so on. This is known as a Revolution.

Ranks

Camarilla

  • 4 players: Justicar, Prince, Caitiff, Mortal Scum
  • 5 players: Justicar, Prince, Seneschal, Caitiff, Mortal Scum
  • 6 players: Justicar, Prince, Seneschal, Sheriff, Caitiff, Mortal Scum
  • 7 players: Justicar, Prince, Seneschal, Sheriff, Harpy, Caitiff, Mortal Scum
  • 8 players: Justicar, Prince, Seneschal, Sheriff, Harpy, Primatene, Caitiff, Mortal Scum

Sabbat

  • 4 players: Regent, Cardinal, Pander, Mortal Scum
  • 5 players: Regent, Cardinal, Archbishop, Pander, Mortal Scum
  • 6 players: Regent, Cardinal, Archbishop, Bishop, Pander, Mortal Scum
  • 7 players: Regent, Cardinal, Archbishop, Bishop, Ductus, Pander, Mortal Scum
  • 8 players: Regent, Cardinal, Archbishop, Bishop, Ductus, Primogen, Pander, Mortal Scum

Trading

After everyone is in order and all cards have been dealt, trading takes place. The trading phase can be thought of as a way for those of higher ranks to maintain their positions. Trading partners are generally paired down rank, with a few exceptions, and all pairs are listed below. If there are an odd number of players, the unpaired player gets to trade with himself. Fun! There are two kinds of trades: forced and optional. In a forced trade, the higher-ranking player asks the lower-ranking player for a card and if the lower-ranking player has it, she must give it up whether she likes it or not. The lower-ranking player can ask the higher-ranking player for a specific card in a forced trade, but the higher-ranking player only has to trade it if she wants to. Nevertheless, the higher-ranking player must give some card to the lower-ranking player. In an optional trade, both players may ask for cards but neither player has to give anything up. The number of players limits the number of cards traded:

4 players:

  • Justicar/Mortal Scum: 2 forced
  • Prince/Caitiff: 1 forced

5 players:

  • Justicar/Mortal Scum: 1 forced
  • Prince/Seneschal: 1 optional
  • Caitiff: 1 optional with self

6 players:

  • Justicar/Mortal Scum: 2 forced
  • Prince/Caitiff: 1 forced
  • Seneschal/Sheriff: 1 optional

7 players:

  • Justicar/Mortal Scum: 2 forced
  • Prince/Caitiff: 1 forced
  • Seneschal/Sheriff: 1 optional
  • Harpy: 1 optional with self

8 players:

  • Justicar/Mortal Scum: 2 forced
  • Prince/Caitiff: 1 forced, 1 optional
  • Seneschal/Primatene: 1 forced
  • Sheriff/Harpy: 1 optional

At any time during the game, usually (but not necessarily) during the trading phase, players may choose to conspire with each other. Two players conspire by looking at each other's crypts. Players do not have to be in a trading pair to conspire, but conspiring players cannot exchange extra cards.