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Masquerade Game Rules

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Masquerade Game Rules - Über dieses Produkt

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Masquerade Game Rules Video

Vampire the Masquerade Rules and mechanics (No Lore)

Too bad for them. Example: Adele no longer knows who her character is, but she's almost certain about Bruno's. On her turn, she takes her card as well as Bruno's and under the table, out of sight, she swaps the two cards.

She then returns one to Bruno and keeps one for herself. If a player looks at their card by mistake after a swap or in any other case , then they MUST perform this action on their turn.

This action is the main activity of the game, as it allows players to activate the powers of the characters. When a player announces they are a character, the other players, in turn, starting from the one on their left and going clockwise, have the option of calling the active player's announcement by claiming to be the same character as well.

If no one else claims to be the character, the player applies the power of the character named without revealing their card.

Therefore, it is possible to use the power of any character in the game without being that character, even without knowing who you are. If one or more other players also claim to be that character, all concerned players the one who made the announcement as well as any other claimants reveal their cards.

If one of the players is indeed the announced character, that player immediately uses the character's power which can happen outside of their turn.

Then, all the other players who had falsely claimed to be the announced character pay a fine of one gold coin to the courthouse.

Example: Bruno announces "I'm the King". As no other player claims to also be the King, Bruno immediately applies the power of the King and takes three coins from the bank.

If Adele and Cedric had also claimed to be King; Bruno, Adele and Cedric would have had to reveal their cards, and if none of the three were the King, they each would have had to pay a gold coin to the courthouse.

On his turn, Bruno announces "I'm the King". Cedric calls his bluff by saying "No you're not -1 am" Bruno and Cedric then reveal their cards.

Bruno is the Tief and Cedric is the King. Cedric takes three gold coins from the bank, and Bruno pays a fine of one gold coin to the courthouse.

Both cards are then returned to be facedown and the play proceeds to Cedric's turn. As he just revealed his card the King during the turn of the player immediately before him, he can't say "I'm the King" - it would be too easy.

He's forced to swap his card - or not - with another player. The Spy secretly looks at their card and another player's card or a card in the middle of the table before swapping their card - or not.

Example: Adele announces "I am the Spy". No other player calls her bluff. Adele looks at her card and that of another player, then swaps - or not - these two cards.

Play then continues to the next player. The Bishop takes two gold coins from the richest of the other players. In case of a tie, the Bishop chooses from which player the two coins are taken.

The Fool receives a gold coin from the bank and swaps - or not - the cards of two other players, under the table and without looking at them.

Inquisitor: The Inquisitor points at another player. That player must then announce what they believe to be their character, and then reveal their card.

If they are wrong, they must pay four gold coins to the Inquisitor. If they aren't wrong, the power has no effect.

There must be at least 8 players in order to include the inquisitor in play. The other costumes must be presented by other contestants they can be in the same group or not.

Ask the masquerade table for any details. If you are not present on time or you are not ready to go on stage when it is your turn, you will be disqualified.

Costumes bought online or rented are not eligible for any award, same as professional or theatrical costumes.

Please note that priority is given to costumes created by non- professional contestants. Wigs, little props and jewels are exempted.

Any contestant who won less than three 3 award at any masquerade when in the Journeyman division.

Any contestant who won three 3 or more awards or any contestant who wishes to be in this division and is not in any higher division. Any contestant who won more than three 3 awards in any masquerade in the Artisan division or any contestant who won an award in the Master division in a national masquerade.

Also, any contestant known as a professional in the costuming industry must enter in this division. The masquerade is a non-professional competition.

Costumes bought or rented cannot be entered in the award divisions, but they can be showcased in the Out of competition division.

Costumes created for professional purposes are not eligible for the award division but can also be showcased in the Out of competition division.

Also, anybody who wants to enter in this division is welcome. Workmanship judging happens in the Green room, before the masquerade. This could include anything from erasing a mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media.

The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness. While many vampires see the pragmatism in the Masquerade some do not agree with it.

For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.

In-game around the early s, the intelligence agencies of the world discovered the SchreckNET's existence, they in response formed what is known as the Second inquisition.

Utilizing the knowledge of the Society of St. Leopold, which had been canonized under the Vatican, they've killed hundreds of thousands of vampires the world over.

In reaction that had forced a secondary level of masquerade measures in the game world, Vampires now use everything from burner phones and disposable email to use of carrier pigeon and information dead drops, sometimes using hypnotized or ghouled humans to pass information.

Also the Camarilla Sect have become more of a closed off society, only accepting notable kindred, leaving most recently embraced to be slaughtered or adopted by the Anarch Sect, who have adopted tenets of the camarilla's masquerade to protect themselves.

Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.

An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders.

While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive.

Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging.

Vampires organize and divide themselves politically and ideologically into sects which form a governing structure for undead societies.

Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions.

The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs.

A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other is possible, but comes with a great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.

Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society.

While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs. A vampire who rejects all associations with any sect and clan is known as "Autarkis".

The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa.

The Kindred of the East , while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

A clan is the character's vampire family. All members of a clan allegedly descend from the clan's Antediluvian founder.

It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian.

Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into.

Those without a clan are known as Caitiff, and are considered outsiders. Vampire: The Masquerade introduces the use of 13 clans or major bloodlines in the game.

Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvian , for they survived God 's biblical flood.

Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad , and use their clansmen to fight this war for them.

Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.

For example, Toreador within the Sabbat consider themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas.

Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name.

Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan.

A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.

Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in the Jyhad.

Some Bloodlines are considered to be offshoots of existing clans. All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered around the clans.

In the November edition of Dragon Issue , Allen Varney did not like unprofessional production values of the gamebook, pointing to "amateurish" artwork and poor copy-editing.

Varney also found the rules remarkably lacking in detail. However, he applauded the wide-ranging campaign advice.

In a reader poll by Arcane magazine to determine the 50 most popular roleplaying games of all time, Vampire: The Masquerade was ranked 6th. Editor Paul Pettengale commented: " Vampire has always proved the most popular of the World of Darkness games, a testament both to the continuing appeal of the vampire itself, and to the structure and design of the game.

Like all of the Storyteller range, it's not an easy game to get right, and it relies heavily on both the players and the referee putting a lot of effort and imagination into their roles.

With a good group, though, it can be an immensely interesting and thought-provoking game, and one of the most effective horror RPGs around.

Despite its tendency to take itself a little seriously, Vampire: The Masquerade has a great deal to offer the more mature and serious gamer.

The original version was superseded by a second edition in , and a revised edition in The Vampire: The Masquerade game line was discontinued in , at which point it was superseded by Vampire: The Requiem.

On March 17, , White Wolf announced the 20th Anniversary Edition, which was published during the Grand Masquerade event in New Orleans on September 15—17, , released to the attendees.

Customers not attending The Grand Masquerade were offered a limited time preorder option. The 20th Anniversary Edition contains revisions of rules and is a compendium of most information provided in supplemental material in the game's earlier life.

The 20th Anniversary Edition officially revived Vampire: The Masquerade as part of White Wolf Publishing's shift to a print on demand business model, [19] and multiple new Masquerade products have been announced.

A 5th edition of Vampire: The Masquerade was released in early Although it is an entirely new game, rather than a continuation of the old, it uses many elements of the old game, including certain clan and discipline names and an updated version of the Storyteller rules system.

At the White Wolf Camarilla meeting in October it was decided to re-support this game system both in the official Camarilla fan club and outside to Table Top players.

From Wikipedia, the free encyclopedia. This article is about the tabletop game. For the video game, see Vampire: The Masquerade — Bloodlines.

For the video game, see Vampire: The Masquerade — Redemption. This article has multiple issues. Please help improve it or discuss these issues on the talk page.

Learn how and when to remove these template messages. This article is written like a personal reflection, personal essay, or argumentative essay that states a Wikipedia editor's personal feelings or presents an original argument about a topic.

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Main article: Storytelling System.

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