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SKUNCUM

- The card game of the ROYAL STING! -

CONTACT SKUNCUM! - Please send email to skuncum@goponder.com

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"THE GAME BOX OFFICIAL RULES PAGE 2"

WINNING AND SCORING

SCORING:
Players record their “winnings” in the smaller “scoring triangle” (score box) that overlays and lies within the players own COALITION area strategic play space. The miniature Hat silhouettes depicted on the left side of the score box match the various Hat symbols illustrated on the Suit cards of the deck, which are won and “scored” during play. The “boxed check marks” to the right side of the score box represent Votes also to be “scored” when won. The first player to mark off (score) all symbols in his score box wins the game.

When either the CANDIDATE player or a CHALLENGER wins the Race the rewards are:

  1. The CANDIDATE winner marks off "ONE" HAT symbol to match the Hat symbol of each suit card that was played in both the CANDIDATE circle and the BANDWAGON circle.
  2. The CHALLENGER winner marks off “TWO” HAT symbols to match the Hat symbol of each suit card that was played in both the CANDIDATE circle and the BANDWAGON circle.
  3. The winner collects and holds aside all the “CARDS” that were played during the Race for later "counting and scoring".
  4. The winner plays the lead CANDIDATE card in the next Race.

BANDWAGON WINNERS --- When the CANDIDATE wins the Race BANDWAGON players are also winners. They score one hat to match the suit card they played in their BANDWAGON space.

When the KINGMAKER / COALITION WINS THE RACE - - -

  1. The KM player wins "CARDS".
  2. The KM scores 2 Votes, and all other Coalition players score 1 Vote each.
  3. The KM plays the lead CANDIDATE card of the next Race.

SCORING HATS (SEATS) AND VOTES:

HATS: When a Suit card of 50 Points or more is won, any Hat symbol may be scored. When you win a Hat and all such equivalent matching Hat symbols in your score box have already been posted then any open Hat symbol below the one you won shall be marked. If none of those Hat symbols are open for posting then the player will make a vertical “memo stroke mark ( | )” outside and to the left of his score box, without regard to the Rank or Point Value of the Hat won. The Hat Strokes will later be converted to VOTES during the “End of Hand” scoring noted below.

VOTES: After all score box Vote symbols have been marked off, a vertical “memo stroke mark ( | )” instead will be made outside and to the right of the score box when additional Votes are won.

"END OF HAND" SCORING

TALLYING THE “CARDS” WON: After all cards in a “hand” have been played out, and before dealing out the next hand, each player who won "CARDS" will tally his TPV won by adding up the number values of all Hat cards he collected (exclude ACTION cards). The player posts 2 Votes for having “CARDS” plus 1 additional Vote for each 50 Points counted (balances less than 50 Points are not saved).

“CONVERTING” HAT STROKES AND VOTE STROKES:

Make the changes below in the order presented:

  1. Score 2 Votes for each Hat Stroke --- (erase the Hat Strokes).
  2. Erase Votes as indicated below to score open Hat seats.
ERASE -->
TO SCORE ONE EACH OPEN HAT OF LOWEST RANK
ERASE 5 VOTES to score one lowest -->
Grass Roots, Committeeman, Delegate
ERASE 10 VOTES to score one lowest -->
Mayor, Congressman, Senator
ERASE 15 VOTES to score one -->
Governor

Conversions should be made immediately after all other “end of hand” scoring is completed.

THE GAMES END -- & -- WINNING WITH “MEMO” MARKS
When at some point during the play out of a hand a player completely posts his entire score box, play does not stop. Play continues as usual until all remaining cards held in hand are played out, and all winning players have posted their score box, and all players have tallied their “CARDS” won and marked their scores, and lastly, have made any proper Hat and Vote “conversions”. Then if at the end of that last completely scored hand more than one player has an entirely filled score box, then relative to those players, the one who in addition has the most memo VOTE strokes wins the game (See Marking off Hats and Votes above)

GUIDELINES

Use a “Dixon” or comparable china marking pencil to lightly “score” the symbols in your score box, the marks wipe clean with a soft paper tissue or cloth (some dry-erase markers may also work well)

THE SCRUM “LANDSLIDE” WIN: When, after the lead players' Candidate card is played, it happens that ALL succeeding Scrum players make their opening play in their own Bandwagon space --- so that there are NO Challenger or Coalition Factions on the board --- the Candidate / Bandwagon Faction wins the Race in a “Landslide”. All Scrum players score their winnings and a new Race begins.

The lead player of the Scrum may “pass” the lead play opportunity to the next player etc. etc., however if all remaining players also pass then the initial lead player must make the play.

The only times when more than one card may be used to make a single play are in the plays of the KM POWER PLAY and the SCRUM "POLITIKS" play.

No cards may be overlaid on either Band Wagon cards or Coalition cards (except the KINGMAKER card).

The “STALEMATE”: When a Race ties in a “stalemate” the race is aborted. The Race “Cards” go to the discard deck, the lead off player of the aborted Race leads the next Race.

FORFEITED CARDS:

WINNING THE “CARDS“: At the end of a Race all cards should remain in place as played until all scoring has been accomplished. All cards on the game board are then collected and saved by the player who won “CARDS”.

RESHUFFLING THE CARDS: Cards are not reshuffled until the entire deck has been dealt out. Deal out any remaining cards in the “set aside” deck as far as they will go, then reshuffle all of the previously played cards and resume dealing, so that all players have five cards.

The SCRUM "POLITIKS" PLAYS:
During the Scrum, instead of first playing a Suit card in one of the strategic action play areas, a player may first play either a BONUS Action card or a Skuncum ATTACK Action card on the Candidate card, any Challenger card, or the Kingmaker card. ACTION card rules apply. The “Politiks” player may then play his Scrum Suit card or drop out of the Race.

GAME PIECES:
The Pawn : place as a marker on the current KM card and then move as necessary to any new KM.
The Horse piece: place as a marker in the “score box” area of the current Race Lead Candidate player.





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"THE GAME BOX OFFICIAL RULES PAGE 2"

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©2002 American Gift Bazaar - all features, text, and material - all rights reserved
© Campaign Politiks 1988 T. J. Testa
© SKUNCUM 2002 T. J. Testa