Contributed by Leigh Boyd
History: The Masquerade Ball is based on an actual Masked Opera that occurred in Sweden in 1792 where Gustav III (the King of Sweden) was assassinated by a masked perpetrator.
In the game, the identities of the various kings, queens and princes are actually assigned real-life personas such as: Catherine the Great, Marie Antoinette and King George III who reigned during this period. The full experience requires purchasing the official deck, however a standard deck is sufficient to play the game. The countries represented are as follows: Sweden - Clubs; England - Hearts; France - Spades; Russia - Diamonds. .
Overview: This is a complex and exciting game which combines concepts borrowed from games such as chess, rock-paper-scissors, and concentration to create a truly rich card-playing experience.
Players take turns inspecting their cards, and choosing what action to take based on the identity of that card. They may, for example, choose to move, attack opponent cards, or invoke the selected card's special ability, if applicable.
When an attack is made, the success of the attack depends on the relative strength or weakness of the attacking and defending cards. It is normally the defender's task to determine the outcome of the attack.
Game Info: 2 to 4 players. Ages 10 and up. Average game time 20 to 50 min.
Setup: The 6 x 7 card playing surface represents a palace. There are various playing areas: 2 courtrooms, 4 thrones, 12 ascension steps, and a ballroom. The thrones and ascension steps are considered to be within the courtrooms. It is not necessary to mark out these areas some kind of board. A clean flat table top will do the job. However, for a beginner, four coins could be laid down to clarify the positions of the thrones.
(H) Legend:
G CATTAC P C (including A,T) = courtroom
CAAAAC B = ballroom
CCCCCC A = ascension steps
BBBBBB T = throne
CCCCCC
CAAAAC H = hand (held by player - not really on the board)
P CATTAC G P = prison (face-down stack - not really on the board)
(H) G = graveyard (face-down stack - not really on the board)
Take two different sets of cards, e.g. one red and one blue deck. Keep the hearts and the coloured joker from the red deck. Keep the spades and the black joker from the blue deck.
The two entourages of 14 cards (hereinafter called "character cards", or simply "characters") each are placed face down, from shuffled decks onto the 6-card wide x 7-card long playing surface as shown below.
BBBB Legend: BBBBBB B = blue card BBBB R = red card RRRR RRRRRR RRRR
Cards are not permitted to move beyond the palace outline.
The Character Cards: Take some time to study the characters, and to which class they belong. The cards placed higher on each list are the more powerful.
| Royalty: Q (Queen), K (King), J (Jack) |
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| Aristocracy: 10 (Lord), 9 (Duchess), 8 (Baron) |
Proletariat: A (Assassin), Joker |
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| The State: 7 (Ambassador), 6 (Diplomat), 5 (Spy) |
The Church: 4 (Bishop), 3 (Priest), 2 (Nun) |
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Object of the Game: To win the game, you must oust all opponent characters from their thrones, and have at least one of your own characters remaining upon it for one turn.
Play Sequence: The play sequence of each turn is as follows:
Allowable actions outside the turn. At any time, whether or not it is your turn,
3 - Movement rules: Characters have their individual dancing behaviour. Therefore, it is important to move the character cards correctly since this offers clues as to their identities.
Only one card can occupy a square. It is illegal to move a card to a square occupied by one of your own cards. Moving to a square occupied by an opponent's card constitutes an attack, and at most one card will remain on the square after the attack is resolved.
Royalty characters (face cards) move one square in any direction, including diagonally. This includes the Joker, and the Ace (known in this game as the Assassin).
The remaining character cards move according to the arrangement of symbols (pips) on their face. Consider the arrangement as a map, where the centre of the card represents the current position, and each pip marks an allowable destination square. If there is no pip in the centre, then the card must move if any of its destination squares is empty. The x's on the representations of the 2, 4, 6, 8 and 10 below indicate that these cards can not "stand still" unless all their potential destinations are occupied. However, a card is never forced to attack: even a 2, 4, 6, 8 or 10 can stand still if its only legal moves would be to squares occupied by the opponent.
8 8 8 8 9 9 0 0
2 3 4 4 5 5 6 6 7 7 8 8 8 9 9 000
x 3 x 5 6x6 777 x or 8x8 9 x
2 3 4 4 5 5 6 6 7 7 8 8 8 9 9 000
8 8 8 8 9 9 0 0
JJJ QQQ KKK JJJ AAA
JJJ QQQ KKK JJJ AAA
JJJ QQQ KKK JJJ AAA
Ascension steps, (or movement into and out of the thrones): The thrones are not level with the rest of the floor, but rather elevated by a number of steps which one must ascend. Regular movement rules apply on the majority of the board, however, cards located on the ascension steps have an advantage when moving towards the throne.
Ascension cards may:
The reverse is also true. I.e. the throne characters can access the ascension squares in the same way.
If a member of the aristocracy enters an ascension square on the first step of its movement, then they may move to either of the throne squares on their second step.
Ballroom In the ballroom, the 2 and 3 are permitted to move laterally.
4 - Special Abilities
Certain characters possess a special ability. To use this special ability, the character must be revealed (flipped face up) at the end of the movement phase.
The following cards have special abilities. The abilities are invoked by flipping the card face up, thereby unmasking the card. This includes automatically invoked abilities. It is possible to invoke an ability instead of attacking, in conjunction with attacking, or independent of an attack.
5 - Untap - realign all tapped cards to indicate that you have finished your turn.
6 - Attack Verdict (Circle of Power):
If the defender's character card is...
The attacking card is compared in strength to the defending card. The relative powers of the cards can be determined from the circle of power. If the attacking card is...
The relative strength of the characters is determined using the circle of power. The circle is difficult to describe using words, but it is similar in principle to the rock-paper-scissors game, except that there are 5 classes of cards. The 5 classes are: Royalty, Aristocracy, The State, The Church, and Proletariat
| Royalty: Q (Queen), K (King), J (Jack) |
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| Aristocracy: 10 (Lord), 9 (Duchess), 8 (Baron) |
Proletariat: A (Assassin), Joker |
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| The State: 7 (Ambassador), 6 (Diplomat), 5 (Spy) |
The Church: 4 (Bishop), 3 (Priest), 2 (Nun) |
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The Circle of Power
The arrows move in a direction of descending power anti-clockwise around the circle. Each class can defeat any card from the next two classes, and is defeated by the two classes preceding it. If the attacker and defender are from the same class, then the higher card within that class wins. Note that the Queen is higher than the King or Jack.
Note also that the 10 can defeat all numbered cards down to the 2.
For beginners especially, many things can go wrong, including falsely reporting the outcome of an attack, peeking at your opponent's characters, moving a character incorrectly, etc. These events are called fouls. Experienced players make very few fouls, but they still occur. Some guidelines to prevent fouls are as follows:
Failing to abide by the above rules does not necessarily constitute a foul. You have committed a foul if you have attempted to make a play that could conceivably change the outcome of the game, to the detriment of your opponent (or to the advantage of your own allies). Allowing your opponent to make a mistake that is detrimental only to him is not a foul, but extremely bad conduct.
If the foul is spotted before harm is done, then the mistake was caught and there is no need for a penalty.
When a foul occurs, the game is NOT typically forfeit (since it is rather unsatisfying to win due to a foul). Assuming all affected parties are amicable, the game should continue so long as a reasonable means of compensation is agreed upon.
If a card was inadvertently looked at, then perhaps two cards could be peeked at to compensate, etc. As a rule of thumb, the penalty should be about twice as severe as the foul.
Due to the nature of the game, there is no way of preventing cheating (i.e. intentionally rigging the outcome of the game). If you suspect that your opponent is cheating, my advice is to stop playing board games with them.
A special deck is not required to play the game, however a deck is being developed which may be ordered in the near future. Please contact for suggestions for improvements, questions, or ordering info.