President (Scum)
Objective
Be the first player to shed all your cards. The order in which players finish determines their social rank for the next round — from President (first out) to Scum (last out). Higher ranks enjoy privileges in subsequent rounds; the Scum suffers disadvantages.
The Basics
President (also known as Scum, Asshole, Warlords & Scumbags, or by various regional names) is a competitive shedding card game. Players take turns playing cards that must beat the previous play, either passing or playing higher-ranked cards or sets. The key twist is the social hierarchy that carries over between rounds — the current Scum must deal and pass their best card to the President, creating an asymmetric start each round that reinforces good positions.
The Deck and Card Ranking
Use a standard 52-card deck. Card ranking from highest to lowest: 2 → A → K → Q → J → 10 → 9 → 8 → 7 → 6 → 5 → 4 → 3. Twos are the highest-value cards in the game.
Suits are irrelevant.
Setup and Dealing
The Scum from the previous round deals (or a random player deals the first round). Deal all 52 cards one at a time clockwise until the deck is exhausted. Some players may have one more card than others — this is fine.
Card Exchange (After the First Round)
Before each hand (except the first), a card exchange occurs based on the ranks from the previous round:
- The Scum gives their 2 best cards to the President.
- The President returns any 2 cards of their choice to the Scum.
- (With 6+ players) The Vice-Scum gives their 1 best card to the Vice President; the Vice President returns any 1 card.
Turn Structure
The player who starts the first round is whoever holds the 3 of Clubs (they must play it). In subsequent rounds, the President starts.
On each turn, a player may:
- Play — Play a valid card or set of cards that beats the previous play (see below).
- Pass — Decline to play. Passing is always allowed.
Play proceeds clockwise. Once all players have either played or passed, the player who made the last (highest) play starts a new "trick" by leading any card or set.
What Beats What
- A single card is beaten by any single card of higher rank.
- A pair (two cards of the same rank) can only be beaten by a higher pair.
- A triple can only be beaten by a higher triple.
- A quad (four of a kind) can only be beaten by a higher quad.
- You must always match the number of cards played — you cannot play a single to beat a pair, or a triple to beat a pair.
Winning Each Round
Players finish as they empty their hands. Rank them in order:
- President — first out (2 VPs, or simply highest status)
- Vice President — second out (1 VP, or medium status)
- Citizens / Neutrals — middle finishers (0 VPs)
- Vice Scum — second-to-last out (−1 VP or lower status)
- Scum — last player holding cards (−2 VPs or lowest status, must deal and lose card exchange)
Agree before playing on how many rounds to play, or play until one player reaches a set score (e.g., first to 11 points as President).
Key Rules
- Twos are the highest cards — a single 2 beats any single Ace, and can only be beaten by a pair of 2s.
- The Scum must give their best 2 cards to the President; they cannot give their worst cards.
- The President may return any 2 cards — they are not obligated to return their worst cards.
- Passing is always allowed, even if you could legally play.
- A player who passes may not re-enter the current trick — they must wait until the next trick begins.
- The player who plays last in a trick leads the next one.
Optional / Common Rules
Many groups add house rules — agree on these before starting:
- Revolution: Playing four cards of the same rank reverses the card hierarchy (3s become highest, 2s lowest) for the rest of the round.
- 2-clears: Playing a 2 immediately clears the trick (all cards discarded), and the player who played the 2 starts fresh.
- Scum leads first: Some groups have the Scum lead the first trick rather than the President.
At the Table
Manage your hand carefully: don't burn your 2s early unless necessary — they are guaranteed trick-enders. Save high pairs and triples to close out tricks at critical moments. The card exchange at the start of each round is significant: Presidents should capitalize on it by offloading low cards; Scums should maximize the value they pass.