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Guide to Campaign Trail - The party with the player that voted most recently is the

SET-UP starting party. Place the turn order markers in clockwise


- Place board in the center of the play area. order. Same party members should sit together.
- Assemble the Electoral College track and place it above For two-party - 2p and 4p games:
the board.  Do NOT place any counters in the groove for the
- Place each Electoral College marker in the groove of the party not in play. Instead, place the counter in the
party matching the color of the state’s primary tiebreaker – groove of the party with the secondary tiebreaker.
the star on the left.  Do NOT place any voters for the party not in play.
- Place all voter tokens next to the board. This forms the Instead, place ONE voter of the party with the
undecided voters supply. These voters must be registered secondary tiebreaker.
before they can be used. For 2p games:
- In each state on the board, place 2 voters of the party  Remove the 15 cards with the icon “not for 2p”.
matching the state’s primary tiebreaker. These are referred
to as committed voters. GAMEPLAY
- Separate the money into two stacks (10s & 20s) and place Each candidate will have unique starting resources as well
them on the indicated spaces on the board. as an advantage and disadvantage.
- Shuffle the candidate cards and deal two to each player.
Each player then chooses one and returns the other to the The game is played over the course of 3 months. After the
box. In a team game, running mates should collaborate. Be final card is drawn from the August and September decks, a
sure to adjust any starting resources based on abilities. debate will be held. After the final card is drawn from the
- Shuffle the action cards and deal 5 to each player. Divide October deck, Election Day occurs with any final voters
the remaining cards into 3 equal piles and place one on getting placed due to cards played during the game.
each month space.
- Give a party reference booklet, home state markers, and Each month is divided into rounds. Each round, each PARTY
candidate pawns to each party. In a 2p/3p game, the VP takes a turn. If there are two players in a party, those
pawns are not used. players decide which order they will play in. After all
- Each player takes the number of voters shown on their candidates in a party have had a turn, then the next party
candidate card. These are registered voters. These are will take its turn.
voters that are available to the PARTY. These voters are
DOUBLED if there is only ONE player in the party. On your turn, you will play one card from your hand, then:
- Each player takes the amount of money shown on their 1.) Choose 1 action on that card
candidate card. This amount is the war chest. These are 2.) Carry out the action
the funds that are available to the PARTY. These voters are 3.) Discard the card after ALL actions have been carried
DOUBLED if there is only ONE player in the party. out
- Place the debate arena center piece beside the board. 4.) Refresh up to 5 cards
Select only the track pieces for parties in the game.
- Shuffle the debate topic cards and select 2 and place one In a 5p game, the solo player will take two COMPLETE
on each indicated space on the board, returning the rest to consecutive turns.
the box.
- Randomly select 2 debate city markers and place one on After both members of a party have taken their turns, they
each indicated space on the board, returning the rest to the can exchange cards. In order to exchange cards:
box.  BOTH candidates must be in the SAME region
- Place the 6 debate issue markers corresponding to the  Trades MUST be even
icons on the first debate topic card on the center circle of  Trades CANNOT be more than 3-for-3 cards
the debate arena. Place the 12 remaining debate issue
markers nearby. There are 9 colored regions on the board.
- Each player chooses a home state from the reference
states (top of card) shown on their cards, showing this state Scoring
on the card. Each player then places their home state Scoring is handled real-time via the Electoral College track.
marker and candidate pawn on the chosen state and places A state’s token is placed on the party’s track with the
2 of their UNDECIDED VOTERS onto that state. Multiple MAJORITY of the committed voters.
players CAN have the same home state (including if they are
from the same party). UPDATE THE ELECTORAL COLLEGE,
Be sure to take note of the tiebreaker stars.
IF NEEDED.
Any time that voters in a state change, verify majority for On some cards, an issue will appear twice. You may use
the Electoral College track to be accurate and adjust all these as if they were separate issues, paying $20M for each,
counters so that there are no gaps. thus placing 1 voter EACH TIME.

ACTIONS Each card also has a map indicating in which states you can
There are 6 different actions, divided into support actions advertise.
(Travel/Fundraise/Register) and direct actions (Advertise/
Campaign/Politick). 5 – CAMPAIGN (C)
This is a way to place larger amounts of voters onto the
Each card has only 4 of the 6 possible actions. Players may board that are in geographically connected areas at a higher
NOT take an action not depicted on their played card. cost.

Support actions are on the left of the cards and direct Most campaign actions contain a list of states that you can
actions are on the right and the bottom. campaign in. To take this action, you need to do the
following:
1 – TRAVEL (T)
This is how you move your candidate pawn around the 1.) Your candidate pawn MUST be located in one of the
board. Most travel actions have a number that indicates states listed under the campaign icon.
the number of states the candidate can move. 2.) You MUST pay $60M.
3.) You may place UP TO 6 voters TOTAL in the indicated
If the travel action has a plane icon, you can move to any of states in any manner you see fit. You do NOT need to
the 10 CITIES. If it has a plane icon + 1, you can move to place any in the state that your candidate occupies.
any city and then one additional space or vice versa. If it
has a 5/plane, then you can EITHER move 5 spaces or to any If the campaign action indicates home state region, then it
city. indicates the ability to campaign in your home state region.
Your candidate pawn MUST still be in the region.
Adjacency – CA is adjacent to HI. UT, CO, AZ, and NM are
ALL adjacent to each other. You MAY move to DC, but it is Each card also has a map indicating in which states you can
NOT a city for game purposes. DC is adjacent to MD and campaign.
VA.
6 – POLITICK (P)
2 – FUNDRAISE (F) This is the action to engage in partisan politics that allows
This is how you get money into your war chest. The for a variety of miscellaneous activities.
number below the icon indicates how much money you get.
Each politick action is carried out by one of three methods.
3 – REGISTER (R)
This is how you move undecided voters to your registered Instant (lightning bolt) – Carry out the text on the card,
voters supply. The number indicates how many you move. then discard it.
Ongoing (infinity) – Play this card on the table in front of
4 – ADVERTISE (A) you. Do NOT discard. Starting at the BEGINNING of your
This is a way to place a smaller amount of voters onto the NEXT turn, you may carry out the text on the card.
board that are in geographically separate areas. This action Response (arrow) – This type of politick action is played off
contains 2, 3, or 4 issue icons. To take this action, you need turn and is played in response to something an opponent
to do the following: does. After playing it, you do NOT redraw to 5 cards. This
is only done at the end of YOUR turn.
1.) Pay $20M per issue you want to advertise in. You may
choose any number that you want. DIRTY POLITICS
2.) For each issue, you MUST have the available registered This module adds a more cutthroat attacking style of play.
voters to place in each state containing that issue These have the same basic structure, but a slightly different
3.) Place EXACTLY 1 voter into EACH state that contains the lettering scheme that coincides with the basic actions.
issue you paid for.
Some Dirty Politic actions affect ETHICALLY-MINDED states.
When a card or rule refers to your ethically-minded states, DEBATE
it is referring to states with the ethics icon (devil/angel) of At the end of August and September, there will be a debate.
your party. When the last card of these decks is drawn, finish out the
round, drawing from the next month’s deck to refill hands.
Dirty Politics actions still count as a subset of their standard
counterparts for effects of other actions. In a 4-6p game, only the VPs will take part in the first
debate. Only the Presidents take part in the second debate.
1 – VOTER SUPPRESSION (VS) In the 2-3p game, the Presidents take part in both. In the
This action works like movement, but at the end of your 5p game, the solo player takes part in both.
movement, remove a number of voters equal to the gray
number. If there is a plane icon, move to a city and then 1 – Reset Turn Order
remove the number of voters as indicated. Reset turn order based on current party Electoral College
track. All players participating in the debate move their
2 – FLIP CONTRIBUTORS (FC) candidate (for free) to the city where the debate is being
This action lets you pick ONE party and take that much held as shown on the debate city marker. If any
money from them. Unprepared or Debate Prep politick actions have been
played, resolve them now.
3 – SWAY MINDS (SM)
This action lets you remove the indicated number of 2 – Debate Rounds
registered voters from ONE party and then gain that same Debates will last 3 rounds. Each player, in the new turn
number of registered voters from your supply of undecided order, will play a card with AT LEAST one of the issue icons
voters. on it. If they do not have a card with one of the active
issues, they MUST pass, but can jump back in if someone
4 – MUDSLINGING (Ms) plays a “rabbit trail” that they have.
This action will take voters off of the board. Under each
mudslinging action are some issue icons. For each issue you Move the issue one space for every icon on the played card
want to mudsling in, you must pay 2 of your committed one space towards your party. If there are any icons on the
voters (to the undecided supply) from your ethically- card that are not currently in the debate (rabbit trail), add
minded states. them to the debate and move them as well!

For each issue you pay for, remove 2 committed voters 3 – Voter Reaction
(from any party) from EACH state showing that issue and At the end of the three rounds, starting with the first player
return them to the undecided supply. and going in turn order, each player that participated in the
debate, places UNDECIDED voters based on where the issue
5 – SMEAR CAMPAIGN (SC) is on their track in EACH state with that icon, adjusting the
This action will take voters off of the board. Under each Electoral College as needed.
smear campaign action are some states. These are the
states that you will remove voters from. To perform this After each player has placed their voters, refresh hands to 5
action, you must perform the following: cards.

1.) Your candidate MUST be in one of the listed states. ELECTION DAY
2.) You MUST discard 4 voters from your ethically-minded When the last October card is drawn, finish out the round
states. so everyone gets the same number of turns. Do NOT
3.) You may remove up to 8 voters from any party from the refresh hands when the October deck is empty.
states shown and return them to the undecided supply.
At the end of the round, resolve and “End of Game” politick
6 – DIRTY TRICKS (DT) actions in TURN ORDER.
There are two types of these – Instant and Ongoing. There
are no Response Dirty Trick actions. To take this action, Most Electoral votes wins. If there is a tie, the party with
simply carry out the text on the card. the most total STATES is the winner.

Check Runoff Election in rules for ties with 3 parties.

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