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> Policital Capital bag: if empty at any point before Campaign Strategy on Election Day, reseed with 12 cubes

each.
> Support check: draw 1 cube. If own color, place as support cube. Otherwise, return to opponent’s cube supply.
> Initiative check: draw cubes one at a time until 2 of same color are out. That player gets initiative. Return drawn cubes to supply.
> Endorsement: drawing a card, immediately place 1 endorsement marker in the indicated region.
> Cubes, momentum and endorsement markers are unlimited.
> Adding cubes and endorsement markers: a space may never contain tokens from both players at the same time. So adding them always
means: first remove your opponent's, before starting to add your own.
TURNS 1-5 and TURNS 7-8 – THE NORMAL SEQUENCE OF PLAY
1. Initiative phase > New cards: each player draws cards (6 on turns 1-5, 7 on turns 7-8).
> Initiative check: winner chooses start player (who must play his card first during Activity phases).
2. Activity phases > There are 5 phases. In a phase, each player (one before the other) plays a single card in one of three ways.
> First, whoever plays a card moves indicated Rest cubes from own supply to own Rest zone.
A. Campaign Points B. Event C. Candidate card
Preempting event: pay 2 momentum before Candidate icon shows who benefits from If your candidate card isn’t exhausted, flip
playing the card to prevent opponent from event. it to exhausted and spend 5 CP as you
triggering the event. Persisent event: place it on designated board would with another card for Campaign
space (they are resolved later). Points.
Choose a single option below to spend all points Regular event: execute the card text, then
on and do so. remove the card from the game permanently. Exhausted candidate cards are considered
Afterwards, opponent may trigger event by out of play (as if played for the event) and
paying 1 momentum (if not preempted). In this Losing support is always limited to what the can only be made active by events.
case, event is treated as if opponent had played player has (opponent never gains cubes this Candidate cards are not part of your hand,
it; then remove the card from the game instead way). and never placed in the discard pile.
of discarding it. Gaining state support might require support
checks to be made (see Campaigning
section).
A.1 CAMPAIGNING IN STATES
Leading a state: if you have any cubes there. This gets you votes at the end of the game.
Carrying a state: have at least 4 cubes there. This forces support checks by opponent.

Points may be freely divided among:


(1) Increasing state support: add one support per point in any state in the region your candidate is in. Support checks are required if
opponent is carrying the state or his candidate is there; except if you have Media support in the region.
When performing support checks, before starting to draw, first declare for how many points you'll try in that state this phase.
(2) Move candidate token: moves automatically (for free) to any state within its current region where you increase state support.
Moving across borders costs 1 point. For this purpose only, Hawaii and Alaska are considered separate regions; otherwise they are part of
the Western region.

A.2 ADVERTISING IN REGIONS


Media support prevents player from having to make support checks. Having more total Media support on the board allows player to switch
positions of adjacent issues later on.
Make a support check for each point. Then place the drawn cubes of your color as media support in any region(s) of your choice.

A.3. POSITIONING ON ISSUES


Leading an issue: if you have any support on it. Some events benefit the leader in an issue. Receive rewards every turn.
Add cubes on any issue, but (per phase and per issue) the first cube costs 1 point, from the second cube onwards 2 points.
3. Momentum phase 1. Momentum decay: both players discard half their momentum (rounded down).
2. Issue shift: player with higher total Media Support (if any) may switch positions of two adjacent issues.
3. Awards for issue leaders must be taken immediately (before next award resolves)
• 3rd place issue gets 1 momentum;
• 2nd place issue gets 1 momentum or 1 endorsement;
• 1st place issue gets 1 momentum and 1 endorsement.
4. Support decay: one cube is removed from each issue tile that has any.
4. Campaign strategy 1. Campaign strategy: both players must play 1 (rounds 1-5) or 2 (rounds 7-8) cards from their hand facedown
phase on their Campaign strategy stack. Then discard any remaining cards in hand.
!! Gathering momentum cards may not be played here. Make sure to play these during the Activity phase.
Tip: on turns 1-5 you are selecting cards for the debates (needs high CP and your candidate’s icon).
Tip: on turns 7-8 you are selecting cards for Election Day (needs abbreviations for states where you need help).
2. Rest: deposit any Rest cubes you have gathered in the Political Capital bag.
TURN 6 – THE DEBATES
1. Initiative phase Skip normal turn sequence entirely. Apply all events played on the Debates stack.
Initiative check: winner wins any ties on issues this turn.
2. Campaign strategy Each player retrieves his 5 cards played during the previous turns.

3. Set the stage Put issues on the debate board in order, retaining any cubes on them.

4. Debate! Debate round:


1. Each player selects and reveals a card simultaneously.
2. Place the cards at the matching issue (as indicated per each card's debate icon) and at the matching
candidate side (as indicated per each card's candidate icon). If the issue is already won, simply
discard this card.
If a card shows both candidate icons, the player chooses the side.
If both players have such a card, the initiative player chooses who goes first.
3. If an issue now has 2 cards on the same side, it has been won (see steps below).
If two issue are won at the same time, resolve them frow lowest to highest place.
4. Start another debate round as long as not all cards have been played or not all issues have been
won. If all cards have been played, resolve any remaining issues from lowest to highest.

Resolving a won issue:


1. The winner is the player with the highest total points on that issue. He gets State Support, placed in
states of his choice. Support checks are not required!
• 1st issue won: 2 cubes
• 2nd issue won: 3 cubes
• 3rd issue won: 4 cubes
2. Return the issue (retaining any cubes on them) to the main board on the lowest unoccupied
position.
3. Any cards played on the issue are discarded.
5. Aftermath All campaign strategy cards (either played or unplayed) are discarded.
The debate events are removed.

TURN 6 – ELECTION DAY


1. Deposit bonus cubes Each player adds cubes from his supply to his Political Capital bag equal to his Media cubes on the board.
Then he moves his Media and Issue cubes also to the bag. For each remaining momentum he has, he puts 2
cubes in the bag.
2. Determine initiative Initiative check.

3. Campaign strategy Each player reveals his 4 cards played. In each state indicated on his cards, the player gets 3 support checks.
Initiative player resolves first. At this point, the bag is not refilled if empty.
4. Election day events The initiative player chooses the order in which the events are resolved.

5. Endorsements and Any state with no cubes tips over. The player having an endorsement in the region gains a cube, else (if no
undecided voters endorsements) the player shown on the state’s edge gains a cube.

6. Final tally Each player claims the state seals for every state they have support in. Total the electoral votes (on backs of
seals) to determine winner. There are 537 votes available, 269 or more wins the game.

If “unpledged electors” is in play, it’s possible to win with fewer than 269 votes. If a tie occurs, tiebreakers
in order are (1) most states won and (2) most cubes on states.

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