5 board games to remind you of when elections still had rules
In Gameological Unplugged, Samantha Nelson looks at trends and new developments in the vast world of tabletop games.
Our ability to call a few hours of vicious competition an “educational experience” has made U.S. elections the subject of board games for decades. But as pundits, politicians, and reporters have said throughout 2016, this has been a historic election year in which all the conventional wisdom has gone out the window and the accepted rules of how Americans pick their leaders have been called into question. Games that simulate the typical strategies for political success can’t explain the nationwide insanity we experienced for the last year, but they can let us reenact historic elections of years past. Even if they do take inspiration from corrupt 19th-century New York City politics and the election that sparked the Civil War (hopefully that’s something we won’t be saying about future 2016-themed games), these five board games are a comforting reminder of the unpleasant political process we’re used to, not whatever this nightmare has been. As a bonus, we found a game that actually does capture some of the lunacy of 2016.
Tammany Hall (19th Century)
Former U.S. Speaker Of The House Tip O’Neill famously said, “All politics is local.” That was particularly true in the era of Boss Tweed, when control over just a few New York wards could result in enormous wealth and power. In Pandasaurus Games’ Tammany Hall, three to five players vie for control over Manhattan in a series of mayoral elections between 1850 and 1870. You take turns placing cubes representing immigrants from Italy, Germany, Ireland, and England in various areas of the map, along with ward bosses who make sure the locals vote their leader’s way. After every player has taken four turns—representing four years—an election is held and players win wards where they have the most bosses.
Controlling the territory where the majority of a given immigrant group lives gives you chips that represent favor with them, which can be bid to break election ties or spent to spread slander about your opponents and push their bosses out of an area. It’s frustrating that there’s no defense against slander, as players will often just kick bosses out rather than risking ties. We only had one come up while playing, and that was on the final turn of a game where one player’s favor was so dominant that bidding was pointless.
Because the game spans multiple elections, you need to tread carefully when attacking your opponents. The player who wins the most wards each election becomes mayor and doles out positions to their fellow players. Every position besides mayor has a special power, and they’re not created equal. In a three-player game, the most powerful roles, like the council president who can lock up a ward and keep other players from interfering with it until the next election, are likely to only see play long enough for everyone to realize how dangerous they are. But with a full table, you have to try to forge alliances to make sure your interests aren’t too badly wrecked, which produces interesting dynamics. At our table, players spent a lot of time explaining the logic of their moves to make sure everyone they were messing with knew the actions were optimal and not personal.
Divided Republic (1860)
Hailing from a similar period is Numbskull Games’ Divided Republic. Here, two to four players relive the election that preceded the Civil War. It closely resembles GMT Games’ Twilight Struggle, with players drawing cards from a joint deck of actions and events that can happen many times, as well as specific historic moments that happen only once. These include endorsements that let you take control of a state and attack cards, like a coal shortage that sequesters an opponent to a specific region for a round. Each card also has a numerical value, so if you happen to draw something that only benefits the Southern Democrats while you’re playing a Republican, you can just use it to place that number of cubes on the electoral map.
Influence is fleeting, and control of any given state will shift regularly throughout the game unless you manage to amass double the number of cubes required to take a state and a regional polling card is played. At that point, your power is assured and opponents can’t challenge you there for the rest of the game. Because it’s nearly impossible to know when these cards will come up, especially in a smaller game where you’re going through fewer cards, it’s hard to build a strategy around this until you actually have the polling card in hand. When you do draw one, laying down the necessary extra support in areas you already control telegraphs your plans pretty clearly. Still, given how costly locking down a territory is, opponents might just let it happen while putting their attention elsewhere. But if you don’t lock a state, you run the risk of being hit with one of the many event cards that pulls massive amounts of support out of a territory. Divided Republic is also a good lesson in the importance of electoral math. I felt like I was ahead for most of the game because of the huge number of states I securely controlled, but my opponent’s use of a card to shut me out of the valuable northeastern states on the game’s final turn made things incredibly close.
Bull Moose (1912)
Before releasing Divided Republic this year, Numbskull Games took on the 1912 presidential election with Bull Moose. Between three to five players each get their own 28-card deck representing the candidates, including Woodrow Wilson, Theodore Roosevelt, and William Howard Taft. While the text on each card is different to correspond with historic events, like Roosevelt being shot, most of their effects are identical. Each round, players are dealt eight cards and choose four as their hand, placing the other four on the top of the deck. One of the keys to success is using the information of what you’re getting next to plot your strategy. Unlike Divided Republic, the areas where you can place cubes representing your voter support are limited to where your player marker is, and most action cards only work if you’re in a specific state or region. You can cash in cards to travel to other states or place cubes in ones you aren’t visiting, but the conversion rate is unimpressive. As a result, the most powerful cards in the game are ones that let you travel without spending actions or quickly move across the country using railroads.