Hello all,
This is my first GDW slot, and the game I've uploaded is Tammany Hall.
It's a game based in nineteenth century New York City, with players as rival bosses within the all-powerful Democrat Party machine.
Your aim will be to win elections, which provide you with glory and the opportuinty for personal profit, but the extent to which you can win popular support or stuff ballot boxes is limited by the work of your Ward Captains. Budgeting their actions, and being careful not to send so many out into the city that your future operations are limited, is critical.
I'll be delighted to see people's comments; spelling errors, mistakes in italicisation or capitalisation and similar are probably not important, but any comments on the structure of the rules or, most importantly, the mechanics, are devoured eagerly!
A.rtf file contains the rules of the game. I've not uploaded the political board or the cards as these are very easily described: the cards are just a deck with 5 flavours of card, as mentioned in the rules; the political board has three different tracks, as described, so I hope these will be clear without seeing the political board*.
The map board is available as a .bmp file and is a crude attempt by me to show you the vital topographical detail of the map, without any concern for graphics. Apologies that it isn't very beautiful, but it is functional, I hope.
*= The only additional information I have to mention is what types of election happen at the end of each turn:
Turn 1 = Mayor, District Attorney
Turn 2 = Ratcatcher
Turn 3 = Mayor, Senatorial
Turn 4 = Ratcatcher, District Attorney
Turn 5 = Mayor
Turn 6 = Ratcatcher
Turn 7- Mayor, District Attorney, Senatorial
Thanks for taking the time, and thanks to Jeff for administering the GDW.
Richard.
(Note: Edited by Darkehorse to validate file links)
Thanks for the feedback so far. I've replied point-by-point, if that's okay.
Prior to getting into my thoughts of the game, I have some questions in regards to the rules:
1) Do all of the Captains get placed in the "Idle" spot at the beginning of each turn. If not, you can run into the situation where all of the captains are either in a busy spot or on the board making the organize machine action impossible to do.
Yes, the point is that they are a limit, so I should have said that they are refreshed (moved from Busy to Idle) at the start of every turn.
Yep.
Does a player have to announce the amount they are going to embezzle prior to looking at the cards passed to them, or can they look at the cards and then declare the amount they want to embezzle?
A good question, and something I need to clarify. The intention is that you look at them and then decide if to embezzle.
Your own Captains count.
Sorry- 15.
Definitely, and I'd expect them to be.
He, and any other officer or Senator, can be re-elected the next turn he's up for election (i.e. always 2 turns after his last election)
Yep.
1) For the "Win Support" action you say that you may not discard duplicate cards. This limits you to a total of 5 cards you can discard (one for each category). It seems quite possible, that there may be easily 5 opposing captains in the neighborhood or adjacent ones (let's assume no rats), thus making it impossible for a player to win support for a particular neighborhood. Maybe this is what you intended.
It is certainly meant to be a limit on the number of support chits that can realistically be deployed in a single neighbourhood. Rats or Captains will need to be used to lower it further, but there will be a rapidly-flattening curve of profitability in fighting to get in there.
Well, your own Captains don't add to the cost of Winning Support, so they certainly aren't a liability. Also, I think that there is fair competition across the board, as it is in everybody's interest to grab less-developed areas.
Hm, I'm not sure. I'm not sure the problem its correcting is really a problem, but I may be wrong.
I think this is achieved with the prohibitions on how you can pay.
Rats won't be moved until turn three at the earliest (as the Rat Catcher is first elected at the end of turn 2), and I think there will be reasonable support in all neighjbourhoods by then, so rats will probably be reducing cost without making it free. Also, a build-up of rats will be slow, as the Rat_Catcher probably can't afford to spend too much of his time concentrating on giving his Ward Captains rat herding duties. You're certainly right that the Rat-Catcher can influence things, but that's why he isn't worth many glory points, and he does have to sacrifice his own Ward Captains' actions to move the rats. I'll keep an eye on this. He's definitely one of the easiest to get re-elected as, because dead rats count in your favour, and you can pull rats out of communities where you're not winning (or, more profitably) pull them out of neighjbourhoods where you are winning, in order to win DA next time).
It certainly is powerful to have first pick, but spoils cards only represent a relatively small share of the cards players will need to be drawing. Also, the nature of the game means that it is easy to "jump on" a percieved leader by making a point of competing with him. But I agree with your point, and I'll have to watch this in further playtesting. One balance is the fact that he'll be going first in each following election, meaning other people have knowledge of how to beat him.
They were just intended to add an extra thematic element, and provide an additional way to get a few points. At the end of the day, you're right that they're basically money cards with restrictions on when they can be used. Perhaps they should just be used as if they were a money card, but with the points-scoring possibility.
You get to choose whether to cover an existing Fed. Investigation symbol with a blank,or a blank witha Fed. Investigation symbol.
Embezzlements can only be taken by office-holders, so those without offices, or who don't want/need embezzlement tokens, will have a vested interest in restricting them. Equally, players who are already doing well in an election will want to reduce the possibility of successfully Bribing Officials, as they don't want others catching up that way.
Also, when a player chooses to discard money cards for Bribe Officials, they may discard cards with or without a Federal Investigation symbol. This will change the situation for the next player.
Maybe reduce the number of rats to begin with, and on a turn they multiply and one new rat chip is born that is placed in an adjacent neighborhood.
Perhaps, although it might make the rats more significant in reducing costs, which you pointed out was aproblem. But it's nice thematically.
Yes, this is a definite possibility.
Thanks for your comments and excellent ideas-- very much appreciated; it must have taken a while to plough through the rules!
Best wishes,
Richard.