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Game #39: Tammany Hall by Richard Huzzey

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Anonymous

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)

DarkDream
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Joined: 12/31/1969
Game #39: Tammany Hall by Richard Huzzey

Richard,

I've gone ahead and looked over the rules, and it appears to be a neat game. I think you've done a really good job of taking an interesting theme and creating mechanics that are faithful to the theme.

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.
2) I presume that when a Captain is put in a busy state, it must stay in that state until the end of the turn. A "busy" captain is a used captain for that turn. Correct?
3) In section 1.1, "Embezzlement", you state:

Quote:
A player may embezzle for neither [cards], one or both of the two choices he would normally receive from the Goods cards being passed around.

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?

4) For the "Post War Captain" action, when calculating the number of good cards to discard in order to place a Captain in a neighborhood, does your own Captains count as well towards the number of good cards to discard or is it just the other player's Captains?
5) How many Captains does each player have? I don't believe you mention the number in the rules.
6) Can a player be elected for multiple roles?
7) Can the major be reelected on the very next turn?
8) Can the major embezzle instead of taking cards? If so, he still obeys the Fed Investigation rule, correct?

Some possible problem areas I see in the game are the following:

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.

1.5) It appears that you can gain support from a neighborhood without even having a Captain there. I'm not sure of the balance, but players will simply resort to going for neighborhoods with no Captains in them to place chips instead of trying to compete for areas under contention by multiple factions (this is where the fun is). I think this may deaden the competition between the factions. Granted, you may put a Captain or two to reduce the cost in cards, but this is competing against yourself.

What about a rule where you can only begin to put chips in a neighborhood if you have a Captain there. Later you don't need a Captain to place support chips.

I would also seriously consider capping the amount of support chips that one neighborhood can have.

2) The moving of the rats around the board seems to me to entail some problems. To win support you subtract the number of rats. It seems to me that you could flood one neighborhood with lots of rats that would nullify having any of the Captains there which would result in a free-for-all where everyone would busy their captains to get a support chip. Everyone would be on an equal basis. Maybe this works, I guess all of the people are so appalled by the conditions that they give out support to everyone equally. I'm not sure, something doesn't seem right here.

3) The Mayor seems to be a pretty powerful role. His ability to choose and direct the cards seems that he may have a great impact. If he can get reelected the very next turn then this makes his role even more powerful. It appears their maybe a runaway leader problem here.

4) The Money cards and the embezzlement tokens seem too similar. Also the fact that you can only use embezzlement tokens to bribe officials seems weird when they both appear as money and you can't use the embezzlement tokens to acquire goods.

5) I may be wrong, but I'm not really sure whether players will encounter interesting decisions in discarding their card to one of the three decks. I'm not clear how this may help or hinder players.

6) I'm also not sure whether the Fed Investigation symbol will actually change the game that much. Sure it effects embezzlement and the getting of spoils, but this effects players equally. I'm not sure from a design stand point how this helps the game.

Here are some off-the-hip ideas I've come up with while writing this.

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.

Like the Rat Catcher and Mayor give the other roles actual actions or things they could do. By doing so, players would not just compete to score fame but also compete for a specific position that may help that particular player. For example, the District Attorney can have an action to force all players that have cards with a Fed symbol on them to discard them (including the player himself). Maybe the Senator has the opportunity of increasing the number of cards in the Spoil, or dicate the types of cards instead of random ones. These are just ideas with not a lot of thought behind them.

Overall, I think you've got some great ideas here. The essentials are all in place. With playtesting and tweaking, I think there could be a winner here.

--DarkDream

Torrent
Torrent's picture
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Joined: 08/03/2008
Game #39: Tammany Hall by Richard Huzzey

A nice game, and seems like a good candidate for GDW.

First, I agree with DarkDream, in that you coudl get to a point where all your captians are Busied or on the board and thus unable to proceed. I gather from the EndActionPhase condition that noone has any Idle Captains, this is almost the point. THen you need to be fairly clear how they un-busy and return to your mat. I guess I may have missed it, but I can't find any listing of how many Captains each player gets.

I think if you had captains of your color with aBusy and an Idle side, you could flip them and eliminate the need for the Mats. Secondly, the idea that the Score track is to 53 and the ballot is to 21 seems wierd. Are these just aestetically the best nmbers or do they have thematic signifigance? I would say for the score atleast to limit it to 50 especially if the idea of lapping the track is there.

Random thoughts.. Seat order will be very very important it seems. If you can always act before or after someone you can play to or against them a fair bit. The next thought comes in against that: What if each round/turn each title can only be bestowed on one person. However each round ALL of the titles are counted up. Each scoreing mechanic seems somewhat independant of the others. So players that 'win' two titles get teh points for first in both, but gets to choose which to hold, giving the second place person in the other title possesion.
Then if you have an order dictated for play. Mayor first, then DA, then Senetor, then Ratcatcher. There is some incentive to go for certain titles. I don't know it just seems like in the current version that you could play a whole game and not get a title, which would suck for a player. If you added some other privelages to the other two titles (DA,Senetor) as per DarkDream's other suggestions. This might give players some incentives to play differently each round instead of just the same.

I am a bit confused on the Mayors Race. Where do the votes come from? Each neighborhood is worth some amount? or just one? It seems that if there is a small fixed number of these, the number of votes formthe board is lower than in other races, leaving it more vulnerable to influences.

I know this is a bit of a random post, but I hopw it helps. Oh and naming the neighborhoods would be thematically good.

Anonymous
Game #39: Tammany Hall by Richard Huzzey

Thanks for the feedback so far. I've replied point-by-point, if that's okay.

DarkDream wrote:

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.

Quote:

2) I presume that when a Captain is put in a busy state, it must stay in that state until the end of the turn. A "busy" captain is a used captain for that turn. Correct?

Yep.

Quote:
3) In section 1.1, "Embezzlement", you state:

Quote:
A player may embezzle for neither [cards], one or both of the two choices he would normally receive from the Goods cards being passed around.

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.

Quote:
4) For the "Post War Captain" action, when calculating the number of good cards to discard in order to place a Captain in a neighborhood, does your own Captains count as well towards the number of good cards to discard or is it just the other player's Captains?

Your own Captains count.

Quote:
5) How many Captains does each player have? I don't believe you mention the number in the rules.

Sorry- 15.

Quote:
6) Can a player be elected for multiple roles?

Definitely, and I'd expect them to be.

Quote:
7) Can the major be reelected on the very next turn?

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)

Quote:
8) Can the major embezzle instead of taking cards? If so, he still obeys the Fed Investigation rule, correct?

Yep.

Quote:
Some possible problem areas I see in the game are the following:

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.

Quote:
1.5) It appears that you can gain support from a neighborhood without even having a Captain there. I'm not sure of the balance, but players will simply resort to going for neighborhoods with no Captains in them to place chips instead of trying to compete for areas under contention by multiple factions (this is where the fun is). I think this may deaden the competition between the factions. Granted, you may put a Captain or two to reduce the cost in cards, but this is competing against yourself.

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.

Quote:
What about a rule where you can only begin to put chips in a neighborhood if you have a Captain there. Later you don't need a Captain to place support chips.

Hm, I'm not sure. I'm not sure the problem its correcting is really a problem, but I may be wrong.

Quote:
I would also seriously consider capping the amount of support chips that one neighborhood can have.

I think this is achieved with the prohibitions on how you can pay.

Quote:
2) The moving of the rats around the board seems to me to entail some problems. To win support you subtract the number of rats. It seems to me that you could flood one neighborhood with lots of rats that would nullify having any of the Captains there which would result in a free-for-all where everyone would busy their captains to get a support chip. Everyone would be on an equal basis. Maybe this works, I guess all of the people are so appalled by the conditions that they give out support to everyone equally. I'm not sure, something doesn't seem right here.

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).

Quote:
3) The Mayor seems to be a pretty powerful role. His ability to choose and direct the cards seems that he may have a great impact. If he can get reelected the very next turn then this makes his role even more powerful. It appears their maybe a runaway leader problem here.

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.

Quote:
4) The Money cards and the embezzlement tokens seem too similar. Also the fact that you can only use embezzlement tokens to bribe officials seems weird when they both appear as money and you can't use the embezzlement tokens to acquire goods.

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.

Quote:
5) I may be wrong, but I'm not really sure whether players will encounter interesting decisions in discarding their card to one of the three decks. I'm not clear how this may help or hinder players.

You get to choose whether to cover an existing Fed. Investigation symbol with a blank,or a blank witha Fed. Investigation symbol.

Quote:
6) I'm also not sure whether the Fed Investigation symbol will actually change the game that much. Sure it effects embezzlement and the getting of spoils, but this effects players equally. I'm not sure from a design stand point how this helps the game.

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.

Quote:
Here are some off-the-hip ideas I've come up with while writing this.

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.

Quote:
Like the Rat Catcher and Mayor give the other roles actual actions or things they could do. By doing so, players would not just compete to score fame but also compete for a specific position that may help that particular player. For example, the District Attorney can have an action to force all players that have cards with a Fed symbol on them to discard them (including the player himself). Maybe the Senator has the opportunity of increasing the number of cards in the Spoil, or dicate the types of cards instead of random ones. These are just ideas with not a lot of thought behind them.

Yes, this is a definite possibility.

Quote:
Overall, I think you've got some great ideas here. The essentials are all in place. With playtesting and tweaking, I think there could be a winner here.

Thanks for your comments and excellent ideas-- very much appreciated; it must have taken a while to plough through the rules!

Best wishes,

Richard.

GeminiWeb
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Joined: 07/31/2008
Game #39: Tammany Hall by Richard Huzzey

Richard,

First of all, I love the richness of the theme and I also enjoy allt he lttle quotes throughout the rules - greta for helping to get the feel of the setting.

At first, I found it a bit unclear as to how all the actions related to each other. I think it might be helpful to describe the actions in the context of the game along the lines of ...

'(1) VPs comes from being elected to office.
(2) Elections are based on the support chits you have in a neighbourhood (and the number of rats in that neighbourhood for the Ratcatcher and District Attorney and the number of rats killed by the Ratcatcher).
(3) Support chits are placed using the 'Win Support Action' and cost goods, based on the number of your captains and opponents captains in that and adjacent enighbourhoods, and the numbe rof rats in the neighbourhood.
(4) Captains are placed in neighbourhoods using 'Post Ward Captain'. This also costs goods.
(5) Goods can be obtained through either the 'Acquire Goods' action or
'Cut a deal' action (which requires as captain posted in a neighbourhood with that type of good).
(6) Rats can be moved or killed by the ratcatcher choosing 'Drive away rats'
(7) In addition you can'Enjoy a drink' as a 'wait & see action' or 'Organise the Machine' to return captains from the neighbourhoods to Idle.

That said, having done that, I now (think I) understand the game better.

Can I clarify though whether a ward captain in a neighbourhood stays there between turns (i.e. does not return to Idle)? That was my understanding anyway ...

'Organise the machine' is interesting. It looks like its free to Post Ward Capatins at the start (when the neighbourhoods are empty) but can become quite expensive ... so there is a natural deterrent to wanting to take them out of the neighbourhood. I asusme you would do this if you really needed to extra actions or you had given up on an area and had decided to move him out to replace him somewhere else ...

I thought about 'Enjoy a drink' too. Since it busies a ward acptain, woud you ever choose it? Consider a situation wher esomeone only has one idle ward captain left.
- Can't choose acquire goods (requires 2 captains)
- Would cut a deal if they had contact with the right shopkeeper.
- Would drive away rats if rat catcher (unless happy with locations of all rats)
- would post ward captain or win support if had sufficent goods (unless wnated to keep the goods for later action)
...
and that only leaves 'Organise the Machine'. If 'any number of captains' includes zero, this is the same as 'enjoy a drink' so the 'enjoy a drink' is mechanistically redundant, although nice themeatically ...

Has this been playested at all? I'd be interested to here about what sort of things happended ... what proportion of captains tended to go out in neighbourhoods, etc.

- GeminiWeb

Anonymous
Game #39: Tammany Hall by Richard Huzzey

Richard,

Hello and thank you for sharing Tammany Hall! I take it from this and from your next offering to the GDW (POTUS: KvB) that you enjoy creating games with election mechanics? May I be so bold as to presume that POTUS is a larger version of Tammany Hall--on a national level using states and their electoral votes instead of neighborhoods?

I very much enjoyed reading through your ruleset. The rules are very clear and very concise (you pack so much information into so little space that it amazes me!). I agree that the flavor text really helps add to the theme of the corruption/election mechanics. Even your suggestion for deciding a starting player works to underscore this theme!

Some thoughts and comments:

Am I correct in my interpretation that only the office of the Mayor is given out at the start of the game, and that the office is redecided upon at the end of the first turn? There will be no Ratcatcher until the end of the second turn and no Senator until the end of the third? Therefore only one player may embezzle in the first turn and no more than 2 may embezzle for the next turn.

I am curious to see how strategies develop based on this mechanic. Obviously those who do not embezzle will have more spoils to use to win support. Since embezzlement tokens are powerful at game end (they contribute directly to each player's final score and goods cards do not), you could entice their use during the game more by allowing them to be used as a "wild card" for goods cards. For example, when winning support, a player could play 3 unique goods cards and one embezzlement token to gain support. You would, of course, have to limit their use, but it would provide an interesting decision for players to make (do I spend them now to further my political career, or save them for game end to enhance my score).

In section 2, you indicate that play should always flow clockwise. It would be interesting to have the Mayor again decide direction of play. Reward those whom he favors by letting them go earlier, etc. Just a thought...

In section 2, may I suggest moving the "Post Ward Captain" to the first action slot? There are many other actions that refer to captains in the neighborhoods, it would be helpful to introduce players to the method of getting captains into the neighborhoods sooner rather than later.

In Types of Election, you mention in several places that tied election results may be decided by player chit position in a stack of support chits. Do I understand correctly that support chits, when placed in a neighborhood, are to be placed in a single vertical stack? If so, then you will want to be specific about doing so in section 2, Win Support.

Excellent job with the variety of polling procedures. You have truly captured the feeling of each type of race (local, city wide, statewide) very efficiently (you make it look easy)! Since there are quite a lot of formulae, I presume that a player reference chart will be made available to each player for determining the different processes/elections without referring back to the rulebook. Possibly printed onto the playing mats. I don't think that the math or procedures are overly complex in any way, just that there are so many of them that the rulebook would see some heavy use if no other reference is supplied.

Overall you have succeeded in crafting a very elegant and tight set of rules. I would be very interested in hearing a few session reports to get a feel for the game play.

Thank you again for bringing Tammany Hall to the GDW!

Anonymous
Game #39: Tammany Hall by Richard Huzzey

Torrent wrote:
A nice game, and seems like a good candidate for GDW.

Thanks! Apologies for taking so long to reply to your kind comments. I often manage to fit in some posts during tea or lunch breaks at my Summer holiday job, but GDW responses to your own game seem to take longer than I get there. :-)

Quote:
First, I agree with DarkDream, in that you coudl get to a point where all your captians are Busied or on the board and thus unable to proceed. I gather from the EndActionPhase condition that noone has any Idle Captains, this is almost the point. THen you need to be fairly clear how they un-busy and return to your mat. I guess I may have missed it, but I can't find any listing of how many Captains each player gets.

Yes! This is a crucial thing I missed out. The idea is that Ward Captains are, at the same time, your action points and one of your "proprietorial" pieces. So, by placing your Captains on the board (as "proprietorial pieces"), you are reducing the number of actions you can take in future rounds, even though you are strongly improving your position.

Quote:
I think if you had captains of your color with aBusy and an Idle side, you could flip them and eliminate the need for the Mats.

Yes, that's a good idea. From a financial point of view, though, wooden bits sprayed like that may well be more expensive (I gather they are). Finstere Flure-style stickers are the answer, I guess. Also, using halma pawns will make them distinct from the support chits (which are plastic poker chips in the proto; probably discs in any published version), as well as being a bit of a better visual representation of a human, perhaps. But a much cleaner idea.

Quote:
Secondly, the idea that the Score track is to 53 and the ballot is to 21 seems wierd. Are these just aestetically the best nmbers or do they have thematic signifigance? I would say for the score atleast to limit it to 50 especially if the idea of lapping the track is there.

These were just as it fit on the board. You're quite right that 53 would be better as 50 and 21 as 20.

Quote:
Random thoughts.. Seat order will be very very important it seems. If you can always act before or after someone you can play to or against them a fair bit.

Interesting thought. This is something I'll have to watch.

Quote:
The next thought comes in against that: What if each round/turn each title can only be bestowed on one person. However each round ALL of the titles are counted up. Each scoreing mechanic seems somewhat independant of the others. So players that 'win' two titles get teh points for first in both, but gets to choose which to hold, giving the second place person in the other title possesion.

Thematically and mechanically, I think I prefer the current system. Someone will be spreading themselves thin to win multiple awards at once, but they should have the option to go for such an attempt, I feel.

Quote:
Then if you have an order dictated for play. Mayor first, then DA, then Senetor, then Ratcatcher. There is some incentive to go for certain titles. I don't know it just seems like in the current version that you could play a whole game and not get a title, which would suck for a player. If you added some other privelages to the other two titles (DA,Senetor) as per DarkDream's other suggestions. This might give players some incentives to play differently each round instead of just the same.

I'm not sure about tying initiative to roles, although it is certainly a nice idea. As to people not getting a role-- I think they will usually get something. Interesting question is: can someone win from just winning 2nds all the time? I suspect they could, and this might be an interesting strategy.

Quote:
I am a bit confused on the Mayors Race. Where do the votes come from? Each neighborhood is worth some amount? or just one? It seems that if there is a small fixed number of these, the number of votes formthe board is lower than in other races, leaving it more vulnerable to influences.

Yes, you're quite right. There will be less influence by the board in mayoral races. That was a design decision, although it could be a problematic one if the Mayor's control over cards allows him to board offical-bribing Money cards. Although if that happens, opponents will have an incentive to call in Federal Investigation.

Quote:
I know this is a bit of a random post, but I hopw it helps. Oh and naming the neighborhoods would be thematically good.

Agreed on naming areas-- but are there any New Yorkers around?! ;-) I think I'll have to get out an atlas of 19thC NYC if I can get one...! And then re-shape the map to get its topology onto something looking like part of the City.

Thanks so much for your comments. Everyone has made incredibly helpful points, and I can only apologise again for tardiness in replying to them!

Richard.

Anonymous
Game #39: Tammany Hall by Richard Huzzey

GeminiWeb wrote:
Richard,

First of all, I love the richness of the theme and I also enjoy allt he lttle quotes throughout the rules - greta for helping to get the feel of the setting.

Thanks! The game was inspired by a lecture actually. The lecturer mentioned, in a lecture on Progressivism, the fear of populist demagogic blocks of immigrant voters, and the overt bribery by Boss Nast, with turkies and bags of coal at Christmas. This seemed a nice idea for a game, and the Plunkitt quotes actually came quite late in the day. I think embezzlement tokens were the only addition he inspired, as he spent so much time defending his personal gains and unfair advantages of office in the interviews that I felt it had to incorporated as an adjunct to electoral success when determining the winner.

Quote:
At first, I found it a bit unclear as to how all the actions related to each other. I think it might be helpful to describe the actions in the context of the game along the lines of ...

That said, having done that, I now (think I) understand the game better.

That's an excellent summary and probably what I was trying to get at in the section where I tried to explain what the pieces were. I think I'll incorporate your run through as the structure of that section of the rules, with clarifications of the items as sidebars, or extra bits in the steps. Thank you!

Quote:
Can I clarify though whether a ward captain in a neighbourhood stays there between turns (i.e. does not return to Idle)? That was my understanding anyway ...

Yes, while Busy Captains all become Idle at the start of a turn (as other people have pointed out- this is a strong inference in the rules, but, unfortunately, never stated!) the Captains on the board sit there until used to stuff ballots or brought back thanks to "reorganise the machine".

Quote:
'Organise the machine' is interesting. It looks like its free to Post Ward Capatins at the start (when the neighbourhoods are empty) but can become quite expensive ... so there is a natural deterrent to wanting to take them out of the neighbourhood. I asusme you would do this if you really needed to extra actions or you had given up on an area and had decided to move him out to replace him somewhere else ...

Yes, I think the most likely reason for doing this is because you are feeling short of actions.I don't think it is an action that will often be used from a position of strength, and I almost wonder if it is worth including at all, given its limited usefulness. Eliminating it would probably make little difference, and dramatically simplify the rules.

Quote:
I thought about 'Enjoy a drink' too. Since it busies a ward captain, woud you ever choose it? Consider a situation wher esomeone only has one idle ward captain left.
- Can't choose acquire goods (requires 2 captains)
- Would cut a deal if they had contact with the right shopkeeper.
- Would drive away rats if rat catcher (unless happy with locations of all rats)
- would post ward captain or win support if had sufficent goods (unless wnated to keep the goods for later action)
...
and that only leaves 'Organise the Machine'. If 'any number of captains' includes zero, this is the same as 'enjoy a drink' so the 'enjoy a drink' is mechanistically redundant, although nice themeatically ...

Yes, true. I think eliminating 'Organise The Machine' is the way to go, leaving 'Enjoy a drink' as the default for people with one Captain left. I do also expect there to be some situations where waiting seems worth it, as being "on top" of the stack of support chits in a neighbourhood is either the criterion for victory or the tie-breaker in a number of the types of election.

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Has this been playested at all? I'd be interested to here about what sort of things happended ... what proportion of captains tended to go out in neighbourhoods, etc.

Virtually no testing-- this is a first draft. I've been busy on Presidential Election (more on that below!) and a Hundred Years' War game since I finished Tammany Hall, meaning it has been very much the neglected stepdaughter. Why? I'm not sure-- perhaps because the people I was with (a) included some people who'd played a primordial version of the Hundred Years' War game, and so would have interesting views on its changes, (b) included the publisher I have in mind for it.

Thanks for all your comments-- more superb ideas. I'm deeply grateful.

Best wishes,

Richard.

Anonymous
Game #39: Tammany Hall by Richard Huzzey

SiskNY wrote:
Richard,

Hello and thank you for sharing Tammany Hall! I take it from this and from your next offering to the GDW (POTUS: KvB) that you enjoy creating games with election mechanics? May I be so bold as to presume that POTUS is a larger version of Tammany Hall--on a national level using states and their electoral votes instead of neighborhoods?

Hm-- the answer to this question is a post in itself... apologies for length and I hope this isn't boring! Please feel free to skip it if you're just interested in Tammany Hall as it now stands.

In 2002, I designed a game called 'Vote', to be played with a map board selected from those available- the UK and USA were the two I'd done so far. The board was then divided into regions: the electoral college (in USA) and local constituencies (in the UK) being abstractly modelled as regions such as "The North East", "The South", "Mid-West" and "Pacific". Players had "hands" of dominoes, and in order to place a support chit in a region, you had to use a domino's number that was *higher* than the number you already had in that region. You could also remove an opponent's chit by using a domino's number *lower* than the number they currently had. (Therefore 0s were useful as a guaranteed way of reducing enemy stacks, even if they were useless for building yourself up). The domino numbers could also be used to move forward your five policy markers on a linear "policy track", with the player whose policy marker of a certain type (i.e. Medical Care, Employment) was in the lead getting points when a scoring round was triggered, and also points for being advanced along the policy track. Points were thus earned from both being 1st, 2nd or 3rd best in a region, or by being advanced on the policy track, to give a 'feel' of the regional and policy-based elements that decide elections.

I wasn't quite pleased with it, as the building up of support in the regions wasn't completely satisfactory. I tried re-working the whole thing, and showed it to a publisher looking for a USA election game for 2004, but never heard anything back.

The regions element ended up in Tammany Hall, where it seems much more interesting that the support chits are counted in different ways for different scoring opportunities, and the Ward Captains = Action Point thing is a more interesting costing system.

As to the dominoes, the policy markers and the policy track? They ended up in [URL=http://www.boardgamegeek.com/game/12765]Presidential Election[URL], which is POTUS by a more marketable name. It is extremely different to Tammany Hall, but there are recognisable elements from Vote. P.E. is a very different game, although they are both offshoots of the same original idea.

POTUS is now renamed Presidential Election and was pulled from GDW, despite earlier plans, as I felt, after talking to Jeff, that the sort of help I was after was not in the spirit of GDW, as the game itself was pretty much finished. I'll actually post a seperate message on BGDF tonight about Presidential Election...

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I very much enjoyed reading through your ruleset. The rules are very clear and very concise (you pack so much information into so little space that it amazes me!). I agree that the flavor text really helps add to the theme of the corruption/election mechanics. Even your suggestion for deciding a starting player works to underscore this theme!

I've always been a fan of silly starting player mechanics. Cartagena is probably my favourite! Thanks for the kind comments.

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Some thoughts and comments:

Am I correct in my interpretation that only the office of the Mayor is given out at the start of the game, and that the office is redecided upon at the end of the first turn? There will be no Ratcatcher until the end of the second turn and no Senator until the end of the third? Therefore only one player may embezzle in the first turn and no more than 2 may embezzle for the next turn.

That's correct. The Mayor has the disadvantage of going first in the action round, and also in each "bribe officials" and "stuff ballots" phase (meaning people can spend *just one more* than he did to beat him), so hopefully the "freebie" turn as mayor that the starting player gets (in which he can pick up embezzlements and get first picks on spoils) isn't *too* unbalancing.

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I am curious to see how strategies develop based on this mechanic. Obviously those who do not embezzle will have more spoils to use to win support. Since embezzlement tokens are powerful at game end (they contribute directly to each player's final score and goods cards do not), you could entice their use during the game more by allowing them to be used as a "wild card" for goods cards. For example, when winning support, a player could play 3 unique goods cards and one embezzlement token to gain support. You would, of course, have to limit their use, but it would provide an interesting decision for players to make (do I spend them now to further my political career, or save them for game end to enhance my score).

An interesting idea- I wonder if the temptation to use them to bribe officials, as they currently can, is enough of a temptation?

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In section 2, you indicate that play should always flow clockwise. It would be interesting to have the Mayor again decide direction of play. Reward those whom he favors by letting them go earlier, etc. Just a thought...

Yes, that's a nice idea. I think some form of "revenge" element could be nice, although I wouldn't like it to be overpowering. Whether or not the rulebook should either prohibit or encourage deal-making between players ("I'll pass the spoils your way first if you move that rat to there!") is a difficult one. It could get bogged down.

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In section 2, may I suggest moving the "Post Ward Captain" to the first action slot? There are many other actions that refer to captains in the neighborhoods, it would be helpful to introduce players to the method of getting captains into the neighborhoods sooner rather than later.

Good suggestion- it would make more sense than alphabetic listing.

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In Types of Election, you mention in several places that tied election results may be decided by player chit position in a stack of support chits. Do I understand correctly that support chits, when placed in a neighborhood, are to be placed in a single vertical stack? If so, then you will want to be specific about doing so in section 2, Win Support.

Ah--- I think you've spotted a rules omission here. Apologies to all.

When control of a neighbourhood is being decided, there is a concept of "most recently placed" (i.e. highest) chit. As you note, this assumes the chits are stacked, which they are meant to be. I need to explicitly say that.

The omission is the fact that once all neighbourhoods are counted, officials bribed and ballots stuffed, there may still be a tie on the ballot track. This the rule I forgot: When you move your piece to a box on the ballot track (showing your support in this election, thus far), you place it at the far left of that box. Players who arrive there later will thus form a queue, and the player on the left (who arrived on that box most recently) goes before them in getting awards.

I think the rules may not make it clear that those two tie-breaks exist, at different stages. The first plays a part when you decide control of neighbourhoods (in Rat-Catcher, DA and Mayoral elections), while the second only comes into play when you assess the final positions on the ballot track and start handing out the 1st, 2nd and 3rd prizes.

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Excellent job with the variety of polling procedures. You have truly captured the feeling of each type of race (local, city wide, statewide) very efficiently (you make it look easy)! Since there are quite a lot of formulae, I presume that a player reference chart will be made available to each player for determining the different processes/elections without referring back to the rulebook. Possibly printed onto the playing mats. I don't think that the math or procedures are overly complex in any way, just that there are so many of them that the rulebook would see some heavy use if no other reference is supplied.

Yep- i've got some playeraids with the prototype showing phase order, election types, and a summary of the actions.

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Overall you have succeeded in crafting a very elegant and tight set of rules. I would be very interested in hearing a few session reports to get a feel for the game play.

Thank you again for bringing Tammany Hall to the GDW!

Thank you for your interest and help! I'm really impressed at the level of feedback we get in GDW, and I've hugely appreciated all these thoughts and suggestions.

Richard.

Anonymous
Re: Game #39: Tammany Hall by Richard Huzzey

Richard_Huzzey wrote:
Hello all,

This is my first GDW slot, and the game I've uploaded is Tammany Hall.

Thanks to everyone who kindly commented on Tammany Hall in the past week. Lots of very helpful suggestions, and I'll pay attention to the "Whom to credit?" thread when revising the rulebook to incorporate them. ;-)

Now- what's next? :-)

Best wishes,

Richard.

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