Did some more playtesting last night and I'm still tinkering with some of the dynamics in the game. I lost another two elections to the tune of 223 and 231 votes. The last election was even more dismaying as I had campaigned in three smaller states to earn free campaign stops in Ohio, Virginia and New Jersey. I rolled 1's across the board and I lost each of those states. I had a few smaller western states reverse themselves as well and once again West Virginia decided to go with my candidate at the end. I would have won if I had a little more luck toward the end. I didn't use as much political capital in this game. I did like the new "small state" rules to allow for more stops at the very end for a chance to sway states that were on the fence.
A few other rules/changes I'm thinking of throwing into the mix:
- If a state that started out liking you ends up in the middle square at the end of the game, you win the state. I've had a number of election results where a lot of Democrat leaning states decided to bolt. This doesn't seem entirely realistic to me.
- Opponent campaigning of moving back stuff 2 squares is pretty brutal. I've thought about changing this to only 1 square, but coupled with the above rule might make the game too easy. I am undecided on altering this.
- I might need to come up with some alternate uses of political capital. The specialized advertising one never gets used and most of the roles are weak. The roles are also a little hard to just express. So, here's what I'm going to experiment with next:
- Keep the $5 cash and temporary $25 spending limit. I like these and they can be useful for advertising which is used sparingly in the game.
- Add an for allowing "bullet-proof" campaign stops which are worth a reroll or a set # of squares movement per day.
- Allow a "safe" state to be moved for a campaign stop.
- Reduce advertizing to $3 per cube for one week.
- Doubles and triples aren't coming up that often as I don't usually use a 3 stop campaign trip. This isn't really unfair, but the original use of political capital doesn't come up that often. Not sure if I need to alter this yet or not.
- Fundraising feels too random. Spending three days on fundraising and coming up with lemons just hurts. Maybe a bonus of 2 for each die + 1d6 makes sense. It gives a lower range for the higher ranges (3-9, 5-11, 7-13) but makes for an easier to plan. Another avenue may be to include a bonus for the number of states the candidate is currently carrying plus 1d6, but I think this is harder to express and figure out with the different dice used each time. Turning it into a fundraising chart is also more of a pain than its worth.
- Keeping a token out for the Vice President to always campaign. He's always worth one state and doesn't count against your campaign treasury.
I think a combination of some of these things will make the game a bit more even. A few more quick tests this afternoon before heading out and getting some fresh air.