Campaign Margins · The Playbooks

No move wins the race.
The read does.

Every action in these games is a tradeoff. There's no button that just makes you win, and no move that's always wrong. A canvass that dominates one week is wasted the next. An attack that breaks a front-runner can stain the person who threw it.

These are the operative's guides: what every move buys, what it costs, and how to know when it's the right one. Pick a game.

01 Play alone one operative, one race
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The Primary
A congressional nomination, and then the general. Every district, both parties.
Read ▸the guide
▲ What it covers

The coalition, the convention, every weekly move, and the general election that sends you the bill.

▲ The one thing to know

Television only helps you in November when you spend it in the swing. Pounding your base wins the nomination and never makes the seat safer.

Start here if you're new. It's the shortest route to understanding what these games are actually about.
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The Mayor
A challenger against an entrenched machine. Four weeks, and the clock belongs to him.
Read ▸the guide
▲ What it covers

Every play, the war chest, and the two numbers running underneath the poll you're staring at.

▲ The one thing to know

Persuasion times turnout. Not plus. Times. A ward you persuaded and never mobilised gives you almost nothing, and it looks like a win right up until the count.

Read it if you keep leading the poll and losing the election.
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School Board
Five races at once. You direct a coalition, not a candidate.
Read ▸the guide
▲ What it covers

The triage, the money, every play, and how to read a slate you didn't pick.

▲ The one thing to know

Three seats is the board. The hardest call in the game is the race you choose not to fund, and directors who can't make it lose boards while winning races.

Read it if you've ever spread yourself across all five and come away with two.
02 Play with a group everybody moves at once, and nobody watches it happen
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Who's Your Mayor?
Three to six rival campaigns. One city, five weeks, one winner.
Read ▸the guide
▲ What it covers

The ground game, the air war, the money, the knife. Every action card, and the trap inside it.

▲ The one thing to know

Soft support bleeds; a locked base holds. The lead you're protecting isn't the lead you think you have, and the rival who reads that first takes your city off you.

Read it before a game night. Everybody else at the table is reading it too.
03 Still being written from the code, not from memory

The Chair

You run a state party trying to win back a chamber. Eight candidates, a PAC air war, and a decision every round about whether to fight in the air or on the ground.

The Initiative

A ballot measure, and an electorate that hardens as the campaign runs. Persuasion bought early is worth more than persuasion bought late, and that changes everything.

What holds across all of them

Nothing here is luck.

No dice. No event cards. No random swing that takes a race away from you. If you lost, there's a line of decisions that got you there, and it's readable.

That constraint is the whole point. It's also why a playbook is worth writing at all: in a game with randomness, there'd be nothing honest to say.

You're always the manager.

Never the candidate. You don't give the speech, you decide whether the speech is worth the week. Every one of these guides is written from that chair.

The playbook is the theory.

The board is where it gets tested. Go and lose one on purpose, then come back and read why.