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
🏛️
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.
🏙️
The Mayor
A challenger against a sitting mayor. Four weeks, and every one of them favors the incumbent.
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. Your supporters only count if they vote, the mayor's people already do, and a lead in the poll can lose on the night.

Read it if you keep leading the poll and losing the election.
🏫
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
🏆
Who's Your Mayor?
Three to six rival campaigns. One city, five weeks, about 30 minutes, one winner.
Read ▸the guide
▲ What it covers

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

▲ The one thing to know

A deep base turns out. It doesn't shield you. Attack ads take the most from the wards where you're strongest, and the rival who aims there first takes your city off you.

Read it before a game night, or after one that got away from you.
03 Still being written from the code, not from memory

The Incumbent

Hold a swing seat in a bad year for your party, with a record you can't run away from.

The Independent

A governor's race with no party behind you. Climb high enough to matter, then try to hold it as both parties' voters come home.

The Ranked Choice

A Senate seat decided by ranked ballots. First choices keep you alive through the early rounds. Second choices win the final one.

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.

The Real Districts

Seven real House seats, each with its own twist. One guide for the whole series.

▸ What holds across all of them

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.