To win the nomination you have to be the candidate your base wants. To hold the seat you have to be the candidate the middle can live with. Every move below is you choosing, again, which one you're willing to be.
Every district in the game is built the same way. Learn the three roles and you can read any map on sight.
Where a primary is won. Also full of people who'll vote for whoever wins the nomination anyway.
The biggest bloc on the board, and the one that decides November. Reliably where you're least comfortable.
Drifting, or stubborn, or out of reach. Cheap to move, and it doesn't forgive.
It's the ground you'll be standing on when the general starts, and it's set weeks earlier by decisions that felt free at the time.
Only a few moves touch it at all. Television, if you aim it right. The editorial boards. The party's endorsement.
Television only helps you in November if you spend it in the swing. A saturation buy in your own base wins you the nomination and does nothing for the seat.
Pounding your base doesn't make a district safer. The game will let you do it all day, and it won't warn you.
A handful of moves, and two things to spend them on. You can't have both, and most players never notice they made a choice.
Money isn't a score, it's moves you get to make later. Show up broke and you'll spend the primary watching richer people campaign at you.
The sources aren't interchangeable. Small-dollar rewards a fired-up base, bundlers reward an establishment network, and institutional money writes the biggest cheque and asks nothing up front.
Every call is a room you didn't walk into, and somebody else is walking into it. That's their volunteers on your doorsteps in three weeks' time.
Lean on the institutional money and the grassroots notice. It follows you into the hall, where the people you skipped remember who didn't call.
An endorsement isn't a logo on a mailer. It pays twice: delegates in the hall, then a free, powerful move in the primary when you send them out to work their own turf.
The group that can work the swing is worth more than all the others put together, because that's the zone that decides the seat.
You can be turned down, and a room you lose is a move you burned. Groups read your platform, so this is a bet on positions you already took.
Some are mutually exclusive in spirit. Cozy up to the business wing and the groups that were already yours will notice you cutting against your own base.
Nine moves, and that's the whole primary. Every one of them is a thing you did instead of two other things. Money isn't the score. It's how many moves you get.
Everything else persuades people. This is what drags them to a polling place in a primary where most of the district stays home.
It scales with your volunteers, so a coalition you built weeks ago is quietly making every field push land harder.
Turnout multiplies the support you have. In a zone where you have nothing, it multiplies nothing.
And it does nothing for November. A monstrous turnout operation in your base wins a nomination and hands you a seat you can't hold.
The biggest lever on the board, and the only weekly move that touches November. It's where a fat war chest turns into a real advantage.
A heavy buy reaches past the zone you aimed at and bleeds into the others. Some candidates know how to buy media, and their dollars go further.
Enormous. A heavy buy is most of a war chest, and it's gone.
And it only pays November in the swing. This is the sharpest edge in the game, and it's the one players walk straight off.
Reliable persuasion exactly where you aim it, for a fraction of the air war, and it scales with your candidate's standing.
The workhorse for a campaign that can't afford television but still has to move people who aren't already with it.
It won't move November. Not in the swing, not anywhere. Mail persuades primary voters and the fall never hears about it.
And it costs most of what a light television buy costs, and that one does move November. Do that arithmetic before you reach for it.
Nearly free, and it nudges turnout as well as support. It rewards reach and authenticity, so a candidate people warm to gets a real return on very little money.
A clean way to spend a turn when the war chest is thin and you refuse to waste the week.
The boost is small. It reinforces; it doesn't transform, and no town hall has rescued a zone you're losing by double digits.
And it's still a move. Moves are the scarcest thing you own.
Worth far more than it looks. Cashed on your next attack it makes that attack drastically harder to survive, and lands it across the whole map instead of just the swing.
The one setup move a serious campaign plans around. If you know you'll have to take the front-runner down, buy the binder first.
A move and real money, and the board doesn't change. In a three-week race, spending a turn on a week where nothing visibly happens takes nerve.
And it's wasted entirely if you never throw the punch.
Everything else grows your pile. This shrinks theirs. When a front-runner is pulling away, no amount of building will catch them and you have to go and take it.
With a dossier banked it's devastating. Some candidates have nothing to lose, hit harder than anyone, and pay no blowback at all.
It stains you in the swing, which is the exact zone you can't afford to be disliked in.
Going negative in the middle to win a primary is an efficient way to arrive in November as a nominee the middle has already decided against.
The best move in the game, and it costs nothing. This is the coalition phase paying out: real strength in the swing, hard turnout in your base, or a fundraiser that refills the chest in one turn.
A free move that lands like a paid one is how a poor campaign beats a rich one.
You can't buy it here. It was bought weeks ago, with moves you spent in rooms instead of on the phone to donors.
Dial for dollars all through the coalition phase and this button is grey, and it stays grey.
Free, and one of the only moves besides television that lifts your November outlook. Win it and the fall gets materially easier.
Your odds scale with institutional standing and electability, so a credible, establishment-flavoured candidate should simply take this.
Losing it is worse than never trying. The board doesn't sit the race out: pass on you and they endorse your most credible rival instead.
That hands them the boost in the swing while you get a consolation shrug. It's the only move that can leave you worse off than before you made it.
Strength in all three zones, plus turnout everywhere, for free, in a single move. Nothing else in the game comes close.
This is what the party's endorsement is actually for. The rest of the field can only watch, because it's unbuyable.
You must have won the endorsement. If the party backed somebody else, or withheld it, this doesn't exist for you.
Republicans don't get this at all. There's no monolithic machine in that scramble, so plan a campaign that never expected one.
It hits every zone at once, which almost nothing else does. A triumph is a better rate than any television buy in the game.
Your odds ride on reach. A candidate built for cameras should always take it, because it breaks her way far more often than anyone else's.
It's the one move that can go backwards. Fumble the question, the clip goes around, and you go down in the swing.
A low-reach candidate is rolling a die he's weighted against himself, and paying for the privilege.
The reload. A small-dollar haul that scales with how fired up your base is, plus volunteers that make every future ground game land harder.
Spend a week here so you can keep spending everywhere else. A movement candidate with a hot base can rally into a genuinely big number.
It's a week you didn't campaign in the swing, and the opportunity cost is a ninth of your entire primary.
And it only ever grows your base. Rally twice and a fifth of your campaign went into the zone that was never going to decide anything.
Free, and on a good night the biggest single swing available to you: a huge lift plus a turnout surge, landing when nobody has time to answer it.
It rides on your candidate's best quality, whatever that happens to be, so every candidate has a version that works.
It's a genuine roll. It can land with a thud, a thin crowd and a forgettable clip, on the last week you had.
There's no way to make it safe. There's only a way to make it matter.
In the primary, field work paid out at once. Here it only cashes on election night. You won't see it working, and you have to keep doing it anyway.
The doors moved real support in the primary, where nobody had a party label to fall back on. In November they have one, and a field push barely shifts a number. Same move, most of its persuasive power gone. Knock to turn out the people you already won.
Run to your base and the middle is soft, and your opponent knows it. Tack to the middle and your base won't turn out. He reads the board you actually built and hunts the weakness you actually made.
There's no version of this where you're comfortable. That's the game.
Nine of them, and that's the race. A dollar you carry to primary night bought you nothing.
Every point you buy at home is a point among people who were voting for the nominee regardless.
The machine, an activated endorser, the closing argument. Every one was bought in a phase that ended before the primary began.
The ground game works on support you already have. Persuade first, then mobilise, never the other way round.
A handful of moves carry real variance, and every one of them is weighted by qualities your candidate either has or doesn't. Lose, and you can usually trace the line of decisions that got you there.
Run to your base. Win the nomination by twenty. Then watch what the middle does to you in November, and read back the nine moves that put you there.