The Campaign Playbook · School Board

Five races.
Three of them is the board.

You direct a coalition, not a candidate. Your slate is already picked and already rooted where they live. Sweep all five if you can, but the board is won at three, and everything below is about making sure of the three first.

01 The triage the first decision · and the one that decides it

Before anything happens you label all five races: some to Contest, some to Maintain, one to Underfund. And you do it half blind, because a race you haven't canvassed tells you the mood and nothing more.

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Contest
Sharpens everything you do in that race. You only get two.
Twoand no more
▲ The case for

It's the only way to make your money and your plays land harder than they otherwise would, and in a race decided by a handful of votes that's the difference.

Two of these, pointed at the right two races, is most of a winning board.

▼ The cost

An edge only changes an outcome in a race that was going to be decided by an edge. A favorable race doesn't need it, and a hopeless one won't be rescued by it.

Spend it on the wrong race and you've spent your sharpest tool on a result you already had.

Point it at the races that look close, not the ones that look winnable. Trap: contesting your two best races. They didn't need you.
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Underfund
A race you're deliberately not fighting for. You must pick one.
Onemandatory
▲ The case for

It isn't a concession, it's a priority. Every dollar you don't spend here is a dollar in the seat you actually need.

A director who funds all five equally has, in effect, funded none of them.

▼ The cost

Everything you do there is blunted, and you'll watch it slip away in real time while you're forbidden from helping.

Pick wrong under fog and you've written off a race you'd have won.

The hard part is looking at a race you could probably win and choosing not to fund it, because the seat you need is somewhere else. Trap: directors who can't do that lose boards while winning races.
02 The money a shoestring · across five races
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Funding a Race
Money buys influence, but the deeper you go into one race, the worse the rate gets.
Tieredand not linear
▲ The case for going in

Money is the only lever that works in every race at once, and the early tiers are genuinely cheap. A modest amount, sensibly placed, moves a race.

Two races funded sensibly beat one race funded lavishly, and it isn't close.

▼ The cost of going deep

The instinct to make a race certain is exactly the instinct that costs you the board.

The money you spent removing your last doubt would have bought a whole second seat somewhere else.

Fund it to competitive, then stop and go fund the next one. Trap: emptying the account into one race to be sure of it. Concentration is a tax you pay quietly.
Pacing
The rival spreads its money across all three rounds. It doesn't panic.
Three roundsplan for all of them
▲ The case for spending early

Influence compounds, and a race you stabilise in the first round is a race you aren't rescuing in the third.

▼ The cost

A lead bought in round one gets calmly bought back in round three while you stand there broke.

The rival is rationing. If you aren't, you're handing it the last word.

Keep something for the week the signs go up. Trap: winning the early polls and losing the election.
03 The plays focus is rationed · money is not

Two kinds of move. Focus plays are free but strictly rationed. Money actions cost cash and no focus, so you can run them as often as the budget allows. Knowing which is which is most of the game.

Meet the Parents
Work the school events in one precinct.
1 focusno money at all
▲ The case for

It hands you, for free, what you'd otherwise have to buy. Best value on the board, and it isn't close.

In a race where the budget is the binding constraint, a play that costs nothing is worth more than it looks.

▼ The cost

One of your very few focus plays, and it only touches a single precinct.

It won't rescue a race on its own.

Run it when you have a focus play and no better idea. This is the better idea. Trap: not running it, and paying cash for the same thing.
Door Knocking
Banks turnout, which cashes on election night rather than in the poll.
$money, not focus
▲ The case for

Cheap, repeatable, and it never touches your focus budget, which means it's the play you can actually afford to run again and again.

It's the quietest way this game is won.

▼ The cost

You won't see it working. The number won't move and the poll won't reward you.

That's the whole problem with turnout, in this game and in life.

Run it in the races you've committed to, repeatedly, from the first round. Trap: skipping it because nothing happened. Something happened.
Local Mailers
Floods a neighborhood. Lands harder behind a candidate the cameras like.
$$money, not focus
▲ The case for

No focus play, and behind a strong communicator it's worth every dollar. It's how a media-friendly candidate converts their one real advantage into votes.

▼ The cost

It costs meaningfully more than door-knocking, and behind a quiet candidate it's simply the worse buy.

You're paying a premium for a discount.

Run it behind whichever of your five can actually carry it. Trap: mailing for the candidate nobody wants to put on camera. Read the candidate before you buy the mail.
Dig Up Dirt
Weakens an opponent in one precinct.
1 focusfree
▲ The case for

The only play that takes something off them instead of adding to you. In a race you're losing narrowly, that's the only lever that closes the gap from both ends.

▼ The cost

It's a matchup, not a coin flip. Some of these people are almost impossible to embarrass, and swinging at one of those is a wasted turn.

And you have very few turns.

Run it against somebody who can actually be embarrassed. Trap: digging blind. Look the opponent up first.
Candidate Forum Prep
Sharpens a candidate for the local forum. Rewards the ones who can talk.
1 focusfree
▲ The case for

It multiplies what you've already built, which makes it worth more in a race that's already close than any flat bonus would be.

▼ The cost

It multiplies what you have, so in a race where you have nothing, it gives you nothing.

And behind a candidate who can't talk, you're taking the small version of a bonus that was available in the large.

Run it in a close race, behind your best talker. Trap: pointing it at your weakest race in the hope of rescuing it.
$
Pass the Hat
The only way to grow the budget. Some slates are far better at it than others.
1 focusthe reload
▲ The case for

Money is the binding constraint in this game, and this is the only tap. Behind a slate that can actually raise, it's a turn that pays for several.

▼ The cost

One of your very few focus plays, spent on a turn where the board doesn't move at all.

And behind a slate that can't raise, it barely covers the turn it cost.

Reload while nobody is paying attention, in the first round. Trap: passing the hat in the final round. That money has almost nothing left to buy.
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Court the Press · Mobilize Volunteers
Both work district-wide rather than precinct by precinct.
1 focuseach
▲ The case for

District-wide is rare, and rare is valuable when you're stretched across five races at once.

Mobilize cashes the volunteers you've already built, so it rewards a campaign that did its ground work early.

▼ The cost

Mobilize with nothing banked does nothing at all. It's a payout, not an investment.

Run Mobilize in the final round, after the door-knocking has built something to cash. Trap: mobilizing in round one. There's nothing there yet.
04 Your slate you didn't pick them · you have to use them

Your coalition endorsed five people and rooted them where they live. You can't move them. What you can do is point the right play at the right one, because they're not interchangeable and the plays notice.

Some of them can talk

Mail and forums land harder behind them. Spend your media money where somebody can carry it.

Some of them can raise

Passing the hat is worth a turn behind them, and barely worth it behind anybody else.

Some can take a punch

And some can't. That decides who you can hit with dirt, and it decides who the rival is going to hit.

Some bring bodies

Door-knocking compounds behind them. It won't show in the poll. It shows on the night.

05 The laws

Secure the majority first.

Take the fourth and fifth seat if they come to you. Never at the cost of the third.

Concentration is a tax.

Certainty in one race is paid for with the seat you didn't fund.

Information is worth more than money.

If you could see every number, the triage would be arithmetic. You can't, so it's judgement. Canvass early.

Your decisions set the odds.

Scandals land on the vulnerable. Forums pay the fluent. Lose the board, and you can usually name the decisions that lost it.

Go and take the board.

Contest the two that look close. Fund them sensibly, not lavishly. Then count to three.