The Campaign Playbook · The Mayor

You can't out-spend the machine.
You have to out-work it.

You're a challenger with four weeks. The incumbent has the city, the donors, and voters who already know the name. No persuading anybody, no case to make. The incumbent only has to run out the clock.

01 How a vote is won read this or nothing else works

Persuasion times turnout

Not plus. Times. A voter you persuaded who stays home is worth nothing, and neither number wins a ward alone.

Your base doesn't vote. Theirs does.

You start under-mobilised, because that's what a challenger's coalition is. You can lead on paper all month and lose on the night.

The clock runs against you

Undecideds drift to the incumbent every week, on their own. The mayor needn't do anything to earn it.

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The door knock turns out. It doesn't convert.
The most misunderstood tool in the game, and in real campaigns.
Mobilisationnot persuasion
▲ What it actually does

A block walk's real job is turnout. It finds the people already on your side and makes sure they vote. That's where nearly all its value is, and it's the most effective way there is to lift turnout.

This is the settled finding of the field research: a knock on the door moves people to act, not to change their minds.

▼ What it barely does

It converts almost nobody. The stranger who wasn't going to vote for you mostly still isn't after you've knocked. A handful come across, no more.

So a ward full of undecideds you've never persuaded is a ward the door knock can't win for you. There's no base there to turn out yet.

The upshot is a two-step campaign: persuade first, then mobilise. Build support with the events and the mail, then walk the ward to drag that support to the polls. Trap: block-walking a ward you haven't persuaded yet, and wondering why the number won't move.

This is the part the game is quietly strict about, and it's the part most players get backwards. Turnout is a multiplier on the base you already built. A ward you persuaded but never mobilised gives you a fraction of what it should; a ward you mobilised but never persuaded has nothing to give.

02 The plays a few a week · twelve in the whole campaign

Each week you pick a focus neighborhood and spend your plays. Plays and dollars are both tight, and the campaigns that lose here spent a turn on something cheap instead of something useful, or a fortune on something they could have had for free.

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Block Walk
Doors, in your focus ward. Your turnout machine.
$8Kone ward
▲ The case for

The best turnout in the game and nearly the cheapest. Nothing else drags your existing supporters to the polls like a knock on the door, and that turnout is what beats a machine.

The second half of every winning campaign: once a ward is persuaded, this is how you cash it in.

▼ The cost

One ward at a time, and it only pays if you've already built support there. Walk a ward of strangers and you're turning out a base that doesn't exist yet.

The volunteers walk for nothing, but the turf, the lists and the literature don't, and a brand-new campaign is short of volunteers anyway.

Run it once a ward is persuaded and you need its people to actually vote. For an organizer candidate the turnout lands harder and the walk costs less, which changes the whole map. Trap: walking a ward before you've won it. No base, nothing to turn out, wasted turn.
Town Hall
The candidate in a room with voters, and the mail and calls to fill it. Strong persuasion.
$9Kone ward
▲ The case for

The strongest pure persuasion for the money. When a ward is thick with undecideds and you need them moved, this moves them.

It rewards a candidate people warm to, and it's cheap enough to run in a week when the chest is thin.

▼ The cost

No turnout at all. It creates support and does nothing to make sure it votes.

A ward full of people who like you and stay home is a ward you lost, and it will look like a win right up until the count.

Run it where the undecideds are, early, while there are still minds to change. Trap: town-halling a ward you've already converted. There's nobody left to persuade and you're turning nobody out.
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Phone Bank
Volunteers on phones, working the whole city at once.
$6Kevery ward
▲ The case for

The cheapest play, and the only cheap one that touches every ward. It's turnout at a distance: thinner than a door knock, but it lifts your base across the whole city at once.

The move for a week when your support is spread out and you want to nudge all of it toward the polls.

▼ The cost

Thin. It does a fraction of what a block walk does in the ward that matters.

Spread across a city, that's a lot of effort landing in wards you were never going to win.

Run it when the map is genuinely even and you'd rather touch everything than commit. Trap: phone banking just because it's cheap. You're short of both dollars and turns now, so cheap isn't the same as worth it.
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Citywide Mailer
A mail drop to every neighborhood. No volunteers required.
$22Kevery ward
▲ The case for

Persuasion at scale, and it reaches the people who'll never come to a coffee morning. Roughly twice the punch of a phone bank, in one play.

It needs no volunteers at all, which makes it the reach play for a campaign that hasn't built a field operation yet.

▼ The cost

Expensive, and it only converts undecideds who are still there.

Send it in the last week, after the soft vote has broken, and you've posted a fortune into six wards with nothing left to give.

Run it early, while there's still a soft vote across the city to reach for. Trap: mailing in the final week. Mail is an early move.
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The Signature Issue Event
The thing this city is actually arguing about.
$14Kone ward
▲ The case for

The biggest persuasion hit available, because you're talking about the one thing the city already cares about. Every town has a wound; this is you pressing on it.

It cuts through in a way a generic event never does.

▼ The cost

Pricey, one ward, and no turnout. It creates want, not votes.

And like all persuasion, its value decays as the undecideds vanish.

Run it while there's still a soft vote to win in the ward that matters. Trap: saving it for a dramatic finish. By then it's worth a fraction of what it was.
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Faith Community Outreach
Not your choice of ward. Theirs.
$7Kfixed wards
▲ The case for

Cheap, and it reaches specific congregations wherever they are, regardless of your focus ward.

Some candidates carry real weight in those rooms, and for them this is far better than it looks on the tin.

▼ The cost

You don't aim it. It goes where the churches are, which may not be where the race is.

And behind the wrong candidate it's close to a wasted turn.

Run it when your candidate is somebody those rooms will actually listen to. Trap: reading the board before you read your own candidate.
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Local Press Interview
No votes. Name recognition, credibility, and a shield. It costs nothing but the hour.
Freeearned, not bought
▲ The case for

It persuades nobody and it's still one of the most important plays here. Being known slows the drift that's bleeding you every week, and being trusted decides how the toss-up wards break.

It also puts a shield up against the mayor's next attack, which is coming whether you're ready or not.

▼ The cost

It costs no money at all, but it still costs a turn, and turns are as tight as the war chest.

You'll finish the week and see nothing happen. That's the hardest thing about it, and it's why players skip it and then wonder why the undecideds keep walking away.

Run it early, so the brake is on the clock for as many weeks as possible. Trap: never doing it because it feels like nothing. The drift feels like nothing too, right up until it's taken the city.
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Visibility Blitz
Signs, billboards and digital across the focus ward. Name recognition and nothing else.
$26Kthe priciest play
▲ The case for

Name recognition is the brake on the drift, and that's real. It puts you everywhere at once, and being everywhere is how an unknown stops being unknown.

There is a version of this race where nobody has heard of you and this is the fastest way to fix that.

▼ The cost

The most expensive play in the game, and it converts nobody.

The press interview buys you more of the same thing, plus credibility, plus a shield, and it is free. You are paying a fortune for the worse half of a play you could have had for nothing.

Run it rarely, and only once the free way to get known is exhausted. Trap: this one. A blitz feels like a campaign. It is the most expensive way to buy the one thing you could have had for free.
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Oppo Research → Break the Story
Two plays. Dig first, then decide whether to throw it.
$10Kthen the choice
▲ The case for

The only play that takes votes off the mayor instead of finding you new ones. It peels their support where they're strongest, and raises your credibility on the way past.

Against a machine boss, this is the weapon the whole campaign has been waiting for.

▼ The cost

Two plays out of twelve, and here's the part that decides races: against a beloved incumbent it backfires.

Swing at a mayor the city is fond of and the city turns on you. Same play, opposite result.

Run it when you know who you're running against, and the answer is a machine boss rather than a well-liked moderate. Trap: digging before you've checked. It's a weapon or a loaded gun pointed at your own foot, and nothing in between.
03 The candidate you pick one · it changes which plays work

Before the first week you choose who you're running. This is not flavor. Each candidate is genuinely better at one part of the campaign, which means the play that wins for one of them is a wasted turn for another. Pick the candidate, then build the campaign around what they're good at, not the other way round.

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The Organizer & the Outsider
Alex Reyes and Jordan Pike. Their ground game runs cheap.
groundthe shoe-leather play
▲ What it changes

For the organizer, block walks and phone banks turn out the base harder and cost less. The best mobilisation in the game, cheaper and stronger, in the hands of the one candidate built to knock doors.

The outsider gets the cheap ground too, plus a College District that lights up for him.

▼ The catch

Neither of them fills a war chest easily. The money lane is closed, so the whole plan has to be turns, not dollars.

Lean all the way in. A cheap ground game you don't run enough is the same waste as an expensive one.

Play them by walking wards relentlessly and letting the price break pay for the extra turns of infrastructure. Trap: trying to buy your way through the race on a candidate who can't raise the money.
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The Business Democrat
Dana Cole. The donors open up fast.
moneythe war-chest play
▲ What it changes

Fundraising fills the chest faster and deeper than for anyone else. On a candidate whose money lane actually pays, the field office and the shelf stop being luxuries and become the plan.

This is the one candidate who can out-infrastructure a machine instead of out-walking it.

▼ The catch

Raising money still costs turns, and a week spent dialing for dollars is a week you didn't spend at the doors.

Buy the infrastructure early or the money advantage never has time to compound.

Play her by raising in the first weeks and turning that chest into recurring infrastructure that works while you walk. Trap: hoarding the war chest. Money you never spend loses the same as money you never had.
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The Pastor, the Educator, the Journalist, the Council Veteran
Carol Banks, Maria Santos, Theo Marsh, Sam Whitfield. Each owns one lane.
specialistsone play each, sharpened
▲ What it changes

Carol lands church outreach twice as hard, so a cheap fixed-ward play becomes a real weapon. Maria is trusted on sight by school families and the civic middle, converting harder in the wards where they live, and those are the heavy wards.

Theo makes oppo research his craft, digging up the story where others come up empty. Sam starts with the council already warmer, a head start on the endorsements that swing a close ward.

▼ The catch

Each edge only fires when you actually use it. Carol behind a candidate who never runs church outreach is a wasted strength; Theo who never digs is just an average challenger.

Read your own candidate before you read the board, and steer your plays toward the lane they own.

Play them by building the week around the one play they make special, and focusing the wards where it lands hardest. Trap: playing every candidate the same. The edge is real, and ignoring it throws it away.
04 The war chest infrastructure · bought with money, not turns
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The Field Office
Converts in every ward, every week, and never costs you a play.
$120Krecurring
▲ The case for

A play that plays itself, every week, in every ward, without ever spending one of your twelve turns.

Buy it in week one and it works four times. That's the whole reason it's worth what it costs.

▼ The cost

A large slice of your entire war chest, up front, in the week when you can least see what it's doing.

Buy it in week four and it works once. You've paid a fortune for a single turn.

Run it in the first week, or don't run it at all. Trap: buying it late. There's no such thing as a late field office, only an expensive one.
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The Rest of the Shelf
Ad blitz, rapid-response mail, internal polling, yard signs, a surrogate.
$55K–$110Kmost recurring
▲ The case for

The ad blitz is the fastest name recognition in the game, which is the brake on the drift. Rapid-response mail hits the mayor's strongest ward every week without you lifting a finger.

Internal polling quietly makes your focus ward better at converting, for the rest of the race.

▼ The cost

You can't have them all. The shelf is longer than the budget, and every dollar here is a dollar not in the plays.

Everything recurring is a bet on the weeks you have left, and four weeks is not very many.

Run it early and narrow. Trap: spreading thin. Two things bought in week one beat four things bought in week three.
05 The laws every city · every mayor

Persuasion times turnout.

A ward you persuaded and never mobilised gives you almost nothing, and it'll look like a win right up until the count.

Money and turns are both scarce.

Twelve plays all game, and a war chest that won't cover a full ground campaign and the infrastructure both. Block-walk every ward or open a field office; raise money or knock doors. That trade is the game.

Standing still is losing.

The drift takes voters off you every week for free. Being known and being trusted are the only brakes, and neither shows up on the poll you're watching.

Know who you're running against.

Against a machine boss the knife works. Against a mayor the city loves it turns in your hand, and the clock runs faster too.

Your decisions set the odds.

Lose, and it is usually because you persuaded a ward you never turned out, or you let the clock run, or you swung at a mayor people liked.

Go and lose one on the turnout.

Persuade every ward in the city. Lead the poll all four weeks. Then watch the night, when the people who liked you stayed home and the machine's people did not.