I recently played Peter Blenkharn's game
Statecraft,
and I wasn't terribly impressed. Here are some ideas that I think
might improve it.
You can download the rules on the boardgamegeek page above (see
under Files). All right, we're using a
World's Smallest Political Quiz
model, so let's be honest about it and have two axes: economic
convervatism and social conservatism. Each one runs from say +7 to -7.
Each voting bloc potentially has a maximum and minimum "happy" level,
and a maximum and minimum "tolerant" level, on each axis. (This can
easily be shown graphically as long as we stick to two dimensions.)
When they're in their happy range, you can acquire them, and other
players have a hard time taking them from you; when they're outside
the happy range but in their tolerant range, they can easily be taken
from you; when they're outside the tolerant range, they abandon you to
become floating voters. (In the current game there's just "happy" and
"tolerant", and however much you betray a voting bloc they will never
spontaneously leave you.)
The tolerance levels of the blocs are not randomly assigned. This
will be actual work to sort out. However, they ought to have different
voting weights, based on some sort of demographic categories; so
there'd be only one card for "lefty students" (high economic and low
social conservatism, with a high tolerance for high social
conservatism), but it would be worth (say) 400,000 votes.
Of course the current game assumes that winning an election is based
entirely on the number of voting blocs you control; if you want to
model a constituency system, there should probably be a dispersal
factor (a few people in each of many constituencies don't provide as
much voting power as lots of people in one), so each card would
probably have a precalculated voting weight rather than a specific
number of people. You could even have multiple weights calculated for
different electoral systems!
The action cards are mostly "take that" to keep the game interactive.
In the first cut, they can go (particularly Assassination). The
interaction comes as parties manoeuvre to grab each other's voting
blocs.
All of this gets away from the relatively clean abstract design of
Statecraft and makes it much more thematic (which may be a good or a
bad thing depending on how you feel about it). It will also probably
be country-specific.
(And now Michael knows why I bought the copy of Statecraft that he
was selling.)
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