Founding Fathers
7 January 2012
Contents:
Sequence of Play
Each turn consists of these four stages, conducted in this order:
The Issues Deck:
Issues deck exhausted.
Issue Requirements.
When such an issue from the Era C Issues deck is drawn, the issue is
placed nearby. Then, when the Issues deck has been exhausted, the
game will end at the end of the current turn. If fewer than four cards
were available, the President draws at random from the cards previously
removed because their requirements were not available. Cards are drawn
until the player has had four useable cards for the turn or these cards
run out, whichever comes first.
Resolving Issues Procedure.
Deals.
Example:
The president player draws an issue card and reveals
END SLAVERY. This issue has a difficulty of 7 and must be solved by
the president himself, in this case George Washington.
The president player decides to resolve the issue. Washington's ability
is 3 so he must expend 4 influence points to reach 7.
To determine the vote of Congress, start with the player to the left
of the president player and continue clockwise. Each player casts all of
his votes either for or against passage, or abstains.
If a majority of the votes are for passage, the question passes.
Otherwise the status of the issue is Failed.
Buying Votes.
Tied Vote.
Final issue status.
Passing and Repealing Taxes
Resolved.
Repeal.
Tax Outrage.
Passing and Repealing Tariffs
Admitting New States
When the issue has been passed, the Secretary of State places
the state card on the map so as to
border the states named around its edges, if possible.
Certain states such as California might not border any current state
and are placed at a little distance from the rest to indicate this.
Should a state admission issue fail or be ignored, the card
should be discarded for subsequent shuffling into next deck.
The Offices.
Eligibility.
Each statesman card (except Elbridge Gerry)
is designated as belonging to one of the two parties,
Liberal or Conservative.
The Cabinet offices and Envoy are Partisan offices.
This means that at any given time at most one Partisan office can
be held by a statesman not of the president's party. However,
if there are insufficient eligible statesman to meet this requirement, the
president may appoint the statesman of his choice
after all the members of his own party already hold any office.
Resignations and Replacements.
General.
Popularity boost.
The Vice President
The first cube is always placed on the statesman's home state, unless there
is no vacancy. In this case, if a presidential candidate, the
cube is placed as close to the home state as possible. In the case of a
vice presidential candidate without a vacancy,
the cube is placed adjacent to that of his running mate (the player
choosing one if he has multiple running mates); if
there is no adjacent vacancy, the vice
presidential candidate may only place in
a state which is not contiguous with those of the east coast, e.g. California.
For the very first cubes only, the player who has the right to place the
first presidential cube may instead place his first cube after all other
first presidential cubes. The same applies for the vice-presidential cubes.
On subsequent rounds each player places a cube on any state having a
vacancy adjacent to one where he already has a cube.
If there is no such state, the player may not place
a cube except on unattached states.
But first players must determine two conditions: whether
Single Party Dominance
and also
The 12th Amendment are in effect. Together these two questions form
four sets of rules, only one of which must be followed in each election,
as detailed in the table below.
Single Party Dominance
applies if one
party's public support level has reached 9 or more.
Otherwise the situation is termed
Two-Party Election.
Post-passage of the 12th Amendment
is in effect after the 12th Amendment issue has appeared
and been resolved. Otherwise the situation is termed
Pre-passage of the 12th Amendment.
A party's nominee is the currently in play, eligible statesman of
that party who has the highest popularity (determined by adding together
starting popularity printed on the card to popularity cubes currently on
the card). If there is a tie for popularity,
the one having the oldest age number is the nominee. (It is possible that
the same player controls both nominees.)
2Pre-12: The Running Mates.
The party which does not currently have Public Support announces its running
mate first. If public support is currently at 0,
the less popular candidate announces first.
If these are also tied, the younger candidate announces first.
2Pre-12: Placing Cubes.
If Public Support is at 0, cubes are placed in order of popularity, the most
placing first. If still tied, resolve by age, the oldest candidate placing
first.
A candidate may not place his two of his
cubes in same state, even though there are two vacancies.
2Pre-12: Finding the Winner
To win, a candidate must earn
more votes than any other candidate
This candidate becomes president, even if originally nominated for the
vice presidency.
The nominee receiving the second highest number of votes
becomes vice
president, even if originally nominated for the presidency or of a
different party than the president.
If there is a tie for president, resolve it using the Tiebreaker rules below.
The candidate receiving the second most states in this process becomes
vice president.
If this is tied, apply the additional tie breakers as in
the presidential tiebreaker, i.e. first Chief Justice, then popularity,
then age.
If there is a tie for vice president, employ the presidential
Tiebreaker rules to resolve it.
A party's nominee is the currently in play, eligible statesman of
that party who has the highest popularity
(determined by adding together starting popularity printed on the card
to popularity cubes currently on the card).
If there is a tie for popularity,
the one having the oldest age number is the nominee. (It is possible that
the same player controls both nominees.)
2Post-12: The Running Mates.
The party which does not currently have Public Support announces its running
mate first. If public support is currently at 0,
the less popular candidate announces first.
If these are also tied, the younger candidate announces first.
2Post-12: Placing Cubes.
If Public Support is at 0 is the case,
cubes are placed in order of popularity, the most
placing first. If still tied, resolve by age, the oldest candidate placing
first.
2Post-12: Finding the Winner
To win, a team must earn more votes than the other team.
This team becomes president and vice president as originally
nominated.
If there is a tie, resolve it using the Tiebreaker rules below.
1Pre-12: The Running Mates.
1Pre-12: Placing Cubes.
Cubes are placed in order of popularity, the most
placing first. If still tied, resolve by age, the oldest candidate placing
first. Borrow unused cubes for any candidates beyond the first two.
1Pre-12: Finding the Winner
To win the presidency, a presidential candidate must earn:
The nominee receiving the second highest number of votes
becomes vice
president, even if originally nominated for the presidency.
If no nominee has a majority or there is a tie for either president or
vice president, resolve using the Tiebreaker rules below.
The candidate receiving the second most states in this process becomes
vice president.
If this is tied, apply the additional tie breakers as in
the presidential tiebreaker, i.e. first Chief Justice, then popularity,
then age.
If there is a tie for vice president, employ the presidential
Tiebreaker rules to resolve it.
1Post-12: The Running Mates.
1Post-12: Placing Cubes.
Cubes are placed in order of popularity, the most
placing first. If still tied, resolve by age, the oldest candidate placing
first. Borrow unused cubes for any candidates beyond the first two.
1Post-12: Finding the Winner
If no nominee has a majority or there is a tie for either president or
vice president, resolve using the Tiebreaker rules below.
Implementing the Result
Changing offices.
Retired presidents.
Tiebreaker.
Introduction
Introduction
Components
Setting Up the Game
Sequence of Play
Playing
A. The Issues
B. The Treasury
C. The Election
D. The People
Goal of the Game
Special Rules
Notes
Bibliography
A game of American history, power and politics for 3-6 players aged 10 and up.
Components
See the separate components list for the edition you have:
Print and Play edition
·
ArtsCow edition
A. The Issues
B. The Treasury
C. The Election
D. The People
The president player performs the following actions. These may be done in
any order and may be interspersed.
Example of how actions may be interspersed:
An issue requiring the Special Envoy comes
up and there is no Special Envoy at present.
The president appoints a statesman
to the office of Special Envoy before resolving the issue.
By the end of his term the president must have draw exactly 4 issue cards
(and sometimes more if replacement issues are required).
After each draw he must first complete the issue before proceeding to the
next one.
When the original (Era A) Issues deck is exhausted, players shuffle the Hand
of Time cards from the Era A deck into the Era B Issues deck and this
constitutes the new Issues deck.
Similarly,
when the Era B Issues deck is exhausted, players shuffle the Hand
of Time cards into the Era C Issues deck and this
constitutes the new Issues deck.
Some issue cards state one or more requirements.
These are other issues or taxes which must be in effect in order for this
issue to be considered. If the requirements for an issue have not been met,
the card is shuffled into the issues deck for the next era (if using
the Era C deck, see below).
A replacement issue is drawn in this case.
An issue is a challenge facing the nation. The president makes the
initial decision about an issue and further decisions may be taken
by one or more office holders, Congress and the Chief Justice. Before
taking on the next one, every issue eventually gains one of three states:
Resolved, Failed or Ignored.
First the president decides if the issue
is to be addressed at all. He may instead decide to ignore it.
If so, the results of the Ignored option are applied and
the rest of the steps below are skipped.
Otherwise, the issue is assigned to the listed office holder
or holders. Some issues, such as State Admission issues,
must be handled by the president himself. Other issues offer
a choice of which office holders receive the issue.
The president decides this as well.
To solve an issue, its difficulty rating must be equalled or exceeded by
the combination of the office holder's ability and influence points
to be spent by the player controlling the office holder.
If this player cannot or will not meet the
difficulty rating, the issue Fails and the Failed option results
are applied. The rest of the steps below are skipped.
Players are permitted at any time to negotiate the exchange
of influence points, unplayed cards and promises to do favors. However,
players are not required to follow through with promises. Let the
buyer beware. Already played cards and influence points on cards may
never be exchanged.
Many issues also require the approval of Congress, which is listed on
the card.
Only after Congressional ratification are the office holder's influence points
spent. If Congress fails to ratify, only half of the influence points
the office holder would have spent are lost.
At the time he votes, each player may also spend influence
points which
are counted as votes on a one-time basis only. Each influence point spent is
worth 3 votes.
If the vote in Congress is a tie,
then the player controlling the vice president
must decide whether the issue counts as resolved or failed.
If there is no vice president, the issue counts as failed.
Certain issues indicate that they can be subject to judicial review.
In this case, and if the Judicial Review action card is in effect,
the holder of the Chief Justice office has the right to automatically
cancel the resolution of the issue, which must be done immediately if
at all. What happens to a canceled resolution depends on the issue card;
usually the issue is either treated as Failed
or the president must choose a different option.
When a result lists "POP" followed by a number, then both the
president and the relevant office holder(s) receive (if
negative, lose) this amount of popularity
(after all costs are paid and other effects applied).
All of the other effects for the finally chosen option
are applied at this time as well.
Unless an issue's results section directs that it is to be placed
into the next era's issue deck, put successfully resolved issues into
the Resolved Issues area, but remove Failed or Ignored issues from the
game.
A tax card is a special kind of issue which is always available
(some of them are called "bonds").
Just as with other issues, each tax card may only be attempted once
per turn. A tax may not be repealed on the turn it is passed and vice-versa.
When a tax is passed, the Treasury Secretary
player increases the amount on the revenue track by the
amount indicated for the tax. Place the tax card on the Active Taxes
box of Treasury Secretary's Report.
When a tax is passed,
the Treasury Secretary player
decreases the amount on the revenue track by the
amount indicated for the tax. Place the tax card on the Inactive Taxes
box of Treasury Secretary's Report.
Whenever a tax is passed,
the Treasury Secretary player
adds together the following three numbers and consults
the Tax Outrage Table (below):
1-7: no effect
8-9: President and Treasury Secretary each lose 1 popularity
9-10: President and Treasury Secretary each lose 2 popularity
11+: President and Treasury Secretary each lose 2 popularity
A Tariff is a kind of tax. A president may only operate on one tariff per
term. Either a new tariff may be passed or an existing one repealed.
Tariffs are not rolled for on the Outrage Table.
Any drawn state card is also treated as an issue, representing
the admission of that state into the Union.
The president must appoint his Cabinet by assigning the
Cabinet offices: Secretary of State, Secretary of Treasury, Secretary
of War. In addition he must appoint the offices of Envoy, General and Chief
Justice, if they are ever vacant.
No statesman can be forced to accept an office and if he is already holding
one, he must first resign the existing office before accepting a new
one. The president may not appoint himself or the vice president.
No statesman may be appointed to more than one office at the same time.
Office holders (including the president and vice president)
are not permitted to resign except when appointed to an office vacated by
death. Death is also the only reason why office holders can be
replaced (an exception is made for the General, see below).
However, at the end of a term all Cabinet
members and any Special Envoy automatically resign.
A statesman may only be appointed to the office of General
when the office is vacant or if the new nominee has higher ability.
Appointment to this office requires that the statesman have military
ability, indicated by an "M" after his ability number. If no such
statesman is available, this rule is temporarily relaxed so as to
make all statesmen other than the president and vice president
eligible until such time as such a statesman is
available. If all such statesman are already holding an office, the
president decides which of them must take this office instead.
Each statesman appointed (or re-appointed) to an office
increases his popularity as instructed by the card.
The president may delegate some of his power to the vice president,
if he chooses.
Once per term the vice president can be made responsible for an issue
as if he were the president.
The player controlling the Treasury Secretary adjusts the
Treasury Secretary's Report as follows:
Reserves are adjusted in a positive or negative
direction by the amount indicated on the Revenue track.
If reserves are negative, multiply the reserves amount
by 3, divide by 10 and round down to the nearest whole number.
The reserves become more negative by this amount.
Example:
Reserves are at -7.
Multiply this by 3 to get -21.
Divide this by 10 to get -2.1.
Round -2.1 down to get -3.
Reduce reserves by 3.
If Reserves are negative and exceed 100, divide the amount
in Reserves by 100 (omitting any remainder) and apply this
total to a die roll on the Economic Crisis Table.
Example:
Reserves are at -340. Dividing this by 100 yields 3.4
which is converted to 3.
The die result is a 2. Subtracting 3 yields a -1.
As a result a Monetary collapse occurs and the game is
over.
Total
Result -1 or less
Monetary collapse. Game ends. 0
Government's party loses 3 Public Support.
President loses 2 popularity.1
Government's party loses 2 Public Support.
President loses 2 popularity.2
Government's party loses 2 Public Support.
President loses 1 popularity.3
Government's party loses 1 Public Support.
President loses 1 popularity.4
Government's party loses 1 Public Support.
5-6
no effect
Resolving the election is a matter of claiming states to receive their votes.
The number of votes offered by each state depends on the era.
The game begins in Era A. On succeeding turns, the current era is that
of the latest issue card that has ever been drawn.
Two-Party Election (2)
Pre-passage of the 12th Amendment (2Pre-12).
2Pre-12: The Nominees.
Before the election can be conducted, each party – the Conservatives
and the Liberals – choose nominees for president and vice president.
Once the presidential nominees are chosen, the players controlling the
nominees choose vice presidential running mates, who must each be of the same
party as their respective nominee.
A statesman is not forced to accept the position of running
unless he is the last unnominated eligible statesman.
First clear the states of any cubes left over from the last election. Then,
players take turns placing their cubes.
Each state has two vacancies
and each of the four candidates (two presidential
and two vice presidential) uses a unique set of markers.
This is done in the following order:
Each candidate receives votes for each of his markers
equal to the state's total for the current era.
Post-passage of the 12th Amendment (2Post-12).
2Post-12: The Nominees.
Before the election can be conducted, each party – the Conservatives
and the Liberals – choose nominees for president and vice president.
Once the presidential nominees are chosen, the players controlling the
nominees choose vice presidential running mates, who must each be of the same
party as their respective nominee.
A statesman is not forced to accept the position of running
unless he is the last unnominated eligible statesman.
First clear the states of any cubes left over from the last election. Then,
players take turns placing their cubes.
Each state has one vacancy. Nominees of the same party use the same
set of markers and are elected as a team. However, the presidential and
vice presidential placements are still separate and if one candidate's
options are hemmed in by the opposition, he is not permitted to make
placements based on his colleague's positions.
This is done in the following order:
Each team of candidates receives votes for their markers
equal to the state's total for the current era.
Single Party Dominance (1)
Pre-passage of the 12th Amendment (1Pre-12).
1Pre-12: The Nominees.
Should a party's public support level reach 9 or higher, it has so dominated
the political scene that the other party is not allowed to field a candidate.
In this case, the most popular eligible statesman
(determined by adding together starting popularity printed on the card
to popularity cubes currently on the card)
of the dominant party must run for president, plus any or all of the three next
most popular candidates of the dominant party may also run.
If there is a tie for popularity,
the one having the oldest age number takes precedence.
Any statesman of this party who does not run for president is eligible
to be nominated for vice president by one of the presidential
candidates. It is permissible for more than one presidential candidate
to name the same running mate and a statesman who has agreed to run
for vice president for one candidate may not refuse any other
candidate. In the event no other statesman wishes to run, the last
unnominated eligible vice presidential candidate is forced to accept nomination.
First clear the states of any cubes left over from the last election. Then,
players take turns placing their cubes.
Each state has two vacancies
and each of the candidates (presidential
and vice presidential) uses a unique set of markers.
Each candidate receives votes for each of his markers
equal to the state's total for the current era.
This candidate becomes president, even if originally nominated for the
vice presidency.
Post-passage of the 12th Amendment (1Post-12).
1Post-12: The Nominees.
Should a party's public support level reach 9 or higher, it has so dominated
the political scene that the other party is not allowed to field a candidate.
In this case, the most popular eligible statesman
(determined by adding together starting popularity printed on the card
to popularity cubes currently on the card)
of the dominant party must run for president, plus any or all of the three next
most popular candidates of the dominant party may also run.
If there is a tie for popularity,
the one having the oldest age number takes precedence.
Any statesman of this party who does not run for president is eligible
to be nominated for vice president by one of the presidential
candidates. It is permissible for more than one presidential candidate
to name the same running mate and a statesman who has agreed to run
for vice president for one candidate may not refuse any other
candidate. In the event no other statesman wishes to run, the last
unnominated eligible vice presidential candidate is forced to accept nomination.
First clear the states of any cubes left over from the last election. Then,
players take turns placing their cubes, each candidate for an office
using markers of a different color.
Each state has two vacancies, one a presidential vacancy and one
a vice presidential vacancy.
To make this clear, presidential candidates place cubes only on the left
side of a state card and vice presidential candidates only on the
right side of a state card.
To win the presidency, a presidential candidate must earn:
Winning the vice presidency works in the same way.
The winning candidates take office as soon as the election results
have been determined.
The nominee who has a majority of the votes available wins the election.
An elected cube is placed on the the newly-elected president to indicate this.
Popularity cubes are added to the winning president and vice
president as described on the cards for these offices (even in the
case of re-election).
If a winning candidate is holding an office other than the one to
which he has been elected, he must resign it by handing in the office
card.
If the newly out of office president has already been elected to two terms,
the popularity cubes on his card are added to the owner's victory
points total on the main board and his card is removed from play.
Any influence on his card is returned to the supply.
Similarly, if a sitting president is not re-elected,
the popularity cubes are scored and the card removed from play.
Any influence on his card is returned to the supply.
This occurs even if he has been elected to the office of vice president.
(The vice president office is simply vacant until the next election.)
In the event that the election is indecisive, any fourth placed vote
getters drops out of consideration.
Then the president is chosen by the following procedure:
End of the Game
The effects of
certain cards cause the increase of Tensions which threaten the Union.
Each time this occurs the marker on the Tensions Index is moved one box
to the right. If the marker ever reaches the last box, civil war has
occurred and the game is over.
The game can also end as a result of Monetary Collapse on the Economic Crisis table.
Otherwise, on the turn in which the last Issues card is drawn, a final election is conducted (without any Cabinet members being appointed) and then the game is over.
Determining the Winner
Players add the number of popularity cubes on their statesmen
to their victory point totals.
If the game ends due to Monetary Collapse or Civil War, each player must deduct the number of Congress plus Influence points he holds from his score.
The player having the highest victory points total wins.
Notes
Recently, and just for fun, I read a spate of books on the founding
of the country and its early days. What struck me was how strongly
the founding fathers were inspired by the ancient Romans. They
prided themselves on their knowledge of the Classics. They
named one of the houses of Congress "Senate". They built
Washington DC along classical lines. And these are just a few of the examples.
So, having been a longtime fan of the Richard Berthold's
Republic of Rome, I thought, why couldn't such a game work
for the founding days of the American Republic?
Of course there are many differences between the two states and these are reflected in the game. Statesmen did not change parties very much (Madison and Burr being exceptions perhaps) so that part is omitted. They faced many issues besides wars so this changed as well. Plus it seemed a good idea to reduce some of the complication (which I hope has succeeded without losing any fun).
Added are the concept of a political party and a more detailed handling of an election, which should provide new concepts for players to figure out how to manage. It may seem strange to players that they can control statesmen from both parties, but consider that divisions within parties were frequent during the period 1789 - 1860.
One difficulty was that during this era the parties changed and re-formed quite often, using different names. Thus I settled on simply putting every statesman into either party A or party B, or as I ended up naming them, Liberal or Conservative. But difficulties did not end here either as making these assignments was hardly easy. This is because the dividing issues tended to change across the eras. Originally the discussion was about the form the new nation itself was to take. Should it be a mercantile, manufacturing nation close to Great Britain as Hamilton wanted or the country of small farmers which looked to republican France as Jefferson wanted? Eventually compromises were found, but then the opening of the West added new dimensions. Issues of slavery and the tariff, which it had been hoped would go away, were re-opened. Andrew Jackson is a straddling figure who was not against slavery, but against the Bank of the United States and a fierce unionist. Eventually, of course, the north-south divide becomes all important.
Three of the most important founding ladies, every president, vice president and most of the losing candidates as well are included in the game. The commentaries that go along with them take an atypical approach in discussing their darker sides. Of course every country needs its national myths and this one is no exception. But also, for historians and those who want it, there is a more Whole version of the Truth than one finds in, say, the History Channel documentary of the War of 1812, a virtually unrelenting tale of honor and heroism. Considering such factors not only humanizes the founding fathers, it helps us to put our modern politicians in a more correct light.
Hope you find the game interesting and thanks for reading.
Bibliography
Adams
vs. Jefferson: The Tumultuous Election of 1800 by John Ferling
The
American President by Philip B. Kunhardt
A
Basic History of the United States, Volume 1: The Colonial Experience
1607-1774 by Clarence B. Carson
A
Basic History of the United States, Volume 2: The Beginning of the
Republic, 1775-1825 by Clarence B. Carson
A
Basic History of the United States, Volume 3: The Sections and the
Civil War 1826-1877 by Clarence B. Carson
Benjamin
Franklin by Walter Isaacson
Founding
Brothers by Joseph Ellis
Founding
Mothers by Cokie Roberts
The
History of the United States of America During the Adminisration of
Jefferson and Madison, by Henry Adams
Inventing
a Nation by Gore Vidal
Jefferson's
Second Revolution: The Election Crisis of 1800 and the Triumph of
Republicanism by Susan Dunn
John
Adams by David McCullough
The Paris Years of Thomas Jefferson by William Howard Adams
Revolutionary Characters by Gordon S. Wood
Acknowledgements
Thanks to
Doug Garrett,
Stephen Poindexter Harris,
Thomas Heaney,
Gordon Hua,
Ken Tidwell,
John Weber,
Greg Wilmoth.