Setup:

Board:

Card Holder:

Store Card Holder:


Money Holder:


Product Cards


Store Cards:



design courses, syllabi, schedules, resources and policies
the campaign trail is a game about the struggles and certain unpredictability of running for a political position. certain factors play a lot in weather a candidate can win and weather they have a chance. in this game i have used real data on voter preferences and used those to disadvantage the minority groups running in the game. a lot of people don’t like to think about this gap in preference but it is highly prevalent. like when have seen in the past it is still possible for the minority candidate to win it is mostly just lick of the draw sometimes.
the final rulebook
the campaign trail –
To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game.
Also shuffle the chance cards and ad cards and place them next to the board.
Start the round with the oldest player rolling the 6 sided die.
Play will continue clockwise.
Landing on a red or blue dot will gain you voters and you track this on your ballot card.
You can only gain voters if you land on the color that matches your party.
The amount of voters you gain each time is indicated on your candidate card.
Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.
Chance cards:
Smear campaign:
If you pick up a smear card you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.
1 = .1x of opponents
2 = .15x of opponents
3 = .2x of opponents
4 = .25x of opponents
5 = .3x of opponents
6 = .35x of opponents
Scandal:
Scandal cards will make you lose a percentage of your voters.
That percentage will be said on the card.
Investors:
Some chance cards have investors, these are people interested in giving you money. The card will say the amount of money you gain from this and you rack this on your balance sheet
AD campaign:
With the money that you can get from investors and the money you have at the start of the game you can buy an ad campaign. You are able to buy one per turn and the amount this card gives you is random. Pick it up and keep it till the end.
The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.
the original rule book
the campaign trail –
To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game.
Start the round with the oldest player rolling the 6 sided die.
Play will continue clockwise.
Landing on a red or blue dot will gain you voters.
You can only gain voters if you land on the color that matches your party.
The amount of voters you gain each time is indicated on your candidate card.
Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.
Special spots:
Smear campaign:
If you land on this space you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.
1 = .1x of opponents
2 = .15x of opponents
3 = .2x of opponents
4 = .25x of opponents
5 = .3x of opponents
6 = .35x of opponents
Scandal:
Scandal spaces will make you lose a percentage of your voters.
That percentage will be said on the space.
Ad campaigns:
When you land on an ad space you will pick the card on the top of the ad pile. You will keep this card until the end of the game. At the end of the game you can flip these cards over and add how many votes you get to your score.
The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.
diffrences
as you can see the biggest difference in the game pieces itself is the board. after the first playtest i realized that the white dots were to far apart so i made a standard of 3 4 or 5 dots between white spots. this makes it so people are interacting with cards and making the game drag less in the beginning. i also took off the events being on the spots themselves. the writing is to hard to see on the board so i made cards instead.
in the original game i had excluded the money aspect of the game. i had wanted to see if the games point got across without this mechanic of buying ads for more money but that is a huge part of campaigning as a politician so i ended up putting it back with my final design.
investors are also a big part of running for an office, without investors ost people who run would have a 0 percent chance of being able to be seen and heard before elections. so this was a must.
playtesting
the few playtests i had helped me realize my pacing was dragging, especially at the beginning. players had to role to many times before anything as really happening. so i was able to speed that up.
also players wanted more opportunities to lose voters so it wasn’t jut a game of gaining. so i made the smear and scandal cards more frequent in the deck of chance cards so it would balance the constant gain of voters.
some people had mentioned losing voters if you landed on the wrong color but i feel that was to much losing because i don’t want players to go into the negatives.
I played Hues and Cues a couple weeks go, and I very much enjoyed it. I really had a hard time coming up with words for the particular colors. I saw that I had an easier time with certain shades at first, but it became harder to come up with words after a while though because it became a bit repetitive with the color picks. So as much as I loved the game and would maybe play it again at a family party, it wasn’t my favorite game in the entire world.

Setup:
Pieces included: 1x Prisoner 3x Guards 1x Board
To set up the board, begin by placing the BLACK prisoner piece in the middle of the light blue 3×3 grid, that is where the prisoner will begin the game. Place the 3 guard pieces in the 3 red squares around the board. Before the game starts, players must decide which pieces they will be and can be decided amongst themselves, or with a single die.
Locations:
The light blue area is where the prisoner spawns into the game, guards may not enter the light blue area. The prisoner, though, is allowed to move one space diagonally rather than vertically and horizontally in the light blue area if he chooses to do so.
The grass area (courtyard) is a special area that can help the prisoner. Since this is an outside area, the prisoner may move one extra space if he chooses to do so. The guards cannot move any extra spaces inside of the courtyard and they continue to move normally.
Playing the game:
Once the pieces are on the board, the prisoner will go first by moving either 1 or 2 spaces in any direction other than diagonal. The prisoner may only move in one direction though (EX: If you are moving right on the board 1 space, your second space must also be in that direction.
Once the prisoner has moved, each guard takes their turn moving 1 space in any direction (INCLUDING DIAGONAL).
Goal: The goal is for the guards to intercept the prisoner before he leaves the prison on the top right of the board. Once the prisoner gets to the handcuff space, the prisoner wins the game and the guards lose (unless “No Man Left Behind” is called). If the guards get to the prisoner before he escapes, the guards win the game.
The game will be played best 2 out of 3 rounds (or however many sequential rounds you would like to play). If the prisoner makes it to the exit space before the guards and he believes he can make it back to the starting space before the guards catch him, he may return to the starting place for a chance to win the entire game. This must be stated by calling out “No Man Left Behind”.
For the sake of the game not being impossible (which the point of the game is to make it extremely hard for the prisoner), guards may not enter the three surrounding spaces next to the handcuff space.



Rules:
Each player will take turns going in a circle asking the group a Rock N’ Roll related question on the cards.
Players may decide who goes first, as it does not have an effect on game play.
Once a player asks the question, a 30 second timer will be set for the group to answer the question. If time runs out, the card will reward no points to anyone.
If a player answers correctly, they will keep the card until the end of the round which will determine how many points they have.
The player with the most cards at the end of the round, will win.
If a player answers a question wrong, another player can take the opportunity to steal the question for themselves. (Timer does not reset). If they do this and get it right, the player gets to take a card from their opponent. But if they attempt to steal and they get it wrong, the next player to steal the same question gets cards from both players who attempted to answer it. (This can stack to as many players that attempt to answer).