The Tao of Gaming

Die Macher ... revisited

We played The One last night, and I'm reminded of the same thing I've felt every time I've played in the 2000s (or so) — Flawed classic. [We were playing 2nd edition; I don't believe the new version changed]. While second edition fixed some aspects of the game, it broke others.

I like Die Macher, I rate it a seven. But each game just convinces me that I should play with more variants. Flaws, in no particular order

  • The positive feedback money system, while reflective of real life (at least in the US), doesn't help.
  • The auction inflation in the game indicates to me that other prices should perhaps inflate as well.
  • Capping votes at 50, and the weird player order effects it causes.
  • The platform deal and change system that may horribly imbalance someone off the deal.
  • No bonus for consistency in party platform.
  • The luck in setup, where some people may match quite a bit (with regions and other players).
  • The huge luck swings based on a single opinion poll.
  • Winning the first election gives you initial money, ups your party-base since you'll usually match two positions, and will match them after the 2nd and 3rd rounds, giving you three turns of growth. And your media marker bonus is high.
  • Winning the last election lets you flip flop national opinion, a possible 50 point swing.
  • In contrast, winning the middle elections usually don't carry much weight, money is less valuable and your positions can be reversed.

I'm probably forgetting a few things, too. I've seen (and proposed) lots of variants to deal with these, but here's a formal proposal. You can probably mix and match these to a fair amount. Many of these variants have been proposed before. Phases not mentioned are unchanged.

Setup:

[I'd certainly argue for this setup even if not playing anything else].

  1. Deal out seven states at random. [All seven elections are known at the beginning].
  2. Order them by size, then re-arrange them by mandate so that the smallest is 1st, next smallest is last, next is 2nd, then 6th, 3rd, 5th and the largest at forth. This means that opening elections, while important from a snowball effect, don't actually have much mandate. And the last elections will also have a big effect, but small mandate. [The 3rd, 4th and 5th elections will usually have the bulk of the mandate ... creating a Super Tuesday effect. This may be too US-centric, but there you go].
  3. Take one of each party platform card and deal one to each player (or let them pick). No two parties should have opposite platforms. After each party gets a core platform, take the deck of remainders and shuffle in two more sets of platforms, and deal out the rest normally (reshuffling as needed). [This prevents 4-1 splits on the deal]. If you are playing with the platform variant below then set the cards face up, if not then deal out hands normally.
  4. For the people's opinion (cards that indicate what regions believe) take one of each and use them to seed the starting regions (1st election with 4, 2nd with 3, 3rd with 2, fourth with 1). If you get a opposites in the same region, reshuffle the conflicting one back in the deck. Take the remainder of the cards and shuffle them with a second set of opinions to seed the face down cards. [This keeps one opinion from being over-represented]. After that shuffle all the cards and flip up six to form the opinions that can be swapped out.
  5. Conduct the rest of setup as per the rules (including the "chinese menu".
  6. Each player secretly (on the back of their form) indicates which of their shadow cabinet is their "workhorse" (see below). They may choose not to have one, but should indicate that with "none."

Party Platform Phase:

All the unused cards are kept face up. If a player switches, he simply swaps one face up card for another, and pays the cost in party base:

  1. Reversing a platform costs 5 party base.
  2. Switching a platform costs 2 party base.
  3. Changing a core platform costs double (10 for reversing, four otherwise)! After changing, the party picks any new platform as their core.

If any party takes position that uses up all of those positions, then the party that is 'locked out' gains party base. This represents the single issue voters flocking to them. The 'odd man out' gains 2 party base immediately, or 5 if they are explicitly against that position. Example, Alex, Brian and Chad are "Pro-Education Reform". Dennis takes the last "Pro-Education Reform" platform (paying party base as above). Edward gets five party base if he is Anti-Reform, or two if he is merely ambivalent).

Shadow Cabinet Phase:

As noted in setup, each player chooses one Cabinet member as a workhorse (or none). That cabinet member, when used costs double and is revealed when costs are paid. During that player's selection, the Cabinet card gets two actions. Both actions must be different. If a player cannot (or chooses not to) use both actions, the card still costs double. Instead of a second action, a workhorse may choose to not place a Coalition tile (if he should). [A workhorse cannot choose to add a coalition tile].

[Rationale — I liked the old system of having to discard two S-C cards at the beginning, it allowed players to differentiate. I choose to add a card because it tightens the money supply instead, and it lets each player "double up" in a region once, or avoid a coalition.]

Place Workers Phase:

More than four workers can be placed in a region. Each worker beyond the forth costs $4,000 instead of $1,000.

Opinion Polls Phase:

Polls are auctioned from 'furthest' region, concluding with the current region. Pick one variant:

  • The winner may purchase multiple polls (paying auction price for each), but must decide before looking. Only one poll may be published (or dice rolled). Extra polls are discarded.
  • The current poll is revealed before auctioning.
  • Players may not move up/down more than one space in the electing region, and two spaces in the next region.
[Obviously, I'm not decided on what to do].

Converting Workers/Elections Phase:

Votes may go above fifty. Each vote above fifty does not increase mandate. Resolve votes normally, using the 'short head' version to break ties. If the winner (or winning Coalition) required the use of "votes above 50" to win the coalition, then they are considered to win a short head victory.

Example: The CDU & Green party have a coalition with 58 and 30 votes respectively. The SPD and PDS have a coalition with 27 and 55. CDU/Green win 88 to 82. However, without the 'extra effort', CDU/Green would only have 80 votes, so they are considered to have won a short head. [That SPD/PDS extra effort was used doesn't matter.]

National Opinion:

If an opinion is discarded, its space is emptied, then all opinions are shifted left. The new opinion enters in the right hand side (and shifts left as far as possible).

Example: The current opinions are pro-Euro, Anti-Genetik, and Pro-Healthcare reform, the other two slots are empty. The Pro-Genetik opinion is added. First, the Anti-Genetik opinion is discarded, then the Healthcare slides into the 2nd slot, then the Anti-Genetik card is placed in the fifth slot and 'slides' into the 3rd slot.

6th/7th Election:

The last turn resolves the 6th and 7th elections, there is no quick turn for the 7th election. [I've often thought the rules are unclear in 2nd edition, so this may just be a clarification].

Commentary

I deal with money indirectly ... the new Shadow Cabinet power, the ability to place extra workers, and removing party base for platform switch should tighten money. Also, the fact that some elections may go above fifty lets the players trailing in that election force the leader to expend extra effort.

Die Macher has too many moving parts to think any variant will be perfect. But I think this will help prevent a runaway leader. I can envision situations where these variants do protect the leader, but I suspect they will be rarer.

jacob:
I agree with you about some things not working quite right in the original Die Macher. Thanks for your variants. My guess is they'll improve the game, but not yet perfect it. I might have to come up with my own variants to your variants for that. But there probably is too much going on to really perfect it.
11.26.2006 1:08pm
frunk:
Interesting. Some of what bothers you doesn't bug me, but you definitely struck a chord with the opinion polls and the uneveness of the elections.

Positive feedback of money - Less of an issue than you might think, as even a minimal amount of money can keep you in the game because only the auction items inflate in price. If you stay away from the auctions you can survive quite well until your money comes in. Allowing buying extra workers in the Place Worker phase would only emphasize the importance of early money and increase the positive feedback potential.

Auction inflation - Doesn't bother me, allows the possibility of the early money people to burn themselves by buying opinion polls/play position for too much.

Capping votes at 50 - Possibly an issue, but to my mind it would be better fixed by having player order bids be for picking personal player order (high bid can pick to go 1-5(4), second high picks next etc., lowest bidder pays nothing but gets stuck with whatever position is left).

The platform deal and change system - I believe we play that no more than two players can have a platform at the start, don't remember if that's a published rule anywhere or not. That may not address all of your issues, but it's usually enough to slow heavy collusion.

No bonus for consistency in party platform - Not particularly an issue to me. Still, your variant sounds pretty cool.

The luck in setup, where some people may match quite a bit (with regions and other players) - Only rarely have I seen that be a deciding factor. Generally others who dislikes that platform will get media control in a few of those regions and switch them.

The huge luck swings based on a single opinion poll - Oh yeah, that bugs me.

Winning the first election gives you initial money, ups your party-base since you'll usually match two positions, and will match them after the 2nd and 3rd rounds, giving you three turns of growth. And your media marker bonus is high.
Winning the last election lets you flip flop national opinion, a possible 50 point swing.
In contrast, winning the middle elections usually don't carry much weight, money is less valuable and your positions can be reversed.
- Big issues to my mind as well.

Other potential variants:

Media marker bonus: Have the media marker bonus peak on the fourth election. Something like 1st: 15, 2nd: 20, 3rd: 20, 4th: 25, 5th: 15, 6th: 12, 7th: 10

Media marker/opinion poll conversion: If your party is selected on the opinion poll, you can remove one media marker from the region to improve your change by one (from a -2 to a -1, +1 to a +2).
11.26.2006 6:39pm

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