Politics with Allies
Use deception, power, and good old dirty politics to add value to your ally’s resources in this strategic and tactical diplomatic game.
Politics with Allies is a strategic card game that is best played within 3-7 "electorates" and it takes between 15-30 min playing time. This game requires tactical deployment of your cards so by the time the game is over (the last shuffled card on the deck is picked up) you are holding the ally cards with the highest valued resources or/and you are the most powerful electorate (the president).
The deck contains the following cards below,
- 1 Vice President Card
- 1 Veto Card
- 20 Ally (Countries) Cards
- 1 President Card
- 32 Voter Cards
- 6 Executive Order Cards
- 5 Bill Cards
- 4 Impeach Cards
- 4 Make a Deal Cards
- 2 Sanction Cards
- 2 Voter Fraud Cards
- 2 Leak Cards
- 2 Demand from President *Conflict of Interest* Cards
- 2 Coup d’état *Conflict of Interest* Cards
- 1 War *Conflict of Interest* Card
- 1 Rulebook
Politics with Allies has a total of 85 cards. You shuffle the deck but leave the veto, president, and bill cards out of the shuffle deck because the president and veto cards will automatically go to the electorate that gets to be president and the bill cards will be stacked up separately from the other shuffled cards. You distribute between 5-7 cards to each electorate, make sure all cards are faced down so nobody knows what card each electorate gets.
The first call of action is for all electorate to cast a vote by playing a voter card, faced down. Note, when voting, all voter card are always played face down by each electorate and will only be revealed when all electorate have casted their votes. Whoever has the highest voter card becomes the president and decides which direction the game would go. The president also gets the veto card and can play the first bill to be voted on.
The vice president card gives you the right to be the next president regardless of who has the highest voter card when a coup is successfully planned on the president or when the president gets impeached. Note - The vice president card can only be used once and after that it gets discarded
The veto power can only be used once by a sitting president, to block any ruling/vote that they think is not of interest to them EXCEPT for a successful coup or war. After the veto card is used, it should be placed aside and given to the next elected president. If a president does not get to use the veto power before getting voted out, they must surrender the veto card along with the presidency card.
The alliance an electorate build with a country by drawing the country’s card is what will decide if that electorate will be the winner at the end of the game, because each ally has one, two, or three resources with different points that will be added together at the end of the game, so keep your allies strong, close, and happy.
Each electorate will use their voters to support/vote for or against what is in their interest. The electorate or group of electorates with the highest voter will always win the election. All voter cards are to be played faced down until all participating electorate has been allowed to cast a vote, after which the card will be revealed to count the highest vote.
The executive order card doubles the point on particular resources. An electorate plays an executive order with a faced down voter card and states the particular resources they would like the order passed on, if that order is voted for successfully, the point of that resources doubles for every country that has that resources. (For example, if an executive order passes on coal, every electorate who holds an ally that has coal will also benefit from the doubled point). Note - it is advisable to keep track of any resources that was voted in by executive order so there will be no confusion when the calculation is been done at the end of the game.
The bill cards are stacked separately, the elected president gets to propose the first bill by picking one of the bill card and playing it for all electorate to vote on and after that, the electorate that wins a mandate gets to pick and play the next bill when it gets to their turn to play. If the bill is voted to pass, the electorate that supported the bill with the highest voter card gets to keep that bill. All bill card have different points and when an electorate wins a bill, they get to keep that bill and show them at the end of the game so the points on those bills can be added to their final score. Note - All bills are played so all electorates can see what they are voting on and they can be played simultaneously with a mandate. If the bill and mandate are successfully voted for, the electorate that supported them with the highest voter card gets to keep the bill.
All electorates including the president is allowed to vote for or against an impeachment and if the impeachment is successful, the electorate that casted the highest vote to support the impeachment will become the next president, unless the vice president card is in play and the player who has it decides to announce his vice presidency to become president. Remember, the vice president card can only be used once, so whoever has it should use it strategically.
The make a deal card is used to form a voting alliance between two electorates. The electorate playing the card is requesting for a voting support on any mandate card they play or has been played against them, and in exchange, the electorate accepting the deal will blindly pick a card from the hand of the electorate making the deal. When the electorate accepting the deal fulfill their part of the deal by voting in support of the deal maker, the make a deal card will be discarded. Note - Another make a deal card can be used to nullify an original make a deal played. If the other electorate has a make a deal card as well, the electorate can play the deal card back at the original deal maker when it gets to their turn, allowing the original deal maker to blindly pick a card from them as well and then they can both discard the make a deal card played and are no longer obligated to vote in support of each other.
A sanction can be used to nullify a mandate that does not go an electorate’s way after the vote, it can be used to nullify any make a deal card on the table, or it can be used to skip any electorate’s turn to play.
Voter fraud is used to cancel a vote so a new vote can be casted. Note the difference between sanction and voter fraud; for sanction, the mandate and vote is dismissed all together but for voter fraud, the previously casted vote is dismissed but the mandate is still on the table for a new vote.
The leak card is used to spy "wiretap" on another electorate. The electorate plays the leak card, choose any electorate they want, and points at 3 different card from that electorate so they can take a look at those cards.
A card can be blindly drawn from the president’s hand by playing the demand from president card, faced down while saying (conflict of interest) which means the president is not allowed to vote on this mandate and if the mandate passes, the electorate with the highest voter will blindly draw a card from the president’s hand. Note, the veto and president’s card is never part of the hand of the president, those two cards are placed somewhere separately by the president.
The coup d’état card might be the most powerful card in the deck because it is the only mandate card that can’t be vetoed. A coup d’état card is played faced down while saying (conflict of interest), which means the president is not allowed to vote on this mandate and if passed, the electorate with the highest voter will become the president unless the vice president card is in play and the electorate who has it decides to announce their vice presidency to become president. Remember, the vice president card can only be used once, so whoever has it should use it strategically.
The war card is played faced down while saying (conflict of interest), which means the president is not allowed to vote on this mandate and if passed, the point on each ally’s resources would be slashed to half except for the electorate that voted for the war with the highest voter card, the point on that electorate’s ally cards stay unaffected. Note war does not affect the point on bills.
- The deck is shuffled without the president, veto, and bill cards
- Distribute between 5-7 playing cards (faced down) to "electorates". Note - This game is best played within 3-7 players electorates.
- Each electorate cast a vote by playing a voter card, faced down, so nobody knows what the other electorate played.
- After the votes have been casted, all electorate reveal their card to confirm who has the highest voter. The electorate with the highest voter becomes the president and also wills the veto card. The president will be the first to play and will dictate which direction the game goes.
- If an electorate does not have a mandate card to play, that electorate will pick a card from the shuffled deck and allow the next electorate a chance to play.
- See rulebook as to how you can use all mandate cards in the deck.
- The winner of the game is the electorate that has the highest point from all his ally’s resources and bills combined at the end of the game.
- The best way to win the game is for an electorate to strategically stay/be the president at the end of the game while holding some ally and/or bill cards, because all the points on the ally and bill cards held by the president would be multiplied by 2 at the end of the game. If you are not the president, you can also win by procuring some bills, maximizing the amount of allies you have while using executive orders to multiply each resources by 2 and/or use the war card to reduce the resources of all electorate’s ally by half.
Playbook (Adult Party Starter Version)
- You have to fill up your cup with your favorite adult beverage, it is important to have that in place!!
- Following the regular playbook, shuffle and distribute the cards to all electorate, faced down. The electorate that has the highest vote casted will be the president and every other electorate but the president gets to take a drink.
- During the game, if a mandate is voted on, the electorate or group of electorate that are on the losing side of the vote gets to take a drink.
- If the president veto a vote, all electorate but the president gets to take a drink.
- If an electorate sanctions a vote or plays voter fraud card, all electorate except from that electorate takes a drink.
- If an electorate plays a leak card or sanction a particular electorate, only that electorate that leaked his playing cards or got sanctioned gets to take a drink.
- When a war card is successfully voted for, everybody gets to drink twice except the electorate that voted for the war with the highest voter card.
- At the end of the game, the winner gets to enjoy his victory by watching all the other electorates drink twice.
Risks and challenges
We have worked hard to make this card game humorous, engaging, and relatable with current issues around the world and we believe it will put all the players aka electorate in a “Yuge” political conspiracy!! We are working with manufacturers and fulfillment centers to make sure that we go above and beyond in accomplishing whatever we promise our backers and not only making sure that our backers can’t stop playing and talking about Politics with Allies but they receive all their merchandise in a timely fashion.
Big thank you to all our backers, we really appreciate your support and we want to make sure that we do not disappoint you in all ways more than one. We will make sure your next most valuable and engaging merchandise meet and exceed your expectation.
Campaign: March - April
Surveys Returned: May
Production proofs approved: June
Begin production of cards: June
Fulfillment and shipping: July - August
TERMS AND CONDITIONS
To all our backers, you acknowledge that the final look, materials and content of the rewards (and the project) are subject to change and may differ substantially from what is presented while the Kickstarter project was active.
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