Preamble
Campaign Secrets is a game of political satire where each player is a
candidate in a major election. Don’t worry, you don’t need to know
anything about politics to play Campaign Secrets.
Campaign Secrets consists of two decks. The first deck is the Score
deck and is black and white with percentages in the center of each
card. The second deck is the Game deck and contains blue campaign cards
and red secret cards.
Articles
Article I – Setting Up The Game
Section 1
– Take the Score deck and give each player 10%. Place the
remainder of the deck, hereafter known as “the undecided vote,” in the
center of the table.
Section 2 – Sort through the
Game deck and pull out the card labeled “Election Day.” Place it aside;
it will be used later. Shuffle the Game deck, then deal each player
five cards. Place the remainder of the deck, hereafter known as “the
draw pile,” in the center of the table.
(Note: If anyone is dealt the card labeled “Primaries,” then shuffle
that card back into the deck and deal that player a new card.)
Section 3 – Leave a space at the center of the table for “the discard pile.”
Section 4 – Determine who will
start first. If this is the first game, we recommend choosing the
person who most recently had their birthday. After you’ve played a
game, you can have the winner start first each time.
Article II – Defining Play
Section 1 –
Blue campaign cards directly affect play. When a player chooses to play
a campaign card, s/he will read it aloud, select a player for it to
affect, and then place it in the discard pile.
Section 2 – Red secret cards
come in two parts: cost and benefit. Cost is the percentage of the vote
paid by a player that has his/her secret revealed. Benefit is the
amount of the vote that a player may gain at the end of the game if
s/he can keep the secret from being revealed. When a player chooses to
play a secret, s/he will place it face down in front of the player s/he
wishes it to affect. If a secret becomes revealed, the holder of that secret must pay it's cost and then discard the secret.
(Note: The holder of a secret should not know what his/her secrets are until they are revealed.)
Article III – The First Round of Play
Section 1 – The first player will choose a card from his/her hand and play it.
(Note: Any card may be played on any player.)
Section 2 – Play then continues to the next player (clockwise), until all players have played their first card.
Article IV – Continuing Play
Section 1
– At the beginning of each player’s turn s/he should draw from the draw
pile until s/he has five cards in his/her hand. Each player then plays
their turn just like they did in the first round.
Section 2 – Play continues
until the “Primaries” card is revealed. Follow the instructions on the
Primaries card (which includes replacing the Primaries card with the
"Election Day" card you removed earlier), and then continue play.
Section 3 – Play until the “Election Day” card is revealed.
Section 4 – The winner of the game is the player with the greatest percent of the vote at the end of the game.
Amendments
Amendment I – Any Card Anywhere
Although we already stated this earlier in the rules, many people
forget that you may play any card on any player (including yourself).
Amendment II – Defense Against Secrets
You may play any number of cards outside of your turn to prevent a secret from being revealed.
Amendment III – Special Play Cards
Some cards have a bold statement between the artwork and the description. This statement describes when that card may be played.
Amendment IV – Tie Breaker
In the event that two or more players are tied at the end of the game,
the winner may be determined in the following manner. An impartial
player should select a 1% card for each tied player plus a 5%
card. These cards will then be laid face down on the table and mixed
up. Each tied player should then draw one of the cards to determine the
winner.
Amendment V – Poll Results
Each player’s percent of the vote is considered public knowledge as it could be obtained by conducting a poll.
Amendment VI – Payments and Losses
When a player pays the cost of a secret, or is forced to lose a percent
from a campaign card, that percent goes back to the undecided vote.
Amendment VII - Secrets Have No Cost After Election Day
The costs of secrets only apply during the game. When the
Election Day card is drawn, only the benefits of secrets matter. Disregard the costs completely.
Amendment VIII - No Limits Per Player
If a card doesn't explicitly specify the maximum amount of percentage
points you can take from any given player, then assume you can take the
full amount from any player.
Amendment IX - No Losers Until Election Day
It doesn't matter if you lose all of your percentage points. You can continue playing until the
Election Day card is played. No percent of the vote doesn't mean you're out, it simply means you aren't popular.
Acknowledgements
Game Concept & Design: JT Smith
Political Consultant: Tom Young
Play Testers:
Sarah Bownds
Frank Dillon
Michele Lambert
Teresa Lavann
Kristi McCombs
Ryan McCombs
Ree Migliozzi
Eric Patterson
Glenn Percival
Kevin Runde
Tera Runde
Bev Smith
Marilyn Vanderhoof-Young
Jamie Vrbsky
Tom Young
©2000-2003 The Game Crafter, A Plain Black LLC Company. All rights
reserved. The Game Crafter® is a registered trademark of Plain Black
LLC. Campaign Secrets is a trademark of Plain Black LLC.