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Prime goal: Gain the highest # of electoral votes

Method: Each of the 16 regions controls up to 2 regional votes, and the # of regional votes
gained is based upon that regions score. National score + support tokens third party support
tokens + 4 for controlling main regional issue + 2 for controlling each other of the 3 other
regional issues.
Note: Controlling any given non-yellow issue at the end is worth 4 points in one region and 2
points in 4 other regions, for a total of 10 region points divided across a total possible of 16
regions, or 62.5% (5/8ths) of a national point. Controlling a yellow issue at the end is worth 4
region points divided across a total possible of 16 regions, or 25% (1/4th) of a national point.
Support tokens are worth 1 point (your own or third party placed on an opponent), divided across
a total possible of 16 regions, or 6.25% (1/16th) of a national point. Add .375 of a national point
(up to 1) if theres more than 1 gain or loss on a non-yellow. Add .75 of a national point (up to 2)
if theres more than 1 gain or loss on a yellow. Unlike other calcs, this is a rule of thumb
represents the relative inability to fight against that kind of swing-power.
Conclusion: To gain the highest # of electoral votes requires the highest # of national point
equivalents.
Note: This, and all valuations from here till page 16 are wrong. See page 17 for an
explination.

Card evaluation: In which I determine each cards worth based upon their national point
equivalence to my team. It is assumed that playing a card will stick, because counter-acting it
requires card play from the opponent so it all shakes out in the end. So owning a non-yellow
issue is worth .625 national points plus 1 per card in the current media. Add .375 of a national
point (up to 1) if theres more than 1 gain or loss on a non-yellow. Yellow issue owning is worth
1.25 points (due to 1 gain per yellow issue controlled at end of cycle), plus 1 per card in the
current media. Add .75 of a national point (up to 2) if theres more than 1 gain or loss on a
yellow. Unlike other calcs, this is a rule of thumb represents the relative inability to fight against
that kind of swing-power.
Note: See page 1s note

Full Card List and Ratings


CHARISMA Talk Show
Gain 1 Popularity and move one card to the front of the Media
Cycle. Total worth 1.25: 0 from Charisma without gain, 1.25 from popularity gain, and
unknown value from card moving (est 0)
CHARISMA Softball
Remove a card from the Media Cycle and gain 1
Popularity. Total worth 2.25: 0 from Charisma without gain, 1.25 from popularity gain, and
1 from discarding an opponents issue controlled card.
CHARISMA Personal Reinvention Move a single yellow issue to the Undecided column. Total
worth 1.25: 0 from Charisma without gain, 1.25 from removing opponents yellow gain.
CHARISMA Folksy Charm
Whoever controls Connections loses 1 Charisma and 1
Popularity. Total worth 3.5: 1 from Charisma with gain, 1.25 from 1 Charisma gain and 1.25
from popularity Gain.
CHARISMA Media Presence
EFFECT: Whoever controls Charisma gains 1 Popularity
for every yellow card that gets played. Total worth 1.25: 0 from Charisma without gain, est
1.25 from Popularity gain.
CHARISMA Bulletproof
EFFECT: Whoever controls Charisma cannot lose
Popularity. Total worth 1.25: 0 from Charisma without gain, est 1.25 from Popularity
immunity.
CHARISMA Lightweight
Whoever controls Charisma gains 1 Charisma and 1
Popularity, and loses 1 on all green issues. Total worth 1: 1 from Charisma with gain, 1.25
from Charisma gain, 1.25 from Popularity gain, -2.5 from green loss. All together,
Charisma is worth 10.75
CONNECTIONS
Did Your Homework Look through your deck for any one card and add it
to your hand, then shuffle your deck. Total worth .5: 1 from Connections without gain, .5 est
value over best card in hand.
CONNECTIONS
Press Conference
Draw a card from your deck and then play a card.
Total worth Cycle: Almost always a good card because it cycles at 0 value.
CONNECTIONS
Opposition Research Look at an opponent's hand and discard 1 card
from it. Total worth .5: 0 from Connections without gainn. .5 est value over opponents
best card in hand compared to next best card.
CONNECTIONS
Coalition Builder
You and your partner look at each other's hands.
You may swap any cards you wish on a one-for-one basis. Total worth 0: 0 from Connections
without gain, 0 from swap.
CONNECTIONS
Co-opt the Message Look at another player's hand. You may take one of
their cards and add it to your hand. Total worth 1: 0 from Connections without gain,
marginal gain from taking an opponents best card (they cant play it and you can, so the
opponent loses value between the difference of that card and their next best card in
hand, and you gain value between the difference of that card and your next best card in
hand.) Est value 1.
CONNECTIONS
Media Allies
Draw 3 cards. Total worth 1: 0 from Connections
without gain, est 1 average gain from drawing 3 cards over cards in hand.
CONNECTIONS
Spin Doctor
EFFECT: Whoever controls Connections may
rearrange the Media Cycle at the start of their turn. Total worth .5: 0 from Connections
without gain, est .5 gain from re-arranging the cycle with combo cards in deck.
Altogether, Connections are worth 3.5.

CREDIBILITY
Wishy Washy
Whoever has more issues in the "slightly favored"
column loses 1 Credibility and 1 Popularity Total worth 3.5: 1 from Credibility with gain, 1.25
from Credibility gain, 1.25 from Popularity gain.
CREDIBILITY
Equivocation
Move any issues your opponent controls from the
"slightly favored" column to the "undecided" column Total worth 1.875: 0 from Creditability
without gain, unknown value from issue moving. If we assume normal distribution of
issues due to tug and pull, the opponent might have 3 in slightly favored, which would
put est value at 1.875.
CREDIBILITY
Jump Ship
Whoever is behind on Credibility may lose up to 2
steps from one issue they control and gain the same number of steps in another issue (other
than Credibility.) Total worth 1: 0 from Credibility without gain, est 1 from issue shifting
(non-yellow to yellow).
CREDIBILITY Copycat
Lose 1 Credibility and move a non-yellow issue to
the Undecided column. Total worth -1.625: -1 from Credibility with loss, -1.25 from
Credibility loss, .625 from issue shifting opponent.
CREDIBILITY Empty Promises
You may move Credibility down as many steps as
you wish, then gain 1 to as many different issues as you moved steps down. Total worth .75: -1
from Credibility with loss, -2 from Credibility loss (max), +3.75 from upping all other
yellows by 1.
CREDIBILITY
Fact Checking
EFFECT: Whoever is behind on Credibility cannot
gain steps on non-yellow issues from cards they play. Total worth Game Ending: 0 from
Credibility without gain, est winning the game from effect (holy shit is that overpowered).
CREDIBILITY Elephant in the Room ATTACH: Move the base card to the front of the Media
Cycle. Whenever a card is played, move the base card to the front again. Total worth 0: 0 from
Credibility without gain, 0 from moving card to front of media cycle. Altogether,
Credibility is worth 3.475, plus a single game ender.
POPULARITY Short Attention Span Discard the oldest two cards from the Media Cycle. Total
worth 0: 0 from Popularity without gain, 0 from discarding a friendly card and enemy card
together (probably).
POPULARITY
Rile the Base
Lose 2 Popularity and gain 1 on all issues of your
color. Total worth -.5: -1 from Popularity with loss, -2 from Popularity loss, +2.5 from
gaining on 4 issues.
POPULARITY
Local Candidate
Place 4 third party support tokens in a
single region. Total worth .25: 0 from Popularity without gain, .25 from third party tokens
POPULARITY
Party Revolt
Place 1 third party token, plus 2 for each issue of
your color that your opponent controls. Total worth .0625: 0 from Popularity without gain, .
0625 from third party tokens on average.
POPULARITY Double Down
Lose 1 Popularity. Take a card in the Media Cycle and play
it again. Total worth -.75: -1 from Popularity with loss. -1.25 from Popularity loss. Est value

1.5 of card played again, minus name gain.


POPULARITY Party Loyalty
Both sides gain 1 on all issues of their color. Total worth
0: 0 from Popularity without gain, 0 from respective color issue gains/losses
POPULARITY Slow News Week
EFFECT: As long as this is in play, do not draw an
extra card to the Media Cycle at the start of the round (a card is still drawn for the October
Surprise.) Treat the top card of the discard pile as if it were still in the Media Cycle. Total worth
1: 0 from Popularity without gain, 0 from preventing draw, 1 from top card in media cycle.
Altogether, Popularity is worth 0.5625

SOCIAL JUSTICE
Radical Leftists
Lose 1 Popularity. EFFECT: When this card is in
the discard pile, any player who controls Social Justice may pick it up from the discard and add
it to their hand. Total worth -1.25: 0 from Social Justice without gain, -1.25 from popularity
loss, 0 from re-adding to hand.
SOCIAL JUSTICE Political Correctness
Whoever controls Social Justice loses 1 Charisma
and 1 Popularity and removes one card from the Media Cycle. Total worth .5: -1 from Social
Justice at opponents gain, 1.25 from Charisma gain, 1.25 from Popularity loss, est -1
value from an opponents removing a card from the media cycle.
SOCIAL JUSTICE
Protest Movement
Whoever controls Social Justice loses 1 Popularity
and moves one card to the front of the Media Cycle. Total worth -1.25: 0 from Social Justice
without gain, -1.25 from Popularity, 0 from moving a card to the front of the media cycle.
SOCIAL JUSTICE
Red Baiting
Whoever controls Social Justice loses 1 on all red
issues. Move all blue cards to the front of the media cycle, in order. Total worth 1.5: -1 from
Social Justice at loss, +2.5 from opponent losing on all red issues. 0 from moving all blue
card to the front of the media cycle.
SOCIAL JUSTICE
Identity Politics
EFFECT: Whoever controls Social Justice is also
considered to control Charisma regardless of the position of the Charisma issue. Total worth 1:
0 from Social Justice without gain, 1 from Charisma control.
SOCIAL JUSTICE
Racial Divide
ATTACH: All cards that match the base card's Issue
also count as Social Justice cards. Total worth 3: 0 from Social Justice without gain, est 3
from attachment.
SOCIAL JUSTICE
Toxic Issue
ATTACH: Any time the base card's Issue is played,
the side who plays it loses 1 Popularity. Total worth 1.25: 0 from Social Justice without gain,
est 1.25 popularity loss for opponent. Social Justice is all together worth -3.75
FOREIGN POLICY Overseas Tour
Gain 1 Foreign Policy and 1 Popularity. Total value
2.875: 1 from Foreign Policy with gain, .625 from Foreign Policy gain, 1.25 from
Popularity gain.
FOREIGN POLICY Axis of Evil
Gain 1 Security and lose 1 Foreign Policy. Total
value -1: -1 from Foreign Policy with loss, .625 from Security gain, -.625 from Foreign
Policy loss.
FOREIGN POLICY Trade Deal
Whoever controls Foreign Policy gains 1 Business
and 1 Immigration, and loses 1 Industry and 1 Popularity. Total value -.625: 0 from Foreign
Policy without gain, .625 from Business gain, .625 from Immigration gain, -.625 from
Industry loss, -1.25 from Popularity loss.
FOREIGN POLICY Policy Wonk
Whoever controls Foreign Policy gains 1 on all
green issues and loses 1 Popularity. Move all green cards to the end of the media cycle in order.
Total value 2.25: 1 from Foreign Policy with gain, 2.5 from green issue gain, -1.25 from
Popularity loss, 0 from moving green cards to the end of the cycle.
FOREIGN POLICY International Treaty Whoever controls Foreign Policy gains 1
Environment and 1 Social Justice. Total gain 1.25: 0 from Foreign Policy without gain, .625
from Environment gain, .625 from Social Justice gain.
FOREIGN POLICY Human Rights Outrage
Whoever controls Foreign Policy 1 Social
Justice and 1 Foreign Policy. EFFECT: If any card is removed from the media cycle before
reaching the end, discard this card from the media cycle. Total gain: 1.75: 1 from Foreign
Policy with gain, .625 from Social Justice gain, .625 from Foreign Policy gain, -.5 from
potential free discard. All together Foreign Policy is worth 5.5

FOREIGN POLICY Isolationism


Lose 1 Foreign Policy and gain 1 Security.
EFFECT: Whenever another Foreign Policy card is played, immediately discard it from the
media cycle. Total value -1: -1 from Foreign Policy with loss, .625 from Security gain, -.625
from Foreign Policy loss. Foreign Policy (Green) is worth 5.5
SECURITY Support Our Troops Gain 1 Security and 1 Popularity. Total worth 2.875: 1
from Security with gain, .625 from Security gain, 1 from Popularity gain.
SECURITY Law and Order
Whoever controls Security gains 1 Security and 1
Popularity, and loses 1 Social Justice and 1 Immigration. Total worth 1.625: 1 from Security
with gain, .625 from Security gain, 1.25 from Popularity gain, -.625 from Social Justice
loss, and -.625 from Immigration loss.
SECURITY Overseas Terrorism Gain 1 Security and discard a card from the media cycle.
Total worth 2.625: 1 from Security with gain, .625 from security gain, and 1 from
discarding an opponents issue controlled card.
SECURITY Defense Spending
Whoever controls Security gains 1 Security and 1 Industry,
and loses 1 Budget and 1 Deregulation. Total worth 1: 1 from Security with gain, .625 from
Security gain, .625 from Industry gain, -.625 from Budget loss, -.625 from Deregulation
loss.
SECURITY Saber Rattling
Gain 1 Security and 1 Popularity, and lose 1 Foreign
Policy. Total worth 2.25: 1 from Security with gain, 1.25 from Popularity with gain, and
-.625 from Foreign Policy loss.
SECURITY Never Forget
EFFECT: Whenever Never Forget is discarded from the
media cycle for any reason, whoever controls Security gains 1 Popularity and may move Never
Forget to the front of the media cycle. Total worth 0: 0 from Security without gain, 0 from
effect.
SECURITY War on Drugs
Whoever controls Security gains 1 Security and 1
Popularity, and loses 1 Healthcare and 1 Social Justice. Total worth 1.625: 1 from Security
with gain, .625 from Security gain, 1.25 from Popularity gain, -.625 from Healthcare loss,
-.625 from Social Justice loss. Security is all together worth 12
BUDGET
Tax Cuts
Gain 1 Budget and 1 Popularity. Remove the last
two cards from the Media Cycle. Total worth 2.875: 1 from Budget with gain, .625 from
Budget gain, 1.25 from Popularity gain. 0 from discarding a friendly and enemy card
together (probably).
BUDGET
Flat Tax
Gain 1 Budget and 1 Deregulation, and lose 1
Social Justice. Total worth 1.625: 1 from Budget with gain, .625 from Budget, -.625 from
Social Justice loss.
BUDGET
Weak Economy
Whoever controls Budget gains 1 Business
and 1 Popularity. Total gain 1.875: 0 from Budget without gain, .625 from Business gain,
1.25 from Popularity gain.
BUDGET
Defund Obamacare Whoever controls Budget loses 1 Healthcare and 1
Popularity and must remove a Healthcare card from the media cycle. Total worth .875: -1 if
played only when opponent controls budget. .625 from healthcare opponent loss, 1.25
from popularity opponent loss, 0 from healthcare card removal (on avg).
BUDGET
Entitlement Cuts
Whoever controls Budget loses 1 Healthcare and 1
Retirement, and must remove a blue card from the media cycle. Total worth -.25: 0 from
Budget without gain, -.625 from Healthcare loss, -.625 from Retirement loss, 1 from
removing an opponents blue card.
BUDGET
Military Cuts
Whoever controls Budget loses 1 Security and 1
Popularity and must remove a Security card from the media cycle. Total worth -.375: -1 from

Budget at loss, .625 from Security gain, 1.25 from Popularity gain, -1 from losing a
Security card.
BUDGET
Government Shutdown
Whoever controls Budget may choose to
lose 1 on all green and all blue issues and discard all cards in the media cycle. Total worth 0: 0
from Budget without gain, 0 from no effect (which is better than the effect) Budget is all
together worth 6.625
ENVIRONMENT
Carbon Cap
Whoever controls Environment loses 1 Industry and
1 Deregulation. Total gain .25: -1 from Environment at loss, .625 for Industry gain, .625 for
Deregulation gain.
ENVIRONMENT
Clean Energy Subsidies
Gain 1 Environment and 1 Business. Lose 1
Budget. Total gain 1.625: 1 for Environment with gain, .625 for Environment gain, .625 for
Business gain, -.625 for Budget loss.
ENVIRONMENT
Friend of Coal
Whoever is behind on Environment gains 2 support
in Appalachia, the Midwest, and the Mid-Atlantic. Total worth .625: 1 for Environment at plus,
-.375 for enemy support gain.
ENVIRONMENT
Hurricane
Remove all support tokens in one Atlantic region
(Northeast, New York, Mid-Atlantic, Southeast, or Florida.) Total worth .25: 0 from
Environment without gain. .25 from 4 support tokens.
ENVIRONMENT
NIMBY
Whoever controls Environment may remove up to 4
support from their opponent in a single region. Total worth .25: 0 from Environment without
gain. .25 from 4 support tokens.
ENVIRONMENT
Green Party
Whoever is behind on Environment may place up to
4 third party support. Total worth .75: 1 for Environment at plus, -.25 for third party support.
ENVIRONMENT
Wildfires
Whoever controls Environment may remove half
their opponent's support in one Western region (Northwest, Southwest, Northern Plains,
Rockies, or California.) Total worth .0625: 0 for Environment without gain, .0625 for
removing support. Environment is all together worth 3.8125
BUSINESS Strings Attached
Whoever controls Business loses 1 Credibility and 1
Popularity. Total worth 1.5: -1 for Business at loss, 1.25 for Credibility gain, 1.25 for
Popularity gain.
BUSINESS Machine Politics
Lose 1 Credibility and 1 Popularity. Double your support in
one region. Total worth -2.125: 0 for Business without gain, -1.25 for Credibility loss, -1.25
for Popularity loss, .375 for support gain.
BUSINESS Charity Benefit
Add 1 support in any region for every blue card in
the media cycle. Total worth .375: 0 for Business without gain, Est .375 support gain.
BUSINESS Pork Barrel Projects Whoever opposes Budget may place 4 support tokens.
Total worth .25: 0 from Business without gain. .25 from 4 support tokens.
BUSINESS Corporate Donors
Gain 1 Business and lose 1 Credibility. EFFECT: Whoever
controls Business may place 1 support whenever a green card gets played. Total worth .5: 1
for Business with gain, .625 for Business gain, -1.25 for Credibility loss. Est value .125 for
ability.
BUSINESS Vanity Candidate
Place 3 third party support tokens of either color. Total
worth .1875: 0 from Business without gain, .1875 from third party tokens.
BUSINESS Elitist
Gain 1 Business and 1 Connections, and lose 1 Credibility
and 1 Charisma. Total worth .375: 1 from Business with gain, .625 from 1 Business gain,
1.25 from Connections gain , -1.25 from Credibility loss, -1.25 from Charisma loss.
Business is all together worth 1.0625

RELIGION
Religious Freedom Act
Gain 2 Religion, and loses 1 Social Justice and 1
Business. Total worth .5: 1 from religion with gain, 1 from Religion gain, -.625 from Social
Justice loss, -.625 from Business loss.
RELIGION
Personal Faith
Gain 1 Charisma and 1 Popularity. Total worth 2.5: 0 from
Religion without gain, 1.25 from Charisma gain, 1.25 from Popularity gain.
RELIGION
Sex Scandal
Whoever controls Credibility gains 3 Popularity. Total
worth 2: 0 from Religion without gain, 2 from Popularity gain.
RELIGION
Test of Character
Move all yellow cards to the front of the media cycle, in
order. Total worth 0: 0 from Religion without gain, est 0 from effect.
RELIGION
Single Issue Voters Remove all cards of a single issue (other than Religion)
from the media cycle. Total worth 2: 0 from Religion without gain, est 2 from removing
opponents issue controlled cards.
RELIGION
Traditional Values
EFFECT: Whenever a red card is played, whoever controls
Religion gains 1 Popularity. Total worth 1.25: 0 from Religion without gain, est 1.25 from
Popularity gain effect.
RELIGION
Christian Nation
Whoever controls Religion gains 1 Popularity, and loses 1
Social Justice and 1 Immigration. Total worth 0: 0 from Religion without gain, 1.25 from
Popularity gain, -.625 from Social Justice loss, -.625 from Immigration loss. Religion is
all together worth 8.2
IMMIGRATION
Birther Conspiracy
Whoever controls Immigration loses 1 Popularity
and gains 1 Credibility. Total worth 0: 0 from Immigration without gain, -1.25 from
Popularity loss, +1.25 from Credibility gain.
IMMIGRATION
Voter ID Law
Whoever controls Immigration gains 1 Immigration
and 1 Social Justice, and loses 1 support in all regions. Total worth 1.75: 1 from Immigration
with gain, .625 from Immigration gain, .625 from Social justice gain, est -.5 from support
loss.
IMMIGRATION
Refugees
Whoever controls Immigration loses 1 Security and
1 Popularity. Total value .875: -1 from Immigration at loss, .625 from Security gain, 1.25
from Popularity gain.
IMMIGRATION
Amnesty
Gain 1 Immigration and 1 Social Justice.
Lose 1 Popularity. Total worth 1: 1 from Immigration with gain, .625 from Immigration
gain, .625 from Social Justice gain, -1.25 from Popularity loss.
IMMIGRATION
Foreign Workers
Whoever controls Immigration gains 1
Business and 1 Industry, and loses 1 Popularity. Total worth 0: 0 from Immigration without
gain, .625 from Business gain, .625 from Industry gain, -1.25 from Popularity loss.
IMMIGRATION
Stolen Benefits
EFFECT: Whenever a blue card is played,
whoever controls Immigration loses 1 Popularity. Total worth .25: -1 for Immigration at loss,
est 1.25 from Popularity gain.
IMMIGRATION
Border Wall
Whoever controls Immigration gains 1 Foreign
Policy and 1 Immigration, and loses 1 Security and 1 Popularity. Total worth .375: 1 from
Immigration with gain, .625 from Foreign Policy gain, .625 from Immigration gain, -.625
from Security loss, and -1.25 from Popularity loss. Immigration is all together worth
4.25

DEREGULATION
Libertarian Vote
Whoever opposes Deregulation may place 3 third
party support tokens. Total worth .875: 1 from Deregulation at gain, -.225 from third party
tokens.
DEREGULATION
Surveillance State
Whoever controls Security loses 1 Deregulation
and 1 Social Justice. Total worth .25: -1 from Security at loss, .625 from Deregulation
gain, .625 from Social Justice gain.
DEREGULATION
ACLU Support
Gain 1 Deregulation and 1 Social Justice. Lose 1
Popularity. Total worth 1: 1 from Deregulation at gain, .625 for Deregulation gain, .625 for
Social Justice gain, -1.25 for Popularity loss.
DEREGULATION
Lobbyist Reform
Whoever controls Deregulation gains 1
Credibility and loses 1 Connections. Total value 0: 0 from Deregulation without gain, 1.25 for
Credibility gain, -1.25 for Connections loss.
DEREGULATION
Neoliberalism
Whoever controls Deregulation gains 1 Business
and 1 Industry. Total worth 1.25: 0 for Deregulation without gain, .625 for Business gain, .
625 for Industry gain.
DEREGULATION
Militia Occupation
Move all red cards to the front of the media cycle, in
order. EFFECT: Whenever a red card is played, whoever controls Deregulation loses 1
Popularity. Total worth .25: -1 for Deregulation at loss. Est 0 from moving red cards to
front of media cycle. Est 1.25 from popularity gain.
DEREGULATION
Wikileaks
Pick another player. For the remainder of the
current act, they must play with their hand face up on the table. Total worth 0: 0 from
Deregulation without gain, 0 from effect. Deregulation is all together worth 3.625
INDUSTRY Contamination
Whoever controls Industry gains 1 Deregulation and loses
1 Environment. Total worth 0: 0 from Industry without gain, .625 from Deregulation gain,
-.625 from Environment loss.
INDUSTRY Special Interest Groups
Lose 1 Credibility. Move all green cards to the front
of the media cycle, in order. Total worth -1.25: 0 from Industry without gain. -1.25 from
Credibility loss. Est 0 from moving green cards in front.
INDUSTRY Prison-Industrial Complex
Whoever controls Industry gains 1 Security and
loses 1 Social Justice. Total worth 0: 0 from Industry without gain, .625 from Security gain,
-.625 from Social Justice loss.
INDUSTRY Pipeline
Whoever controls Industry loses 1 Environment and may
place 4 support tokens. Total worth .625: 1 from Industry at gain, -.625 from Environment
loss, .25 from support gain.
INDUSTRY Offshoring
Whoever controls Business gains 1 Industry and loses 1
Popularity. Total worth .375: 1 from Industry with gain, .625 from Industry gain, -1.25 from
Popularity loss.
INDUSTRY Infrastucture Spending
Gain 1 Industry and 1 Popularity, and lose 1
Deregulation. Total worth 2.25: 1 from Industry with gain, .625 from Industry gain, 1.25
from Popularity gain, -.625 from Deregulation loss.
INDUSTRY Protectionism
EFFECT: Whenever a green card is played, whoever
controls Industry gains 1 Popularity. Total worth 1.25: 0 for Industry without gain, est 1.25
from Popularity gain. All together Industry is worth 3.25

RETIREMENTSenior Voters
EFFECT: During showdowns, if this card is in the discard
pile treat it as though it were in the media cycle. Total worth 0: 0 from Retirement without
gain. 0 with effect.
RETIREMENTOld Media
Take a card from the discard pile and move it to the front of
the media cycle. Total worth 1: 0 from Retirement without gain, 1 from discarded card
thats of value to you.
RETIREMENTPension Bailout
Gain 1 Retirement and 1 Industry. Lose 1 Budget
and 1 Deregulation. Total worth 1: 1 from Retirement with gain, .625 from Retirement
gain, .625 from Industry gain, -.625 from Budget loss, -.625 from Deregulation loss.
RETIREMENTGrandfathered Benefits
Gain 1 Retirement and 1 Budget. Lose 1 Social
Justice. Total worth 1.625: 1 from Retirement with gain, .625 from Retirement gain, .625
from Budget gain, -.625 from Social Justice loss.
RETIREMENTLong Memories
Take a card of your color from the discard pile and
add it to your hand. Total worth .5: 0 from Retirement without gain, est .5 from discarded
card over best card in hand.
RETIREMENTIRA Oversight
Whoever controls Retirement loses 1 Business and 1
Deregulation. Total worth .25: -1 from Retirement at loss, .625 from Business gain, .625
from Deregulation gain.
RETIREMENTSocial Security Taxes Whoever controls Retierment loses 1 Budget. Total
worth .375: 1 from Retirement at gain, -.625 from Budget loss. All together Retirement is
worth 4.75
HEALTHCARE
Medical Marijuana
Gain 1 Healthcare and 1 Budget, and lose 1
Security. Total worth 1.625: 1 from Healthcare with gain, .625 from Healthcare gain, .625
from Budget gain, -.625 from Security loss.
HEALTHCARE
Medicaid Expansion Gain 1 Healthcare and 1 Social Justice, and lose 1
Budget. Total worth 1.625: 1 from Healthcare with gain, .625 from Healthcare gain, .625
from Social Justice gain, -.625 from Budget loss.
HEALTHCARE
Take Down Big Pharma
Gain 1 Healthcare and 1 Social Justice, and
lose 1 Deregulation. Total worth 1.625: 1 from Healthcare with gain, .625 from Healthcare
gain, .625 from Social Justice gain, -.625 from Deregulation loss.
HEALTHCARE
Repeal and Replace Whoever opposes Healthcare loses 1 Healthcare
and 1 Popularity, and gains 1 on all red issues. Total worth .375: 1 from Healthcare with gain,
.625 from Healthcare gain, 1.25 from Popularity gain, -2.5 from Red Issue loss.
HEALTHCARE
Planned Parenthood Whoever controls Healthcare gains 1 Popularity
and 1 Social Justice, and loses 1 Religion. Total worth 1.25: 0 from Healthcare without gain,
1.25 from Popularity gain, .625 from Social Justice gain, -.625 from Religion loss.
HEALTHCARE
Single Payer Option Whoever controls Healthcare loses 1 Budget and 1
Deregulation. Total worth .25: -1 from Healthcare at loss, .625 from Budget gain, .625 from
Deregulation gain.
HEALTHCARE
Death Panels
Whoever controls Healthcare loses 1 Retirement
and 1 Deregulation. Total worth .25: -1 from Healthcare at loss, .625 from Retirement gain, .
625 from Deregulation gain. Healthcare is all together worth 7

Blue is worth: 7 + 4.25 + .0625 3.75 = 7.5625


Red is worth: 3.625 + 8.25 + 6.625 + 12 = 30.5
Green is worth: 5.5 + 4.75 + 3.25 + 1.0625 = 14.5625

Note: Before the game has begun, Ive recognized the error in my calculations; all valuations are
based off of the cards expected, not its realistically best value. Because I have approximately 6
cards to play from at any time, more often than not Ill be playing a card in its best case scenario.
This changes the valuation of each card. While I expect approximate valuations Ive made to stay
the same, some cards are much better or worse based upon this model. A good example would be
Folksy Charm, a card I took. Because there are only two cards that alter Connections, its
unrealistic for the card to benefit me at its average valuation of 3.5. My opponents would either
have to be stupid and up Connections on their own (not impossible, but unlikely, possible only
when theres a connections card on the field and no other 2+ gain option exists from the shift
alone), or Id have to up my opponents connection for them, giving them 1 national point
equivalent for the trouble. Though Folsky Charm would then gain me 3.5, thats 3.5-1.25, or
2.25. Thats the realistic best case, and its a far cry from whats expect. Keep in mind thats in
competition with using the issue move on something granting 1 or more points along with a card
worth, say, the pretty common 1.25. So really its more like a valuation of 1. Still a gain, but far
less than expected. Its still great if the opponent ever gains connections on their own, punishing
them heavily for it, but the card base just isnt there for that to happen reliably.

Idea: Game could be more fun with simultaneous turn submission?

Quick deck eval based on my probably incorrect valuations:


HEALTHCARE (Blue) - Medical Marijuana: Gain 1 Healthcare and 1 Budget, and lose 1
Security. Worth 1.625
SOCIAL JUSTICE (Blue) - Political Correctness: Whoever controls Social Justice loses 1
Charisma and 1 Popularity and removes one card from the Media Cycle. Worth .5
IMMIGRATION (Blue) - Birther Conspiracy: Whoever controls Immigration loses 1 Popularity
and gains 1 Credibility. Worth 0.
SECURITY (Red) - Law and Order: Whoever controls Security gains 1 Security and 1
Popularity, and loses 1 Social Justice and 1 Immigration. Worth 1.375
SECURITY (Red) - Overseas Terrorism: Gain 1 Security and discard a card from the media
cycle. Worth 2.825
SECURITY (Red) - Defense Spending: Whoever controls Security gains 1 Security and 1
Industry, and loses 1 Budget and 1 Deregulation. Worth 1.
BUDGET (Red) - Tax Cuts: Gain 1 Budget and 1 Popularity. Remove the last two cards from the
Media Cycle. Worth 2.625
RELIGION (Red) - Personal Faith: Gain 1 Charisma and 1 Popularity. Worth 2.5.
RELIGION (Red) - Religious Freedom Act: Gain 2 Religion, and loses 1 Social Justice and 1
Business. Worth .75
RETIREMENT (Green) - Old Media: Take a card from the discard pile and move it to the front
of the media cycle. Worth 1.
FOREIGN POLICY (Green) Policy Wonk: Whoever controls Foreign Policy gains 1 on all green
issues and loses 1 Popularity. Move all green cards to the end of the media cycle in order. Worth
2.5

BUSINESS (Green) - Elitist: Gain 1 Business and 1 Connections, and lose 1 Credibility and 1
Charisma. Worth .625
RETIREMENT (Green) - Pension Bailout: Gain 1 Retirement and 1 Industry. Lose 1 Budget and
1 Deregulation. Worth 1.
CREDIBILITY (Yellow) - Wishy Washy: Whoever has more issues in the "slightly favored"
column loses 1 Credibility and 1 Popularity. Worth 3.5
CHARISMA (Yellow) - Folksy Charm: Whoever controls Connections loses 1 Charisma and 1
Popularity. Worth 3.5
POPULARITY (Yellow) - Double Down: Lose 1 Popularity. Take a card in the Media Cycle and
play it again. Worth est -.75 (This card is the one I estimate to have the most incorrect
valuation)
POPULARITY (Yellow) - Party Revolt: Place 1 third party token, plus 2 for each issue of your
color that your opponent controls. Worth .0625
POPULARITY (Yellow) - Party Loyalty: Both sides gain 1 on all issues of their color. Worth 0.

Total deck worth: 24.6375 (25.3875 if we treat Double Down as 0 worth)

Avg worth: 1.369 (1.410 if we treat Double Down as 0 worth)

So long as my per-turn play valuations are above this average value, I can consider to be
playing well (Getting max value). Even greater value is accomplished if I play cards for
above their estimated value. Also this is ignoring turn-based issue adjustment costs, which
will factor in heavily.

Of my starting hand, if I were the first player to play at the listed game-starting issue
valuations, Id gain the most from Pension Bailout (1.875), a gain of .875 from the
estimated value due to not moving budget and only moving Deregulation by 1 instead of 2
when my opponent already controls deregulation (by my own estimates, worth .375 instead
of .625, the worlds most arbitrary valuation). It also helps that I own no deregulation
cards so it is highly unlikely I care about it. Theres also a probable 1.25 gain from
adjusting a yellow of my choice to our side (I would say 2 gain because its adjusting by 2,
but our opponent can counter with their own 2 adjustments in this act so the point is moot).
I should probably adjust something other than popularity. Setting up Law and Order isnt
particularly worth it compared to the next best play in my hand: A yellow and Pension
Bailout. Credibility or Charisma would be best. Connections are okay with how many are
running around, but I want my opponents to try and capture it for themselves in case I
draw Folksy Charm. To get the highest Folksy Charm valuation means I should hit up
Credibility.

Just realized Im bad at math. Average valuation for owning a non-yellow issue on the
nation level is actually .75, not .625. For some reason I was calculating 3 of non-main issue
per, but its actually 4. 12 out of 16 is .75. Heres my new deck valuation based on that info:
HEALTHCARE (Blue) - Medical Marijuana: Gain 1 Healthcare and 1 Budget, and lose 1
Security. Worth 1.75
SOCIAL JUSTICE (Blue) - Political Correctness: Whoever controls Social Justice loses 1
Charisma and 1 Popularity and removes one card from the Media Cycle. Worth .5
IMMIGRATION (Blue) - Birther Conspiracy: Whoever controls Immigration loses 1 Popularity
and gains 1 Credibility. Worth 0.
SECURITY (Red) - Law and Order: Whoever controls Security gains 1 Security and 1
Popularity, and loses 1 Social Justice and 1 Immigration. Worth 1.25
SECURITY (Red) - Overseas Terrorism: Gain 1 Security and discard a card from the media
cycle. Worth 2.75
SECURITY (Red) - Defense Spending: Whoever controls Security gains 1 Security and 1
Industry, and loses 1 Budget and 1 Deregulation. Worth 1.
BUDGET (Red) - Tax Cuts: Gain 1 Budget and 1 Popularity. Remove the last two cards from the
Media Cycle. Worth 2.75
RELIGION (Red) - Personal Faith: Gain 1 Charisma and 1 Popularity. Worth 2.5.
RELIGION (Red) - Religious Freedom Act: Gain 2 Religion, and loses 1 Social Justice and 1
Business. Worth .5
RETIREMENT (Green) - Old Media: Take a card from the discard pile and move it to the front
of the media cycle. Worth 1.

FOREIGN POLICY (Green) Policy Wonk: Whoever controls Foreign Policy gains 1 on all green
issues and loses 1 Popularity. Move all green cards to the end of the media cycle in order. Worth
3.75!
BUSINESS (Green) - Elitist: Gain 1 Business and 1 Connections, and lose 1 Credibility and 1
Charisma. Worth .5
RETIREMENT (Green) - Pension Bailout: Gain 1 Retirement and 1 Industry. Lose 1 Budget and
1 Deregulation. Worth 1.
CREDIBILITY (Yellow) - Wishy Washy: Whoever has more issues in the "slightly favored"
column loses 1 Credibility and 1 Popularity. Worth 3.5
CHARISMA (Yellow) - Folksy Charm: Whoever controls Connections loses 1 Charisma and 1
Popularity. Worth 3.5
POPULARITY (Yellow) - Double Down: Lose 1 Popularity. Take a card in the Media Cycle and
play it again. Worth est -.5 (This card is the one I estimate to have the most incorrect
valuation)
POPULARITY (Yellow) - Party Revolt: Place 1 third party token, plus 2 for each issue of your
color that your opponent controls. Worth .0625
POPULARITY (Yellow) - Party Loyalty: Both sides gain 1 on all issues of their color. Worth 0.

What impact this has: Certain choices I made in drafting seem possibly less optimal,
though Im not going to back and evaluate every single card. That non-yellow issues are
worth .75 instead of .625 is positive for game balance, as it makes less yellow less
overwhelming dominating as a color choice (though still better out of context)

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