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Buy The Vote! box art

Buy The Vote!

Players

2-5

Time

?-?

Age

9+

Weight

2

Rating

7.18

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Buy the Vote! has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies. However, the game does not emphasize cooperation as much.

Replay value

Buy the Vote! has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with the potential for new tactics and strategies to be discovered. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience for those willing to invest in understanding its mechanics.

Luck profile

Buy the Vote! has a moderate level of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Buy the Vote is a 15 minute blind bidding game where candidates win states by spending the most campaign dollars. Players are presidential candidates running for president with the goal of collecting as many electoral votes as possible. At the end of the game, the player with the most electoral votes becomes the presidential nominee and the player with the second most electoral votes become the running mate; together the presidential nominee and the running mate need 270 electoral votes to win the Presidency! To campaign for states, players will select states to spend their campaign dollars on behind voting booths, and when ready, all bets are revealed. The player that spends the most campaign dollars on the state wins the state's electoral votes. Once that money is spent, win, tie, or lose; that money is gone. Big advertising networks thank you for your campaign dollars. The game starts when the 15 minute timer begins, and with every new round, time pressure escalates as more states will be up for grabs. Ties on state cards leaves the state card and creates stacks of state cards for rebid in the next round. Swing states let you steal the last won state from other candidates. And every player gets more money as rounds pass plus bonus money as you win more states. Think you have what it takes to win the presidency in 15 minutes? —description from Coozies Games

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