Posted by James (admin) on 15th October 2010
In Tammany Hall, players place their ward bosses to try to win the support of the migrant nation entering New York so that they will be voted in as mayor. There are 4 different migrant nations – each represented by different colour cubes (different to the player colours). In essence, Tammany Hall is an area control game but has some interesting elements that take it a bit further with hidden voting and role allocation.
Each turn, a player either places two of their ward bosses in New York’s regions, or they place one of their ward bosses plus place one of the migrants (cubes) who want to enter New York. If a player places a migrant from those currently queuing, they also receive a political favour cube of that nationality. A game lasts 16 turns (16 years) and there is an election (scoring) after every 4 turns. During an election, each city area is assessed and player’s who have ward bosses in an area compete to win that area. Each ward boss is worth 1 vote and players can also (secretly) add any of their favour cubes which match any migrant nations represented in that area too. Winning an area scores 1 VP; also, plus the players who have the most migrant cubes of each nation present in the areas they control get 3 extra political favour tokens. Read the rest of this entry »