I've always wanted to give
Die Macher a try. For me, there has always existed a sort of mystique surrounding the game. I believe it's partially because the BoardGameGeek URL for the game is game #1 (
http://www.boardgamegeek.com/game/1), and because I wanted to see how a game with a theme so spectacularly dull (German political elections) could be so highly regarded (it's currently listed as the 7th best game on BoardGameGeek). I thought the BoardGameGeek convention would be my first shot at playing. With three days of gaming to fill during the convention, I expected I would soon grow tired of 1 1/2 hour Euro games and would have plenty of time to try one of the "heavier" games. As fortune had it Chris, one of the local Borders gamers, posted a message on the Dallas Games list that he would host the game for those of us who had expressed interest in trying it out. So on Sunday afternoon I gathered with four other players (Chris, Eric, Arden and Shawn) to play my first game.
Chris, Arden and Shawn had played before, and Eric and I were new to the game. I tried to familiarize myself with the mechanics ahead of time using the files on the 'Geek, but there are so many components it becomes hard to keep them straight without seeing them in front of you. (Truthfully, it was hard to keep them straight even when they were in front of me. Every round when we would get to the Contribution Cards phase, I would struggle to remember what the Contribution Cards were and what they did.) Fortunately, Chris is one of the best game teachers I've met. He did an admirable job of explaining the Die Macher rules, which were very complex. As expected, it still took a couple of elections before I got a feel for the mechanics.
Here's the one-paragraph explanation of the game: Each player is playing as one of Germany's top-five
political parties. Each party tries to win a series of seven regional elections, played out over six rounds (with two elections in the final round). The players must manage a number of resources including money, media influence, opinion polls, party opinions and shadow cabinet actions to influence the votes for their party in each regional election. At the end of the game, players receive victory points based on the number of raw votes they received in the elections, how well they influenced the national media, their membership in the national party, and how well their party opinions matchup with the national opinions.
If that sounds exciting... Well, then there's something wrong with you. That's about as dry a theme as you can get. But surprisingly it makes for an excellent game. There are many rules summaries over at the 'Geek, so I won't let this post become a rules description.
The first four regions in our game were high-scoring regions. The first election was worth 32 points, the second 50, the third 48 and the fourth 42. To kick-start the game, each player is allowed to secretly deploy resources to the board. These resources can take the form of trend, rally markers, pure votes, media markers, or party membership. I chose to put everything into the 50 point region except for 5 votes, which I put in the first region worth 32 points. I thought this would give me instantaneous cash after the first round, which it did. The second and third rounds went very well for me, as I got 30 votes in the second region and made a coalition with Eric (SPD) in the 48 point region, which got us the victory.
Coalitions are interesting in Die Macher. Each player has 5 "program cards" that have a particular issue listed on them (like healthcare, social security, etc). Your party is either "for" or "against" the issue. Aligning your party's program with a particular region makes each rally marker you purchase there worth a greater number. (It acts like a multiplier, together with your "trend" rating) However, if your program cards match another player (minimum of 2), you may also form a coalition and add your votes together. The other player can decline, unless three of your program cards match, in which case you may force a coalition. That makes things interesting, since another player might force you to enter into a coaltion even though you don't want to. Turn order becomes important in these circumstances. Luckily, even turn order is available to be bought in this game. (It's politics. Everything can be bought.)

I chose to largely ignore the fourth and fifth elections because I was in poor position to capitalize. Instead, I chose to focus on winning the last two elections, making sure my party's program matched up with the region. Unfortunately, chaos ensued in the final two regions just before they scored, and my program cards suddenly didn't match up very well. Rather than scoring close to 42 points like I had hoped, I scored a total of 10. It was so wacky that in the sixth election, SPD (Eric) scored the full 20 points, CDU (Arden) scored 4, and no one else scored any.
In the end, Chris' FDP party proved to be too strong for the rest of us. He outright won four of the seven elections, giving him a commanding lead in the vote total with 182. His closest competitor was 140. The round-by-round scoring is broken down below.
Overall, I thouroughly enjoyed my first play of Die Macher. The company was great and the competition was fierce and lively. There was a great debate about vindictivness in games that I'll save for another post. Our total playing time was six hours with rules explanation, but it seemed much shorter than that. The BoardGameGeek convention in November seems like just the right time to play again, so I'll keep an eye out.
Final Scoring:
| Scoring |
| Region Mandate |
Game End |
| Round |
CDU |
FDP |
Grüne |
SPD |
PDS |
Victory points for: |
CDU |
FDP |
Grüne |
SPD |
PDS |
| 1 |
19 |
13 |
5 |
28 |
32 |
Mandate Σ |
104 |
182 |
109 |
140 |
133 |
| 2 |
9 |
50 |
30 |
0 |
50 |
National Media |
15 |
30 |
40 |
32 |
55 |
| 3 |
8 |
48 |
48 |
48 |
0 |
Party Membership |
40 |
83 |
55 |
63 |
66 |
| 4 |
42 |
9 |
0 |
0 |
42 |
Bonus 1st +10 2nd +6 |
- |
10 |
- |
- |
6 |
| 5 |
9 |
40 |
16 |
36 |
6 |
Matching Votes (Party program & national opinion) |
27 |
67 |
55 |
47 |
50 |
| 6 |
4 |
0 |
0 |
20 |
0 |
| 7 |
13 |
22 |
10 |
8 |
3 |
Bonus +5 each security card |
- |
- |
- |
- |
- |
| Σ |
104 |
182 |
109 |
140 |
133 |
Final Standing |
186 |
372 |
259 |
282 |
310 |