In Corrupt Bargain 2-4 players represent one of the major candidates (Adams, Clay, Crawford, or Jackson) and their campaign organizations, competing to become the next President of the United States in the 1824 federal election. By the end of the game, if a candidate (player) obtains a majority of Electoral College (131+) votes, they win. However, if no candidate obtains a majority in the Electoral College, then the election goes to the House of Representatives where the candidate with the most states wins.
Corrupt Bargain is played over a number of Campaign rounds (depending on player count) where players resolve event cards to manipulate populace (wooden cubes) and politician (wooden octagons) influence in different U.S. regions and states, followed by a special Final Push round where players take turns playing politician and populace cards to firm up their stance before the votes are tallied.
On your campaign turn, you select one of the event cards on the event card track, resolve the events indicated on the card, and then you complete the number of actions and insights indicated on the slot you took the card from. After you finish your actions, you take the event card into your hand, then you refill the event card track by sliding cards down and refilling the 0 action points (AP) slot with a new card from the event card deck.
In a 2-player game, players alternate taking turns round after round. However, in a 3 or 4-player game, the starting player order rotates clockwise each round. Thus, the second player in the first round becomes the first player in the second round. This means each player will become the last player the round immediately after they are the first player.
This turn order rotation seemed odd to me initially, but I think it works well to balance the potential advantages of being the first player round after round. “Doc” from Decision Games showed me an easy way to keep track of this when we played Corrupt Bargain together at BGG.Spring – use a cube from each player to set the turn order, then when you move down to the next space on the round track, move the first cube to the end of the row, and voila, you have your new turn order.
There are 80 different event cards and most of them involve placing and/or removing populace and/or political tokens in different states and regions on the map. The iconography is easy to understand, albeit small, and there's also historical flavor text on each card. Some events involve adding and/or removing your own influence tokens, but there are also cards that allow you to target your opponents (rivals). In most cases, you remove some rival tokens from one region or state, and then you also add some to a different region or state. There are also events that allow you to gain politician and populace cards which are used for the Final Push.
Depending which slot you took the event card from, you also gain up to three action points. Each action point you spend allows you to take one of five different actions, noting no action can be performed more than once on a given turn.
1) You can campaign for political support to place one politician octagon in any one state.
2) You can campaign for popular votes to place one populace cube in any one state with a square icon.
3) You can work the back rooms to draw four politician cards and keep one for the Final Push.
4) You can get out the vote to draw four populace cards and keep one for the Final Push.
5) Or, you can take a political intrigue action where you choose a state and an opponent, then remove one of your own political octagons and two of theirs.
While these actions are all very straightforward, plus easy to learn and remember, Corrupt Bargain comes with excellent player aids which summarize all of the actions on one side, and just about everything else you need to know related to the flow of the game on the other side. With these player aids, you should barely need to crack open the rulebook after you have a game under your belt. Also, half of the rulebook is historical background information on the Presidential election of 1824, which is very cool and informative.
In addition to action points, there are two event card slots that also grant players insight. Insight is a sneaky way for players to take politician and populace cards from one another to help with the Final Push round. After you resolve an event and take actions on an insight slot, you draw two random cards from one opponent’s populace and politician cards, keep one, and return the other. If no opponents have two populace/politician cards, then you simply draw one of either type from the deck instead.
Insight is an excellent way to keep your opponents in check and prevent a player from building up a bigger stack of populace and politician cards than everyone else. I haven't explored negotiations much in Corrupt Bargain, but I'd imagine there's room to make some non-binding side deals with others to avoid targeting certain players in exchange for them not targeting you with an event or insight. This is not mentioned in the official rules, but it could be fun to experiment with when playing with gamers who appreciate negotiations.
When deciding which card to pick from the event card track, it can be a tough decision because there are several things to consider. You may want a particular event card because it gets you influence in an optimal location. You may want an event card to obtain a certain amount of action points and/or insight. You may want a certain event card solely to prevent your opponents from taking it. Or you might want a certain card because of the card suit.
Each event card has one of three different suits abstractly representing slavery, trade, and western expansion. If you have three event cards with matching suits, you can lockdown any one state of your choice at the start of your turn, prior to choosing an event card. When you lockdown a state, you place a black lockdown token in it and no one can place or remove tokens from that state for the remainder of the game.
I really dig the lockdown mechanism in Corrupt Bargain; it adds an underlying tension as you look around the table and see your opponents with three or more event cards in hand. You start to scan the board and try to see which state they might attempt to lockdown, and see if there's any way you can prevent it.
The potential for a lockdown also widens the decision space of choosing your event card on your turn. Lockdowns are so good, you simply don't want to miss out on securing yourself some votes when you can. Thus, you subtly try to build up your presence in a particular state and hope to secure it by locking it down as soon as you can. Inevitably, one of your opponents usually catches on, and just ahead of your turn, they add more tokens and gain the majority in the space you were targeting. You cringe inside without revealing to them that you were just about to perform a lockdown there. So there's an ongoing race to beat your opponents to locking down high-value states, and it adds a nice layer of tension to the gameplay.
Players continue taking campaign turns until everyone finishes their last turn, which is indicated on the campaign round track based on player count (10 turns for 4 players, 13 turns for 3 players, and 16 turns for 2 players). Then the player with the most populace and politician cards kicks off the Final Push round.
In the Final Push, each player plays one populace or politician card from their hand per turn and completes the actions on it. In some cases, it might have no effect due to lockdowns, but since you must play a card on your turn until you run out of cards, playing dead cards is a great way to stall so you can see what your opponents do and respond accordingly.
The Final Push round makes you realize you can't ignore getting populace and politician cards during the campaign rounds. The cards are simple since they allow you to add or remove a token or two in a state or region, but they can be powerful. They can gain you or cost you a state, which could influence the end result of the game. It's definitely something you should try to stay competitive with during the campaign rounds -- i.e. try to avoid one player having way more cards than everyone else.
After the Final Push round, you review each state to determine which player has the most cubes in the non-capital spaces, and the most octagons in the capital spaces. There are multiple levels of tie breakers, but it's usually based on who has the most politician octagons in the space or the region. There are cards for each state that you award to the player with the most influence. Then after you score each state, players tally up the votes for all the states they won. If a player has 131 or more votes, they win the game. If no player won, then you perform a contingent election in the House of Representatives.
The contingent election is determined solely by politician octagons, so at this point, cubes no longer matter. A player wins the contingent election by winning a majority of states (13 or more), regardless of how many Electoral College votes the states have.
Corrupt Bargain tends to feel abstract, but when it comes time to count your votes, you're faced with anxiety and suspense similar to real election nights. I think it's awesome that it has different ways the winner can be determined too. It reminds me of games like The King is Dead, or scoring a dominance check in Pax Pamir. I imagine the more experience you have playing, the better you'll be able to play to both potential outcomes. Either way, the ending always feels exciting as players count their votes and see how many states they've won. It's the kind of game where it's hard to tell exactly who's in the lead until you actually score it up.
While I enjoyed playing with four players most, I was happy to find that Corrupt Bargain plays well at all three player counts, and each has its own feel, with 2 and 3-player games feeling a tad more cutthroat. Beware, it has some take-that here and there with some event cards occasionally feeling brutal. Some people might take it personally when they are targeted. However, in my games, those moments usually quickly turned into jokes. I can't tell you how many times people dumped my populace cubes into Rhode Island, which is one of the north region states with the lowest vote value. Then we laughed about it when I proudly won that state card at the end of the game. It all depends on who you play with and your group dynamic.
If you enjoy area influence games or games where you can learn about history, I definitely recommend checking out Corrupt Bargain. It's very accessible and straightforward to learn and teach, and it doesn't overstay its welcome with each game running about 90 minutes. For an abstract feeling game which may appear a tad dry-looking to many, there are a lot of really interesting and enjoyable mechanisms at work that create a fun and engaging gaming experience between the lockdowns, two different types of influence, the Final Push, two different end game outcomes, and how it everything works together.
I'm planning to keep my eye out for whatever Alex Berry works on next. In the meantime, High Treason has been on my shelf of opportunity for a while, so I hope to finally play that soon, while happily keeping Corrupt Bargain in my rotation.