GENERAL ELECTION (Bug-Byte Software) INTRODUCTION The object of the game is to win more seats than your opponents in Parliament. Each player chooses a Political Party to lead, and unless otherwise stated, all parties have equal turns of play. To keep the game to a practical size there are only 100 Constituencies (seats). These are split up into five regions. As in real politics, seats are VERY SAFE, SAFE, MARGINAL or VERY MARGINAL. In non-political terms, the very safe seats give an advantage to the owner of the Constituency, as they are harder for other parties to gain. The very marginal seats are much easier for the other parties to gain, although there is still a small built-in advantage to the owner of the seat. TO PLAY To load the program use: LOAD"" Enter the number of players and choose the Parties people will lead during the game. The main board appears as a large grid of 100 squares; these are the Constituencies. At the start of the game these will all be coloured white. Around the grid there is an outer track, and the Headquarters of the Political Parties who are competing in the game appear at the four corners. The Party HQ which is flashing is the first party to have a turn. 'R' is pressed and a die is thrown which appears on the left of the screen. The marker corresponding to the colour of the Party will move around the outer board to the number of the die thrown. After this move, the marker will land on one of the following: i) SEATS (marked with an arrow) The main board will disappear and the 20 seats in the relevant region will appear. It should be noted that the Very Safe seats are those on the right of the screen. The next column from the right are the five Safe seats, then the five Marginal seats, and the five Very Marginal seats are on the extreme left. The top row of the 20 seats (seats 1 to 4, although they are not numbered as such) form a 'City' in each Region. It can be a distinct advantage to hold all four City seats. For more about this, refer to the section on Tactics, below. Press 'R' and the marker of the Party concerned will randomly select a seat. 'R' must be pressed again and a second seat will be selected. The selection is random, but two points should be noted: (a) The program will only select a vacant seat. (b) There is a weighting factor to ensure that the more marginal seats are usually chosen first. After two seats have been chosen, the main board will return to the screen. After a short pause, the computer will beep, signalling the turn of the next Party. When the main grid re-appears, it will be noted that two squares are now coloured in for the Party that gained them. This Party now has the advantage of being the incumbent Party in these two constituencies. ii) If you land on 'S' this signals a Regional Swing. At the left of the screen the relevant region will appear in a small box correspond- ing to the colour of the Party. It will either show 0% or 1% on a first landing. Each time this square is visited there is a 75% chance of increasing a swing in this region. Should you already have a 1% swing and on a second visit the regional swing still shows 1% then the 25% chance has come about that the swing has not increased. It is more probable that on a second landing the swing will show 2%. There are five 'S' squares, one for each of the five regions. Swings are important, as explained in the Tactics section below. iii) There are five 'P' squares. When you land on a 'P' square five policies will appear on the left of the screen. Your Party has to select the policy which you think the 'Voters' at the General Election will consider to be crucial. Choose one of the five policies, type in the first three letters only and ENTER. At the very outset of the game the computer randomly weights each of the policies as follows: A = 50% chance of a 1% National Swing B = 33% chance of a 1% National Swing C = 25% chance of a 1% National Swing D = 20% chance of a 1% National Swing E = 17% chance of a 1% National Swing eg. Suppose the computer has selected INDUSTRY to be the 50% chance. This means that every time you enter 'IND' for a policy you have a 50% chance of a 1% National Swing at the General Election. As the game progresses it may be deduced by yourself and the other players which policy is the most sensitive issue. See (iv) below. iv) If you land on your own HQ a bar graph will appear of all Regional and National Swings of all Parties. As far as the policies referred to above are concerned, it may be assumed that if one Party has been typing in 'IND' as a policy on several occasions and no National Swing appears for that party, it is likely that INDUSTRY is not a partic- ularly sensitive policy. On the other hand, if a Party has been typing in 'DEF' regularly and a few % swing points appear on the bar graph, it is reasonable to assume that DEFENCE is a more sensitive issue. v) Early in the game, if you land on 'O' you will more than likely receive a Party Fortune. This is a type of "Chance Card". It may be good or bad. Later in the game (when more seats have been taken) there is an increasing likelihood of receiving an OPINION POLL. This is different from the bar graph referred to above, as the swings acquired during the course of landing on the 'P' squares are shown above each policy. This will help in deducing how sensitive the various policies are. However, remember that if one policy, say Economy, shows a large swing and the others nothing, you must consider two things: a) How many times you have typed in ECO. b) How many other policies you have chosen. Remember that this Poll only refers to the Party which landed on the 'O' square. vi) Landing on the 'F' square relates to the Party Fortune explained in (v) above. "Playing" the Party Fortune is explained in the Tactics section. vii) Landing on a blank square or another Party's HQ gives you a free move to any square of your choice. Just count the number of squares forward that you wish to move and ENTER this number. These free moves or PARTY STRATEGY are vital, as they give each Party a chance to control an aspect of the game by moving to some advantage of their choice. The Tactics section will explain how this can be used to the most telling effect. viii) The 'E' square causes a BY-ELECTION in any chosen seat - vacant or taken. This can be crucial to win Cities. See Tactics section. GENERAL ELECTION When all 100 seats have been taken a GENERAL ELECTION is immediately called. Each seat in turn from 1 to 100 is elected. By pressing the 'C' (continuous) key you can toggle between automatic advance to the next constituency and being asked to press 'R' for each new seat. Before this process commences, all players note that state of the parties chart prior to the General Election. Each Party and the number of seats it holds is displayed. In addition, the order of sensitivity of the five policies is revealed. The top one in the list is the most sensitive. HOW THE VOTING PROCEDURE WORKS The vote gained by each Party in each seat is weighted by the following factors: a) There is an in-built advantage for the Party defending the seat. This advantage is naturally greatest in the VERY SAFE seats, next greatest in the SAFE seats, less in the MARGINAL seats and least in the VERY MARGINAL seats. The factor is worth about 2000 votes for a VERY SAFE seat, down to about 500 votes for a VERY MARGINAL one. b) National Swings increase the vote for a Party proportionally; eg. if a Party were set to get a basic vote of 20,000 then a National Swing of 5% would give them 5% more votes - an extra 1000 votes. c) Regional Swings act in the same way as National Swings, but only act on seats in the relevant area. d) City Swings are only gained when a Part owns all four seats in any one City. The bonus for this is a 10% swing in that City, but as soon as one of the City seats is lost to an opponent, the swing is lost. RECOUNTS Should two or more parties fall within 100 votes of each other, a Recount takes place and the election process in the seat effectively takes place again. TACTICS NATIONAL SWINGS Swings are a vital ingredient in winning an election. The National Swing is the most potent weapon in this respect as it affects every seat. A player who wants to achieve a satisfactory National Swing should study the following: a) The policies chased by all parties. b) These should be compared with the swings which show up on the Opinion Polls and the Bar Graph. c) To achieve maximum swings, keep moving to a policy square on your free moves and keep trying the policy you believe to be the most sensitive. Sometimes it is fairly obvious early in the game which policies are the most sensitive, but often these are not easy to identify. In the latter case it may be more fruitful to consider other tactics until the situation becomes clearer. REGIONAL SWINGS These affect only 20 seats but are relatively easy to obtain. Regional Swings also affect By-Elections, whereas National Swings do not. It is desirable to gain a high Regional Swing in areas where you own a few seats as the combination of the advantage of holding seats and the Regional Swing makes constituencies easier to retain. An additional tactic is to try to gain the four City seats in any one region. Should an opponent own one or more of the City seats you are seeking, advance to By-Election on a Free Move. SEATS The ownership of seats gives an advantage, especially if they are SAFE or VERY SAFE, so an acceptable tactic is to "campaign the region" and gather seats. This is especially telling towards the end of the game when the majority of safe seats remain vacant. PARTY FORTUNE Landing on a Party Fortune is a gamble. If you are in a poor position in a game, you might get lucky. Games, as well as real-life elections, have been won and lost through Party Fortune. As Harold Wilson said "A week is a long time in Politics.". After you have played General Election, you will agree with this. Five minutes can be a long time in the politics you are shortly to enjoy! (c) Bug-Byte Ltd. 1983