How to Play

Tammany Hall

3-5 players 90-90 min 7.3 Board Game Geek Rating

Players manipulate New York's immigrant populations in this backstabbing political strategy game set during Boss Tweed's era. Gain favors from immigrant groups, place ward bosses to secure votes, and slander opponents. Elections occur every fourth year, with the winner becoming mayor. However, mayors must share power with rivals through patronage appointments, creating temporary alliances in the ruthless pursuit of control.

Published 2007

Tammany Hall

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the Year marker
Put the Year marker on "1" on the Year track
2
Prepare the general supply
Place all Political Favor tokens separated by color, with City Office tiles and Council President tokens nearby
3
Distribute player pieces
Each player chooses a set of 20 colored Ward Bosses and 3 Slander tokens
4
Initialize score tracking
Each player places 1 Ward Boss on the "0" of the Score track
5
Set up Starting Immigrants track
Place immigrant cubes on the track: Zone I (2 green, 2 white, 2 yellow), Zone II (2 green, 2 white, 1 yellow), Zone III (2 green, 1 white, 1 yellow) - no blue cubes on track
6
Determine active zones
Check player count: 3 players use Zone I only, 4 players use Zones I and II, 5 players use all three zones
7
Populate Zone I
Place 1 green cube on Ward 14 (Tammany Hall), then randomize remaining Zone I cubes and place 1 random cube on each other Ward in Zone I
8
Populate additional zones
For each other active zone, place 1 random cube from that zone's Starting Immigrants track box on each Ward in that zone
9
Prepare the draw bag
Place all cubes not on the board (including blue ones) into the draw bag and shake well
10
Fill Castle Garden
Draw cubes from the bag equal to the number of players plus 2 and place them on Castle Garden
11
Select start player
Randomly choose a start player for Term 1

On Your Turn

What you can do during your turn.

1
Check Castle Garden
At the start of your turn, if Castle Garden is completely empty, draw new cubes equal to number of players plus 2 and place them there
2
Take one Ward Action
You must perform either Campaign or Settle on your turn
3
Campaign action
Place 2 of your Ward Bosses in any active Wards (can be same or different Wards)
4
Settle action
Place 1 Ward Boss in an active Ward, then place 1 Immigrant cube from Castle Garden to any active Ward and receive 1 Political Favor matching the placed cube's color
5
Understand active Wards
A Ward is active if it contains at least 1 Immigrant cube; Ward Bosses cannot be placed in inactive Wards
6
Protect the last cube
If only 1 Immigrant cube remains in a Ward, it cannot be removed or moved by any means
7
Use Slander (Term 2+)
Once per Term, spend 1 Political Favor matching a population in a Ward where you have a Ward Boss to remove 1 opponent's Ward Boss from that Ward
8
Spread Slander
After initial Slander, optionally spend 2 more Political Favors of the same color to remove 1 Ward Boss from the same opponent in an adjacent Ward where you both have Ward Bosses
9
Track Slander usage
Discard 1 Slander token after using Slander to indicate you cannot Slander again this Term
10
Use Office Benefits (Term 2+)
If you hold a City Office, use its benefit once per turn
11
Deputy Mayor benefit
Take 1 Political Favor of any color from the supply
12
Chief of Police benefit
Remove 1 Immigrant cube from any Ward with at least 2 cubes and return it to the draw bag
13
Council President benefit
Place a Council President token (up to 2 per Term) on any active Ward without your token; no one may place or remove Ward Bosses or Immigrant cubes there until after next Election
14
Precinct Chairman benefit
Move 1 Immigrant cube from any Ward with at least 2 cubes to an adjacent active Ward (no Political Favor gained)

Winning

How to claim victory.

1
Complete four Terms
The game spans 4 Terms of 4 Years each (16 Years total), with Elections at the end of each Term
2
Hold Ward Elections
During Elections, resolve each active Ward in order; players count Ward Bosses as votes, then secretly bid Political Favors matching populations present
3
Win Ward Elections
The player with most total votes (Ward Bosses + bid Political Favors) wins; all Ward Bosses removed except 1 of the winner's; ties result in no winner
4
Claim Special Ward benefits
Ward 1 and 2 winners place 1 cube of chosen color from bag to any active Ward; Ward 4 and 7 winners take 1 Political Favor of any color
5
Become Immigrant Leader
After Ward Elections, the player with most cubes of each population in their won Wards becomes that population's Immigrant Leader and gains 3 Political Favors of that color
6
Score Ward victories
Earn 1 Victory Point per Ward won; Ward 14 (Tammany Hall) is worth 2 Victory Points
7
Become Mayor
The player who won the most Wards becomes Mayor, scores 3 bonus Victory Points, and becomes first player next Term
8
Break Mayor ties
Use tiebreakers in order: most total unspent Political Favors, then most Irish, English, German, and finally Italian Political Favors
9
Score end-game Political Favors
After the final Election, each Immigrant population awards 2VP to the player with most unspent Political Favors of that color (ties award 2VP to all tied players)
10
Score unused Slander tokens
Each Slander token remaining in your supply is worth 1VP
11
Determine the winner
The player with the highest total Victory Points wins; if tied, use Election Tiebreakers, then final Mayor wins remaining ties

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

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