Congratulations, through your expert coalition building you have gotten yourself elected president of Mexico. This section will list your powers as president and instruct you on how to get re-elected. This section will also cover what happens in the event no player gains a majority of the vote.
a. Powers of the President
The president holds the most important power in the game: the power to set the rate of taxation. Each territory provides $25 per turn. Some percentage of that per turn income will go to the president in the form of taxes. Taxes are applied equally to all territories and players, including the president.
Traditionally, the Mexican people are used to a taxation rate of 20%. Any president is free to raise taxes once per turn, though the Constitution prevents the president from raising taxes above 80%. The president is free to collect no taxes in a turn.
The president also controls the state police, or Federalis. The Federalis are a self autonomous military force that resides typically in the home territory of the president. The Federalis are entirely a cavalry force, and in charge of their own recruitment when a new president is sworn in.
The size of the Federalis is equal to one tenth the combined strength of all Mexican militias. When a new president is inaugurated, he immediately gains control of the Federalis, at the previously mentioned size and strength. The president is also in charge of paying upkeep costs for the Federalis. Additionally, the president cannot gain more Federalis, unless he is elected to a new presidential term.
b. Kickbacks and Bribes
No player will get elected without friends. To gain votes, you must sway other players over to your side by promising whatever you can. Generally, players will offer their vote in exchange for kickbacks. These kinds of incentives and dealmaking are vital to the process of forming a coalition.
The president is the most powerful player in the game, and shouldn’t hesitate to threaten other players, extracting sums of money in the form of bribes, or using the Federalis to punish enemies.
Because the Mexican constitution requires the president to be elected with 43 or more votes it is possible for no president to be elected. The Constitution of Mexico has no rules about a runoff in the event new president is elected. Because each territory has one leader (with a militia army) Mexico can survive without a president.
In the event no president is elected, Mexico will enter a state of “Anarchy.” No taxes will be collected, and each territory will begin to lose a percentage of its income to banditry and stagecoach robbery. The first turn after no leader is elected banditry will consume 10% of every territory’s income. That percentage will grow by two percentage points, until a new president is inaugurated.
If no president is elected in two or more consecutive elections the percentage of income lost to banditry will continue to grow. Holding an election is no guarantee that the amount of highway robbery in your territories will end; only the president can put an end to banditry.
For some players anarchy could be a welcome state of affairs, as banditry typically imposes a much lower “tax” than a president.
There is no president at the beginning of the game. After five turns, a state of Anarchy will come into effect. If no president is elected, players will lose 10% of their Turn 6 income to banditry, with that percentage rising each turn until a president is inaugurated.