With the current discussion on the 5th major expansion ongoing, I decided this was ripe time to post the topic i had in mind for a long time.
Let's discuss the titular component of this expansion box - The Mayor.
Mayor is the first of the highly specialized meeples tied to a specific feature-type, namely the cities. It's main function is simple enough, it is meant to serve as a guardian of your main big city you are currently working on. The intention is that if used correctly, Mayor would thwart the invasion efforts of the opposing players by making it so demanding and resource expensive, that such tactic would quickly become inviable. With such overwhelming support, the city would be guaranteed to be in the ownership of the Mayor-player when completed and net great points, or if not completed trap a lot of enemy meeples for the cost of one (Mayor).
All of this sounds very good and promising on paper, but this is where the problem comes. The concept is good, however its actual implementation is an utter failure. Let me elaborate...
Mayor can only be deployed to a city and its majority value equals the number of pennants (shields) in the city it occupies. This has potential to grant it tremendous majority strength. Other players would surely need a lot of meeples to overpower a Mayor right? Not exactly.
Let's look at the way a typical city invasion usually occurs.
Player A establishes a city with a single meeple.
Player B places a nearby city tile and places their own meeple with intention of joining.
Player A places a tile inconveniencing Player B by making the joining more difficult.
Player B lucks out and draws a tile he needs anyway and joins the cities into one. Both players have equal strength 1A=1B.
Player A does not intend to go down that easily and prepares a new nerby city segment with a big meeple. He succeeds in joining it to the big city. 3A>1B.
Player B now needs at least two meeples to neutralize the majority of Player A, and an extra meeple to gain majority of his own.
This goes on until the city is completed and one of the players gains majority and points. Other player can join too in the process. The players go back and forth by joining in individual meeples (or rarely more than 1 by single tile placement if set up beforehand), which translates to majority values of 1, or perhaps 2 if using big meeple. Majority is generally gained/lost by increments of 1 or rarely 2. Larger the increment and/or the number of increments, larger the necessary amount of actions (tile and meeple placements), thus total value change requires an equivalent amount of setup.
How does Mayor change this dynamic?
Let's modify the previous scenario with the Mayor included. Player A builds a city with two of his normal meeples. Player B invades by joining a big meeple catching up 2A=2B. Player A in subsequent turns joins in the Mayor. The city already has an X amount of pennants (let's say X is an arbitrary number bigger than 5). Player A just swung the majority largely to his side by minimal effort, which is the intended function of the Mayor.
Player B is now in a position where she needs a very large investment to overpower Player A. Or does she?
Player B proceeds to join a city segment with her own Mayor. Since all Mayors draw their strength from the same pennants, Mayor B will have exactly the same strength as Mayor A, effectivelly neutralizing it on the spot.
And this is the problem with Mayor. It does not matter how many pennants there are in the city and how powerful your Mayor becomes as a consequence. All the opponent ever has to do is to invade with their own Mayor and the advantage will be lost instantly with the same minimal effort. The increments by which the majority changes, regardless of how large, are always the same for all Mayors.
There is no difference between a normal meeple and Mayor fighting for the majority: its is either +1A=+1B; or +XA=+XB. You gain majority by one tile/meeple placement, then opponent catches up by one tile/meeple placement, equal effort.
This effectively negates any special privileges Mayor has.
When there is big city on the map, the opponents WILL try to join in. Original owner would want to increase his/her presence in that city and Mayor is the obvious choice, but it is rendered functionally useless because opponents can just proceed with the invasion with their own Mayors, making the process no different from when just normal meeples where included.
So how does the Mayor change the dynamic of city invasion? He doesn't - at all.
If you want to effectively use your Mayor, you would have to wait until the opponents are already using their Mayor in a city of their own. But why would they do that? Surely not for defensive purposes, that would mean they are trying to defend a big city, which would just invite the other Mayors including yours. They wouldn't waste their Mayor in a small city either because then they couldn't join in with the others Mayors in some different large city when opportunity arises, leaving them out of big points.
Even if one or two players did have their Mayors stranded, chances are remaining enemy Mayors will invade anyway.
There is one other situation when one could use the Mayor ability with no fear of it being negated - that is when every single player has their Mayor deployed in their own city. But by that point, if used correctly no one will even try to invade the other's Mayor-ruled mega-cities. Additionally, when such cities are completed and scored, big point gains will roughly equalize each other, making the Mayor usage once again inconsequential.
So the only two optimal ways to use Mayor meeple are either the opportunistic invasion leading to all mayors being in the same mega-city negating each other, or each Mayor being in their own city where no one gains any advantage from them. This makes Mayor completely useless.
The only instance where Mayor's intended function would be used effectivelly is when opponents make suboptimal play. In other words, if all players play well or at least decent, Mayors end up in one of two situations where they are useless, and it is always a bad idea to play them otherwise.
So far I described how the special ability of Mayor is useless, but it is actually far worse then that. One could argue that if not for its special ability, Mayor could at least be used as an additional meeple. This is where the specialization comes to haunt the Mayor once again. It can only be played in a city, so its overall usefulness is reduced significantly. And when inside the city, not only does it not provide any advantage, but it can very easily be worse than a normal meeple. Since it draws its value from the number of pennants, if there are 0 in the city Mayor alone cannot score any points upon completion. This forces the player to make the cities with Mayor bigger and more valuable which in turn invites others for invasion, where Mayor once again fails to do its job.
So you effectivelly end up with a meeple without any special ability, which can only be placed specifically in a city and even there it is worse than a normal meeple.
One has to reach to other expansions and combinations in order to look for some kind of saving grace for this meeple, but do not be surprised to be dissapointed even there.
There is some invading potential when combined with the Count of Carcassonne or Flying machines. A surpise attack with massive majority value can be advantageous, but it only prolongs the inevitable equalization by the enemy Mayor, or Mayor-Count counter strategy.
There is the interesting tidbit about Mayor being able to be the Knight in the castle from Exp. 8, but this curiosity is useless, because the castle cannot be scored due to no pennants. The only exception to this is playing with carcassonne Maps, which do in fact have convertable small city segments with a pennant, so one could have a Mayor in castle here which can be scored. But keep in mind these special segments are always located on the edge of the map, making the value of th castle lower because of the reduced castle area. So while somewhat viable if you wish to make such castle but not dedicate a meeple that could better be used somewhere else, this is still not a major advantage. The fact that the best way to use Mayor is to make it a throwaway piece that shall not be missed if its castle will go wrong (and only when playing with Maps), does not paint a pretty picture for this piece of wood.
So because of all I described, I consider the Mayor to be the most useless splinter of wood to ever be introduced to the world of Carcassonne. And yes that includes the Catapult - I genuinely consider it to be more useful than Mayor.
So now that we established all that is wrong with the Mayor, is there a way this could have been averted or corrected?
I propose a modification that could have been made when concieving the rules,one that actually allows Mayor to do what it is supposed to:
General rules Mayor remain the same with one adjustment - the pennants in the game are subdivided into six colors based on the player color. When a Mayor is deployed to a city, it only gains value based on the pennants of the same color. This way, Mayors inside the same city have different values and this number can be adjusted by adding additional pennants of the chosen color. It creates further tactical decisions when deciding where to put your Mayor.
Of course this might introduce few difficulties of their own such as the need to keep the number of pennant colors at least roughly equal. But it's not like this is impossible - games like Bang! the card game have been doing something like this for years. Each expansion there seeks to keep the suits of the cards balanced and percantages at their set values. This could surely be solved when it comes to Carcassonne.
Another issue might be the fact that Mayor comes in the 5th Expansion, so there would be a lack of foresight from the previous material released. In the original C1 release perhaps, but what about C2? There is a lot of foresight and forward planning in C2 already, the farmhouses and sheds, the robbers at the roads. All of these are elements that had no function upon first release and then for some time, but were clearly included with some function in mind later down the road. Not to mention the still as of yet unused water towers. All of C2 material could have easily included pennats of six colors from the very start and only make use of them when Exp. 5 was re-released in C2.
Changing or adjusting the functionality of already existing elements from C1 in C2 is no new concept either - look at the wagon. The fact that its change occured in the very expansion where the Mayor comes from makes this a no excuse situation.
One would hope there is still a chance for this amazing concept with a failed implementation in the future.
And if someone can find some special niche actually useful usage or interaction with the Mayor please post it here. Other ideas for adjustments to the basic rules are also welcome.