I didn't mean to do all of those things suggested. I just wanted to give a spread of potential options that can be used if wanted or if any of those ideas sparked other ideas from other members of the group.
Some of what I proposed would also be backend things that the admins would know. To simplify it for members @TexAgRepublican, all that would need to be stated or said to players about the last option with rallies becoming less effective is that "Rallies will give your candidate a boost with a particular demographic in a selected state. Watch out that too many rallies targeting the same demographic in a state as that may lose its impact if overused." That isn't over-complicated; however, the formula the admins use will need some structuring. Otherwise, 10 vs 6 will just beat down whoever has fewer players.
I don't think the stamina/energy would be that complicated. It would be like managing our War Chest but with energy. I have not played any Political simulators like this before. This was my first; however, I have played many campaign games like Political Machine and President Forever where I modded those to the core. In every one of those games, stamina and energy play a role.
Are there other ideas to counteract a blitzkrieg from one party? We could simplify it totally and allow about 5 alternate characters from both parties who are controlled by the party chair who can use these characters for campaigning if they are outnumbered. Kind of like if the GOP has 10 players and the Democrats have 6, the Democrat Chair can use 4 of the alternate characters and craft a schedule for them to balance how many hours each party gets. This way, each party creates alternative characters who only get a schedule if their party is outnumbered. This would be the simplest option if the others suggested are too "complicated"