1960: Making of the President
- Make sure this fits by entering your model number.
- Take on the role of Kennedy or Nixon vying for the right to lead the United States during the heart of the Cold War.
- However, it is not just foreign policy that poses a challenge to American leadership; the year 1960 is synonymous with great social upheaval and progress.
- The candidates must contend with the question of civil rights and balance their positions on social justice against the need for valuable Southern electoral votes.
- Of course, the ever-present issue of the economy also rears its ugly head, and both Nixon and Kennedy will compete to be the candidate with the voters' pocket books in mind.
Frequently bought together
Customers who bought this item also bought
Customers who viewed this item also viewed
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
Have a question?
Find answers in product info, Q&As, reviews
In 1960: The Making of the President, you take on the role of Kennedy or Nixon vying for the right to lead the United States during the heart of the Cold War. However, it is not just foreign policy that poses a challenge to American leadership; the year 1960 is synonymous with great social upheaval and progress. The candidates must contend with the question of civil rights and balance their positions on social justice against the need for valuable Southern electoral votes. Of course, the ever-present issue of the economy also rears its ugly head, and both Nixon and Kennedy will compete to be the candidate with the voters' pocket books in mind. The contest is fought out on an electoral map of the United States as it stood in 1960—a map where Louisiana and Florida share the same number of electoral votes, as do California and Pennsylvania. Using a card-driven game system, all the major events which shaped the campaign are represented: Nixon's lazy shave, President Eisenhower's late endorsement, and the 'Catholic question' are all included as specific event cards. The famous televised debates and final election day push are each handled with their own subsystems. Candidates vie to capture each state's electoral votes using campaign points in the four different regions of the country. At the same time, they must build momentum by dominating the issues of the day and attempt to gain control of the airwaves.
Compare with similar items
GMT Games Twilight Struggle Deluxe Edition
Ravensburger The Castles of Burgundy Board Game - Fun Strategy Game That's Easy to Learn and Play With Great Replay Value
Jolly Roger Games Founding Fathers
Ultra Pro Jolly Roger Games 13 Days - The Cuban Missile Crisis
1960: The Making of the President
|Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping|
|Sold By||Token Trade Games||Newbend Discount||Amazon.com||Token Trade Games||Funrarity||You Name the Game|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||12 x 3 x 9 in||12 x 9.12 x 2.12 in||12.25 x 8.5 x 2.75 in||2.36 x 14.17 x 11.02 in||7.87 x 11.02 x 1.57 in||14.6 x 10.67 x 2.25 in|
|Item Weight||4 lbs||3.53 lbs||2.2 lbs||1 lb||—||—|
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
The key to the game is to control states for their electoral votes, so placing cubes is critical. If your opponent has four cubes in a state, controls media in the region, or if the opposing candidate is there, a player cannot simply knock opponents' cubes (as you usually can on a one for one basis), rather you must draw cubes from a bag. If it's the opponent's color nothing happens, but if it's the active players' color he may knock an opponent's cube out. After each card is played the card's rest value equals cubes added to the bag at the end of the round. Each round players will also place their extra card in their "campaign strategy" box, which will be used for the debate. When the debate occurs, players add up point values of cards on specific issues, then gain advantages in those issues. Players may also play cards that can cancel out future event cards, or even play cards that will have an effect on election night (scoring). After the debate, the player's hand increases and now extra cards that are placed in the "campaign strategy" box are used to do electoral checks in the states listed on the cards (essentially reaching into the bag to add more cubes or make an opponent lose cubes in the specific states). Finally, during election night, players add various factors around the board to determine which states went to whom, then each state that a player controls grabs the electoral vote tokens and adds them. The one who has an absolute majority (270) wins!
1960: The Making of the President is very reminiscent of co-designer Jason Matthews' other games Twilight Struggle and 1989: Dawn of Freedom- both superb games form GMT. While Twilight Struggle covers the Cold War (the name taken from a speech from Kennedy) and the 1989 covers the events in eastern Europe during that fateful year, 1960 borrows its theme from one of the closest and most contentious presidential races in American history. One thing I've always loved about TS and 1989 is the fact that I can't think of any games that master the art of "tough choices" as well as those two. 1960 continues this great tradition. Players will need to play all of their cards, but some of them will result in shooting themselves in the foot if their opponent wishes to spend a momentum token to activate the event- but it can't be helped. This is a desperate contest to gain the most control over the most number of states, all while trying to defend the states you're already holding. Should I play that card for the CP, or will the event give me the edge? Should I put more cubes in New York, of should I buy advertising in the west? Should I champion civil rights, or does my opponent look vulnerable on defense? Should I play this card for the CP, knowing that my opponent will throw the event back at me since he's got momentum to burn? It's really a lot of fun. Just as importantly, like TS and 1989, this game has a wonderful historical theme. I've taught college course in American history, and I love talking about this election. 1960: The Making of the President brilliantly captures all of the drama and tension of that fateful race through it's event cards, artwork, and general dynamics.
This is wonderful game start to finish- one of those all-too-rare cases where a fantastic theme meets truly engaging mechanics. Overall, I still think I prefer TS and 1989, but 1960 has earned a permanent place on my shelf right beside them. I highly recommend this game!
The Discriminating Gamer