Overview
1960: The Making of the President is a two-player card-driven game simulating the 1960 US presidential election between John F. Kennedy and Richard Nixon. Players compete to win a majority of electoral votes by gaining State Support across the electoral map. Using a hand of campaign cards, players trigger historical events or spend Campaign Points on operations like campaigning in states, advertising in regions, and positioning on issues. The game culminates in a televised debates turn and an Election Day turn where endorsements and undecided voters determine the final tally.
Components
- 1 Game Board (electoral map of the US with 4 advertising regions)
- 1 Debate Board
- 50 State Seals
- 3 Issue tiles (Defense, Economy, Civil Rights)
- 2 Candidate tokens
- 12 Momentum markers
- 2 Turn Track & Phase Track markers
- 170 Cubes (85 blue Kennedy, 85 red Nixon)
- 15 Endorsement markers
- 97 Campaign cards
- 2 Candidate cards
- 2 Prevention Event markers
- 16 Endorsement cards
- 1 Political Capital bag
- Campaign Manual
Setup
- Place the board and Debate Board. Each player takes their candidate’s cubes, candidate token, and candidate card.
- Seed the Political Capital bag with the starting cubes per the rules.
- Place State Seals on each state. Place Issue tiles on the board.
- Place candidate tokens at starting positions. Place Momentum and Endorsement markers nearby.
- Shuffle campaign cards and deal starting hands per the setup rules.
- Place Turn and Phase markers on their starting positions.
Turn Structure
The game is played over 9 turns. Turns 1-5 and 7-8 are standard campaign turns. Turn 6 is the Debates. Turn 9 is Election Day.
Standard Campaign Turn (Turns 1-5, 7-8):
- Initiative Phase — Draw cubes from the Political Capital bag to determine initiative.
- Activity Phases — Players alternate playing cards (5 cards each). Each card is played as an Event, for Campaign Points, or as a Candidate Card.
- Momentum Phase — Momentum Decay, Issue Shift, Momentum Awards & Endorsements, Issue Support Decay.
- Campaign Strategy Phase — Campaign Strategy decisions, then Rest.
The Debates (Turn 6):
- Determine Initiative
- Campaign Strategy
- Set The Stage
- Debate! — Players compete over issues; winning issues earns momentum and support.
- After the Debates
Election Day (Turn 9):
- Deposit Bonus Cubes (based on media support)
- Determine Initiative
- Campaign Strategy
- Election Day Events
- Endorsements and Undecided Voters
- Final Tally — count electoral votes
Actions
Playing a Card as an Event
Play a card to trigger its Event text. Events can affect State Support, Media Support, Issue Support, Momentum, and more. Some events are Persistent (remain in effect).
Playing a Card for Campaign Points (CP)
Spend CP on one of three operations:
B1. Campaigning in States: Place State Support cubes in states. Must make a Support Check when placing in states carried by or occupied by the opponent.
B2. Advertising in Regions: Place Media Support cubes in one of four regional advertising boxes (West, Midwest, South, East). Media support facilitates campaigning on a regional level.
B3. Positioning on Issues: Place Issue Support cubes on Issue tiles (Defense, Economy, Civil Rights). Helps gain Momentum and Endorsements.
Playing a Candidate Card
Each player has a unique Candidate card with special abilities. Played during an Activity Phase.
Support Checks
When placing support in opponent-held states, draw cubes from the Political Capital bag. Success depends on the composition of cubes drawn.
Triggering & Preempting Events
When playing an opponent-associated card for CP, the opponent may trigger its Event. Players can spend Momentum markers to preempt (prevent) Events.
Scoring / Victory Conditions
Winning: The player with the majority of electoral votes (270+) on Election Day wins.
Electoral Votes: Awarded per state based on the player who has State Support cubes in that state at game’s end.
Endorsements: In the final tally, endorsement markers in a region can flip states — each endorsement affects undecided or weakly-held states.
Tiebreakers: If tied on electoral votes:
- Player who won the most states
- Player with the most total state support
Unpledged Electors: Some states have special rules for unpledged electors.
Special Rules & Edge Cases
- Momentum: Earned through Issue positioning and Momentum Phase. Can be spent to trigger favorable opponent Events or preempt your own negative Events. Maximum momentum is tracked on the board.
- Support Exclusivity: Only one player may have support cubes in any given state, region, or issue at a time. Placing support first eliminates opponent cubes.
- Prevention Event Markers: Mark Events that have been preempted so they cannot trigger again.
- Persistent Events: Some Events remain in play for the rest of the game once triggered.
- Initiative: Determined by bag draws. The trailing player in cubes drawn gets initiative (plays first that turn).
- Rest: Players may “rest” by holding cubes in their Rest Zone for future use.
- Debate Mechanics: The Debates are a special mini-game where players compete over issues using card play and cube draws.
Player Reference
Turn Sequence (Standard):
- Initiative Phase (bag draw)
- Activity Phases (alternate card plays, 5 each)
- Momentum Phase (decay, shift, awards, endorsements, issue decay)
- Campaign Strategy Phase
Card Play Options:
| Option | Effect |
|—|—|
| Event | Trigger the card’s historical event |
| Campaign Points → States | Place State Support cubes |
| Campaign Points → Advertising | Place Media Support cubes |
| Campaign Points → Issues | Place Issue Support cubes |
| Candidate Card | Use your candidate’s special ability |
Key Numbers:
- 9 turns total (6 = Debates, 9 = Election Day)
- 5 cards per player per turn
- 270 electoral votes needed to win
- 4 advertising regions (West, Midwest, South, East)
- 3 issues (Defense, Economy, Civil Rights)