Contents
- 1 Game Rules for 1960: The Making of the President
- 1.1 Objective
- 1.2 Game Components
- 1.3 Game Setup
- 1.4 Game Rounds
- 1.5 Winning the Game
- 1.6 What’s Included
- 1.7 Setup
- 1.8 What Happens Each Turn
- 1.9 1. Getting Started
- 1.10 2. The Different Phases
- 1.11 3. Momentum Phase
- 1.12 Now, let’s move on to the Campaign Strategy Phase.
- 1.13 The Debates – Turn 6
- 1.14 Optional Rules
Game Rules for 1960: The Making of the President
Greetings! The year is 1960, and I invite you to join me in a thrilling game of political strategy. Together, we will dive into the world of American politics as we take a look at the game called “1960: The Making of the President”.
Now, let’s get down to business and understand the rules of this exciting game:
Objective
Your goal in this game is to win the presidential election by gaining the majority of Electoral Votes needed to become the President or by securing the Race for the White House Track.
Game Components
Before we move forward, let’s familiarize ourselves with the game components:
- Welcome Cards
- HQ Cards
- Issue Cards
- Debate Cards
- State Cards
- Event Cards
- Command Decision Cards
- Endorsement Cards
- Votes
- Marker Cubes
- VP Tokens
Game Setup
Now that we know what components we have, let’s set up the game:
- Place the game board in the center of the table.
- Place the state cards in their respective regions on the board.
- Shuffle the issue cards and deal three face-up on the board.
- Give each player their HQ cards and marker cubes.
- Sort the remaining cards by type and place them face-down near the board.
- Give each player their welcome card and five event cards.
Game Rounds
So, how does this game progress? Let’s go through a round:
- Draw a random Command Decision Card and resolve its instructions.
- Players play cards and take turns until both players pass consecutively.
- Candidates Campaign by placing marker cubes on states.
- Resolve debates if there are any.
- Resolve state primaries and general elections.
- Refill issue cards and end the round.
Winning the Game
The game goes on for a number of turns until a player wins by gaining enough Electoral Votes or by securing the Race for the White House Track.
Now that you know how to play, are you ready to step into the shoes of a political candidate and make history in the 1960 presidential election? Gather your strategies and let the campaign begin!
In the game 1960: The Making of the President, the main goal is to win the majority of electoral votes during the election. You want to do this by winning states that have a higher combined value of electoral votes than your opponent. To win these votes, you need to gain State Support in individual states.
You can earn State Support by placing cubes in states. However, only one player can have support cubes in a state at a time. This means that support will constantly shift between players as they compete for valuable states. At the end of the game, the player who has support cubes in a state will claim that state’s electoral votes.
Hey there! Did you know that during a campaign, players have a few tricks up their sleeves to boost their chances of winning? One way is through Media and Issue Support! Let me break it down for you.
Media Support is all about advertising on a regional level. Players can place media support cubes in different regional advertising boxes to help with their campaign. It’s like spreading the word and getting your message out there to the people!
Issue Support, on the other hand, is all about gaining Momentum and valuable Endorsements. Players can place issue support cubes on issue tiles, which can help to tip the scales in their favor on Election Day. It’s like showing that you really care about the issues that matter to people!
Now, here’s the catch – only one player can have support cubes in a particular place at the same time. So, if an opponent already has cubes in a location, you’ll have to strategize and reduce or eliminate their cubes before you can add your own. Once you’ve cleared the way, any leftover support cubes can be added to the board.
So, remember, during a campaign, using Media and Issue Support can make a big difference in your quest for victory. It’s all about getting your message heard, gaining support, and showing that you’re the best candidate for the job. Good luck!
If you want to play the game effectively, you have to remember there are some rules when it comes to Endorsements. You can’t have an endorsement marker in a region where your opponent already has one. In that case, you have to eliminate their marker first.
During most turns, you have the option to play cards as Events or for Campaign Points (CP). These CP can be used to carry out campaign operations that help you gain State, Media, or Issue Support. Events have different effects, which can result in both gains and losses of these types of Support.
When it comes to winning and gaining an advantage, the objective is clear: make the most of events that benefit your candidate and lessen the impact of events that help your opponent. Momentum plays a crucial role in achieving this goal as it allows you to spend momentum markers strategically. With momentum, you can activate favorable events on your opponent’s cards or prevent negative events from affecting your own. It’s a powerful tool that can turn the tide in your favor.
What’s Included
Here’s what you’ll find in the box:
- A board for the game
- A manual that explains how to play and includes all the rules
- State seals from all 50 states
- Issue tiles representing different topics
- Tokens to represent the candidates
- Markers to keep track of momentum and turns
- Colored cubes (85 blue and 85 red)
- Markers to indicate endorsements
- Cards for campaigning and events
- Candidate cards with their information
- Markers to show prevention events
- Cards to gain endorsements
- A bag for Political Capital
- A board for the debate
Let’s talk about the game board.
Sample Event Card:
Hey there! Are you ready to dive into the wonderful world of events with me? Today, I want to talk to you about the importance of choosing the right event for you. Trust me, it’s a lot more exciting than it sounds!
You see, events are always buzzing with energy and anticipation. They bring people together, and there’s this inexplicable magic in the air. But not all events are created equal – some are more suited to your tastes and needs than others. That’s why understanding your preferences and taking them into account is key.
Now, let’s talk about some factors you should consider when selecting the perfect event for you. First of all, think about your interests. Are you a music lover? Maybe a concert or music festival is right up your alley. Are you a fitness enthusiast? How about signing up for a marathon or a fun run? The options are as vast as the galaxies in the universe!
Another important factor is your schedule. Make sure the event date doesn’t clash with any prior commitments or important deadlines. You don’t want to miss out on something magical just because you have a work assignment due on the same day, right?
Next up, let’s discuss the location. Is the event happening nearby, or will you have to travel? Consider the distance and the logistics involved. You don’t want to end up stranded in the middle of nowhere with no way to get back home, do you?
And don’t forget about your budget, my friend. Events can sometimes be pricey, so it’s important to set a budget and stick to it. Remember, there’s no need to break the bank to have a good time. There are plenty of fantastic events out there that won’t put a dent in your wallet.
Lastly, let’s talk about the people. Are you going solo or bringing along some friends? Events are always more fun when you have someone to share the experience with. So, grab your buddies or meet new people at the event – it’s all part of the adventure!
To sum it all up, finding the right event is like discovering a hidden treasure. It’s a chance for you to immerse yourself in something you love, meet new people, and create memories that will last a lifetime. So, go out there, explore the event universe, and find the one that makes your heart sing. You won’t regret it, I promise!
Understanding the Joy and Challengеs of Art
I’m really excited to talk to you about the world of art and how it can bring both delight and difficulties. Art is a powerful form of communication that has been used throughout history to express ideas, emotions, and experiences. From cave paintings to modern masterpieces, art offers a unique window into the thoughts and perspectives of different cultures and individuals.
The beauty of art lies in its ability to evoke emotions and spark imagination. When I look at a stunning painting or listen to a moving piece of music, I can feel a sense of awe and wonder. It’s like a magic portal that transports me to another world, allowing me to escape the ordinary and experience something extraordinary.
But art isn’t just about pleasure and enjoyment; it can also be challenging and perplexing. Sometimes, a piece of art can leave us scratching our heads, wondering what it all means. Its abstract forms and unconventional techniques can be bewildering, provoking us to question our own understanding and assumptions about the world.
Interpreting art is a personal and subjective process. Each person brings their own unique perspective, knowledge, and life experiences to the table, which can influence how they perceive and make sense of a work of art. It’s like a puzzle waiting to be solved, with endless possibilities and interpretations.
So, if you find yourself in front of a perplexing artwork, don’t be discouraged. Instead, embrace the challenge and let your curiosity guide you. Reflect on the emotions it evokes, the stories it tells, and the questions it raises. Engage in a dialogue with the artwork, allowing it to speak to you and reveal its mysteries.
Art is a journey of discovery, where we can explore new horizons and expand our understanding of the world and ourselves. It invites us to step out of our comfort zones and embrace the unknown. It encourages us to look at things from different angles and consider alternative perspectives.
So, whether you’re a seasoned art enthusiast or someone who’s just starting on their art journey, remember that art is meant to be experienced and appreciated in your own unique way. Don’t be afraid to ask questions, challenge your assumptions, and engage with the art on a deeper level. Let it inspire you, move you, and ignite your imagination.
By immersing yourself in the world of art, you’ll discover a universe of boundless creativity and endless possibilities. So go ahead, take the plunge, and let art become a part of your life. You won’t regret it!
Discover the Power of the Political Capital Bag
Have you ever heard of a magical bag that has the power to influence the course of politics? Well, the Political Capital Bag is just that! It’s a unique and formidable tool that can shape the destiny of nations.
The Political Capital Bag is a revolutionary concept that has captured the attention of politicians and citizens alike. With this bag at your side, you hold the key to the corridors of power. It gives you the ability to sway public opinion, gain support, and even maneuver through the treacherous world of politics.
So, how does it work, you ask? The secret lies in its contents. The Political Capital Bag is filled with intangible assets that are highly prized in the political arena. It holds charisma, charm, persuasiveness, and a magnetic personality. These qualities are invaluable when it comes to captivating audiences, inspiring trust, and winning hearts and minds.
But the bag doesn’t stop there! It also contains wisdom, knowledge, and expertise. These attributes are essential for understanding complex policy issues, debating skillfully, and making informed decisions that shape the future.
Furthermore, the Political Capital Bag holds determination, resilience, and grit. These qualities are crucial for enduring the challenges and hardships that come with political life. They provide the strength and fortitude needed to weather storms, overcome obstacles, and continue fighting for what you believe in.
However, it’s important to remember that the Political Capital Bag is not a one-size-fits-all solution. Each individual possesses their own unique bag with its own distinct contents. Some bags may be overflowing with charisma but lacking in knowledge, while others may be full of wisdom but lacking in determination.
Therefore, it is essential to recognize and harness the power of your own Political Capital Bag. Understand your strengths and weaknesses, and prioritize the areas where improvement is needed. With this self-awareness, you can customize your bag, ensuring you have all the necessary tools to succeed in the complex world of politics.
In conclusion, the Political Capital Bag is a game-changer in the world of politics. It empowers individuals to influence outcomes, make a difference, and shape the future of their nations. So, embrace the power of the Political Capital Bag and unlock your potential to change the world!
When I play the game, I have to remember to put cubes into the Political Capital Bag at the end of each turn. These cubes are important because I will draw them from the bag for different actions in the game. They can either help me succeed or cause me to fail.
Checking for Support
One of the actions where I draw cubes from the bag is called a Support Check. During a Support Check, I draw a single cube from the bag, hoping to get a specific type of Support (State, Media, or Issue). If I draw a cube that matches my own color, I can use it as a support cube in the right place. But if the cube is the opposing player’s color, I have to give it back to them.
Checking Initiative
When it comes to drawing cubes, there are two ways to do it. One way is by opting for an Initiative Check. An Initiative Check happens at the start of each turn and determines which player gets to go first. The player with the initiative usually gets to decide who acts first for that round.
However, when it comes to the Debates and Election Day, having the initiative brings other benefits. In these cases, an Initiative Check is used to determine who gets the initiative. To resolve an Initiative Check, cubes are drawn from a bag one at a time until two cubes of the same color are drawn. If a player has two of their own cubes drawn, they gain the initiative for that turn. All cubes drawn during an Initiative Check are then returned to the player’s supply.
Reseeding The Bag
If the Political Capital Bag runs out of cubes before reaching the Campaign Strategy phase on Election Day, the bag should be refilled with twelve cubes from each player.
Setup
- First, I need to place the state seals face-up on the corresponding states.
- Then, I must put the correct number of state support cubes in each state, according to the candidate icons. Each icon represents one point of starting support.
- Next, it’s time to put the candidate tokens in their home states – Kennedy in Massachusetts and Nixon in California.
- The issue tiles need to be placed on their designated spots on the Issues Track.
- Now, I’ll take the Turn Track and Phase Track markers (those white cubes) and put them on the first spaces of the Turn and Phase Tracks.
- It’s time to choose a side! Each player should pick a side and take:
- The cube supply of the matching color.
- The appropriate Candidate Card.
- Two momentum markers.
- The Political Capital Bag needs to be filled with twelve cubes from each player.
- I’ll shuffle the Campaign Card deck and place it facedown near the board.
- First, let’s shuffle the Endorsement Card deck and put it face down near the board along with the stockpile of Endorsement Markers.
- For now, we’ll set the Debate Board aside because we won’t be using it until Turn 6 – The Debates.
- Initiative Phase
- Five Activity Phases
- Momentum Phase
- Campaign Strategy Phase
- Use a Card as an Event
- Use a Card for Campaign Points
- Play a Candidate Card
- Debates are resolved during Turn 6.
- Election Day Events are resolved on Turn 9.
- Prevention Events make certain other Events unplayable.
- I) Campaign in States
- II) Advertise in Regions
- III) Take a stance on Issues
- If you’re the leader of a state at the end of the game, you receive that state’s electoral votes. The player with the most electoral votes is the winner.
- If you’re carrying a state, your opponent must make Support Checks when they try to add state support cubes to that state.
- If the other player already controls that state, or
- If the other player’s candidate token is in that state
- If I have media support in a region where I’m campaigning, I don’t have to worry about my opponent checking if people support me. This makes it easier for me to campaign and gain support in that region.
- If I have more media support cubes on the board than my opponent during the Momentum Phase, I can change the positions of two issues on the Issues Track. This makes it easier for me to prioritize the issues that are important to me.
- Third-place Issue: I get one momentum marker.
- Second-place Issue: I can choose between one momentum marker or one Endorsement Card.
- First-place Issue: I get both one momentum marker and one Endorsement Card.
- Before the Debates, I have to place exactly one card each turn for the first five turns.
- After the Debates, for the last two turns, I have to place exactly two cards each turn.
- Determine Initiative
- Campaign Strategy
- Set the Stage
- Debate!
- After the Debates
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Remember: The number of cubes, endorsement markers, and momentum markers can vary. If you run out during the game, feel free to use something else as a replacement, like coins.
What Happens Each Turn
There are nine turns in the game, each representing about one week of the campaign. With the exceptions of Turn 6 (the Debates) and Turn 9 (Election Day), every turn follows this sequence:
In this game, we need to make sure we keep track of the current turn and phase by updating the markers on the Turn and Phase Tracks.
1. Getting Started
New Cards: At the beginning of the game, each player gets a new hand of cards. For the first five turns, they receive six cards, and for the last two turns, after the Debates, they get seven cards. If there are no more cards in the deck, we shuffle the discarded cards to create a new deck.
Reminder: After the Debates, players will receive seven cards per turn instead of six.
Initiative: We need to do an Initiative Check to determine which player gets to choose the starting player for the turn. The player with the initiative can select who will play first during each Activity Phase this turn.
Pro Tip: While it’s usually advantageous to make your opponent play first, there are times when taking the initiative can be more beneficial. Choose wisely!
2. The Different Phases
Every turn is made up of five phases, where both players take turns playing and resolving a single card. The start player goes first. When it’s your turn, you have a few options:
On top of that, you always get to collect the number of rest cubes specified on the card you choose (if any). These cubes come from your supply and go in your Rest Cube Zone on the board. During the Campaign Strategy Phase, these rest cubes are put into the Political Capital Bag.
Here’s an example: The Turn & Phase Tracks. Let’s say I’m in the third phase of the second turn.
Just a friendly reminder: Don’t forget to take your rest cubes! It’s a good idea to make it a habit to take them as soon as you play a card, before you see what happens.
A. Play a Card as an Event
When you play a card as an Event, I’ll read the event text and resolve it. Once that’s done, the card goes away. If the Event has an effect that lasts for the rest of the turn, you should keep the card in front of you as a reminder until the turn is over. Then you can remove it like normal.
Persistent Events
Hey there! Let me tell you about some special cards called Events. They’re pretty cool because they have effects that last throughout the whole game. You can spot an Event card by the special bar below its name. When you play an Event, you gotta put it in the right spot on the board, according to its category. Each category has its own special spot on the board, so make sure to place your Events correctly!
A marker is given for each Prevention Event. When a Prevention Event happens, put its marker in the corresponding box on the board to remind you that the Event is in effect.
Gaining State Support
When Events let you add State Support, you have to check for Support in states controlled or currently occupied by your opponent. Follow the Campaigning action instructions to increase State Support (see Increasing State Support, below).
Like with Campaigning, if you want to add multiple State Support to a state where Support Checks are needed, you first have to say how many Support you’ll add and then draw that amount of cubes.
Getting rid of Support
If an Event tells you to subtract or lose Support, you can only do that from what you already have on the board. The other player doesn’t gain any support cubes, even if that means you can’t apply the penalty fully.
Just a reminder: Once you play a card as an Event, it never goes to the discard pile! Persisten Events go on specific spaces on the board, while the rest are taken out of the game.
B. Play a Card for Campaign Points
So, imagine this – you’re playing a card game called Campaign Points. When you play a card, you can use the Campaign Points (CP) shown on the card to do one of three things:
Now, here’s the catch: you can only choose one of these options during each round. And you can’t split the Campaign Points between different actions – they all have to go towards one action.
But wait, there’s more! No matter how you decide to spend your points, the other player gets a chance to trigger an Event. Don’t worry, it’s all part of the game. And once you’ve resolved the action and dealt with any triggered Events, the card goes into the discard pile.
But what about triggering Events?
When you play a card for Campaign Points and resolve it, the other player can activate the Event on the card by spending one momentum marker. This means that the Event on the card will happen as if the other player had played it themselves. Once the Event is resolved, the card is taken out of the game, just like it would be if it had been played as an Event from the start.
Please note that you don’t get any rest cubes for triggering an Event on your opponent’s card. The rest cubes always go to the player who originally played the card, no matter how it was played.
A helpful tip is to wait for your opponent to play a card with your candidate icon. The Event on that card will benefit you, so it might be worth spending a momentum marker to activate it.
Now, let’s talk about preempting Events.
When playing a card, you can stop your opponent from activating an event by using two momentum markers. If you preempt the event, your opponent won’t be able to trigger it, and the card will be discarded normally. However, you can only preempt events on your own cards. You can’t prevent your opponent from playing a card from their hand as an event.
Note: You need to announce your intention to preempt an event when you play the card, before resolving your action. Your opponent doesn’t have to reveal if they intend to trigger the event until after you make this decision.
Campaigning in States (B1)
When you take this action, you’re increasing your State Support by adding state support cubes to individual states. You become the leader of a state if you have any state support cubes there. If you have at least four state support cubes in a state, you’re considered to be carrying that state. These conditions offer important benefits:
Tip: You may want to flip over the state seal in a carried state to show the reverse side. It’s not necessary, but it can serve as a helpful reminder.
Example: Let’s say I’m running for president, and I’m ahead in Idaho with two State Support. Meanwhile, my opponent is winning in Wyoming with four State Support. To gain an advantage, I can spend my Campaign Points to increase my State Support in one or more states within the region where my campaign is currently taking place. I can also use my Campaign Points to move my candidate token to a different region if I choose.
When it comes to spending Campaign Points, I have a few options. I can allocate them all to increasing State Support, or I can divide them between boosting my support and moving my candidate token around. The choice is up to me, and I can switch between these actions as I see fit.
Boosting State Support
When I spend a Campaign Point, I usually get to add a state support cube to any state in my current region. But sometimes, things get a little trickier and I have to make a Support Check for each Campaign Point I spend to gain cubes. There are two situations where this happens:
However, I don’t have to worry about Support Checks in any region where I have Media Support. If I have media support cubes in a region, I can skip the Support Checks altogether.
When playing a campaign in a state where Support Checks are required, I need to decide how many Campaign Points I want to spend during the Activity Phase. Once I’ve made my decision, I draw the corresponding number of cubes according to the Support Check process.
Just remember: Only one player can have support cubes in the same place at the same time. If I acquire support cubes in a location that already has opposing cubes, instead of placing my cubes there, I can remove one opposing cube for each cube I gained.
Each opposing cube I remove, along with the cube I spent to remove it, goes back to its owner’s supply.
If I have any support cubes left after removing all the opposing cubes, I can add those remaining cubes to the location like normal.
Moving The Candidate Token
Every time I spend a Campaign Point to increase my State Support, I can move my candidate token to the state where I’m campaigning. This movement doesn’t cost anything, as long as I’m staying within the region where my candidate currently is.
When it comes to moving around, Alaska and Hawaii are considered their own regions. Otherwise, they are a part of the Western region.
However, if I want to move my candidate token to a different region, I have to pay travel costs of 1 CP each time I cross a regional boundary. Keep in mind that traveling between the Western and Eastern regions requires crossing two boundaries, and I can only go to or from Alaska or Hawaii through the Western region.
Note: Alaska and Hawaii are both part of the Western region, but they have their own boundaries that must be crossed when traveling to or from these states. When you travel between Alaska and Hawaii, you need to cross both of these boundaries, which will cost you 2 CP.
Example: So here’s the deal. The Kennedy candidate token is chillin’ in Illinois, but he’s got his eyes set on Campaignin’ in New York using a 3-CP card.
Now, he’s got a few options to make his way from the Midwest to the East. He could spend 1 CP on travel costs to cross over, and then drop 2 CP in New York. Or, he could be a bit more frugal and spend just 1 CP in New York, saving that extra point to spend in any state in the East, or back in the Midwest before bouncin’ out. Heck, he could even use that third point on more travel costs and head on down to the South, landin’ in any state there.
B2. Advertising In Regions
When I take this action, I’m trying to get more people to support my cause. I do this by placing cubes in different regions of the board. These cubes represent the support I have from the media.
Having media support is important for two reasons:
To perform this action, I need to make a certain number of Support Checks, which is determined by the number of Campaign Points on my card. When I draw a cube of my own color, I have two options: I can place it in any regional advertising box, or I can use it to remove an opposing cube from the board.
Just a reminder, though: Only one player can have support cubes in the same advertising box at a time.
When it comes to adding media support, the usual rule of removing opposing cubes first still applies.
Now let’s talk about Positioning On Issues.
With this action, I can increase my Issue Support by adding cubes to the corresponding issue tiles. If I have any issue support cubes on a tile, I become the leader in that issue. This comes with two main benefits:
1. Many Events give advantages to the leader of a particular issue.
2. Being the leader can also help me maintain control over that issue.
To earn rewards in the game, you need to become the leader of various issues. You can achieve this by spending Campaign Points (CP) to increase your Issue Support. The first cube you place on an issue costs 1 CP, and each additional cube in the same issue costs an extra 2 CP. It’s important to note that this increased cost only applies to cubes purchased in one action for the same issue. If you place an additional cube on the issue in a later action, it will cost the normal 1 CP.
Remember, only one player can have support cubes on an issue tile at a time. When adding issue support, make sure to follow the usual rule of removing opposing cubes first.
Now, let’s discuss the third action you can take in the game – playing a Candidate Card.
So here’s the deal: instead of playing a regular card from your hand, you have the option to play your Candidate Card for 5 CP (Campaign Points). It’s the same process as playing any other card, but with one little difference:
When you play a Candidate Card, it gets flipped over to the Exhausted side. This means it’s out of play, just like an Event card. To bring a Candidate Card back into play, you need to use specific Events.
Keep in mind that Candidate Cards don’t count as part of your hand and they never go in the discard pile.
3. Momentum Phase
Step 1 – Momentum Decay
During the Momentum Phase, both players have to get rid of half of their momentum markers. Just round down to the nearest whole number.
Step 2 – Shifting the Balance of Power
Now it’s time to make a move that could change the course of the game. If I have the most media support cubes on the board, I have the power to switch the positions of two issue tiles on the Issues Track. Imagine the impact that could have! However, if you and I have an equal number of media support cubes, neither of us can make this move. It’s all about leveraging our influence and making strategic decisions.
Step 3 – Momentum Awards & Endorsements
When I adjust the Issues Track, I receive momentum markers and/or Endorsement Cards depending on my position for each issue:
I receive these benefits in the order mentioned above. This means if I win the second-place issue, I have to decide if I want an Endorsement Card (and if I do, I need to resolve it) before the first-place winner resolves their Endorsement Card.
Endorsements
Hey there! Let’s talk about Endorsement Cards in the game. When I draw an Endorsement Card, I put one endorsement marker in the region shown on the card. These markers go in the advertising boxes in that region. Just like with support cubes, if my opponent already has one or more markers in that region, I have to take one of them out instead of placing mine.
Now, onto Step 4 – Issue Support Decay!
After the Momentum Phase, each issue tile loses one support cube if it has any. It’s important to remember that the issues shift and the momentum decays before new momentum markers are given out. Issue Support, on the other hand, decays after that.
Now, let’s move on to the Campaign Strategy Phase.
In Step 1, we’ll focus on Campaign Strategy.
When it’s my turn, I get to play one or two cards from my hand facedown onto my Campaign Strategy Card Stack on the board:
If I have any extra cards left in my hand after I place my cards, I need to get rid of them right away.
Tip: During the first five turns, I’m reserving Campaign Strategy cards for the Debates. These cards should have high Campaign Point values and should feature my candidate’s icon.
After the Debates, I’m reserving cards for Election Day. These cards should have abbreviations for states where I want to get extra support.
Note: You can’t use the four Gathering Momentum cards as Campaign Strategy cards! Remember to always keep a valid Campaign Strategy card in your hand until the Campaign Strategy Phase.
Step 2 – Rest
Both of us need to put our rest cubes (cubes in our Rest Cube Zone) into the Political Capital Bag.
The Debates – Turn 6
When we get to the sixth turn, we don’t follow the usual sequence of play. Instead, we have to resolve the Debates. After that, the normal sequence of play resumes with the seventh turn on the board. There are a few steps to the Debates:
1. Determine Initiative
When it comes to the Debates, we need to determine who takes the lead with an Initiative Check. This check helps us figure out who has the upper hand and wins any ties that may arise.
Just a reminder: Don’t forget to consider the effects of any Debate Event cards in the Persistent Events Card Stack. These cards can really shake things up and have a big impact on the outcome of the Debates!
2. Preparing Your Strategy
Now, let’s get our Campaign Strategy Card Stack ready. Each player should gather their five cards.
3. Setting the Stage
We’re all set up now! The Debate Board goes in the middle, right between the two of us. And we need to take the three issue tiles from the Issues Track and put them in their proper spots on the Debate Board. The first-place issue goes in the “First Place Issue” spot, and so on.
Note: When you move the issue tiles, make sure to keep any support cubes on them.
4. Let’s Talk About It
Now it’s time for some lively debate! Each of us will choose one of our cards, and when we’re ready, we’ll reveal them simultaneously. Once revealed, place your card face-up next to the issue that matches its debate icon. Put it on the side of the Debate Board that matches your candidate.
If a card has icons for both candidates, you have the freedom to choose which side to put it on. If both players have cards with both icons, the one with initiative gets to decide who places their card first.
Let me explain how this process works. We keep playing cards until two cards have been played on the same side of an issue. When that happens, the player who has played the highest number of Campaign Points on their side wins the issue. But what if both players have the same total? Well, in that case, the player with the initiative wins the issue. Now, what happens when two issues are won at the same time? We resolve them one by one, starting with the issue that was originally placed lowest on the Issues Track.
So, who wins an issue?
When a player wins an issue, the issue tile goes back to the lowest empty spot on the Issues Track. Any cards that were played on either side of the issue go to the discard pile. And here’s the exciting part: the player who wins the issue gets a bonus of state support cubes! They can choose to place these cubes in one or more states of their choice. It’s a reward for their successful campaign!
I want to talk about the importance of ending debates. When it comes to debates, it can be tricky to find a resolution. That’s why it’s crucial to understand how to bring them to a close. Debates can be a double-edged sword. On one hand, they can help to elevate our understanding of complex issues and generate a thoughtful response. On the other hand, they can also lead to conflict and division. So, how can we effectively end debates in a way that promotes understanding and unity?
One of the key points to remember is that when someone wins an issue in a debate, no further cards can be played on that issue. This means that if a player tries to play a card associated with an issue that has already been won, that card will be discarded. This rule ensures that debates have a clear conclusion and prevents unnecessary prolongation.
To end a debate, it’s important to take into account the support cubes on the issue tiles. The first issue to be awarded receives 2 state support cubes, the second issue receives 3 state support cubes, and the last issue receives 4 state support cubes. These cubes reflect the level of support for each issue and help determine the winner. No Support Checks are required for these cubes, even in states carried or currently occupied by the opposing player.
Once an issue has been won, make sure to retain any issue support cubes on the issue tiles while returning them to the Issues Track. This ensures that the outcome of the debate is accurately represented.
Ending debates can be challenging, but by following these guidelines, we can bring them to a close in a fair and inclusive manner. It is important to prioritize understanding and unity over winning at all costs. By doing so, we can foster a more harmonious and productive discourse.
Now, let’s go through the process. First, we each pick one card from our hands and play it face down. Then, we reveal our cards at the same time and compare the Campaign Point totals. The player with the higher total wins that issue.
We continue this process until we have played all five of our cards or until one of us has won three issues. If one of us wins three issues before playing all five cards, the game is over. But if we both play all five cards and no one has won three issues, we proceed to the next step.
If there are any issues left unresolved, we deal with them in order of their original position on the Issues Track. The issue that started in the lowest position is resolved first. Again, we compare our Campaign Point totals for that issue. The player with the higher total wins the issue. If we both have the same total, the player with the initiative wins.
After the Debates
At the end of the Debates, all Campaign Strategy cards for both players, whether played or unplayed, are discarded. Then, we resume the normal sequence of play starting with the seventh turn.
During the Debates, remember to apply all effects of any Debate Event cards in the Persistent Events Card Stack on the board. After the Debates, you can discard those cards.
Now, let’s talk about the ninth turn, which is Election Day. Here, we won’t follow the normal sequence of play. Instead, we have a specific process to resolve Election Day and determine the game’s winner.
Here are the steps for Election Day:
1. Deposit Bonus Cubes:
– Players receive bonus cubes that they can use during Election Day.
2. Determine Initiative:
– The player with the higher total Initiative value goes first.
3. Campaign Strategy:
– Players choose and reveal their Campaign Strategy cards.
4. Election Day Events:
– All effects of Election Day Event cards are resolved.
5. Endorsements and Undecided Voters:
– The influence of endorsements and undecided voters is determined.
6. Final Tally:
– The votes are counted to determine the winner of the game.
These steps help create an exciting and suspenseful climax to the game. Can you strategize and make the right choices to secure victory on Election Day? It’s your chance to shine and show off your campaign skills!
When it’s time to begin Election Day, the first step is to prepare the Political Capital Bag. I add cubes from my supply equal to the number of media support cubes I have on the board. Then, I remove all my media support cubes and issue support cubes from the board and put them in the bag. I also exchange any momentum markers I have left, placing two cubes into the bag for each marker.
2. Determine Initiative
We make an Initiative Check to see who has the initiative for Election Day. This will determine who gets to go first and make decisions.
3. Campaign Strategy
Now it’s time to plan our campaign strategy. Each player retrieves four cards from their Campaign Strategy Card Stack and reveals them. Each card gives us three Support Checks in the state specified on it. The player with the initiative goes first and resolves their cards.
Note: Once the Political Capital Bag is empty, it cannot be refilled.
4. The Day of the Election
During the game, if any Day of the Election events are played, they are taken from the designated area on the board and resolved. The player who has the initiative gets to decide the order in which these events are resolved.
5. Support and Indecision
At this point in the game, if there are no support cubes of either player in a state, that state will lean towards one of the players. If one of the players has an endorsement marker in that state’s region, they win the state and can place one of their support cubes there. If neither player has an endorsement marker in that region, the state’s edge (blue for Kennedy, red for Nixon) determines which player it goes to, and that player can place a support cube there.
6. The Final Count
So, here we are, at the end of our journey through the world of numbers. It’s been quite a ride, hasn’t it? We’ve explored the ways numbers are everywhere around us and how they shape our world. Now, it’s time to take a moment and reflect on what we’ve learned.
Now, let’s see if we can sum it all up. Numbers are more than just digits on a page or symbols on a screen. They are the language of the universe, a way for us to measure and understand the world around us.
We’ve seen how numbers can describe the natural world, from the spirals of seashells to the patterns in a snowflake. These patterns and shapes are governed by mathematical principles, and by studying them, we can unlock the secrets of nature.
But numbers don’t just describe the natural world; they also help us create and build. From architecture to music to art, numbers are crucial to our creative expressions. They give structure to our designs and rhythms to our melodies.
Numbers have a practical side too. We use them to count, to measure, and to calculate. Whether we’re baking a cake or building a bridge, numbers help us get things done accurately and efficiently.
But numbers are more than just tools. They hold meaning and significance for us as well. We assign value to numbers, both literally and figuratively. Some numbers are lucky, while others are unlucky. Some numbers have cultural or religious symbolism. Numbers can be personal too, representing birthdays, anniversaries, and other important dates.
And finally, numbers help us understand ourselves and our place in the world. They give us a way to quantify and compare, to see how we measure up. They can represent our achievements and our goals. They can also remind us of our limitations and challenges.
So, as we reach the end of our exploration, let’s take a moment to appreciate the power and beauty of numbers. They are so much more than just symbols or values. They are the building blocks of our world, the tools of our creativity, and the language of our understanding.
And with that, we complete our journey through the realm of numbers. Thank you for joining me on this adventure. I hope it has sparked your curiosity and led you to see the world in a new way. Keep exploring, keep counting, and never stop asking questions. Until we meet again, keep counting on!
Now it’s time for you to claim the state seal for each state where you have state support cubes. Once you’ve done that, you can add up your electoral votes, which are displayed on the backs of the state seals, to figure out who the winner is.
Remember: There are a total of 537 electoral votes up for grabs. Whoever gets at least 269 of them wins the game!
Here’s a tip: To make it easier to add up your electoral votes, you can group your collected state seals into sets that add up to 50 votes each.
What about Unpledged Electors?
If we encounter the Unpledged Electors Event, something interesting can happen. It’s possible for one or more states where Kennedy is ahead but not winning to end up not going to either player. This means that a player can actually win the election with less than 269 electoral votes. It also opens up the chance of a tie.
In the highly unlikely scenario of a tie in electoral votes due to the Unpledged Electors Event, the decision on the winner is handed over to the House of Representatives. The player who won the most states will be declared the winner. Now, if by some miracle the players also end up tied in this aspect, the winner will be determined based on the player with the most state support cubes across all states.
Optional Rules
Vice President Cards
When we start the game, each of us has to take out our Vice President Card from the Campaign Card deck and set it aside with our Candidate Card.
When it’s our turn, we can choose to discard a card from our hand that only has our own candidate icon (not our opponent’s). Instead of playing the card normally, we can play our Vice President Card as if it were in our hand. But if we don’t have a card like that in our hand, we can’t play our Vice President Card.
Just a reminder: Kennedy’s Vice President is Lyndon Johnson, and Nixon’s Vice President is Henry Cabot Lodge.
A Restriction on Positions
When we spend Campaign Points on supporting issues, we can’t add support to the issue that matches the debate icon on our card (if there is one). But this restriction only applies to the action of positioning on issues. It doesn’t affect the issue support that we get from Events.