Thursday, July 20, 2017

Boardgame review — 1960: The Making of the President

“Ask Not What Your Country Can Do For You…”

Designers: Jason Matthews and Christian Leonhard
Player count: 2
Publisher: GMT Games

Ever since its first publication in 2007 (by Z-Man Games), I have loved 1960: The Making of the President with a passion. In part because it makes clever use of the fantastic tug-of-war system that blew me away in Twilight Struggle, but also—and perhaps especially—because it felt like a microcosm of that sprawling Cold War epic. I always thought that if we could zoom in on a single card in Twilight Struggle (used above as the title of my review) and play out the event depicted by that card at a tactical level, then we'd get 1960.
A game within a game; a cog lost in the big machine.

(Of course, one of 1960’s designers—Jason Matthews—also happens to be the co-designer of Twilight Struggle; so that intimate connection between the two games shouldn’t surprise anyone. Indeed, I am not surprised by it: I’m fascinated.)

Z-Man put out a 2nd edition in 2008, essentially tweaking the visuals for clarity. But for the 10th anniversary of 1960 (how deliciously confusing a phrase, from its 2017 perspective), GMT is giving us a completely retooled version, complete with original art and rules modifications.

But first, how does it play?

The game throws two players into the arena: one as Nixon, the other as Kennedy, both fighting tooth and nail during their arduous presidential campaign. The political match unfolds on an electoral map of the United States, circa 1960, where opponents travel from one state to the other, hoping to win local support—and then hold on to it until that fateful election day.
In classic card-driven fashion, both players are dealt a hand of cards at the outset of each turn, and those cards can be used in multiple ways. You can use the points listed on them to campaign (travel the country and muster support for your party, indicated by piling cubes on the targeted states); you can also use those same points to buy media support in one or several areas (which helps you break the stranglehold your opponent may have in that neck of the woods); or you can use those points to position yourself on the issues that mattered most back then (defense, economy and civil rights).
And then, of course, there’s the big one: you can forego the points and instead decide to play the historical event depicted on each card—granted it is playable by your side of the political divide. And what if it isn’t? Well then you have to make use of the points, but you can expend precious momentum tokens to prevent your opponent from benefiting from “his” event. Otherwise he might just spend his own tokens to trigger what could be disastrous circumstances for you.
At the end of each turn, each player sets aside one unused card in anticipation of the upcoming TV debates (a novelty of great historical significance in that day and age), and both opponents pick up the fight for one more round. After five turns, the aforementioned debates are resolved through the play of cards previously set aside, using issue and party icons on each card to help position your candidate. Victory in the debates provides a significant advantage, so don’t take them lightly.
Then the game resumes for two more turns, at the end of which cards set aside are used this time to fuel final thrusts into the hearts and minds of the voters—it’s Election Day!
Both players gather up the seals of the states that favor their politics, add up the electoral votes associated with them, and hope to God they make it to 269.
And we have a new President.


Serving up this new incarnation of 1960 in their “double deep” box (a thick bookcase-style box, as opposed to the flat and oblong original), GMT went with fresh artwork that moves away from the game’s familiar look
—starting with the game cover, which is fantastic. Inside the box, we still find wooden cubes in red, white and blue (with a draw-string bag to fish them from); we still have a separate debates board for that tactical mid-game twist; and yes, those cardboard discs (both for momentum tokens and state seal tokens) are omnipresent. But the pièces de résistance here are the cards and game board.

The card back is magnificent—artist Donal Hegarty really did a fine job there. (Yes, I’m a big fan of card backs. It’s not the last time you’ll read about them on my blog…) It’s got that late ‘50s feel that permeates the entire package, and I think that goes a long way towards thematic immersion, which is never easy to accomplish.

Now that's a card back.

The face of the cards is also very nice, if a tad subdued. And while I’ll admit that I miss the newspaper-headline look of the original, I find the new card layout easier to decode. (Many new players kept missing the number of rest cubes each card would provide; not with this edition.)

GMT edition on the left, Z-Man 2nd edition on the right

The board is a beautiful, mounted leviathan, and a true work of art. Donal Hegarty and Mark Simonitch managed to make it look like it was made—manufactured—in 1960. Where the original board went for a realistic campaign manager look (complete with a “battle map,” a manila folder, a coffee cup stain, and a pencil that I’ve seen more than one unwary player try to pick up), the new board asserts its identity as a game, albeit one that aims squarely at late 1950s aesthetics. It’s also easier to read than the original, and I’ll never say no to that.

GMT game board. A chunk of it, anyway. 

The only aspect I will lament as far as the new edition looks is the loss of authentic photographs. While the old game plastered historical pictures all over its real estate, the new one goes for a traced-over-the-picture style. It’s all fine, and it certainly jives with the period vibe oozing from the box. I just miss the pictures, that’s all. (Quite the irony when you think that a gazillion wargames published by GMT use historical photos.)


While some sections were reformulated, the rulebook remains essentially the same. And at 14 pages, the game is one of the easiest to learn in the GMT stable. It’s got the same sample turn the original offered, with clear examples and a cleaner layout that makes the whole thing easier to follow.
However, veteran players will be interested to know of the three rules changes introduced in this edition of the game.

1.  Support Checks: Players must now make Support Checks for Events which grant State Support in states carried or currently occupied by their opponent, just as if they were Campaigning. 

(This makes carrying a state—owning at least four support cubes there—much more significant than in the original game, where an event would allow your opponent to breach your fortress without breaking a sweat. Notice, though, that the above rule states that this only applies to events: debate victories are immune to the change, which beefs them up a bit. An exciting tweak to be sure, as I’ve always found the debates to matter less than I would have liked.) 

2.  Momentum Phase: The player with the most media support may now shift issues before momentum and endorsements are awarded rather than after.

(Shifting them after the awards hardly did anything, since so many events shuffled them around before the end of the next turn, anyway. But altering their order right before rewards are doled out has a big impact on the game flow, and I welcome it with open arms.) 

3.  Tiebreaker: While the first tiebreaker remains the player who won most states, the second tiebreaker is now the player who has the most total state support. 

(The original game’s second tiebreaker was to give the game to Kennedy—certainly the change least likely to affect you. After many, many games, I’ve never seen a single tie. Let alone one that requires two tiebreakers.)

But the new rulebook doesn’t stop there: it also provides two optional rules! The first one has players start the game with their Vice Presidents (Lyndon Johnson and Henry Cabot Lodge) on the side; a player can discard one of his own events to play his Vice President card as if from his hand. The second optional rule prevents players spending points on issues from adding support to the issue depicted on the card thus played.
I haven’t tried those optional rules, and I doubt I ever will. But they’re there if they tickle your fancy.

Finally, the last page of the new rulebook features an obsession of mine: historical notes. Enjoy!


1960 has always provided me with visceral thrills and historical insight, and I was initially doubtful when GMT announced their own edition of that all-American gem. Why would I switch? But after just one game, I was won over. The look of the new edition makes the experience even more enjoyable and immersive than it already was, and the little tweaks to the rules pack an impressive punch, patching up the only weaknesses I ever felt the design needed to address.


It took three turns at bat, but we’re finally here: this is the best incarnation, the definitive edition of 1960: The Making of the President. A challenging, clever, and tight contest—very much in the spirit of the moment it tries to evoke—now with inspired visuals to match.

If you have any interest at all in the history of the United States, and in the amazing campaign of 1960 in particular, this is the game for you. What happened to Nixon in Michigan? What was “Lazy Shave” powder? Who was Herb Klein?
It’s all in there
—and a whole lot more.

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