How to Play

1960: The Making of the President

2-2 players 90-120 min 7.6 Board Game Geek Rating

Players assume roles of Kennedy or Nixon in the pivotal 1960 presidential race. Using a card-driven system, they campaign across America's electoral map, managing resources to capture states while navigating major historical events like televised debates and the Catholic question. Victory requires strategic allocation of campaign points across regions while building momentum on key issues to secure the presidency.

Published 2007

1960: The Making of the President

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place state seals
Position the 50 state seals face-up on their corresponding states on the board
2
Place initial support cubes
Add support cubes to states as indicated by the candidate icons printed on each state box, with each icon representing 1 starting support point
3
Position candidate tokens
Place Kennedy's token in Massachusetts and Nixon's token in California (their home states)
4
Set up issue tiles
Place the three issue tiles on the indicated spaces of the Issues Track
5
Initialize turn and phase markers
Place the turn marker and phase marker on the first spaces of their respective tracks
6
Distribute player components
Each player receives their colored cubes, their candidate card, and 2 momentum markers
7
Fill the political capital bag
Each player places 12 cubes of their color into the political capital bag
8
Prepare campaign deck
Shuffle the campaign cards and place them face-down near the board as a draw pile
9
Prepare endorsement deck
Shuffle the endorsement cards and place them with the endorsement markers face-down near the board
10
Set aside debate board
Place the debate board nearby; it will not be used until Turn 6

On Your Turn

What you can do during your turn.

1
Draw new cards
Each player receives 6 cards for turns 1-5 (before the debate) or 7 cards for turns 7-8 (after the debate)
2
Determine initiative
Perform an initiative check by drawing cubes one at a time until one player draws 2 cubes of their color; that player decides who acts first each activity phase
3
Select card usage
Choose one of three options: play the card's event, use campaign points (CP), or play your candidate card
4
Collect rest cubes
Take rest cubes shown on the played card and place them in your rest cube zone
5
Resolve normal events
Read and execute the event text, then remove the card from the game
6
Handle presidential events
Place debate events, election day events, or preempt events on the corresponding board locations for later resolution
7
Campaign in states (B1)
Spend CP to add state support cubes in the region where your candidate token is located (1 CP per cube)
8
Perform support checks
When campaigning in states owned by your opponent or where their candidate token is present, draw cubes from the bag; only your color cubes succeed
9
Bypass support checks with media
If you have media support in a region, skip support checks for owned states in that region
10
Move candidate token
Spend 1 CP to cross each regional boundary; movement within a region is free
11
Advertise in regions (B2)
Perform support checks equal to your CP; successful draws place media support cubes in any regional advertising box
12
Take positions on issues (B3)
Spend 1 CP for the first cube on any issue, 2 CP for each additional cube on the same issue during the same action
13
Allow event triggering
After resolving CP actions, your opponent may spend 1 momentum marker to trigger the card's event
14
Preempt events
Before resolving your action, spend 2 momentum markers to prevent your opponent from triggering the event
15
Gain campaign points
Play your candidate card for 5 CP, resolved like any other card
16
Exhaust the card
After use, flip the candidate card to its exhausted side; it cannot be used again until restored by a specific event
17
Reduce momentum
Both players lose half their momentum markers (round down)
18
Shift issues
The player with the most media support cubes on the board may swap two adjacent issue tiles on the Issues Track
19
Gain rewards
Collect momentum markers and/or endorsement cards based on which issues you lead (3rd place: 1 momentum; 2nd place: 1 momentum OR 1 endorsement; 1st place: 1 momentum AND 1 endorsement)
20
Place endorsement markers
When drawing an endorsement card, immediately place the endorsement marker in the indicated region
21
Reduce issue support
Remove 1 support cube from each issue tile
22
Save strategy cards
Place 1 card (turns 1-5) or 2 cards (turns 7-8) face-down in your campaign strategy card area; Gathering Momentum cards cannot be saved
23
Add rest cubes to bag
Both players place their accumulated rest cubes into the political capital bag
24
Discard remaining cards
Any cards left in hand are discarded
25
Determine initiative
Perform initiative check; the initiative holder wins tied debate issues
26
Retrieve strategy cards
Both players take their 5 saved campaign strategy cards as their hand
27
Set the stage
Move all three issue tiles from the Issues Track to the debate board in corresponding positions
28
Conduct debate rounds
Both players simultaneously reveal one card, placing it next to the debate issue matching the card's debate icon on the appropriate candidate's side
29
Resolve completed issues
When either side has 2+ cards on an issue, the player with higher total CP wins; winner receives state support cubes (2 for first issue resolved, 3 for second, 4 for third)
30
Apply debate events
Remember to apply any presidential debate event cards in play during the debate
31
Conclude debate
After all issues are resolved or cards exhausted, discard all strategy cards and proceed to Turn 7
32
Add bonus cubes
Each player adds cubes from their stock equal to their media support, then places all media and issue support cubes into the bag; exchange remaining momentum markers for 2 cubes each
33
Determine initiative
Perform initiative check to determine who resolves campaign strategy first
34
Execute campaign strategy
Each player takes 4 cards from their strategy area; for each card, perform 3 support checks for the state(s) named on that card
35
Resolve election day events
The initiative holder determines the order to resolve any election day event cards
36
Award unclaimed states
States without support cubes go to the player with an endorsement marker in that region, or to the player matching the state's support color if no endorsement exists

Winning

How to claim victory.

1
Count electoral votes
Each player collects the state seals for all states where they have support cubes and totals the electoral votes shown on the back of each seal
2
Achieve majority
The player with at least 269 electoral votes (majority of 537 total) wins the game
3
Apply Unpledged Electors
If this event was played, states where Kennedy leads with fewer than 4 support cubes (Alabama, Louisiana, Mississippi) are not awarded to either player
4
Break ties on states
If electoral votes are tied due to Unpledged Electors, the player who won more states wins
5
Break ties on support
If still tied, the player with the highest total state support cubes wins

watch & Learn

Let the pros teach you with these top videos.

1960  The Making of the President Card by Card Part 1 / The first 10 cards / Strategy

1960 The Making of the President Card by Card Part 1 / The first 10 cards / Strategy

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1960 The Making of the President STRATEGY guide / Card Analysis and strategy / Part 3

1960 The Making of the President STRATEGY guide / Card Analysis and strategy / Part 3

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FULL rules

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