Articles Reviews 1960: A Year in Review through Boardgaming
 

1960: A Year in Review through Boardgaming Hot

The other week I got to play a couple of games of 1960: The Making of the President over at WarGameRoom. I was pleased to have the chance to play as, like most fans of the outstanding Twilight Struggle I'd had my eye on this, the second game from the same designer. After playing, I spent a little time picking over what was good and what wasn't so good in my head and I was also struck by a curious revelation. I don't normally do review-style pieces here at F:AT but I wanted to share my revelation, and the only way to introduce it properly is to do this "semi-review".

Now I'm calling this a "semi" review for two important reasons. Firstly two games aren’t nearly enough to make a good judgement on the strengths and weaknesses of a game. Second, the review is leading up toward making a point, and so inevitably I'm going to be focussing the review on the aspects of the game that support my arguments. For these reasons you should take what follows with a pinch of salt - it might give you a little insight into whether you might like the game or not but please, please don't just take my word for it. Research elsewhere or better still, if you can, do what I did and play the game before you make a decision.

The game is an event-card driven game based on a famous US election in 1960. That's the entire introduction you're getting from me - if you want to know the rules then go read them as they'll do a better and more concise job than my crude summary will manage. Since this isn't a proper review, I really can't be bothered. Okay, you're all excused for ten minutes to go and grab a copy of those rules and read. Those of you who already know the rules can grab a beer or roll a joint or do whatever it is you do for relaxation instead.

Back already? Did you read them all?

You did? Good. Okay then well let's start by taking a look at those rules. The game is easier to play than Twilight Struggle, but not a great deal. Cards still have multiple uses which are governed by different mechanics. To add to the complexity there are two rounds - the debates and the Election Day itself - for which the normal rules are completely suspended and replaced with different ones and you need to digest those as well. Like a lot of more euro-style games which feature a fairly high degree of abstraction I also found there were places where I couldn't envisage quite how the rules would work in the game itself as there was no real-world equivalent I could compare it to. So, Ticket to Ride this isn't, but there's nothing here that a hobby gamer of any stripe should have difficulty with. I'm going to stop the TS comparisons here, at least until I reach the discussion stage, because it seems unfair to keep comparing them whatever similarities they might have. They are, after all, very different games which use very different mechanics to represent different themes.

One thing I was really struck by as I read the rules was the variety of interlocking mechanics on offer. This is a big feature of a lot of Euro systems and it's normally something that really turns me off a game - I prefer a limited tree of tough, hard to call decisions and variables to a tree made tough by the sheer number of decisions and variables. I thought it would spoil 1960 for me - in addition to campaigning across the map there's also the effects of advertising, momentum, media endorsements, issue support and the cards you pick for the special rounds, creating what looks to be a wheels-within-wheels layering of strategic effects. In practice this simply didn't seem to happen, because the importance of campaigning kept taking precedence. TV advertising in particular didn't seem to be much help at all and momentum proved less important than I'd predicted from the rules since you can minimise its effect with clever card play. Spending on the issues more often than not came down to who'd won the initiative draw and chosen to play last.

So what's on offer during the mainstay activity of campaigning by card play? Well, for starters you get the good old CDG fun of desperately sorting through your hand each turn and trying to come up with inventive ways of playing cards in the best order to maximise the impact of your events. Because this game has a mechanic which allows your opponent to spend momentum points to trigger his events off your cards you can also try and minimise the impact his events might have or, and this is a nice touch, you can try and set up elements of bluff to convince your opponent to spend out before he has the chance to trigger the really horrible event you've got later in your hand. Since you have to put by cards each turn, either for the debates or for election day there's some extra headaches in deciding what's going to get played and what's going to get stored, especially since the election day cards - which can be vital - offer the very tempting added bonus of being a completely safe siphon-off for opposing events you don't like. Just like every other CDG there's a significant random element here in the cards you get dealt - although the designer has tried to play this down with the introduction of momentum event-triggers it doesn’t entirely work - momentum is hard to come by and decays each turn and you usually don't know what's in your opponents' hand, so the luck factor here is still significant. This isn't a bad thing at all as it creates plenty of excitement in the dealing and playing of cards whilst still resting on top of a sound strategic framework.

The trouble with campaigning is that although there are some good hard choices to be made in your card play, actually applying those effects to the board is a whole lot less interesting because of a lack of meaningful geography. The board represents the US, but you can travel pretty much wherever you like and campaign for the penalty of a single point, and you can even avoid that through the large number of event cards in the deck which allow you to dump cubes pretty much wherever you choose. This latter point also devalues the role of "controlling" (having 4 cubes) in a state, which makes it harder for your opponent to campaign there because those cards don't suffer that penalty, making it very hard to hold on to a "controlling" stake in more than one or two states. The states thus have no geographic value, they only have a vote value which is printed right there on the board so it's completely obvious where you ought to be spending points to wrest control from your opponent. The overall result of all this is that a lot of the game involves you just watching number of cubes rise and fall in a few key areas across the game. Possibly worse, the sameness-in-effect makes all the cards look ultimately the same and discouraging you from relative to and differentiating between the different events and divorcing the game from one of the great strength of the CDG system which encourages you to learn history as you play.

Speaking of random events, another way in which the designer has tried to step in line with the low-luck community is to replace dice with cube-drawing. Now, I must confess that I was pretty taken with this idea. The basic premise is the same as a cube tower - the more cubes you have in the bag the more likely you are to get lucky and draw a cube of your own colour from the bag rather than your opponents'. Over the course of the game this is a really nice way of retaining the thrill of a random mechanic whilst trying to ensure that the swings and arrows of outrageous fortune don't favour one side too much over the other. It still kicks you in the teeth sometimes - sometimes the result is much more important than others - but that adds to the fun, retaining the feel of excitement a dice can provide while adding something of a cap on the worst excesses. To further reduce luck in the game, replenishing cubes in the bag is governed by your card play - some cards give you more cubes than others, usually the more powerful events giving you less cubes. This mechanic falls completely flat on its face though as the event or point value of the card always, always seems to trump its importance in cube value.

I am mindful that this might seem like quite a negative assessment of the game, but remember that I'm focussing on certain aspects for emphasis later on, and we're coming to that shortly. This is unfair - 1960 is most definitely a good game, and one which I would be very happy to play a few more times. The heart of the play, after all, is in the creative strategy and hard choices of card play and events and there's plenty of that here. But it isn't a great game and for me, happily displaying my "I love multiplayer chaos" badge on my sleeve, that just doesn't quite cut the mustard in a two-play title. This is, essentially, a CDG for people who think they probably wouldn't like most CDGs. And perhaps also for people who love CDGs so much they play virtually nothing else. For those of us in the middle there are better examples than this to play.

So what's the point of all this? Well after I was done analysing the mechanics, my thoughts wandered on to the conclusion that this intentionally designed as a CDG for Eurogamers and was, therefore, a CDG stripped completely of its more wargame-style aspects and rendered more in line with the things the Euro-crowd seem to like such as reduced luck. And with this in mind I was struck forcibly by two conclusions.

The first is that this is a fantastic lesson in how all the things I keep saying about how over-streamlining a game in the Euro mould can spoil an otherwise good game. This is effectively an attempt to take the good things about Twilight Struggle and strip away those aspects of it that the vocal Euro community didn't like such as complexity, long(ish) play time, randomness and so on. Take the map in this case - by opening it up and removing geographic constraints in the manner of popular Euros the designers have apparently increased the amount of choice in the game and so they have, but at the detriment of actual meaningful choice and the divorcing of the game from its historical inspiration. Again, by changing the rule that ensured your opponents' event always happened (which was, apparently, too random and didn't involve enough choice) to one where your opponent could spend resources to trigger the event what resulted was the addition of a fairly meaningless choice at the cost of a lot of tension in the game play. There are other examples of this in my review above if you care to go back chase them down.

The other thing that struck me is this - this is a stylised attempt at a Eurogame which, given the esteem it has very rapidly garnered, has clearly succeeded in appealing to its target market. So it seems extremely strange then that however Euro-ised the game might be it still succeeds in breaking almost every tenet of modern Euro design. The game is not all that short. As we've already discussed it still has a considerable weight of rules and, considering the amount of eventual chrome of that got worked in to the game in the form of semi-pointless things such as advertising, can't really be considered elegant. It's jettisoned the tight geographical constraints of a wargame but still has a board on which positional play has an important role. Although this is very much a game in which skill triumphs on a satisfying proportion of plays, there is nevertheless a big luck element. So the popularity of the game is maybe a bit hard to explain - what has drawn the Eurogamers in? Could it be that those high production values have trumped, making the Euro crowd every much a bunch of bit whores as we are? Perhaps the self-made hype machine that surrounded the game from day one has, yet again triumphed over good sense and created a situation where no-one dares to be the first to burst the bubble and admit that this is an average game and that they were wrong to hype it?

I don't think either thing is true. On further consideration I realised that a lot of the enduringly popular Eurogames actually break their own rules. The most glaring example is the ever-beloved Puerto Rico which, with its plethora of different buildings, some of which are virtually useless, is actually neither simple nor elegant. Others, such as Ra and Tigris and Euphrates, have very significant luck elements. Shogun and Age of Steam feature direct confrontation and what amounts to strategic manoeuvre. I can't comment on some of the other games as I haven't played them, but it seems to me that the only real Euro out of the collection of top Euros that I know is Power Grid - so probably no great co-incidence that it's the only one that I really dislike! Even that has some competition for space on the board.

So this is it - I'm calling bluff on the whole Euro design paradigm. It's time to come clean and admit that following the Trappist rules of austerity that designers are finding ever more ingenious ways to force onto their games at the behest of a vocal minority of the Euro community actually doesn't result in games that many people want to play. You need, as I've constantly said, some sort of relief from the joyless straightjacket of no luck, no confrontation, no chrome to make a good game. Admit it - you're rumbled. And thanks to 1960 for helping me see that for the first time in clear, stark relief.

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Comments (17)
  • the*mad*gamer

    http://www.rammerjammeryellowhammer.com/weblog/archives/Straightjacket_lighter.jpg

    Quote:
    You need, as I've constantly said, some sort of relief from the joyless straightjacket of no luck, no confrontation, no chrome to make a good game.


    GREAT LINE!!!

  • avatarSpace Ghost

    Matt

    This is a great review. It captures most of all my feelings in a much better manner than I could have put forth. For me, here are the most problematic elements of the game:

    -the issues positioning is far too important in the early game. This has received a lot of discussion on Wargameroom and the designer even chimed in and thought that they might have too much influence. If both players ignore the issues, then it is not a problem; however, if one player focuses on issues and one on exclusive campaigning, then the one who focuses on issues can often come out ahead. The reason is that some of the events are absurdly powerful and can comletely reverse all campaigning groundwork.

    -related, is that opponents events don't always occur...I agree that this substantially reduces the tension in the game (as compared to Twilight Struggle). Only, end game scoring also reduces the tension; however, it seems like this has to be the case in a presidential election game.

    I think this is a good game, but like you said, not a great game. Perhaps I would feel differently if I hadn't played Twilight Struggle, which I think is a masterpiece.

  • avatarKingPut

    I actually prefer the "semi-review" which gives real unique insight to games over the readers digest rehashing the rules, type reviews. Thanks for also putting in the link to the rules and the Wargameroom. I've never used Wargameroom. Any comments on the Wargameroom?

  • avatarmikelawson

    Good review, Matt. I can honestly say I've never played either TS or 1960, but I do find this interesting enough to consider looking at should the opportunity arise.

    Too bad they can't come out with a 2008 variant.

    --Mike L.

  • avatarJuniper

    So this is it - I'm calling bluff on the whole Euro design paradigm.

    This is exactly the reason that I proposed a distinction between the classical German style of games, and the BGG-style "Eurogame." Unlike you, however, I like the austere German designs and detest the messy and incoherent Eurogame designs.

  • avatarMattDP  - re:
    KingPut wrote:
    I've never used Wargameroom. Any comments on the Wargameroom?

    Yep. The implementation of the game is very faithful and, unlike something like Vassal, enforces all the rules for you as you play, preventing you from (un)intentionally breaking the rules.

    It's free and Java-based so you should be able to run it on anything.

    The interfaces are horribly basic, but they do serve. It's not, however, the best place to actually learn a new game as a result.

    The biggest problem is that you need a fixed IP somewhere along the lines to connect successfully - either you or your opponent needs one or you need to get lucky and find a third party server up and running. A generic dynamically assigned IP from an ISP won't cut it.

  • avatarMalloc

    Nice points about the game.

    I too enjoyed it but felt certain things were too simple. I will play TS over this every time if i could, but the time constraints make this game viable in spots that TS is not.

    I don't think we are going to get anyone here to dis-agree with the comments about eurogames. I for one have been sick of the lame theme, indirect competition and lack of randomness for a while now.

    There is however an argument to be made that we my friends are a minority. Certainly on sites like BGG we are, and I have not real numbers about what percentage of the gaming population BGG represents. (or even more imprortantly what percentage of the Annual Revenue generated by board games)

    so even is 99% of the gaming world hates this style game. If the Dolts over at BGG who love this crap spend money on it (especially if their numbers are predictable) then designers will continue to turn those types of games out.

    The thing I am curious about is if games like this one, clearly a CDG marketed toward Euro gamers, will lead some gamers to look for more. I have hope in this, and more and more the people I meet are beginning to tire of the same old 45 min eurogame. I can only hope that games like this or even better Twilight Struggle will lead more and more people to expect a bit more from a game than an Auction round and a VP track.

    -M

  • avatarMichael Barnes

    I think that some of the comments here from Matt and Malloc in particular really kind of get at what the main problem with 1960 is- I think that the designers (including the seemingly talented Mr. Matthews) made a very grave error in putting too much stock in online board game discussions and forums. Come to find out there are actually many, many gamers who do not participate in or even acknowledge their existence and aside from that, the no luck, hypercritical/hyperanalytical crowd more interested in armchair criticism of games is in fact a minority. Most board gamers just want to play games, have a good time, and they couldn't give a flying fuck about what percentage of cards in a deck have a certain type or character of event. And surprise! They may never post anything about it online.

    I think Mr. Matthews is a talented designer, no doubt, and there's things that are really cool about 1960. However, with TWILIGHT STRUGGLE there was much more a feeling that he (and Mr. Gupta as well) were designing the game they really wanted to make and there was a lot less kowtowing and compromise made to satisfy online board game forums. It seems to me that the game has certain features and functions that are directly made to appeal to the people who complained that TS was too "luck driven" (whatever the fuck that means), too complex, too long, or imbalanced. Even the cubes seem to be a concession to that market- who among us at least- wouldn't rather see a chit with a numerical value on it to get an immediate read on the situation in a state than to count cubes which are ultimately meaningless counters to begin with?

    So we're left with a pretty dull game with some interesting flourishes with all the really dramatic, exciting events as in TS taken out and a greater emphasis on shifting cubes around rather than bluffing, manuevering, and making long-term plans. It's like a movie that had a bad test screening and a bunch of yahoos complained about the best parts so they were changed.

    I hate it that the game isn't better, because it has such a great, fertile setting. Other than the debate thing (which was cool the first few games, but now seems like a weird, tacked on contrivance to shake up early game positioning), the game could really be about any election or political contest, or it could even be about something else altogether different. It's really no more thematic than any other Eurogame.

    But I guess if the goal was to appease that segment of the hobby they succeeded...and hell, the game sold like hotcakes so what the hell do I know?

  • dcorban

    I feel that one of the main detriments to the game is the complete lack of reshuffling. The deck never recycles. In Twilight Struggle there is the constant decision: use this card, even if the enemy event hurts me, just to remove it from the deck? Should I play my good event or play it for the ops and try to get the enemy to draw it? This is all meaningless in 1960.

    Also, the events are very weak. I think there was one time that I cared if the opponent triggered an event when I played a card. Maybe. Even then it wasn't worth spending the 2 momentum to block it. There is far less meaningful decisions to be made in 1960. I don't plan on playing the game again.

  • avatarmoofrank

    Agreed that Twilight is the better game.

    Barnes suggests that Jason Matthews was restrained and really didn't have his heart in this game. Not true. Jason is very into politics, and political analysis, and has an extreme fondness for Die Macher. You can easily see the ideas from Die Macher percolating into 1960.

    And cubes are easier to handle and count than counters. As long as there is no information on the counters, I'd prefer cubes every time.


    The other critique I'd have is from the original article. Matt claims to prefer games that offer fewer, hard choices. This is more of a German design thing as opposed to an AT thing. Alan Moon has noted that he prefers to design games with only a tiny number of decisions per turn, and San Marco takes this to a psychotic extreme by making you pick Set A or Set B.

    Euros do seem to have gradually widenened the acceptible number of options. Agricola and Caylus have painfully long lists. (I actually rather enjoy both games, but only with a pretty restrictive list of people that can make up their fucking minds.)

    But compare even the current Euro paradigm to a classic wargame which forces to you parse a massive tree of tiny tactical decisions, and a few really tough strategic ones. The strategic ones are the interesting ones, but you have to wade through all of the tedious ones to get to them.

    I think the Euro idea is to trim out the tedious bits. They've done a good job of trimming out the most tedious bits, but at the cost of the really interesting strategic choices. I'm pretty convinced that any game where your object is to score more than 20 victory points is totally doomed on the strategic scale.

  • avatarMichael Barnes

    Oh no, I don't doubt Jason's commitment to the subject matter in any way- TWILIGHT STRUGGLE is a testament to that. I just 1960 shows more concession to a particular game design idiom than to illuminating the theme.

    pretty restrictive list of people that can make up their fucking minds.)

    I just counted my list...Frank's on it, Robert's on it...Tanktop's there, Billy Motion of course...I think I'm under 20 people.

  • avatarSpace Ghost  - re:
    KingPut wrote:
    I've never used Wargameroom. Any comments on the Wargameroom?

    A solution to the IP problem that Matt mentioned is that you can download VPN program (as long as you and your opponent have it -- which many people at Wargameroom do, especially if they can't host), which provides you with a static ip -- I believe it is called Hamachi. I am usually on a couple nights a week (under Doug_S), so if you need help I would be glad to assist.

    Also, I agree with Matt. You almost need to own a game (or at least be very familiar with the rules) before you try to play it at Wargameroom. Twilight Struggle plays perfectly there IMO. One + for me, is the play time is definitely faster as the program does all of the accounting--TS takes about 1.5 hours in that setting.

    Most users are pretty helpful and patience with new players. Many of the people there are very good at the games. I have been playing TS there for about 8 months...and I can attest that my play has exponentially improved. You see better strategies constantly and see how different strategies play out, usually at the other end of an assbeating.

    I now win about 80% of the TS games but regularly get a old-fashiond reaming in 1960 -- which I believe speaks to some of the skill component about about the game. Like TS, you need to know the cards; however, it is not as necessary to plan around them. Decisions are not as critical in 1960, as one misplay in TS can really put you in a bad situation as the cold war progresses.

    On a side note, the implementation of Hannibal: Rome vs. Carthage is very straightforward. I value Wargameroom because it provides opponents to some of my favorite games that I have difficulty in finding around central Missouri. Now if they can get War of the Ring, I will be tickled pink....

  • avatarBigLizard

    Interesting and well written review and commentary. After reading the rules and your piece I actually have a better opinion of the game than before. One comment about the geographic aspect of the game....

    You wrote "The overall result of all this is that a lot of the game involves you just watching number of cubes rise and fall in a few key areas across the game."

    That mimics real life very well. Big states with lots of electoral votes get the lion's share of attention. This may be a result the game designer was intentionally trying to achieve to stay true to theme, as boring as it may make game play.

    -- BillN

  • avatarmikoyan

    What I don't understand is all the bitching about randomness and dice anyway. Life is full of surprises and dice are a way of incorporating those surprises into a game. To hear some of the reviews of games like Axis and Allies or Risk, you might as well just roll a set of dice and call whoever rolled the highest the winner. Never mind that it was a series of events that put a person in that position many of which have nothing to do with the dice.

    As for 1960, I probably wont get it as the theme doesn't excite me all that much. I love politics but I hate the process that we use to get a President. However, I do love Twilight Struggle. Yes, it's a long game but there is enough tension that it doesn't feel that long. There's all the nice ebbs and flows to it to make up for the length. Yes, there are random elements but those random elements can be mitigated by the mechanics of the game (really bad cards can be burned using the space race, somewhat bad cards give you ops points and in most cases, those make up for the screwage of the card). The dice are pretty well used too.

    As for randomness in other games...I will forever remeber the 1 infantry guy that held onto Moscow thwarting the Axis advance. He will have the same fondness that the one guy on Australia was able to hold out in Risk. Shit happens in warfare. Take the Hood for instance. But I guess since the folks in that place can't control their mom's basements, they have to have control in other ways.

  • TedTorgerson
    Quote:
    I think Mr. Matthews is a talented designer, no doubt, and there's things that are really cool about 1960. However, with TWILIGHT STRUGGLE there was much more a feeling that he (and Mr. Gupta as well) were designing the game they really wanted to make and there was a lot less kowtowing and compromise made to satisfy online board game forums. It seems to me that the game has certain features and functions that are directly made to appeal to the people who complained that TS was too "luck driven" (whatever the fuck that means), too complex, too long, or imbalanced.

    As you note Twilight Struggle was designed by Jason Matthews and Ananda Gupta. Ananda is a wargamer first and was active on CSW before BGG existed. He wrote three articles for the Paths of Glory Players Guide back in 2001. The co-designer for 1960 is Christian Leonard, who may be more of a Eurogame player, and that may explain the differences in the two games as much as any response to complaints on BoardGameGeek.

    Quote:
    momentum proved less important than I'd predicted from the rules since you can minimise its effect with clever card play. Spending on the issues more often than not came down to who'd won the initiative draw and chosen to play last.

    Well my experience is different. If you play to the issues early you get the Endorsements, so you win states that are empty. That means late in the game you are campaigning for a tie, which is a big advantage. Also the issues give you Momentum markers, and deny your opponent momentum markers. If you have momentum you can activate your events on your opponent's cards, effectively giving you 6 or 7 action rounds to only 5 for your opponent (if you have starved him of momentum).

    The problem is issue mechanic doesn't work well. You can play Ops to place cubes on the issues, and then your opponent can play Ops to remove them. It becomes a rather repetitive excercise.

    Quote:
    I feel that one of the main detriments to the game is the complete lack of reshuffling. The deck never recycles. In Twilight Struggle there is the constant decision: use this card, even if the enemy event hurts me, just to remove it from the deck? Should I play my good event or play it for the ops and try to get the enemy to draw it? This is all meaningless in 1960.

    You are correct.

  • avatarGary Sax

    As a wargamer and a huge wargame CDG fan I am endlessly--endlessly--amused to watch Eurogamers try to strangle everything that is great about CDGs out of the game by making it fit into their paradigm. More power to them, but who would want to take all the flavour out of the events by making them less powerful? Or take out the possibility of extreme results. Etc. I like Twilight Struggle quite a bit but I don't think I'd want a CDG more euro than it is. 1960 when it was proposed sounded very, very interesting. I think a CDG election game is a fantastic idea. An idea that I think still has yet to be realized--in practice 1960 just doesn't make me feel like a cut-throat presidential race. It feels like, you guessed it, an efficiency exercise. What's great about elections to me (as a PHD candidate in political science even!) is the parts of elections that are unpredictable and are *not* an efficiency exercise.

    Incidentally, as a "multiplayer chaos" fan I think the OP (MattDP, I believe) should try to get a copy of Here I Stand if they really want to try a CDG. A game that requires massive amounts of negotiation and wildly, wildly varying player powers. It's long and relatively involved, but plays well online as well.

  • avatarIain

    Wargameroom does not require a static IP address or Hamachi. If neither of you are behind a (wireless) router, then there will be no problem. The server player just has to find their IP from a site like http://www.ipchicken.com..

    If the server player is behind a router then they need to punch a hole through the firewall using "port forwarding" - full instructions are at http://portforward.com. It's not hard. The client can always be behind a router.

    VPN software like Hamachi is only important if you are behind really locked firewalls like in a corporate environment.

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