Flash of Steel header image 1

1960: The Making of a President TURN FIVE

May 25th, 2008 by Troy Goodfellow · AAR, AAR1960, Board Games

Turn One

Turn Two

Turn Three

Turn Four

Phase 1

-2 Kennedy, initiative, Nixon goes first (16 vs 21)

NIXON 1: Nelson Rockefeller 3CP (+1 rest): +1 NJ (zero), +1 PA, +1 NY +77 260-277

Bruce: With so many Endorsements breaking ties for me, I can play the game very close to the “flip point” in the important states. The only risk is that Troy will collect Campaign Strategy cards in the last two turns that will give him support checks on Election Day. I’ve seen several games swung by a lucky support draw during the election round which flipped Pennsylvania or New York to the opponent. It’s a bit early to be protecting states with massive support cubes right now, though. Too much can change in three turns.

KENNEDY 1: Greater Boston Ministerial Ass’n / Event: +1 NY (zero), +1 PA (zero), +1 NJ, +1 IL (zero), +1 CA (2 Ken) +104 381-156

Troy: This is a big event for me, letting me increase my support across the entire nation in a pretty substantial way. I neutralize Bruce in NY, PA and IL and add strength to CA. But zeroes in states aren’t really enough at this point. I need Bruce to screw up in a major way or get some lucky draws because I’ve botched the media and endorsement game pretty seriously so far. This is partly why I’ve begun to think that hovering around +1 or +2 in big states is a failing strategy, even if it is efficient cube wise. It’s too easily undone by bad luck or a brain freeze.

Phase 2

NIXON 2: Gallup Poll 3 CP (+1 rest): +2 Def no change

Bruce: The Nixon player always needs to push the issues because the card mix is stronger on this point for Nixon than for Kennedy. So let’s start calling Kennedy soft on communism.

KENNEDY 2: Southern Revolt 3 CP (+1 rest): +2 Def (zero) no change

Troy: I can’t let Bruce kill me on the issues again. This is where he is corrupting the media.

Phase 3

NIXON 3: World Series Ends 3CP (+1 rest): +2 Def no change

Bruce: Troy zeroes out Defense, and I push it right back to +2 Nixon. Every round he responds is a round he can’t campaign in states.

KENNEDY 3: Voter Registration Drive / Event (+2 rest): +1 NY, +1 PA, +1 IL no change

Troy: This play is mostly to get some big states out of reach for Bruce’s tie-breakers. If he wants to keep trading chits on the issues, that’s fine. But I move last this turn, so I can probably hold out for a little while.

Phase 4

NIXON 4: Quemoy and Matsu / Event: +1 Momentum (increase to 2), +1 CA (1 Ken), +1 NY (zero), +1 IL (zero) no change

Bruce: Eisenhower supposedly overruled his military commanders in 1958 when they wanted to use nuclear weapons in response to China’s blockade of the Taiwan Strait. Would Nixon have done the same? Almost certainly.

KENNEDY 4: Dwight Eisenhower 4CP: +2 Def (zero), +1 Econ no change

Troy: Quemoy and Matsu was a real election issue in 1960, which would be analogous, I suppose, to having Obama and McCain engage in a debate over Venezuela. There was certainly none of this “flag pin” crap. In any case, I use the power of Eisenhower’s campaign points to gain on the economy and weaken Nixon on defense. But I open myself up to a big smack in the head.

Nixon Event: -1 momentum, +1 CA (zero), +1 OH (zero), +1 NY, +1 PA (zero), +1 FL (zero), +1 TN (zero), +1 IL

Bruce: This is why you always need to have some Momentum tokens, as we discussed in Turn 4. It looks like my decision to let Troy have Eleanor Roosevelt last turn was the right one. Troy has no Momentum, and thus can’t pre-empt this. I’ll take that event in a second – seven cubes! With all of my Endorsements, zeroing out a state allows me to take the lead there. I like Ike!

+150 306-231

This is the first Republican lead of the game, and it proves to be a big shift,

Phase 5

NIXON 5: Whistlestop / Event: +1 NY (2 Nix), +1 PA, move South, +1 NC, +1 VA, move West, +1 CA +58 364-173

Bruce: Whistlestop is a great event: it gives me seven (!) CPs to spend, albeit not more than one per state. When you take into account travel costs, I “only” gain 5 support cubes. It’s huge. I have to be winning at this point.

KENNEDY 5: Herb Klein 3 CP (+1 rest): +2 Def no change

Troy: At this point, I need to pick up support on the issues or at least neutralize Bruce there. I’ll rest and recuperate for the debate and then plan my recovery strategy.

Nixon Event: +3 Def (1 Nix) -1 momentum decreases to zero

Troy: Of course, Bruce undoes all my hard work with an event activation.

MOMENTUM: Kennedy 1 (no decay), Nixon has zero

Issues: Nothing Civil Rights, Economy Kennedy takes Momentum, Defense Nixon gets +1 Momentum and Endorsement (EAST) no change

Issue decay -1 Kennedy econ, -1 Nixon Defense

Nixon Campaign Strategy: Old South 4 (Defense)
Kennedy Campaign Strategy: East Harlem 3 (Economy)

REST: +4 Kennedy, +4 Nixon (20 to 25)

End of Turn 5: 364-173 +181

Comments Off on 1960: The Making of a President TURN FIVETags:

Bioshock The Movie

May 21st, 2008 by Troy Goodfellow · Crispy Gamer, Print Screen

My latest Print Screen column is up at Crispy Gamer. I indulge in a little speculative movie making.

→ 5 CommentsTags:

Chris Farrell Returns

May 20th, 2008 by Troy Goodfellow · Blogs, Board Games

Chris Farrell is one of the best commentators on board and wargames, so when he wrapped up his blog in late 2006, my weekly trawl through the internet was a little empty.

Well, he’s back with a new blog full of old content and a couple of new posts. I don’t write a lot about board games here, of course, but as I age I find I really appreciate how important they are for crystallizing design ideas. The best board games have to think more about their players than the best video games do, I think, because you can’t have a 100 page manual and blinking icons.

(Spotted at Yehuda Berlinger’s blog, another great board game observer.)

→ 10 CommentsTags:

Twilight of the Arnor Review

May 19th, 2008 by Troy Goodfellow · Crispy Gamer, Review, Sci Fi, Stardock

My review of the latest Galactic Civilizations II expansion pack is up at Crispy Gamer.

I’ve always “liked” GalCiv2, but I think I’m closer to “love” now. I’ve slammed expansion packs in the past for adding nothing, and you could make a case that Arnor adds very little that is new. But it adds so much depth and variety that the few new things it does add take on even greater importance and significance.

It’s not a matter of just piling on nations and units like the Civ expansions or throwing in completely new mechanics like Asian Dynasties did for Age of Empires 3. The devotion to greater customization and alien variety has a multiplier effect on every small alteration and tested strategy.

→ 2 CommentsTags:

The Road to Indie Success

May 18th, 2008 by Troy Goodfellow · Blogs, Indie Games, Media

N’Gai Croal has loaned one of the most important chairs in games journalism to Bill Harris (from Dubious Quality) for a two part interview with Vic Davis, the man behind Armageddon Empires, one of my favorite games of 2007.

Part One is here.
Part Two is here.

Harris and Davis use site views and sales to track consumer interest, and it’s nice to see this sort of thing out in the open in a games analysis.

The story of Armageddon Empires is an interesting one. Part Two concludes with Harris’ dissection of AE as a viral success, spreading through word of mouth. There was little information about the game until he had something to show gamers, and avoided self-promotion while still being his own marketer.

Oh, and if you haven’t played it yet, what the hell are you waiting for?

→ 1 CommentTags:

1960: The Making of a President TURN FOUR

May 17th, 2008 by Troy Goodfellow · AAR, AAR1960, Board Games

Turn One

Turn Two

Turn Three

At long last, we return to the hustings.

Phase 1

-2 red, Nixon Initiative. Kennedy goes first (13 to 16)

KENNEDY 1: New Frontier / Event: Discard Stature Gap, Civil Rights Act

NIXON 1: Gaffe / Event: -1 Momentum (to zero!) and -3 support MI (to zero, only has 1) no change

Troy: New Frontier lets me throw out two cards and pick up two more. The Stature Gap card would cut my political actions by two points, and Eisenhower’s Civil Rights Act gives Nixon a leg up in that issue. Either one would have been tempting for Bruce to activate with a momentum chit. I draw Industrial Midwest (boo) and New England loves me (yay), so it’s a pick up of one. That Industrial Midwest card is a ticking time bomb, though.

Bruce: Once again I’m faced with faced with 4 Kennedy cards and can’t pre-empt them all due to insufficient Momentum. The only way to combat this is to try and deplete your opponent’s momentum, so that he can’t activate events of his that you can’t pre-empt. Gaffe does this for me, as well as costing Kennedy support in Michigan for whatever snide comments he made about wolverines.

Phase 2

KENNEDY 2: Stump Speech / Event: +2 Momentum (+1 rest)

NIXON 2: Herblock 2 CP: +1 MI (exempt), +1 IL (+2 rest) +47 196-341

Troy: Sucking away what little momentum I have was a good idea on Bruce’s part, but my eloquence keeps me going. Somehow, speaking makes me even stronger.

Bruce: Well, so much for that idea. Troy gains two Momentum by playing Stump Speech as an event, and we’re back where we started. And I’m still stuck with a bunch of Kennedy cards. I guess I need to play the least damaging ones first and try to tease out those Momentum tokens before I drop the heavies.

Kennedy: Event remove Midwest and East media cubes, -1 Momentum Nixon momentum, down to 1

Troy: Here I activate Herblock, a bastion of the liberal media elite. I’ve learned in the past how much media cubes can bite you in the ass. They are tie-breakers and given Bruce’s strategy of fighting me to draws in every major state, I need to keep the tie-breaking in my favor. It costs me some momentum, but I think it will pay off in the long run.

Phase 3

KENNEDY 3: New England / Event: +2 NY, +1 MA, +1 VT (zero), +1 ME (zero) no change

NIXON 3: Hostile Press Corps 4CP: move to East, +1 PA (zero), +2 NY (zero) no change

Troy: See what I mean? I get the New Englanders to back my radical plans for fairness and equality and Bruce negates it all. Bruce’s play would have been a good event for me to activate, but I think I’ll hold it till later in the turn.

Bruce: I need to keep Pennsylvania and New York close. In a couple of the early games I played, I let my opponent get big leads there which I couldn’t effectively fight. Never again.

Phase 4

KENNEDY 4: Adlai Stevenson 3CP: +1 Def (zero), +1 Econ, +1 Civ no change

NIXON 4: Eleanor Roosevelt’s Speaking Tour 3 CP (+1 rest): +1 Def (zero), +1 Econ, +1 Civ

Troy: Throughout this game, Bruce has been making more headway in the issues than I have. Leading there every turn has a cumulative effect, so I need to either negate him or bet him. I need traction there. But, by making the first move there, I open myself up to a counter move by Bruce.

Bruce: Question is: do I pre-empt this event? Troy has one Momentum left. I can keep him from getting any more on the Issues track (although I don’t know what event he might play to get one). I can tempt him with the Eleanor Roosevelt card, cost him that last Momentum, and have him go into Turn 5 with zero. Or I can pre-empt this one, take myself down to zero, but keep the event out of his hands. I think I’d rather take the hit and go into Turn 5 with a Momentum advantage. Maybe the draw will punish him for being out of Momentum. Assuming he takes the bait.

Kennedy Event: -1 momentum, +2 IL (1 Ken), +2 OH (1 Ken), +1 MI (zero) +72 413-124

Troy: Of course I take the bait. This is a big card for me. I lose momentum, to be sure, but it puts the Midwest back in my corner for very little cost.

Phase 5

KENNEDY 5: Industrial Midwest 3 CP: +1 Def (zero), +1 Econ, +1 Civ (+1 rest)

Nixon activates Event: +2 IL (1 Nix), +2 MI, +1 WI (zero), -1 Momentum +59 183-354

NIXON 5: Late Returns from Cook County 2 CP: +1 Econ (zero), +1 Civ (zero) no change

Troy: I didn’t want to play Industrial Midwest, but if it keeps him spending points on issues and not on the East or South, I’m fine with it. He plays a final card that could have helped me come Election Day, but I’m out of momentum markers. It all leads to an empty issue tray.

Bruce: With no momentum to pre-empt, Troy gives me 5 support cubes, and since I go last, I can zero out the Issues track and lock in no Momentum or Endorsement changes there. So let’s do that.

MOMENTUM: Nixon 1 (no loss), Kennedy has zero

No Issue Support = zero

So no decay

Nixon Campaign Strategy = Sputnik 3 (Civil Rights)
Kennedy Campaign Strategy = Nikita Khrushchev 3 (Economy)

REST: +5 Kennedy, +5 Nixon (18 vs 21)

End of Turn 4: 354-183 +34

On to Turn Five

→ 1 CommentTags: