
- BGG rank
- BGG #770
- BGG rating
- 7.5
Struggle of Empires
- 2–7 players
- 180–240 min
- Complexity 3.6/5
- 2004

Rules assistance for The Presidential
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
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Answers come from the official rulebook, with the page to check.
The Presidential is a board game released in 2012 for 2 players, 45 minutes per game, and ages 11 and up. Its main mechanics are Dice Rolling, Area Majority / Influence, and Chit-Pull System.
The Presidential is a game of strategy played with dice and chance cards on a beautifully designed map of the U.S. showing the Electoral College votes of each state. Two teams, Democrats and Republicans, fight for control of state delegations to ultimately win more than 270 electoral votes. The Presidential is an entertaining and educational family game -- fun for both students (13+) and adults. You may not know how the Electoral College works, but you'll enjoy the excitement of playing for the most powerful job in the world! The Play of the Game The 2 teams decide which side will be the Republicans and which side will be the Democrats. The Republicans take the 150 red votes (chips) and the 3 red dice. The Democrats take the 150 blue votes (chips) and the 3 blue dice. The teams then decide how much time there is until election day by selecting a number of weeks until the election. One each turn, each team must decide whether they will go Fundraising or Campaigning. Fundraising There are 4 states where a candidate can fund raise (California, New York, Florida and Texas). The team decides which state they would like to fund raise in and then rolls 2 dice. If a team rolls a 9, they have 9 votes to distribute. At least 1/2 the votes must stay in the fundraising state. The team then draws a Politics Card, follows the instructions, and returns the card face-down to the bottom of the deck. The Politics Cards offer many rewards and a few penalties to the teams. They are similar to rolling another die. Politics Cards Here are a few examples of the Politics Cards: Silicon Valley tycoons host a successful fundraiser for you. Add 6 votes to California. You receive a 100% approval rating from the NRA. Win 5 votes in Texas. A popular blogger unveils pictures of your opponent’s wife buying a brand new Bentley. Add 3 votes to Michigan. You are spotted wearing a Red Sox hat while prepping for a debate. Your opponent adds 3 votes to New York. Campaigning If a team chooses to campaign, the team selects and announces the 3 states they will campaign in on that turn. Each state may only be visited once each turn. The team then rolls 3 dice. The team then decides which die corresponds to each state and contributes those votes to that state. Votes Each chip equals 1 vote. Votes are gained through the roll of the dice and the Politics Cards. At any one time, each state is Republican (Red), Democrat (Blue) or neutral. The votes in a state represent the net amount of chips that have been allocated by both parties. End of the Game When time is up (the number of weeks that was selected have passed), there may be several states that are undecided (still neutral) either because they are in a tie or no team has campaigned in them or allocated them fund raising money. At that point, a neutral state is selected and each team rolls a die. The highest die wins the state and the electoral votes go to that team. If there is a tie roll, the teams roll again. The team with the highest number of electoral votes after all the neutral states have been awarded to either team wins the game.
The Presidential supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for The Presidential is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists The Presidential for ages 11 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
The Presidential has a complexity rating of 1.6 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
The Presidential belongs to these categories: Party Game, Political, and Educational. Its main mechanics are Dice Rolling, Area Majority / Influence, and Chit-Pull System. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists The Presidential as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.