Electoral College Combat captures the excitement of election night as votes roll in, winners are projected, and the future of the republic teeters in the balance.
Wild cards include Fake News, Russian collusion, and Celebrity endorsement, and all capture the fun and unpredictability that is election night.
Part strategy, part luck, and always totally engaging, players will see advantages come and go as their projections wither, fade, and rise from the ashes. It's fast-paced, unpredictable fun!
The game features 50 state cards plus Washington DC and five wild cards.
What have you got to lose? Second prize is hindsight and a book deal.
Ghost writer available upon request.
Deal with it.®
⭑⭑⭑ Wild Cards ⭑⭑⭑
Five wild cards, five exciting ways to win Electoral College votes.
- Celebrity Endorsement: A celebrity endorsement is always good for a few votes.
- Fake News! Determine the facts; win the votes.
- Recount: Things get a little out of control when there's a recount.
- Russian Collusion: Beat Russia at its own game to win votes.
- Swing State: The turn of a friendly card determines who wins the votes.
⭑⭑⭑ State Cards ⭑⭑⭑
State card value is the total electoral votes.
Click on a state to discover its electoral votes.
⭑⭑⭑ Electoral College Combat ⭑⭑⭑
Short, instructional videos featuring Bard Wheelo
Electoral College Combat: Part 1, The Basics
⭑⭑⭑ Wild Card Close Ups ⭑⭑⭑
Hot tip: Before you start playing, click the image below to open a blank interactive electoral college map in a new tab.
You can click on states to keep track of votes as they roll in or tally them up at the end of the game.
- Remove the reference card from the deck.
- I'll deal a stack of 28-cards to each of us.
- Now you lay five cards from the top of your stack face-down, sight unseen on the table. I turn over one, and you turn over one. The player who turns over the higher card (as determined by the number of electoral votes) can take that card and any other or the lower card and the two face-down cards. The other player gets the rest.
- What if we turn over cards of equal value? Since I went first, I turn over a third card to break the tie. If the three exposed cards are the same value, I get those cards, and you take the rest. If the third card is higher than the other two, I get that card and one of the face-down cards, and you take the remaining three. If the third exposed card is lower value, I take that one and the two unexposed cards. You take the remaining two cards.
- In the 11th and 12th hands we each have three cards remaining. Expanded rules follow the "Wild Cards" explanations.
Wild Card Rules: Step by Step
- A player who reveals a wild card must play by that card's rules. Rules are printed on the reference card.
- The player who turns over a second wild card in any hand wins all the unclaimed cards.
- Once a wild card is played, it is removed from the game.
Fake News: Let's say I turn over the first card in the hand, and it's Fake News. I turn over another card and note it's value; then, I have to determine whether the next card I turn over is higher, lower, or equal to it. If I'm correct, I win both cards. If I'm wrong, you win both cards. I then turn over the next card, note its value, and say whether the last card I turn over will be higher, lower, or equal to it.
Let's say you begin the hand and turn over a card; then, I turn over Fake News. I note the value of the card you turned over, and I have to say whether the next card turned over will be higher, lower, or equal to it. If I'm correct, I win the two cards. If I'm wrong, you win the two cards. I then turn over another card and the process repeats.
Let's say I turn over a card and you turn over a card of the same value. I turn over a third card to break the tie, and it's Fake News. I calculate the sum of the two exposed cards, and I say whether the sum of the remaining two cards will be higher, lower, or equal to the sum of the exposed cards. If I'm right, I win all four cards. If I'm wrong, you win all four cards.
Recount: Let's say I turn over Recount. You would turn over a card, and I would turn over a card. The player who turns over the lower card wins all the cards in the hand. If we both turn over cards of equal value, you turn over another card. If that card is even, you win all the cards in the hand. If it's odd, I win all the cards in the hand.
Let's say I turn over a card and you turn over Recount. You would try to turn over a card that's lower than mine. If you do, you win all the cards. If the card is higher, I win all the cards. If the card is the same value, then I would turn over a third card. If that card is even, I win all the cards. If the card is odd, you win all the cards.
Swing state: Let's say I turn over Swing State. You would turn over a card, and I would turn over a card. If the total of the two cards is an even number, I would win all the cards in the hand. If the total of the two cards is an odd number, you would win all the cards in the hand.
Let's say you turn over a card, and I turn over Swing State. We'd both turn over one more card, and if the total value of the three cards is even, I would win all the cards in the hand. If the total value of the exposed cards is odd, you would win all the cards.
Russian Collusion: Let's say you turn over a card and I turn over Russian Collusion. We play rock, paper, scissors for each card in the hand. We'll play four rounds, one round for each remaining card. Whoever wins a round can take any card, and we play until each card is won.
The Last Two Hands
- In the 11th and 12th hands we both have three cards remaining. Neither of us looks at those cards.
- When my turn comes, I add two cards to my hand: (1) The card with the highest number of electoral votes and (2) any other card.
- I shuffle the cards lay them face-down, sight unseen just like the previous hands.
- Play continues as before.
- When your turn comes, you add your highest card and any other card to your last three, shuffle them, and lay them face-down.
- Play continues as before.
Winning the Game
- After all hands are completed, we count our electoral votes, and the player with 270 or more wins! We suggest you keep track of the votes as they roll in by downloading an Electoral College interactive state map, or you can tally votes at the end of the game. Either way you'll save yourself the task of adding up all the votes yourself.
Playing to lose: Book deal.
In Book deal the rules are the same, but the player with fewer than 270 electoral votes wins.
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