Votes for Women Review
The accessible pursuit of the 19th Amendment.
Play as the Suffragists, or the Opposition, to either support or reject the American Suffrage movement, from 1848-1920! With Twilight Struggle-like gameplay, in playing historical event cards from hand and tweaking the influence of regions, there is a lot of history for 1-4 players. Takes 1-2 hours.
Video published July 15th, 2023

Play as the suffragists or opposition to campaign all across America!

Play historical events from hand, and re-roll their outcomes using stars.

Compete for state cards which give once per game abilities!
STORY
We got this game from it being randomly sent to our PO Box, so I have ZERO communication with Fort Circle Games and the designer Tory Brown. So yeah, you heard it here, if you send us a game randomly through the mail…. We PROBABLY won’t end up reviewing it, but if something catches my attention, I’ll give it a spin!
In this case, this was on Polygon’s top 5 board games games of 2023 as of early June, and was even compared to Twilight Struggle, you know the war game that was #1 on BGG for many years? As such, I HAD to dive deep into this game. We played it 4 times, with 2 headed play, true single player, 2 player, and 3 player.
We will also be referring to this game as ‘Votes’ for short sometimes during the review!
WARNING: There might be some sensitive topics in this review, I mean it is American history, we try our best not to mention or show anything too messed up, might have missed some flavor text in the margins or so. If you’re concerned, jump ahead to scoring and just enjoy that yay!
Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!
Component/Learning Pros
Great components
Sturdy wood for cubes, campaigners, congress markers, checks, x’s
Lots of extra components, including different shapes for campaigners
Different star tokens for each side
14 historical documents in all shapes, sizes, material
New York Times newspaper replica
Specimen ballot…?
Easy to read rulebook
Gameplay Pros
Asymmetry: Suffragists vs. Opposition
Suffragists home in the Northeast, have 2 campaigners, can get up to 4 (stronger campaigning throughout game)
Suffragists have to have stronger ramp because 2-step goal: getting bill up & getting 36 votes
If submission for the 19th amendment too early, opposition who has stronger opening can go on the offensive
Suffragists have 12 vs. Opposition 6 star power, so can lock opposition out of the round by round bidding for strategy cards
Each side has unique decks, aren’t many duplicates, more differences below
How women’s suffrage movement theme is presented (DISCLAIMER: we didn’t fact check all the cards for historical accuracy)
Every card has flavor text to set mood and help educate
Southern “Hospitality” explains souther hostess stereotype while giving opposition to certain southern states
Big Liquor’s big money funds anti-suffragists for better campaigning
Civil war locks down the suffragists from adding cubes to the south and some border states (because there’s war now!)
WW1, Red Scare, San Francisco Earthquake of 1906, 1918 pandemic slows down suffragists
Sojourner Truth adds influence to the midwest
Gameplay Pros Cont’d
Fitting thematic interactions as event cards ride off of each other
Opposition plays War in Europe, Suffragists play Women and World War I to add 10 cubes
Suffragists play Union Victory to discard the Civil War
Opposition play Southern Resentment against the 15th Amendment
Star management is a decent puzzle and a bit of a mind game
Figure out when its worth to spend them to re-roll dice
Need to save them up to bid for strategy cards every round, but maybe your opponent won’t actually bet that high
Stars required to move campaigners, need to have stars saved up to do so
Progression: definite early, mid, and late game feeling
Decks eventually give more campaigners, or more congressional markers to make the final push
Move focus from the east coast to the plains and western regions which makes lots of thematic sense as states get more populated
Early-mid game is where players struggle over state cards to get 4 cubes of theirs first there for nice tempo
Can even get 2 state cards in 1 turn
Congressional markers hitting 6 transforms games as players go hard to lock down states
Can manipulate your progression by digging deeper into your deck
Just a very good time piece game
Can see women’s suffrage movement slow in the mid 1800s, facing huge opposition mostly in the south
Really hard to get amendment for the U.S. Constitution passed which is reflected in how much the suffragists need to do
Suffragists having 2 colors is nice, which reflects the different roots that lead to the suffragist movement
Visual/Learning CONS
No player aids, at least show the 4 different actions
Rolling a D6 for each of your campaigners is easy to forget
Map isn’t very clear
If unfamiliar with American geography (like if not born & raised in America where we were forced to memorize in grade school), going to be very confused with the 2 letter abbreviations
Game refers to states on the cards, sometimes in a big list. Should have number of region next to name
Is too small, once past 2-3 cubes for some states start to get spillage into other states (West Virginia especially)
Could have had more states with the external circle (ex. Delaware)
Rulebook says can use star to re-roll D6 on events, then later says you can just re-roll any dice roll?
Gameplay Cons: Variance
Outputting cubes
Campaigning action outputting 1 vs. 4 cubes is huge. Can be 1 vs. 6 if it’s upgraded campaigning
Event cards are similar to campaigning: you roll dice and spawn that many cubes
Strategy card that can give a TON of congress steps if roll correctly, but could also get 0 congress steps
Stars don’t strictly give better outcome because re-rolling all dice, and you have to save stars for other things
Compare to Twilight Struggle: that didn’t have dice in placing down influence
Votes could have had a range of what could happen when dice rolling (if rolling 1-3, get 2 cubes), or expand the dice rolling system, like spending stars to add value to rolls
How cards are drawn
Union Victory RIGHT away after Civil War is good for Suffragists. If don’t draw it for that round, Opposition can really exploit the Suffragists not contesting in the South
15th Amendment, can get nothing on it based off a die roll. 15th divides suffragists removes ALL purple cubes in up to 4 states, which is hard nuke, and forces suffragists to lose 2 stars
Letting you keep 1 card between rounds not that much to save when some cards demand to be responses to others. Can get screwed when you do abilities to draw 2 cards pick 1 and discard the other, and draw 2 key cards
Won’t see all the late stage cards, and timing for them is really important, more so on suffragists
Many help boost congressional markers, but are dead if already completed congress track
Opposition’s War in Europe and 1918 Pandemic bombast suffragists by making them spend stars to do key late game actions
Have to draw event card to get campaigner, which is really good since they buff all actions (especially campaigning), so earlier you get campaigner the better
Getting campaigner at beginning of late pile vs. end is huge difference
Should take Lords of Waterdeep idea of giving these workers at a set time
Fixing card variance: let players draw more cards every round, then choose a couple to discard
Final scoring is victim to dice roll swings, even with 1-3 cubes on states to help your roll
Lots of unclaimed states late game because suffragists need 36 check marks to win
Rolling a 1 vs. 6 on final states is huge swing (or 1 vs. 8 with late game card), happens many times to determine game
Tedious dice rolling could have been minimized by grouping states together
Gameplay Cons: Goals not well aligned with actions
Suffragists must get 6 congressional markers (start with 0) and 144 cubes across America (start with 1, opposition is slowing them down throughout game)
Suffragists have stronger engine with 2 starting campaigners, should spam campaigning. Keep rolling dice to poop out cubes (especially if buffed campaigning that round)
Suffragists MUST get 6 congressional markers before game is too late, so if don’t draw right cards to advance them, or if opposition draws congressional marker removal, have to do lobbying action again and again (only 6 gets you marker)
Culminates in rounds where both players are just campaigning/lobbying again and again to hit numbers
Technically some cube and congressional marker manipulation, but both are SO RNG determined from dice rolls/card draws
Suggest strategy tips to help players pace their actions more smoothly, instead of realizing too late need to keep spamming congressional markers
Gameplay cons: Anti-suffragist in gameplay balance
Opposition has to just stop suffragists, or have the option to play aggressively for 13 X’s, while suffragists HAVE to do 6 congressional markers then 36 checks (out of 48 states)
Suffragists need 6/8 states from EVERY region, or have 4 regions entirely filled then need some more, all within 35 turns (round 1 has to be start card Seneca Falls)
Suffragists need to be playing a little more than 4 cubes a turn, in different states, while getting slowed down
Suffragists just aren’t 3-4x as strong as opposition
Game often goes to end game dice rolling, of which opposition wins ties!
Gameplay cons: Piloting Opposition is not satisfying
Obviously thematically playing them is going to be a bit controversial
Gameplay is centered around keeping things the same way, which isn’t particularly exciting
Can build up support in the south, but doesn’t get you THAT far in aggressive win path
Not any cool swings opposition can do besides nasty gerrymandering or congress removal, don’t touch state cards for cool combos because suffragists have wide-reaching early game cards and more campaigners.
Opposition has less stars to buy strategy cards
Can feel like lots of just reacting to suffragists players, especially more dull if suffragists are behind, because opposition can only win if time runs out or get 13 x’s AFTER suffragists get 6 markers
Gameplay Cons: Player Count
Single Player OPPBOT too dumb for a game about careful political influence in regions
Just plays cards from the top of the deck, which you can get away in a Euro that are about efficiency and less conflict
Will not respond to you many times, you trounce all over America while it hunkers in South
Very fiddly
If choose places randomly to drop cubes, have to roll bunch of dice, one for region, one for state. Very tedious if have to place on multiple states, why not its own randomizer?
3 player, where 2 people play as each color of suffragist has weird campaigning mechanic
Roll die for each campaigner on team, then put it all on your color, which means you can get 2 campaigner strength in 1 region, even if just 1 person there
Strong buff in right direction for suffragists, just too strong
Replayability Cons
Always play with same decks of cards, because of how decks are ordered, going to see cary-mid game cards again and again
POWERFUL cards like Civil War, World War I, etc. are auto-drop repeating effects every game, and if you opponent has the follow up card, so be it, the powerful cards too good not to play
Cards MEANT to be follow ups to others is historical element that shoots itself in foot when you see it too many times
Lots of repeating cards in players’ decks
Thematically sounds like have different hand, actually isn’t all that different
Have to start with the start card every game because it gives campaigner to unlock other actions. Could have had more replayability by swapping this out?
State cards quite simple, 3 types
Spawn more cubes
Get stars
Draw through your deck and play another action
Nitpicks
Fiddly game because of all the cubes
Constantly putting them down and removing them
Hunting for multiple states can get annoying, worsened because suffragists have 2 colors to manage
Recommend using component bowl or tray for game
No tracker to keep track of how many states ratified or rejected
Counting up to 36 yeses for suffragists is quite annoying
Follow suggested component setup of taking out extra tokens, then counting your remaining pieces
Game is more like 1.5-2 hours instead of 1 hour on box
Unless you’re playing solo or are extremely quick at games
Recommender Score
If we were JUST evaluating this on a historical experience and/or lesson, the score would be definitely higher- cool that they cover a huge range of ideas of under 2 hours: from Seneca Falls in New York, the deep recesses of the South undergoing reconstruction, to even dealing with the Chinese Exclusion act that hit the West coast the hardest! You have the x-factor of the documents to grease everything too. I am SURE the vast majority of people are going to learn a good deal amount about American history by playing this game once. But we’re evaluating Votes for Women as a BOARD game, and so it’s scored as such.
Let’s first talk about how Votes for Women HAS to abstract a lot of its ideas to cram the gameplay in. Extremely key suffragists for labored for decades for the cause are rather one time abilities to mostly drop cubes. Influence in a region just sits there, and only SOME states have an actual identity with their swingy cards to keep track of, or their state cards, which are another abstracted goal. Lots of other states just kind of exist as an area to put cubes. The fact that your workers of campaigners can’t interact with the others, and have unlimited movement range in a time where the world wasn’t very interconnected is also odd.
But the on the other hand, the desire to make other mechanics align so hard with the theme doesn’t really work in a traditional gameplay sense. Playing the opposition isn’t an experience we can recommend playing more than once, because even if you’re neutral on the theme, there’s just not much to explore with their relatively bland gameplay! Or, how the suffragists HAVE to get 36 yeses, since that’s 3/4’s of the state legislature to ratify an amendment- that’s super thematic. BUT this is a LOT to do in 36 turns when you don’t really start with any cubes! PLUS they have to get 6 congressional markers that the opposition is removing throughout the game!
On first blush, it may seem like Votes has good depth here with the asymmetrical decks, but actually, there’s not that much, because if you look past the name and art, many cards are just cube droppers off of dice rolls, and then the variance of getting cards AND the dice rolling kind of throws mastery out the window.
This is a HUGE warning because you may have heard Votes being compared to Twilight Struggle online (cough Polygon cough), and it really is only so in the act of having a hand of historical events and either playing the card or doing something else while putting down influence, but the games are TOTALLY different in dice-rolling- I can’t say too much more than that because I’ve only played Twilight Struggle once many years ago. But I do have a STRONG feeling that Twilight Struggle is much more balanced too.
Votes could have been SO much more. There could have been WAY more historical cards with more nuanced abilities. There could have been another way to get congressional markers or cubes to not have players keep spamming simplistic actions. There could have way more rounds to give the suffragists more time. All of these things would make the game EVEN more historically accurate, give states more of an identity, and give more decision making to players! But of course all of these things would make this more of a heavy GMT game, wow yeah to make a game historically accurate and nuanced requires a lot of heavy lifting, and that would make Votes pretty inaccessible.
And as you get more familiar with Votes, there is definitely a certain way to be playing it, with how the cards are sequenced in the decks and the goal. Congress markers should get completed about 2/3rds of the game, the Suffragists grab a lot of the state cards, the opposition makes sure they secure the south just enough… which again, is the theme meeting gameplay, but hurts the replay value for sure.
Votes for Women had and has attention just because of how novel of a theme it is, to see the so-called entirety of American suffrage on your kitchen table, under 2 hours! It’s definitely best to just immerse yourself fully in the theme and not overthink the mechanics too much- and to that degree we actually suggest playing against the bot for the fullest enjoyment and the least time committed. Or just take it very casually with a group of 3 or 4. That will get you a good 1, maybe 2 games… for $75 bucks, so if you’re on a budget you probably don’t want to own this.
If you don’t like the theme, there’s really nothing notable about this game, move on.