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13 Days: The Cuban Missile Crisis, 1962 (2016) Board Game

13 Days: The Cuban Missile Crisis, 1962 is a board game that simulates the tense political and military standoff between the United States and the Soviet Union during the Cuban Missile Crisis of

  • The game captures the intensity and complexity of the historical event, where the world was on the brink of nuclear war.
  • Game Components of 13 Days: The Cuban Missile Crisis, 1962

  • Game board**
  • 39 strategy cards (13 UN, 13 US, 13 USSR)**
  • 1 Personal letter card**
  • 13 agenda cards**
  • 34 influence cubes (17 red & 17 blue)**
  • 6 defcon markers (3 red & 3 blue discs)**
  • 6 flag counters (3 US & 3 USSR)**
  • 1 Prestige marker (yellow disc)**
  • 1 round marker (black disc)**.

    How To Setup 13 Days: The Cuban Missile Crisis, 1962

    To set up the game, place the game board on the table and determine which player controls the US (blue) and the USSR (red). Each player takes all 17 influence cubes in their color and their 3 flag counters. Place 1 blue influence cube in both Italy and Turkey, and 1 red influence cube in both Berlin and Cuba (military) as indicated on the board. Set the round marker on the first space of the round track, and the Prestige marker in the middle of the Prestige track. Place the 3 blue and 3 red defcon markers on the starting spaces of the defcon tracks. Shuffle and deal the agenda cards and strategy cards, with the US player starting with the Personal letter card face-up.

    Gameplay Mechanics and Game Objective

  • Play over 3 rounds**, each consisting of 8 steps: escalate defcon tracks, draw agendas, play strategy cards, save cards for aftermath, resolve world opinion bonus, resolve agendas, check for nuclear war, and advance the round marker.
  • Strategy Card Play: Cards can be played for command or events. Command allows players to place or remove influence cubes, while events are specific to the player’s side.
  • Influence Placement: Players aim to gain majorities across nine battlegrounds and three defcon tracks (military, political, and world opinion) to earn Prestige.
  • Hidden Agendas: Players secretly select one of three agendas each round, trying to outwit their opponent without revealing their true objective.
  • Winning the Game: The player with the most Prestige at the end of the third round wins. In case of a tie, the player holding the Personal letter wins.

    Player Experience

    **13 Days: The Cuban Missile Crisis, 1962** offers a tense and strategic gameplay experience, simulating the high-stakes environment of the Cuban Missile Crisis. Players must balance their influence across multiple fronts while keeping their true objectives hidden. The game requires careful planning and strategic card play, making it engaging and challenging for players.

    Pros

  • Historical Context: Immerses players in a significant historical event.
  • Strategic Depth: Offers complex and engaging gameplay with multiple layers of strategy.
  • Quick Playtime: Games typically last between 30 to 60 minutes.
  • Simple yet Effective Mechanics: Easy to learn but challenging to master.

    Cons

  • Limited Player Count: Designed for only 2 players.
  • High Stakes: Mistakes can lead to significant setbacks or even nuclear war, which can be frustrating.
  • Abstracted Battlegrounds: Some players may find the abstract nature of the battlegrounds less engaging.

    Personal Thoughts on 13 Days: The Cuban Missile Crisis, 1962

    This game is ideal for those interested in historical events, particularly the Cold War, and fans of strategic card-driven games. It provides a unique blend of area control and influence placement, making it a great choice for players looking for a challenging yet relatively short game. However, it may not appeal to those seeking games with larger player counts or more complex, detailed game boards.

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