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13 Minutes: The Cuban Missile Crisis, 1962 box art

Base game

13 Minutes: The Cuban Missile Crisis, 1962

Replay index

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Published
2017
Players
2–2
Play time
13 min
Reach
Niche
Evaluations
0
Themes:
Card GameModern WarfarePolitical
Mechanics:
Area controlLegacy & campaignDirect conflictHand management

How it plays

No rules summary yet for this game.

Main mechanics explained

  • Area control: Presence on the map decides who scores.
  • Legacy & campaign: The game changes permanently between sessions.
  • Direct conflict: Players attack each other head-on.
  • Hand management: Timing which card to spend is the core puzzle.
Full publisher description

Play the Cold War in 13 minutes. 13 Minutes: The Cuban Missile Crisis is a card-driven microgame with tough decisions. Playing as either Kennedy or Khrushchev, your aim is to exit the Cuban Missile Crisis as the most powerful superpower. During the game you play only five strategy cards that you use to place Influence on battlegrounds to score majorities or manipulate battlegrounds. Each card you play turns into a new battleground, so the world map is ever-changing. Be careful because each decision is important and you may trigger global nuclear war! 13 Minutes , a sequel of sorts or different take on 13 Days , builds on the classic microgame genre heralded by Love Letter , but 13M uses the card-driven game mechanism to ensure that the five cards you play each game all adds up to agonizing choices!

What players say

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