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Jolly Roger Games 13 Days - The Cuban Missile Crisis
- 2 player card driven strategy game about the Cold War & Cuban Missile Crisis
- No knowledge of the crisis or war games is necessary
- Plays in 30 to 60 minutes
- Game includes a play through example with commentary, and a separate historical guide for the history buffs
- Perfect for fans of Twilight Struggle
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||7.87 x 11.02 x 1.57 in||12 x 9.12 x 2.12 in||2.36 x 14.17 x 11.02 in||11.75 x 11.75 x 3 in||12.25 x 9 x 2 in||13.5 x 9.75 x 3 in|
|Item Weight||—||3.53 lbs||1 lb||4.1 lbs||—||3.53 lbs|
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For thirteen days in 1962, the world stood at the brink of atomic destruction as the United States and Soviet Union faced off over missiles which had been placed in Cuba. Would the USSR back down and remove the missiles? Would the US push forward with a full invasion or send bombers towards targets within the Soviet Union? Who would blink first? 13 Days is a game recreating the tension of those two weeks as players play cards which shape political events around the world. Will you spread the crisis to Berlin and Turkey? Will you take your case to the United Nations or play everything through the media? The choice is yours, but be careful—push your opponent too far and you can trigger World War Three, ensuring that the next war is fought by sticks and stones.
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Each round, the players draw a hand of cards and take turns playing cards, either for the event listed on the card, or for the number of operations points on the card. If the US player plays a card with a Soviet event, it must be played for the points - but the Soviet player gets to decide whether the event triggers or not. The same applies when the Soviet player uses a US card. NATO cards may be used for either the event or the points by either player.
Using cards for ops points will push the world closer to nuclear war. Some events also cause the same problem. If you end a round above the limit, you trigger the war and lose. If both players end a round above the limit, everyone loses. Although in global thermonuclear war, pretty much everybody loses, no matter who started it.
If you've been looking to get into games like Twilight Struggle, Labyrinth: The War on Terror, or card-driven wargames, such as Washington's War, For The People, etc., this game is a great gateway to the genre. The rules are simple, but the game gives a great depth of strategy. There are lots of decisions to make - and lots of ways to lose.
Overall, we love this game. Our board game collection is roughly 250 games, and 13 Days is one of my very favorites.
Players then each are dealt five strategy cards which represent either the USA, the USSR, or the UN (neutral). Each card has a number of cubes on the side, and players can decide to play the card for its event (which can have major benefits), or for the cubes. If you play a card for the cubes that belongs to your enemy, the enemy can decide whether or not to trigger the event first, helping them. After each player has played four cards, the fifth is placed in the Aftermath slot, which is used for end game scoring. Players then tally up their points- did they place more cubes in a region, or were they further up the Defcon track, than their enemy? Players apply points to their side of the score track, which is a tug of war track and moves back and forth between the players. Players must also take care not to ignite World War III by having one Defcon marker in the number three area of the track, or having all three of their markers in the number two area. If you start a nuclear war, you lose the game. Players play three rounds, then the Aftermath deck is revealed. Whoever has the most cubes on cards of their nation gets additional points. Wherever the score track ends up determines the winner.
13 Days: The Cuban Missile Crisis, is a lot like GMT Games' Twilight Struggle (which every serious gamer should own), what with the tug of war scoring track, player cards that benefit your opponent, battleground regions, and of course, the theme. Twilight Struggle, of course is a 3+ hour game. The virtue of 13 Days is that it only takes around 45 minutes to play. More than that, 13 Days is its own game. It offers a tense back and forth, a mechanically simple yet strategically deep chess match that forces players to make tough decisions every turn. Every turn you'll be trying to score your agenda, while trying to bluff your opponent into thinking its something else, all the while trying to counter his moves in the hopes of denying him his agenda. 13 Days is a great game that you should definitely check out!
Review copy provided.