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13 Days: The Cuban Missile Crisis, 1962

#177590BGG ↗

2016 · 2-2 players · 45min · weight 2.34 · 4,715 ratings

v2 v3

BGG raw

ID
177590
Name
13 Days: The Cuban Missile Crisis, 1962
Year
2016
Rank
549
Min players
2
Max players
2
Playing time
45
Min playtime
45
Max playtime
45
Avg weight
2.3354
Num weights
158
Bayes avg
6.60798
Average
7.18428
Users rated
4715
Num owned
7642
Wanting
183
Wishing
1182
Num comments
1230
Fetched at
Sat Apr 25 2026 16:16:03 GMT+0000 (Coordinated Universal Time)
Mechanisms (8)
Action / EventAdvantage TokenArea Majority / InfluenceCampaign / Battle Card DrivenEnd Game BonusesHand ManagementTake ThatTug of War
Categories (4)
BluffingModern WarfarePoliticalWargame
Description (1111 chars)

Experience the dense Cold War suspense and scratch that Twilight Struggle itch in only 45 minutes. 13 Days: The Cuban Missile Crisis is a nail-biting, theme saturated two-player strategy game about the Cuban Missile Crisis. Your fate is determined by how well you deal with the inherent dilemmas of the game, and the conflict. 1) Will you push to gain prestige at the risk of escalating the crisis to global nuclear war? 2) How do you best manage your hand of cards to further your own plans while depriving your opponent of options? Work out these dilemmas in order to emerge as victor of the Cuban Missile Crisis after thirteen suspenseful days. 13 Days: The Cuban Missile Crisis is a meaty filler utilizing the card-driven game mechanisms. Rich with history, yet accessible to gamers with no prior knowledge of the crisis. It is targeted specifically at catering to two groups of gamers: the enthusiasts that just don't have the time they used to and the curious newcomers that are scared off by the heavy commitment and long play times of the classics in the genre. Official FAQ/ERRATA Designer Diary

LLM v2 (wide)

Core verb
play card, place influence
Decision shape
combinatorial
Reward schedule
mixed:immediate+delayed
Aesthetics
["Challenge", "Narrative"]
Core loop pitch
Play three cards across three rounds: place influence in battlegrounds, push DEFCON, advance agendas without nuking yourself.
Translation difficulty
Easy
Difficulty reason
Twilight-Struggle-style CDG in 45 minutes with a tiny board — perfect for mobile. No commercial port shipped; a TTS workshop is the only digital home.
Direct digital port
Port kind
Closest loop translation
none yet
Primitive tags
["influence_tug_of_war", "defcon_self_destruct_threshold", "secret_agenda_objective", "event_or_ops_dual_use", "short_card_driven_filler"]
Confidence
0.7
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (958 chars)
{
  "game_id": 177590,
  "name": "13 Days: The Cuban Missile Crisis, 1962",
  "core_verb": "play card, place influence",
  "decision_shape": "combinatorial",
  "reward_schedule": "mixed:immediate+delayed",
  "aesthetics": [
    "Challenge",
    "Narrative"
  ],
  "core_loop_pitch": "Play three cards across three rounds: place influence in battlegrounds, push DEFCON, advance agendas without nuking yourself.",
  "mobile_translation_difficulty": "Easy",
  "translation_difficulty_reason": "Twilight-Struggle-style CDG in 45 minutes with a tiny board — perfect for mobile. No commercial port shipped; a TTS workshop is the only digital home.",
  "direct_digital_port": null,
  "direct_digital_port_kind": null,
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "influence_tug_of_war",
    "defcon_self_destruct_threshold",
    "secret_agenda_objective",
    "event_or_ops_dual_use",
    "short_card_driven_filler"
  ],
  "confidence": 0.7
}

LLM v3 (deep)

Not yet enriched at v3 (deep pass).