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13 Minutes: The Cuban Missile Crisis, 1962
by Asger Aleksandrov Granerud, Daniel Skjold Pedersen · Jolly Roger Games
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About the game
What is 13 Minutes: The Cuban Missile Crisis, 1962?
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!
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- How do setup and the first turn work in 13 Minutes: The Cuban Missile Crisis, 1962?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?