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... (read more)
13 Minutes: The Cuban Missile Crisis is a card-driven microgame with tough decisions. Playing as either Kennedy or Khrushchev, your aim is to... (read more)
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Reviews
mixed, 57% of all reviews are favorable
Playtime
13 minutes
Published
2017
Age
10+
Publisher
Jolly Roger Games
Players
1 to 2 players
Designers
Asger Harding Granerud and Daniel Skjold Pedersen
Playstyle
Involved
Game's Categories
Card Game, Hand Management, Cold war, Political, Area Majority / Influence, Frosted Games, and Campaign / Battle Card Driven
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!
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!