Ludexv2026.11.11-ba1dcbe213 Days: The Cuban Missile Crisis, 1962Official rulebook ↗

Visitors

Loading…

Teach the Game

Teach the Game for 13 Days: The Cuban Missile Crisis, 1962.

How you win

Lead the USA or USSR through three rounds of the Cuban Missile Crisis. Win prestige through secret agendas, card events and the aftermath, while keeping your brinkmanship from becoming nuclear war.

You need to finish with the prestige marker on your side. Build influence in arenas and manage your DEFCON markers to win the agendas revealed each round; either player can score either agenda.

The board

The nine arenas hold influence. Three DEFCON columns track military, political and world-opinion tension. Prestige is a shared tug of war; the round track ends at the aftermath.

Initial board with setup letters A to F

  1. A — Board — the arenas where influence competes.
  2. B — Player supply — cubes and agenda flags.
  3. C — Starting influence — the four initial cubes.
  4. D — Round track — three rounds before the aftermath.
  5. E — Prestige — the shared score.
  6. F — DEFCON — tension in three categories.

A round

  1. Raise every DEFCON marker one step, including in round one.
  2. Each player draws three agendas, flags all three possibilities and secretly keeps one.
  3. Deal five strategy cards each. The player behind in prestige chooses who starts; the USSR chooses on a tie.
  4. Alternate four card plays each: command influence or resolve an eligible event.
  5. Put the last card in the aftermath pile.
  6. Resolve world opinion: Television, United Nations, then Alliances.
  7. Reveal both agendas and score them simultaneously.
  8. Check for nuclear war, then advance the round.

See Gameplay for the sequence and Strategy Cards and DEFCON for card play.

How the game ends

At the round-end war check, you lose if any of your markers is in DEFCON 1 or all three are in DEFCON 2. If both sides trigger war, both lose. Otherwise, after round three, resolve the aftermath for 2 prestige. Higher prestige wins; the Personal Letter breaks a tie.

Ways to score

SourceWhen and how
Arena agendaEnd of round: the influence majority scores its lead, plus the arena bonus.
DEFCON agendaEnd of round: the higher marker scores the difference in steps, plus 1.
Personal Letter agendaEnd of round: its holder scores 2.
Strategy eventsWhen resolved, if the event grants prestige.
AftermathEnd of game: the faction with the larger total command value scores 2.

Prestige moves along one shared track, at most 5 points from the centre. Opposing agenda awards cancel before applying that limit.

What each resource is for

PieceWhy you need itGet and use
Influence cubesWin arena majorities17 per side; command or events place them, removal returns them to reserve. Maximum 5 per side per arena.
Strategy cardsAct and shape the aftermathDraw 5 each round; play 4 and set aside the last.
Agenda cards and flagsSet a hidden scoring opportunityDraw 3, mark all possibilities, keep 1 secret.
DEFCON markersMeasure escalation and war riskThree per side; commands, events and agendas move them.
Personal LetterStrengthen a command and break the final tieUSA starts with it; using it gives +1 command and passes it to the opponent. United Nations can take it back.

Teaching tips

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close