
13 Days: The Cuban Missile Crisis, 1962
- Players
- 2
- Best withThe player count this game plays best at.
- 2 players
- Play timeHow long a full game runs once everyone knows the rules.
- 45 min
- AgeThe minimum age printed by the publisher.
- 10+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 2.3 / 5
- Year
- 2015
About the game
13 Days condenses the nail-biting tension of the Cuban Missile Crisis into a tight, 45-minute two-player card-driven strategy game. Players balance the risk of escalating global tension against the need to gain prestige, all while managing a hand of cards that can be played for their events or their operational value. Rich with historical context yet accessible to newcomers, it's designed to appeal both to seasoned card-driven game fans and curious history buffs short on time. Whoever navigates the crisis's dilemmas most skillfully after thirteen days claims victory.
Hobbli's Notes
13 Days is often described as a Twilight Struggle for people who don't have three hours to spare, and it earns that comparison with genuinely tense hand management and escalation decisions packed into a tight runtime. Its accessible rules make Cold War history come alive without demanding prior wargaming experience. The push-pull of gaining prestige while avoiding nuclear escalation captures the crisis's real dilemma elegantly. A fantastic recommendation for two players wanting a meaty but quick strategic duel.
What we like
- Condenses deep card-driven strategy into a tight 45-minute runtime.
- Historical theme is rich and accessible even to newcomers.
- Escalation and prestige mechanics create genuine, thematic tension.
- Hand management rewards careful planning and card timing.
Keep in mind
- Strictly two-player, limiting its use in larger groups.
- Card-driven mechanics may require a learning curve for absolute beginners.
Who it's for
Great for two-player strategy and history fans aged 10+ looking for a quick but meaty card-driven game.











