AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
13 Days is a two-player card-driven game simulating the 1962 Cuban Missile Crisis. One player controls the US (blue) and the other the USSR (red). Players compete to gain Prestige by dominating battlegrounds around the globe and controlling DEFCON tracks, while avoiding triggering nuclear war. The game is played over 3 rounds, each consisting of 8 steps. The player with the most Prestige at the end wins — but pushing too far on the DEFCON tracks means instant defeat.
Each of the 3 rounds follows these 8 steps:
Escalate all DEFCON markers one step (including the first round).
Shuffle the Agenda deck. Deal 3 cards to each player. Each player places their 3 Flag counters on the corresponding battlegrounds/DEFCON tracks. Each player secretly selects 1 Agenda card and tucks it face down beneath the board. The other 2 Agenda cards are returned to the deck without revealing them.
Each player draws 5 Strategy cards. The player trailing on Prestige determines which player has initiative (plays first). If tied, USSR decides (always the case in Round 1). Players alternate playing Strategy cards (4 cards each, 8 total plays per round).
After 4 turns each, both players tuck their remaining Strategy card face down into the Aftermath stack.
The player with the most Influence cubes on each world opinion battleground triggers the corresponding effect (ties = no effect). Resolve in order:
Reveal both selected Agendas simultaneously. If an Agenda has a DEFCON icon, all DEFCON markers in the DEFCON 2 area of that track escalate 1 step. Award Prestige to the dominating player: Prestige = difference in Influence cubes (or DEFCON steps) + bonus Prestige shown on the Agenda/battleground. Ties = no Prestige. A player can never lead by more than 5 Prestige.
A player immediately loses if:
If both players trigger nuclear war in the same round, both lose.
Advance the Round marker. If it reaches the Aftermath spot, resolve the Aftermath and determine the winner.
Each card can be played in one of two ways:
Command: Place OR remove (not both) the number of Influence cubes shown on the card to/from a single battleground (your own cubes only). You may use fewer cubes than shown. Maximum 5 cubes per player per battleground. Hard limit of 17 total cubes per player.
Event: Play any card of your own superpower or UN alignment for its Event text instead of Command. Event text overrides general rules (except the 5-cube-per-battleground maximum). If the card has a DEFCON icon, the Event may affect DEFCON tracks normally; if no DEFCON icon, no DEFCON effect.
The holder may play it alongside a Strategy card played for Command to increase its Influence by +1. Then pass the Personal Letter to the opponent.
Reveal all Strategy cards saved in the Aftermath stack (6-9 cards). Count Influence cubes on US and USSR Events only (ignore UN Events). The player with the highest total gains 2 Prestige. Ties = no Prestige.
The player with the most Prestige wins. If tied, the player holding the Personal Letter card wins.
Triggering nuclear war (DEFCON 1 area or all 3 markers in DEFCON 2 area at step 7) = immediate loss.
| Step | Action |
|---|---|
| 1 | Escalate all DEFCON markers 1 step |
| 2 | Draw 3 Agendas, place Flags, select 1 secretly |
| 3 | Draw 5 Strategy cards, determine initiative, play 4 cards alternating |
| 4 | Save remaining card to Aftermath |
| 5 | Resolve world opinion: TV → UN → Alliances |
| 6 | Reveal Agendas, award Prestige |
| 7 | Check nuclear war (DEFCON 1 or all 3 in DEFCON 2 = lose) |
| 8 | Advance Round marker |
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