13 Days: The Cuban Missile Crisis

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Overview

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.

Components

Setup

  1. Place the Game board on the table. Decide who plays US (blue) and USSR (red).
  2. Each player takes all 17 Influence cubes in their color and their 3 Flag counters.
  3. Place 1 blue cube in Italy and 1 blue cube in Turkey. Place 1 red cube in Berlin and 1 red cube in Cuba (military) as indicated on the board.
  4. Place the Round marker on the first space of the Round track.
  5. Place the Prestige marker in the middle of the Prestige track.
  6. Place the 3 blue and 3 red DEFCON markers on their indicated starting spaces.
  7. Shuffle the 13 Agenda cards and place face down near the board.
  8. Shuffle the 39 Strategy cards and place face down near the board.
  9. The US player starts with the Personal Letter card face up in front of them.

Turn Structure

Each of the 3 rounds follows these 8 steps:

1. Escalate DEFCON Tracks

Escalate all DEFCON markers one step (including the first round).

2. Draw Agendas

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.

3. Strategy Cards & Initiative

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).

4. Save Card for Aftermath

After 4 turns each, both players tuck their remaining Strategy card face down into the Aftermath stack.

5. World Opinion Bonus

The player with the most Influence cubes on each world opinion battleground triggers the corresponding effect (ties = no effect). Resolve in order:

6. Resolve Agendas

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.

7. Check for Nuclear War

A player immediately loses if:

If both players trigger nuclear war in the same round, both lose.

8. Advance Round Marker

Advance the Round marker. If it reaches the Aftermath spot, resolve the Aftermath and determine the winner.

Actions

Playing Strategy Cards

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.

Personal Letter Card

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.

Scoring / Victory Conditions

During Play

Aftermath (End of Game)

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.

Winner

The player with the most Prestige wins. If tied, the player holding the Personal Letter card wins.

Instant Loss

Triggering nuclear war (DEFCON 1 area or all 3 markers in DEFCON 2 area at step 7) = immediate loss.

Special Rules & Edge Cases

Player Reference

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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