Cuba Libre

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Cuba Libre is a 1-4 player COIN (Counter-Insurgency) series game depicting the Cuban insurgency of 1957-1958. Each player controls one of four factions: the Government (Batista regime), the 26th of July Movement (Castro’s leftists), the Revolutionary Directorate (anti-communist students), or the Syndicate (organized crime). Players use military, political, and economic actions to influence the population, extract resources, and achieve their faction’s victory conditions. A card-driven system regulates turn order, events, and victory checks. Non-player rules enable solitaire, 2-player, and 3-player games.

Components

Setup

  1. Place the game board. Set up forces per the setup chart: Government Troops and Police in cities and provinces, Insurgent Guerrillas and Bases per faction starting positions.
  2. Place Support, Opposition, and Control markers per the setup chart.
  3. Set faction Resources on the edge tracks.
  4. Shuffle the deck. Propaganda cards are pre-mixed into the deck at set intervals.
  5. Reveal the top card of the deck for all to see (the “upcoming” card).

Turn Structure

Cards are played one at a time from the deck. Each Event card shows:

On each card:

  1. The 1st and 2nd Eligible factions (in the order printed on the card) decide: execute the Event, perform an Operation (+ optional Special Activity), or pass.
  2. Executing an Event or Operation makes that faction Ineligible for the next card. Passing keeps the faction Eligible.
  3. At most 2 factions act per card. The remaining factions are automatically Eligible next card.

Propaganda Rounds: When a Propaganda card is drawn, all factions execute a special sequence: Victory Check, Resources, Support/Opposition shifts, Redeploy, and other maintenance.

Actions

Government Operations:

Government Special Activities:

26th of July Movement Operations:

26July Special Activities:

Directorate Operations: Similar to 26July (Rally, March, Attack, Terror) with their own Special Activities (Student Protests, Kidnap, Ambush, Propaganda).

Syndicate Operations:

Syndicate Special Activities:

Forces:

Scoring / Victory Conditions

Each faction has a unique victory condition checked during Propaganda Rounds:

If no faction wins during a Propaganda Round, play continues. After the final Propaganda card, the faction closest to its goal wins.

Key Terms:

Special Rules & Edge Cases

Player Reference

Faction Forces Victory Condition
Government Troops (dark blue), Police (light blue), Bases Support + Bases >= threshold
26th of July Guerrillas (red), Bases Opposition + Bases >= threshold
Directorate Guerrillas (yellow), Bases Population in controlled spaces >= threshold
Syndicate Guerrillas (green), Casinos Open Casinos + Resources >= threshold
Operation Gov 26Jul Dir Synd
Train/Rally X X X X
Patrol/March X X X X
Sweep/Attack X X X X
Assault/Terror X X X X