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
- 1 mounted game board (17” x 22”) showing Cuba divided into Provinces, Cities, and Economic Centers
- 52-card deck (Event cards and Propaganda cards)
- 86 wooden force pieces (Government Troops/Police, Insurgent Guerrillas, Bases/Casinos)
- 8 embossed cylinders
- 6 white and 6 black pawns
- Sheet of markers (Support/Opposition, Control, Terror, Sabotage, Cash, Capabilities)
- 3 six-sided dice (red, yellow, green)
- Sequence of Play sheets, Faction player aid foldouts, Non-player aid foldout
Setup
- 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.
- Place Support, Opposition, and Control markers per the setup chart.
- Set faction Resources on the edge tracks.
- Shuffle the deck. Propaganda cards are pre-mixed into the deck at set intervals.
- 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:
- The order in which factions become Eligible (printed on the card).
- The Event text (which any eligible faction may choose to execute).
On each card:
- 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.
- Executing an Event or Operation makes that faction Ineligible for the next card. Passing keeps the faction Eligible.
- 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:
- Train: Place cubes (Troops/Police) in Cities or Provinces with Bases. May also build Government Bases.
- Patrol: Move cubes along adjacent spaces. May Activate enemy Guerrillas encountered.
- Sweep: Activate Underground Guerrillas in spaces where Government cubes are present.
- Assault: Remove Active enemy pieces (Guerrillas, Bases) where Government forces are concentrated. In Forest/Mountain terrain, need more Troops.
Government Special Activities:
- Air Strike: Remove Active enemy pieces in any space.
- Civic Action: Shift Population toward Support using Police.
- Govern: Collect Resources; shift Population toward Support.
- Advise (US): Various US-backed effects.
26th of July Movement Operations:
- Rally: Place Guerrillas and Bases in spaces with existing 26July presence.
- March: Move Guerrillas between adjacent spaces.
- Attack: Remove enemy pieces where 26July Guerrillas outnumber enemy cubes.
- Terror: Place Terror markers; shift Population toward Opposition.
26July Special Activities:
- Infiltrate, Ambush, Kidnap, Agitate.
Directorate Operations: Similar to 26July (Rally, March, Attack, Terror) with their own Special Activities (Student Protests, Kidnap, Ambush, Propaganda).
Syndicate Operations:
- Rally: Place Guerrillas and open Casinos.
- March: Move Guerrillas.
- Attack: Remove pieces where Syndicate forces outnumber opponents.
- Terror: Place Sabotage markers on Economic Centers.
Syndicate Special Activities:
- Bribe, Extort, Assassinate, Gamble.
Forces:
- Government: Troops (dark blue cubes) and Police (light blue cubes). Troops are strong in combat; Police enable civic actions.
- Guerrillas: Can be Underground (hidden) or Active (revealed). Set up and placed Underground. Certain actions flip them Active.
- Bases: Represent camps, administration, or casinos. At most 2 non-Casino Bases + 2 Casinos per space.
- Casinos (Syndicate Bases): Open or Closed. Cannot be removed by enemy actions (only closed, not destroyed). The Syndicate may voluntarily remove its own Casinos.
Scoring / Victory Conditions
Each faction has a unique victory condition checked during Propaganda Rounds:
- Government: Total Support + Total Bases on map >= threshold.
- 26th of July Movement: Total Opposition + Bases on map >= threshold.
- Directorate: Total Population in spaces they Control >= threshold.
- Syndicate: Total open Casinos + Resources >= threshold.
If no faction wins during a Propaganda Round, play continues. After the final Propaganda card, the faction closest to its goal wins.
Key Terms:
- Support/Opposition: Markers on Provinces and Cities tracking population sentiment (Passive Support, Active Support, Neutral, Passive Opposition, Active Opposition).
- Control: A faction Controls a space if its pieces outnumber all other factions combined.
Special Rules & Edge Cases
- Eligibility: A faction that acts on a card becomes Ineligible for the next card. Passing preserves Eligibility.
- Underground/Active Guerrillas: Underground Guerrillas cannot be targeted by most Government actions (require Sweep or Patrol to reveal them). Only Active Guerrillas can be removed by Assault.
- Stacking: Max 2 non-Casino Bases + 2 Casinos per Province or City. Bases and Casinos cannot occupy Economic Centers.
- Casinos: Cannot be removed by enemy actions; they are only “closed” (flipped). The Syndicate can voluntarily remove them.
- Cash Markers: Special markers that stack with specific pieces on the map.
- Non-Player Factions: Detailed automated decision flowcharts allow 1, 2, or 3 human players by running non-player factions through prescribed priorities.
- Propaganda Rounds: Include: Victory Check, Faction Resource collection, Adjust Support/Opposition, Government Redeployment, and other upkeep.
- Events: Each card has a unique event that can benefit one or more factions, often with historically themed effects.
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 |
- 2 factions act per card; executing = Ineligible next card
- Propaganda Rounds trigger Victory Checks
- Underground Guerrillas are hidden; must be revealed before targeting