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13 Minutes: The Cuban Missile Crisis, 1962 box art

13 Minutes: The Cuban Missile Crisis, 1962

Players

2

Time

?-?

Age

10+

Weight

2.04

Rating

6.37

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The game offers a high level of variability with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The strategic depth allows for continuous improvement in strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, 13 minutes: the cuban missile crisis, 1962 has a strong replayability score of 7.85.

Luck profile

The final luck score for 13 Minutes: The Cuban Missile Crisis, 1962 is 7 out of 10. This indicates that the game has a balanced mix of luck and strategy. While random elements do have a notable impact on the game outcome, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Play the Cold War in 13 minutes. 13 Minutes: The Cuban Missile Crisis is a card-driven microgame with tough decisions. Playing as either Kennedy or Khrushchev, your aim is to exit the Cuban Missile Crisis as the most powerful superpower. During the game you play only five strategy cards that you use to place Influence on battlegrounds to score majorities or manipulate battlegrounds. Each card you play turns into a new battleground, so the "world map" is ever-changing. Be careful because each decision is important and you may trigger global nuclear war! 13 Minutes, a sequel of sorts or different take on 13 Days, builds on the classic microgame genre heralded by Love Letter, but 13M uses the card-driven game mechanism to ensure that the five cards you play each game all adds up to agonizing choices!

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