Scenario Briefing

    Thirteen Days

    Soviet missiles are in Cuba. Your generals want an airstrike. Your diplomats want to talk. The world has hours, not days.

    politicalhistoricalmilitaryintensesuspenseful
    Time Window~2 weeksIn-game duration
    Danger LevelHighUnforgiving
    PacingSteadyTactical & Deliberate
    Key Characters6Major Figures
    ComplexitySprawlingLayered Systems
    Replay VarianceHighMultiple Outcomes

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    Before You Begin

    President of the United States at the start of the Cuban Missile Crisis

    You are John F. Kennedy, forty-five years old, not yet two years into the presidency, already marked by the Bay of Pigs, Vienna, Berlin, and a political culture that confuses caution with weakness. This morning you were shown photographs that changed the geometry of the Cold War: Soviet nuclear missiles in Cuba, close enough to alter every calculation in Washington. Your office contains the visible symbols of American power, but power now comes in conflicting forms. The Joint Chiefs want decisive military action. Some of your civilian advisers want time, secrecy, and leverage. Others fear that delay makes the missiles operational. Every option risks death on a scale beyond public speech. You must decide while appearing steady, because panic at your level is contagious.

    The Situation

    Washington is operating on layered secrecy. U-2 reconnaissance has photographed Soviet missile sites under construction in Cuba. The public does not yet know. Inside the White House, a small circle of civilian, military, diplomatic, and intelligence advisers begins a sequence of private meetings that will define the next two weeks. Every room has a different logic: the Cabinet Room rewards force, the diplomatic channel rewards ambiguity, the military map tables reward speed, and the Oval Office punishes hesitation because hesitation can look like weakness. Berlin sits in the background of every conversation. So does the Bay of Pigs. So does the possibility that once the first shot is fired, no one controls where the chain ends.

    Your Objectives

    1

    Remove or neutralize the Soviet missiles in Cuba without triggering nuclear war

    2

    Hold together a fractured advisory circle split between airstrike, invasion, blockade, and negotiation

    3

    Preserve American credibility with allies and adversaries while avoiding a decision that leaves you morally or strategically trapped

    White House Cabinet Room~2 weeks

    The Cast

    7 characters

    Playstyle Profile

    Hidden Information95%
    Replay Divergence95%
    Strategic Depth95%
    Relationship Depth80%
    Political Intrigue75%

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    Quick Facts

    Era
    October 1962, the opening day of the Cuban Missile Crisis and its thirteen-day escalation window
    Location
    The White House - ExComm and the Crisis System
    Factions
    Executive Committee of the National Security Council (ExComm) vs Joint Chiefs of Staff vs Department of State
    Starting Position
    White House Cabinet Room
    Playable Leader
    John F. Kennedy
    Game Systems
    Political, Historical, Thriller
    Recommended For
    Story

    Thirteen Days

    Scenario Briefing