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We Are All Mortal: The Cuban Missile Crisis, 1962 AD
We Are All Mortal: The Cuban Missile Crisis, 1962 AD
by LPS, Inc., Turning Point Simulations (2020)
Player Count
2

Player Ages
14+
Categories
  • Wargame
  • Modern Warfare
  • Designers
  • Paul Rohrbaugh
  • Mechanisms
  • Hex-and-Counter
  • Chit-Pull System
  • Artists
  • Mark Mahaffey
  • Terry Leeds
  • Family
  • Country: Cuba
  • Conflicts: Cuban Missile Crisis
  • Player Count: Two Player Only Games
  • Series: Twenty Decisive Battles of the World (TPS)
  • Rating: 0/10 from 0 users

    Description

    "It is insane that two men, sitting on opposite sides of the world, should be able to decide to bring an end to civilization.“ -John F. Kennedy

    The Cuban Missile Crisis of 1962 seems almost like ‘ancient history’ now, as we approach it being 60 years after the event. Yet, it marks one of the two or three times the world literally stood on the brink of total annihilation. But the dramatic side of our nature always focuses on the ultimately bad outcome—nuclear devastation on a global scale. When things got hot in Cuba, professional military planners on both sides were preparing for a very different kind of war—an “old fashioned” kind (mostly) with conventional air, land, and naval units struggling for local supremacy. What if that had happened?

    We Are All Mortal gives players a chance to work on both aspects of the confrontation. Full-sized playing cards are used to simulate the diplomatic, intelligence, and pre-invasion deployments of combat forces, and determination of random events once war breaks out (if it does.)

    There is a “Pre-war” phase of card play, unit placement, preparation, recon, and diplomacy. It is possible that the game will end without serious shots being exchanged, and players must jockey for position to “win” the game right there. But, if the “historical result” does not take place, then things shift to a shooting war—but a limited, conventional war. Unit activation by chit-draw keeps things fluid, and both players work for a tactical victory, keeping one eye on the U.N.—who might stop the fighting before your side wants that to happen—and another eye watching the “Doomsday Clock,” because if a full nuclear war breaks out, both sides lose. Players walk a tightrope as they compete for both Military Victory Points and Diplomatic Victory Points, even after the shooting starts. There are special rules for B-52 strikes, tactical nukes, and Fidel Castro, with optional rules for Special Forces units.

    CONTENTS
    233 playing pieces
    Mounted map
    64 cards
    12 pages of rules plus charts

    -description from artist

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