Aug 11, 2025

Let's Play Cuba Libre

Mmm... organized crime.

 - Homer Simpson, Last Exit to Springfield, the Simpsons, season 4

I remember seeing a copy of Colonial Twilight: The French-Algerian War, 1954-62 at our friendly local gaming store and thinking to myself that anyone who makes a board game out of the Algerian war has got to be mad. Of course, I now know more about GMT Games and can testify that they are, indeed, quite mad. Still, I was intrigued by the idea of an entire series of counterinsurgency games, and since the publishers themselves suggest starting with Cuba Libre, that's what we're going to do.


**

The first impression I got was sheer delight at how small the game board was! We're used to games taking up the entire table, so it was a delight to have some actual elbow room. Despite its tiny size, the board is very functional, and the cards and wooden pieces are excellent.


We're playing as four factions fighting over Cuba: the government, Fidel's rebels, the Revolutionary Directorate of 13 March, and the US Mafia. While the government is trying to hold on to power and suppress the rebels, the rebels are trying to control enough territories to overthrow the government, while the mob is trying to keep its casinos open and make money. While all factions have different win conditions, I was very interested in the asymmetrical nature of the Mafia faction, so that was who I played as.

Cuba Libre is a card-driven game, but in a very clever way: players don't hold cards in their hands, but a card is revealed from the deck, and then the top card of the deck is turned face up. So there's always one card in play, and you can see what the next card will be as well.


The icons at the top of the cards determine the order in which the factions act that turn. In that order, they can decide to pass, play the event, or conduct operations on the map. Once two factions have played, play moves on to the next card, and the factions that took an action last turn have to sit the next one out. In some cards, like Herbert Matthews above, you pick one out of two possible event outcomes.

It's a very clever system, which forces you to think quite hard about your decisions every turn. Furthermore, victory points are scored whenever a Propaganda card comes up; they're distributed throughout the deck, one per quarter.


We started as we went on: I was trying to open casinos and amass wealth, the Directorio massed in the central highlands and Fidel's gang founded bases in the east. Santiago de Cuba attracted huge amounts of police, military and guerrillas throughout, and somehow none of them got much done. The most miserable people on the island must have been the unfortunates who lived in Las Villas, which was constantly being shaken down for resources by the Directory's guerrillas.

When the game ends is determined by when the last Propaganda card comes out. If the deck is prepared properly, it should be in the final quarter of cards: one of cards 40-52. In our case it was card number 49. So with the third Propaganda card showing up surprisingly early, the last campaign turned into a bit of a slog. However, in the end, the Directory won a surprisingly tight game.


We all enjoyed the game and found it quite simple to pick up and play on a weekend day. The asymmetry between the factions and the card-driven system are excellent. I've put in a P500 order for Pendragon, the COIN game set in Roman Britain. Before it shows up, I'm pretty sure we'll bust out Cuba Libre again.

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