PAXsims

Conflict simulation, peacebuilding, and development

Review: Cuba Libre

Cuba Libre. GMT Games, 2013. Game designers: Jeff Grossman and Volko Ruhnke. $69.00.

cubalibre

Recently there was yet another insurgency in the office, as a group of us got together to refight the Cuban revolution—but with rather less violence, and better pizza, than the real thing. Cuba Libre is another title in the GMT Games series which has also given us Andean Abyss (Colombia) and A Distant Plain (Afghanistan). All games in the series use the same basic game system, but with modifications to adapt each to the era and struggle being represented.

In the case of Cuba Libre, up to four players are involved: the Cuban government, the leftist July 26 Movement revolutionaries led by Fidel Castro, the anti-communist Revolutionary Directorate, and the criminal syndicate. The map is significantly smaller than others in the COIN series. Moreover, the geography of Cuba means that essentially all strategic movement is along an east-west axis, with most provinces bordering only two others. By contrast, in  Andean Abyss or A Distant Plain, most provinces border at least four, and players usually have myriad movement options. The effect of this is to render the geography of insurgency and counterinsurgency far more important in Cuba Libre, where players may seek to develop blocking positions to slow the expansion of rivals. Somewhat against my initial expectation, I soon found that I rather enjoyed this aspect of the game.

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In general, pretty much all of the positive things we’ve said about other games in this series apply to Cuba Libre. One of our playtest group (who, as the communist opposition, eventually won the game) commented:

It was interesting to watch how lower numbers of possible guerrillas and bases changed strategies and how the geography really affected game play. It was challenging but to try to work with limited reinforcements and attempt to find a feasible way to increase government opposition without additional bases (for my victory condition). Without a speedy way to move my guerillas to opposite sides of the island, I found myself trapped deep in the mountains and unable to reinforce my western front. As a result, we struggled to spread the virtues of communism in many areas. In the end, we often had to quickly give the local population a terrifying reminder of the dangers of capitalism before we were attacked. The cards were great and especially painted a vivid picture of the terrible Batista government and their inability to keep our race car drivers safe! Each time we have played the COIN series, I am struck by how well the mechanics work. Despite a misunderstanding regarding how one card worked, the faction order system, ended up preventing me from dominating the game.… In the end however, the immortal words rang true. “¡Hasta la victoria siempre!”

 

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