Pax Pamir - Second Edition (EN)
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In Pax Pamir - Second Edition, you play a nineteenth century Afghan leader trying to forge a new state after the collapse of the Durrani Empire. Western historians often call this period "the Great Game," but here the rival empires are seen strictly from the Afghan point of view, as leaders who seek to manipulate the ferengi (foreigners) for their own purposes.
The game is a tableau building game. You buy cards from a central market, then play them in front of you in a single row called the court. Each card adds units to the map and gives you access to new actions to disrupt other players and influence the course of the game. Everyone builds their own court, but there are many ways to interfere with each other, directly or indirectly. To survive, you will need to form coalitions: at each dominance check, a dominant coalition earns victory points for its loyal players, while a fragmented Afghanistan rewards each player's personal power base instead. The game ends when a player takes a lead of four or more victory points, or after the fourth dominance check.
Pax Pamir - Second Edition is for you if you enjoy deep strategy games where negotiation, area control and cutthroat moves make all the difference. It plays 1 to 5 players, with a solo mode, and its complexity is high: expect thoughtful games, especially with four players, where it really shines.
This game was designed by Cole Wehrle, who also did the artwork and is known for other games such as Root and Oath.
BOX CONTENTS
1 game map (board)
36 coalition blocks (12 British, 12 Russian, 12 Afghan)
55 player cylinders (11 per player)
36 coins
100 court cards
16 event cards (including 4 dominance checks)
26 solo mode cards (Wakhan and aid cards)
6 ruler tokens
Player boards and loyalty dials (1 per player)
1 favored suit marker
Number of players: 1 to 5
Duration: 45 to 120 minutes
Age: 13+
If you wish to protect your cards, you will need:
142 cards of 63.5 mm x 88 mm
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