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Khan: The Rise Of The Mongol Empire, A.d. 1206-1295 box art

Khan: The Rise Of The Mongol Empire, A.d. 1206-1295

Players

2

Time

?-?

Age

12+

Weight

2.58

Rating

5.80

Fit

Teach 2.1

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.

Replay value

Khan: The Rise of the Mongol Empire, A.D. 1206-1295 has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played and allows players to improve their strategies over time. While it may not be the easiest game to learn, it offers a rewarding and engaging gameplay experience.

Luck profile

Khan: The Rise of the Mongol Empire, A.D. 1206-1295 has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.

Overview

Khan: The Rise of the Mongol Empire, A.D. 1206-1295 is a wargame simulating the rise of the Mongols from their origins as a minor nomadic tribe through their sweep across Eurasia, during which they conquered the prominent empires of the age and established a vast realm that stretched from China to Russia and the Middle East. The game has several scenarios, representing the initial Mongol explosion out of Central Asia, the later campaigns of consolidation in the era of Kublai Khan, and a grand scenario representing the entire era. Khan is a two-player game. The Mongol player controls the forces of the Mongols themselves, as well as their various subject peoples. The Kingdoms player controls various independent states and rebels who are opposed to the Mongols. The Mongol player, representing a single, centralized empire, has more direct control over his forces. The Kingdoms player, representing a range of sometimes competing powers, will find the game system causes various subordinate forces to enter and exit from his control at different times. Both player's forces are represented by military units and stratagem markers. Players must use a combination of military strength and cunning strategy to expand their power or defend their independence. Each game turn represents five years. Each hex is approximately 100 miles across. Each military unit represents 10,000 – 100,000 troops, plus pack animals, camp followers, bureaucrats, etc. Each leader represents a single great person or cadre of generals and officials, plus an elite bodyguard.

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Credits

Designers

1
Joseph Miranda

Publishers

1
Decision Games (I)

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