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Pax Pamir: Second Edition box art
2019 Ranked #41

Pax Pamir: Second Edition

A competitive political tableau game where Afghan leaders build courts, join coalitions, and maneuver for influence in nineteenth-century Afghanistan. Dominance checks can reward either a leading coalition or personal power, forcing loyalties to remain flexible.

Strategy Games Economic Educational Action Points Area Majority / Influence

Players

1-5

Play time

45-120 min

Age

13+

Complexity

3.84/5

Rating

8.22

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Pax Pamir, players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Pax Pamir, players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period "The Great Game" because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game, those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes. In terms of game play, Pax Pamir is a pretty straightforward tableau builder. Players spend most of their turns purchasing cards from a central market, then playing those cards in front of them in a single row called a court. Playing cards adds units to the game's map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. Though everyone is building their own row of cards, the game offers many ways for players to interfere with each other directly and indirectly. To survive, players will organize into coalitions. Throughout the game, the dominance of the different coalitions will be evaluated by the players when a special card, called a "Dominance Check", is resolved. If a single coalition has a commanding lead during one of these checks, those players loyal to that coalition will receive victory points based on their influence in their coalition. However, if Afghanistan remains fragmented during one of these checks, players instead will receive victory points based on their personal power base. After each Dominance Check, victory is checked and the game will be partially reset, offering players a fresh attempt to realize their ambitions. The game ends when a single player is able to achieve a lead of four or more victory points or after the fourth and final Dominance Check is resolved.

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–5
Best with
1–5
Play time
45–120 min
Age
13+
Complexity
3.8/5
Credits and catalog connections

Credits

Designers

1
Cole Wehrle

Artists

1
Cole Wehrle

Publishers

1
Wehrlegig Games

Linked items

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