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Boardgames

Pax Pamir: Second Edition

In Pax Pamir, players become Afghan leaders in the 19th Century, manipulating rivalries to form new states. A strategic game of alliances, influence, and power plays awaits!

120
minutes

1 - 5
player(s)

Medium Heavy

About the game

Pax Pamir: Second Edition is a captivating, strategy-focused board game set in 1823, amidst the political and power struggles of Afghanistan. This game is a historically-driven representation of the Afghan power struggle during the Great Game, a political conflict between the British and Russian Empires.

The theme of this game is a reflection of the volatile political landscape of the time, with players representing Afghan leaders aiming to forge a new state after the collapse of the Durrani Empire. The game’s setting provides a rich historical context, which enhances the immersive gameplay experience.

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Setup and rules summary

Game components Unboxing the fun!

Pax Pamir: Second Edition is a beautifully designed board game with a complex set of game components. Each component has a specific purpose and interaction within the game. The following components are included in the game:

1. Game Board: The game board represents a map of Afghanistan. It features a number of regions, each with their own set of resources and political influence. The game board is where players will place and move their pieces to gain control over different regions.

2. Game Cards: The game cards represent various historical events, personalities, and political shifts that affect the course of the game. Players use these cards to influence the balance of power in the game, gain resources, and affect other players’ positions.

3. Wooden Blocks: These blocks represent the armies and roads of the players. The armies are used to exert control over regions on the board, while the roads are used to connect different regions together.

4. Player Mats: Each player has a mat that represents their political faction. The mat keeps track of the player’s resources, alliances, and influence.

5. Resource Tokens: These tokens represent the various resources players can collect and use throughout the game. This includes gold, which is used to pay for actions, and influence, which is used to gain control over regions.

6. Cylinder Tokens: These tokens represent spies placed by the players to influence other players’ actions and to gain information.

7. Loyalty Tiles: These tiles represent the alliances that players can form with the different political factions in the game. Forming an alliance with a faction can grant a player access to special abilities and resources.

8. Market Board: The market board is where players can buy and sell resources and actions. The market board is divided into different sections that correspond to the different types of resources and actions available.

9. Rulebook: The rulebook contains the complete rules for the game, including how to set up the game, how to play, and how to win. The rulebook also contains background information about the historical context of the game.

10. Wooden Ruler: The wooden ruler is used to measure control and influence in each region. It is an essential tool for determining the balance of power in the game.

11. Cloth Bag: The cloth bag is used to randomly draw blocks during the game. This adds an element of chance to the game, making it more unpredictable and exciting.

Game setup Lay it out, line it up, let’s go

Pax Pamir: Second Edition is a strategic board game set in 19th century Afghanistan. The game is for 1-5 players and takes around 45-120 minutes to play. Here’s a detailed guide on how to set up the game:

Step 1: Player Roles

Each player represents a different Afghan faction vying for political control. The roles are not distinct, which means all players have the same abilities and opportunities.

Step 2: Board Placement

Place the game board in the center of the table where all players can reach it. The board represents a map of Afghanistan and its neighbors, divided into regions. Each region has a card slot for placing cards.

Step 3: Market Setup

Shuffle the deck of cards and place them near the board to form a draw pile. Draw the top five cards and place them in a row next to the deck to form the market. The market allows players to purchase cards that give them special abilities, allies, or events that can change the state of the game.

Step 4: Player Pieces and Initial Resources

Each player chooses a color and collects the corresponding pieces: 10 tribe tokens, 8 spy tokens, and 6 army tokens. Each player also receives 4 rupees as their starting wealth. The remaining rupees form the bank.

Step 5: Initial Loyalty

At the start of the game, players have no loyalty. Loyalty is earned during gameplay by purchasing cards from the market that align with one of the four major powers: Britain, Russia, Afghanistan, or Persia.

Step 6: Initial Player Order

Determine the initial player order randomly. The first player takes the first player marker.

Step 7: Random Elements

Every game of Pax Pamir is different due to the random draw of market cards and the shifting allegiances of the players. The order of the cards in the deck and the decisions players make throughout the game create a unique political landscape each time you play.

Once the game is set up, you are ready to begin playing Pax Pamir: Second Edition. Enjoy the strategic choices, political maneuvering, and historical context of this engaging game.

Game flow Round and round we go

In Pax Pamir: Second Edition, players attempt to build a dominant force in Afghanistan by using political leverage, military force, and economic means. The game is structured in rounds with each round consisting of a series of turns taken by players. The game ends when either one player meets the victory conditions or no loyalty cards are left in the market deck.

Turn Structure:

During their turn, a player can take one of the following actions:

  • Play: The player selects a card from their hand and plays it.
  • Purchase: The player buys a card from the market and adds it to their hand.
  • Move: The player moves their spies or armies on the game board.
  • Battle: The player initiates a battle against another player’s forces.
  • Explore: The player draws cards from the market deck.

Check Phase:

After each player has taken their turn, a check phase is conducted. During this phase, the following actions are performed:

  1. Check for Dominance: If a dominance check is triggered, a dominance check is performed to see which player has the most influence over the current dominant coalition.
  2. Refresh Market: If the number of cards in the market is less than the number of players plus three, more cards are drawn from the market deck and placed in the market.

Dominance Checks:

When a dominance check is performed, players calculate their score based on the number of blocks and cylinders they have on the board, and the player with the highest score is declared the winner of the dominance check. If no player has a clear majority, the player with the most loyalty to the dominant coalition wins the dominance check.

End of Game:

The game ends when either a player meets the victory conditions or no loyalty cards are left in the market deck. The player with the highest score is declared the winner.

Players'turn One turn to rule them all

Pax Pamir: Second Edition is an intricate board game where each player’s turn plays a crucial role in the overall gameplay. During a player’s turn, they can take the following actions:

1. Purchase a Card:

  • From Market: The player can purchase a card from the market, with the cost depending on the card’s position. This costs one action per card, but the first card is always free.
  • From Hand: The player can also purchase a card from their hand, which costs one action regardless of the card’s position.

This action allows the player to strategically influence the game by obtaining cards that benefit their position.

2. Play a Card:

  • From Hand: The player can play a card from their hand onto their tableau, which costs one action.
  • From Market: The player can play a card directly from the market to their tableau, costing two actions.

Playing cards is a key strategic decision as it dictates the player’s capabilities in the game. Cards can provide troops, spies, roads, and other advantages that can be used to manipulate the game state.

3. Move a Road or Army:

  • Move Road: The player can move a road to an adjacent region, costing one action.
  • Move Army: The player can move an army to an adjacent region, costing two actions.

Proper movement of roads and armies can help players gain control over important regions and block opponents’ progress.

4. Attack:

  • The player can choose to attack an opponent’s piece in the same region as their army. This costs two actions.

Attacking can be used strategically to weaken opponents and strengthen the player’s position on the board.

5. Gift:

  • The player can give a gift to the dominant coalition by placing a card from their hand onto the loyalty space of the coalition’s board. This costs one action.

Gifting can be a strategic choice to increase loyalty points, potentially leading to victory.

6. Betray:

  • The player can betray a card in an opponent’s tableau or an opponent’s spy in the same region as their spy. This costs two actions.

Betrayal can drastically alter the game state and can be used as a strategic move to disrupt opponents’ plans.

In conclusion, each action in Pax Pamir: Second Edition offers a strategic choice that can significantly impact the game. Players must carefully consider their options and make decisions that will help them gain influence and control over the region.

End of the game All good games must come to an end

Pax Pamir: Second Edition is a strategic board game where players aim to build a dominant power in a volatile, war-torn Afghanistan. The game ends in one of two ways:

  • Victory Check: This occurs at the end of any round where at least one player has four or more loyalty points to a single coalition, and that coalition has more blocks on the map than any other coalition. At this point, the player with the highest total influence in the dominant coalition wins. If there’s a tie for influence, the tied player with the most spies breaks the tie. If there’s still a tie, the tied player with the most rupees breaks the tie.
  • Final Card: The game also ends immediately when the final card from the market deck is purchased or discarded. In this case, the player with the highest total influence in the dominant coalition wins, following the same tie-breaking rules as above.

Before the final scoring, players must complete the following actions:

  1. Remove all of their court cards that don’t match their dominant coalition from their court.
  2. Add up the total influence from their remaining court cards and any bonuses from their loyal cards.
  3. Add any influence from having the largest tribe in a region.
  4. Add any influence from gifts given to them by other players.

Note that if no player is loyal to the dominant coalition or if no coalition has more blocks on the map than any other, then the game ends without a winner.

Scoring Did you outsmart your rivals?

Pax Pamir: Second Edition is a complex and interactive board game where the scoring system is based on a variety of factors. The main goal is to maintain the most influence over the region’s dominant coalition while also controlling key areas on the board.

The scoring system works as follows:

  • Coalition Points: At the end of each round, players score points based on their loyalty to the dominant coalition. Players receive points equal to the number of blocks their coalition has on the board minus one.
  • Card Points: Players can also score points from cards in their tableau. Each card has a number of stars, and each star represents one point.
  • Gift Points: Players may receive points from gifts. Each gift a player has is worth one point.

In the event of a tie, the tie-breaking rules are as follows:

  1. The player with the most total blocks (from all coalitions) on the map wins the tie.
  2. If there is still a tie, the player with the most spies on the board wins.
  3. If there’s still a tie, the player with the most rupees wins.
  4. If a tie persists, the player who took their turn first in the game is the winner.

Please note that scoring and tie-breaking in Pax Pamir: Second Edition can be complex and dependent on the specific circumstances of the game. Always refer to the game’s rulebook for the most accurate information.

Particular Cases and Exceptions Wait… is that legal?

Pax Pamir: Second Edition is an interactive strategy game designed for 1 to 5 players. While the game is easy to learn, there are a few special rules and exceptions that players should be aware of. Below are some of the key clarifications:

1. Dominance Checks:

  • During a Dominance Check, if no coalition has dominance, the game rewards players based on the number of blocks and cylinders they have on the map, not cards in their court. This is a common misunderstanding among new players.
  • Remember, a Dominance Check card cannot be purchased if there is already one in the market. This prevents multiple Dominance Checks from occurring in quick succession.

2. Loyalty:

  • Players may shift their loyalty at any time during their turn. However, they cannot change loyalties during other players’ turns. It’s important to plan ahead with this rule in mind.
  • If you shift your loyalty, you do not lose your court cards of previous loyalty, but they will no longer contribute to your influence until your loyalty shifts back.

3. Card Actions:

  • When a card with an action is played, the action must be taken immediately. The action cannot be saved for later or ignored.
  • Some cards have a ‘Free Action’ which can be played at any time during your turn, not just when the card is played.

4. Spy Placement and Assassination:

  • Spies are placed on cards, not on provinces. They are used to target specific cards in an opponent’s court for assassination, not for controlling provinces.
  • When assassinating, the spy and the target card are both discarded. If the target card has any spies on it (including your own), they are also discarded.

5. Ruling a Province:

  1. To rule a province, you must have more tribes in the province than any other single player and more than the total number of armies currently in that province, regardless of who controls them.
  2. Having armies in a province does not contribute to ruling it. This is another common point of confusion.

6. Game End:

  • The game ends immediately when the fourth Dominance Check is resolved or when the draw deck is exhausted and a player needs to draw a card.
  • If the game ends due to the draw deck being exhausted, the player with the most victory points wins the game, regardless of the state of dominance.

Tips and tricks Play smarter, not harder!

Pax Pamir: Second Edition is a highly strategic and deeply thematic board game. To help you master this challenging game, we’ll walk you through some advanced strategies, beginner tips, common mistakes to avoid, and ways to optimize gameplay.

Advanced Strategies:

  • Focus on Loyalty: One crucial aspect of Pax Pamir is loyalty. Players need to commit to a faction early in the game and work to strengthen it. This can provide a substantial advantage in the mid to late game.
  • Control the Map: Often, the player who controls the most significant number of areas on the map will be in a powerful position. Invest in cards that allow you to expand your influence and territory.
  • Monitor Other Players: Keep a close eye on your opponents’ actions. If they are building up a strong military force, it might be wise to focus on political or economic strength to counterbalance their strategy.

Beginner Tips:

  • Learn the Cards: Familiarize yourself with the different types of cards and their abilities. This will help you formulate a strong strategy and understand the potential moves of your opponents.
  • Balance Your Approach: It’s important not to focus too heavily on one aspect of the game. A balanced approach, giving due attention to politics, economy, and military might, will make you a formidable opponent.
  • Play the Long Game: Don’t be tempted to overspend your resources in the early stages. Save some for the mid to late game as well.

Common Mistakes:

  1. Ignoring Unpopular Factions: Often, beginners ignore the unpopular factions. However, these factions can become powerful later in the game, and being loyal to them can provide significant advantages.
  2. Overlooking the Importance of Spies: Spies can provide a lot of information and can disrupt your opponents’ strategies. Don’t underestimate their value.
  3. Not Adapting Strategies: Many beginners stick to one strategy throughout the game. But it’s important to adapt your strategy based on the changing dynamics of the game.

Optimizing Gameplay:

  • Understand the Scoring System: To optimize your gameplay, you need to understand the intricacies of the scoring system. The more you understand how points are awarded, the better you can strategize to maximize your score.
  • Utilize All Cards: Make sure to utilize all your cards and take full advantage of their abilities. Every card can potentially turn the tide of the game in your favor.
  • Play Multiplayer Games: Pax Pamir is best enjoyed in a multiplayer setting. The dynamics and strategies become much more complex and engaging when there are more players.