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Pax Pamir Second Edition
Pax Pamir Second Edition
Vendor: Board Games
Product Type :
From the designer of Root!
Swing the tides of "The Great Game" as countries vie for control of Afghanistan.
1-5 Players | 45-120 Mins | Ages 13+
Features: Action Points, Area Majority / Influence, Area Movement, Auction: Dutch, Hand Management
Theme: Economic, Educational, Negotiation, Political, Post-Napoleonic, Spies/Secret Agents
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.
AWARDS & HONORS
- 2022 Gra Roku Expert Game of the Year Winner
- 2022 Gra Roku Expert Game of the Year Nominee
- 2022 Gra Roku Advanced Game of the Year Nominee
- 2022 Geek Media Awards Hardcore Game of the Year Winner
- 2022 Geek Media Awards Hardcore Game of the Year Nominee
- 2020 SXSW Tabletop Game of the Year Nominee
- 2019 The Golden Elephant Award Finalist
- 2019 Meeples' Choice Nominee
- 2019 Golden Geek Most Innovative Board Game Nominee
- 2019 Golden Geek Board Game of the Year Nominee
- 2019 Golden Geek Best Strategy Board Game Nominee
- 2019 Golden Geek Best Solo Board Game Nominee
- 2019 Golden Geek Best Board Game Artwork & Presentation Nominee
- 2019 Cardboard Republic Daredevil Laurel Winner
- 2019 Cardboard Republic Daredevil Laurel Nominee
- 2019 Board Game Quest Awards Best Strategy/Euro Game Nominee
Card Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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