From the award-winning game designer of Root and Oath, Cole Wehrle brings you into an interactive history lesson about life on the edge of empire.
For generations the Durrani Empire held the region together. Now, their authority has collapsed. Rivals both old and new have emerged from the shadows. It's up to the players to see if a fledgling Afghan state might come into being.
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.
Players will build their Tableau by purchasing cards from a central market and playing those cards into their "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. In this, the game offers many ways for players to interfere with each other directly and indirectly.
To survive, players will organize into coalitions; If a single coalition has a commanding lead then 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.
Each copy of Pax Pamir: Second Edition (English) includes:
A beautiful cloth map36 heavy resin blocksNearly 150 unique cards with period artWooden player pieces and screen-printed ruler tokensFully automated AI opponentPunch board coins, player aids and more
No. of Players: 1 to 5
Min. Age: 13