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Pax Pamir: Second Edition (Kickstarter)
45m - 120m
1 - 5 Players
Ages 13+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Spies/Secret Agents
80.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Thematic
Ελληνικα Παιχνιδια
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Andy Pain
Played Tim's copy 4 handed - much better than first edition (easier to flex your hand and court). It's a great game but so far I'm still trying to overcome the end game surge of double points for last dominance check
aaj94
Pax Pamir is the intersection of all my favorite aspects of gaming: 1) high-interaction mechanics creating a player-reliant metagame 2) a setting that is little talked about, and yet, having lived there, a part of the world that I am very interested in, and 3) simply jaw-dropping production values, that really enhance the ability of the game to transport you to 19th century Central Asia. In a nutshell, you play as local warlords trying to play the three major powers of the region (Britain, Russia, and the Afghan empire itself) against one another for your own personal gain. You may find, as I did in our most recent game, that taking a few turns as an ally of each major power nets you the win. The game is framed as a series of four dominance checks, which can be successful or unsuccessful. If successful, one of the empires has dominated the board, and allies of that empire are rewarded according to their loyalty. But if no one empire manages to claim a big enough chunk of the board, then the dominance check is unsuccessful, and players are instead rewarded for how personally successful they have been at dispersing their own tribesmen and spies. Pax Pamir is not for everybody: it's long, and exhaustingly political. You will rarely have a runaway leader -- in fact, early leads will vanish if you make yourself a target (the game is much like [thing=30645]Tammany Hall[/thing], in that regard). The market is prone to manipulation and it's possible to find yourself way behind with little recourse to catch the 2 or 3 contenders in the front. Gamesmanship is the skill you'll need to employ to come out ahead. And yet, Pamir is worth the extra effort put into it. I ache to play this 10, 20, 100 times and still be teasing out intricacies in its structure. While the market can make it difficult to accrue the patriots you need, assassinations and influence can go a long way in currying the favor of one of the empires. The fourth dominance check being worth double points means that no one -- not even the last place player -- is truly out of the fight. Pax Pamir is a masterpiece. It occupies a totally unique slice of my gaming collection, and I don't expect that it will ever be replaced in my estimation. Pax Pamir is my current #3 game and I am thrilled to rate it a [BGCOLOR=#00CC00] [b]10.0[/b] [/BGCOLOR]. I hope to play it much, much more soon.
adamw
It is an odd bird of a game with twisting, interlocked and maybe even nutty combinations of cards and components knocking together around a foggy history of conflict. I like it - played it enough to know that. It has some swinginess - played it enough to know that too. And I guess I rather like the weirdness that is happening in and around the game. Cards flow around in eclectic disarray as allegiances swap and switch at unexpected (or planned?) times. Yes, an odd bird indeed!