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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
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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ajpl
The game that made me into a Cole Wehrle fanboy. Probably my favorite of the Pax games, Pamir is excellent at all its player counts despite presenting wildly different gameplay at each number (2p is a tight, chess-like knife fight balanced on a razor's edge, 3p pulls off a delicate balance between an odd player count in a way that many games fail to achieve, 4p shines a spotlight on the highly entangled problem of coalition management, etc).
agentpatman
This is definitely one of those games you have to play at least one time to understand how things are connected. I thought I got it but there were likely quite a few mistakes and things I missed due to the intricate nature of the game. The main mechanism of the game is area control and utilizing cards to manipulate the map. You only play with about half of the deck which means each game is going to be to pretty different although the core idea of what you are trying to do each game will be the same. There are many ways to manipulate the board by utilizing spys to take out key locations which removes tokens, or straight up moving and attacking. You can also try to obtain majority in a location to start collecting money or taxes to deplete your opponents funds. This is definitely a game that can and should be played mean, at at two players will be zero sum. That said it did work really well at two players but you will obviously miss the chaos and different powers expanding or collapsing at lower player counts. The favored faction is also very interesting as you can get a lot of free actions and you will want to shut that strategy down as fast as possible on your opponents. Money is readily available on the board but you have to spend precious actions to get it. A lot of the powers will depend on the cards and since this is a very tactical game the tactics you use each game will change. The spies I mentioned before can also shut down powerful cards your opponent have and sometimes you need to battle over the card to take it out of play. There is some definite depth here and feels very chess like in making moves and counter moves. I think there are a few flaws in the game, but not deal breakers. The rules could be improved it starts by teaching you concepts which is good but moves into learning about cleanup and other things which causes you to learn about topics out of turn. We kept having to read further and further to try and understand what we already read. There is also very few reminders throughout the rules and the game as well. For example the player boards say to perform cleanup but without the 5 steps that are actually part of cleanup. They also spend a lot of space to remind you of the ability to purchase a card or play one which is the easiest to remember. I wish the player boards were a little bigger and covered all aspects or there was an additional few cards that the players got to remind all the details. Instead you get to share what little exists. I did not play a physical copy so what I can see is very well produced. My other complaint is the exclusivity of it and I am not sure how that benefits anyway. There is no retail distribution and because of how high end it was produced it will come at a cost. I wish it was a little more accessible and cheaper so people could enjoy this game. The historical text on the cards and manual is a plus as it is very interesting to learn about the theme. While the pieces are abstract the theme does shine through in the cards. It is one of the few area majority games that works at two so I hope I can find where to pick this up.
andrelemoine
This game feels original and was much more fun than I expected. I loved how allegiances are frequently shifting and players frequently make surprising moves that shift the balance of power. I also like that games end as soon as one player is winning by 4 points so it can lead to a quick game if players are careless.