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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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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AmassGames
Odd, area control, resource manager highly variable powered swinging multi hour Saga Google AmassGames for 2,500 more www.youtube.com/AmassGames
Abdul
An excellent entry point into the Pax series. While Pax Ren forces you to work to get fun out of it, Pamir is immediately entertaining and accessible. It is a lot more chaotic and swingy though. I have seen a couple of games finish very abruptly due to how the cards came out, rather than clever play. More often than not though, games of Pamir will be tense build ups of players eking out slight advantages over each other, punctuated by explosive moments where the board state is altered radically. A memorable experience.
Alan Stern
Wow. I like Pax Renaissance, but Pax Pamir is so much easier to follow and explain. The board makes more sense. The actions are easier to grok and the gameplay is relatively quick. The heart of this is in the card play and tableau building, but that's just what enables the things that actually matter. I really like how things that seem like they would be important or critical (for example, ruling a region) actually aren't. The most important thing is either to be in the winning alliance and have influence with them OR to have lots of your discs out and about. Those are two *very* different goals and I can see how the card play, especially the events, pushes and pulls on enabling the two different scorings. Very deep interrelated actions and consequences that stem from very simple actions driven by the cards. So cool! At heart, this becomes area control-ish in terms of influence over the alliances (and alliance power is pieces on the board, which can be kept in check through battles and placement) but that might not matter at all! Just wow. Lots of player interaction here and plenty of opportunities for big swings. A really fun game that will be different each time you play. Strongly recommended.