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Wehrlegig Games  |  SKU: WGG101

Pax Pamir (Second Edition)

$99.95 CAD
This item is available for pre-order. Orders will be fulfilled in order received. We will contact you if the item is unavailable.

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Description

Designer Cole Wehrle
Publisher Wehrlegig Games
Players 1-5
Playtime 45-120 mins
Suggested Age 13 and up
Accessory Pax Pamir - Metal Coins
Honors 2020 SXSW Tabletop Game of the Year 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

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.

Customer Reviews

Based on 17 reviews
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H
Hesam Ghoreishi
Great Game

One of my favourite games.

J
Jacques

Arrived in pristine condition

J
Jeremy Plante
A Gem!

This game is unique and challenging. It's not for the feint of heart. You need to be ready to pivot your strategy on a dime as the end game condition is looming and threatening.

T
Thomas C Girard
Amazingly deep.

Simple rules and deep gameplay. The solo mode designed by Ricky Royal is a formidable opponent. Not to mention the top teir production values. You'll be amazed at these components.

R
Ryan Krebs
One of the great masterpieces of game design

Even if you don't have much (or any) knowledge of the historical period presented, this game is amazing at bringing about an understanding of empires and history itself, while playing an extremely fun and unique game. One of the best I've ever played.