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Livraison gratuite : Québec = 125$ et plus avant taxes. Ontario = 150$ et plus avant taxes. Autres provinces = 300$ et plus avant taxes.
Livraison gratuite : Québec = 125$ et plus avant taxes. Ontario = 150$ et plus avant taxes.

Pax Pamir: Seconde Édition (French) - USED

Original price 100.00$ CAD - Original price 100.00$ CAD
Original price
100.00$ CAD
100.00$ CAD - 100.00$ CAD
Current price 100.00$ CAD
+ Taxes
Availability:
Only 1 left

Cueillette en magasin

106 boul. René-Lévesque Ouest à Québec
Habituellement prête en 1 heure

Livraison gratuite Québec et Ontario*

125$ avant taxes (QC) et 150$ avant taxes (ON). Ailleurs au Canada voir les modalités. Commandes traitées en moins de 24h!

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Cole Wehrle
Cole Wehrle
Wehrlegig Games
1 to 5
13 years and older
45 to 120 minutes
Economic, Educational, Negotiation, Political, Post-Napoleonic, Spies/Secret Agents
Action Points, Area Majority / Influence, Area Movement, Auction: Dutch, Hand Management, Increase Value of Unchosen Resources, Negotiation, Open Drafting, Score-and-Reset Game, Simulation, Solo / Solitaire Game
Great

DESCRIPTION

***WARNING, GAME USED ***

In Pax Pamir, players take on the role of 19th-century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often refer to this period as "The Great Game" because of the role played by Europeans who attempted to use Central Asia as a stage for their own rivalries. In this game, these empires are viewed strictly from the perspective of the Afghans who sought to manipulate the Ferengi (foreigners) for their own interests.

In game terms, Pax Pamir is a fairly simple board builder. Players spend most of their turn 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 map and provides access to additional actions that can be taken to disrupt other players and influence the course of the game. This last point is worth emphasizing. Although everyone constructs 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 themselves into coalitions. Throughout the game, the dominance of different coalitions will be assessed by players when a special card, called a "Dominance Check", is resolved. If only one coalition has a command lead during one of these checks, players loyal to that coalition will receive victory points based on their influence in their coalition. However, if Afghanistan remains fragmented during any of these checks, players will instead receive victory points based on their personal power base.

After each domination check, victory is verified and the game will be partially reset, giving players another attempt at realizing their ambitions. The game ends when a single player is able to gain a lead of four or more victory points, or after the fourth and final dominance check is resolved.