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Pax Pamir: Second Edition
Year
2019
Players
15
Play time
120min
Min age
13+
Weight
3.84
BGG rating
8.12
BGG rank
#53
Best with
4

Local copies

Rating: 9.0

MeepleMates notes for Pax Pamir: Second Edition

Public snippets combine board game metadata with MeepleMates play history so visitors can evaluate the game for real group play and game night planning.

  • Pax Pamir: Second Edition is available as a public board game page on MeepleMates for group planning and collection tracking.
  • Best with 4 player according to player poll data.
  • BoardGameGeek average rating 8.12 and BGG rank #53.
  • Groups use this page to connect Economic, Educational, Negotiation metadata with real play history, ratings and game night notes.
  • Recommended player counts include 1, 2, 3, 5.
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.

Categories

EconomicEducationalNegotiationPost-NapoleonicPolitical

Mechanics

Hand ManagementScore-and-Reset GameTagsOpen DraftingArea Majority / InfluenceArea MovementSimulationIncrease Value of Unchosen ResourcesSolo / Solitaire GameAction PointsTake ThatNegotiationBriberyAuction: Dutch

Best with how many players

1
Recommended
2
Recommended
3
Recommended
4
Best
5
Recommended
5+
Not rec.

Community votes from BoardGameGeek

Language dependence

Moderate in-game text(11 of 19 votes)

Sub-rankings

  • Strategy Game Rank#42

Videos

YouTube2

BoardGameGeek11

External data

No Wikidata data is stored for this game yet. If the scheduled enrichment has run recently, Wikidata probably has no BGG mapping for it.

Latest Wikidata run: ok · 08/08/2026.

Links