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Gamehelppaxpamir

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Revision as of 11:42, 3 September 2024 by Cheynio (talk | contribs) (clarified game ending)
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Overview

In Pax Pamir, each player assumes the role of a nineteenth-century Afghan leader 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

To win the game, have the most victory points by the time the last Dominance Check is triggered, or be in the significant lead when any Dominance Check is triggered.


Starting Loyalty

As part of setup, everyone must choose their loyalty

This affects what cards you can play into your court, as some cards can only be played into your court if their loyalty (as shown by the colour banner) matches your own. Otherwise, you will have to change loyalties, which comes at a cost (see "Loyalty and Influence" below).


Turn

On your turn, you may take 0-2 actions (plus any free actions) then Cleanup

The three action types are: Purchase, Play, Card Action

Purchase Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. (If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first.)

If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.

Play To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, you have to pay them rupees equal to the number of tribes they have in that region in order to play the card. The ruler can choose how much of the full cost the active player has to pay, from 0% to 100%.

If the criteria to play is met, you may play the card either to the far left or far right of your current Court row. (If the card is a Patriot that doesn't match your Loyalty, see "Loyalty and Influence" below.)

Finally, resolve all Impact Symbols.

Card Action After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn.

Some actions are free, only taking an action point, whilst others have additional costs such as rupees.

Spies on cards have to be paid rupees to the owner in order to use them, the cost is equal to the number of spies of the same player. (i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.)


Impact Symbols

A Camel has you place a road coalition block on a border of the card's region

A Jezail has you place an army coalition block on the card's region

A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see "Cards")

A Cylinder on Card has you place a Spy Cylinder on a matching region card in any player's court

A Crown has you place a Tribe Cylinder on the card's region

All the Suits have you to change the Favoured Suit

Card Actions

There are 6 main action types cards may provide

Tax Take Rupees equal to the card's rank from a player you share a region with (Economic Stars can counter this). If you can't tax another player, you can tax the market.
Gift Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees
Build Place up to three armies or roads or combination of, at a cost of 2 rupees each
Move Based on the card's rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player's court and even jumping to the next player's court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.
Betray For 2 Rupees, discard a card from your or an opponent's court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see "Loyalty and Influence"). This may also trigger the Leverage icon for the original owner.
Battle Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).


Cleanup

Check you aren't over Hand or Court Limit

If there are any Event cards in the left-most spot in the Market, discard them and resolve their Impact Event for all Players

If there were any rupees on these cards, they stay lingering in the empty spaces

Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own

Draw new Market cards into the now-empty rightmost spots in the Market

If one of the new cards was a Dominance, check to see if it's the only Dominance

If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces


Dominance Check

To be successful, a single coalition must have the most blocks in play and four more than any other coalition.

If unsuccessful, the player with the most cylinders in play scores 3 points and the player with second most scores 1 point.

If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.

The fourth dominance check scores double points.

In the case of a tie, tied players add up the victory points for the tied places and then divide that number by the number of tied players (rounding down). For example, in a dominance check where there is a winning coalition, if two players both have the second most amount of loyalty, they would each get 2 points (3 + 1 divided by 2).

Court & Hand Limits

During your turn, your court can contain any number of cards

However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded

Likewise, your hand can contain any number of cards during the turn

However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded


Stars

★ Economic Stars reduce taxation

★ Military Stars provide a tie-breaker for end game

★ Political Stars increase size of Court

★ Intelligence Stars increase size of Hand


Loyalty and Influence

How loyal you are to a country is measured in influence points

This is calculated as 1 + Patriots + Prizes + Gifts

To alter Loyalty, gain an influence point in the new Loyalty (through a Patriot or Prize) then discard ALL Gifts, Patriots, and Prizes previously accumulated


Ruling a Region

To rule a region, you must have one tribe there and more ruling pieces than any other

Once a ruler, you have the following bonuses

• You may take the Build action

• You have Tax Privilege

• You can Extract Bribes


Overthrow Rule

If you lose your last tribe in a region, all Political cards you own from that region must be immediately discarded

Likewise, if you lose your last Political card from a region, you must immediately remove all of your tribes from that region


Cards

Cards may have multiple actions on them, but only one of these actions may be taken per turn

If you need to discard a card with a spy, this is returned to its owner

If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too

If you lose the last tribe in a region, all political cards associated with that region are also discarded

If you lose the last political card associated with a region, all tribes in that region are also discarded


Suits

There are four suits in the game, and one suit is always shown as favoured, starting with Political (purple) but this will change throughout the game

Economic
(Yellow)
Protect against taxation, manipulate rupees and piece movement
Military
(Red)
Manage armies and form coalitions
Political
(Purple)
Consolidate power and determine card playability
Intelligence
(Blue)
Manage diplomacy and compromise enemies

Whichever suit is currently the Favoured Suit allow those cards to take a single action without counting against the turn's two-action limit

If Military is Favoured, purchasing cost of cards is doubled whilst Favoured


Game End

After a Dominance Check, if a player is at least 4 points ahead of everyone else, that player immediately wins

After the fourth Dominance Check card is resolved, the player with the most points wins

If there's a tie, the tie-breakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal