From 5711adf3ef2c1e702849067ec3f68b04bd904c21 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Fri, 22 Apr 2022 20:51:50 +0200 Subject: Rules, PAC and Card gallery. --- info/cards.html | 196 ++++++++++ info/pac.html | 109 ++++++ info/pac.jpg | Bin 0 -> 189860 bytes info/rules.html | 1096 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ info/rules1.jpg | Bin 0 -> 63119 bytes info/rules10.jpg | Bin 0 -> 26566 bytes info/rules11.jpg | Bin 0 -> 21879 bytes info/rules12.jpg | Bin 0 -> 42250 bytes info/rules13.jpg | Bin 0 -> 53517 bytes info/rules14.jpg | Bin 0 -> 28503 bytes info/rules15.jpg | Bin 0 -> 18693 bytes info/rules16.jpg | Bin 0 -> 6722 bytes info/rules17.jpg | Bin 0 -> 5539 bytes info/rules18.jpg | Bin 0 -> 5710 bytes info/rules19.jpg | Bin 0 -> 5539 bytes info/rules2.jpg | Bin 0 -> 28390 bytes info/rules20.jpg | Bin 0 -> 8911 bytes info/rules3.jpg | Bin 0 -> 35490 bytes info/rules4.jpg | Bin 0 -> 7970 bytes info/rules5.jpg | Bin 0 -> 46602 bytes info/rules6.jpg | Bin 0 -> 19954 bytes info/rules7.jpg | Bin 0 -> 34628 bytes info/rules8.jpg | Bin 0 -> 11777 bytes info/rules9.jpg | Bin 0 -> 18298 bytes 24 files changed, 1401 insertions(+) create mode 100644 info/cards.html create mode 100644 info/pac.html create mode 100644 info/pac.jpg create mode 100644 info/rules.html create mode 100644 info/rules1.jpg create mode 100644 info/rules10.jpg create mode 100644 info/rules11.jpg create mode 100644 info/rules12.jpg create mode 100644 info/rules13.jpg create mode 100644 info/rules14.jpg create mode 100644 info/rules15.jpg create mode 100644 info/rules16.jpg create mode 100644 info/rules17.jpg create mode 100644 info/rules18.jpg create mode 100644 info/rules19.jpg create mode 100644 info/rules2.jpg create mode 100644 info/rules20.jpg create mode 100644 info/rules3.jpg create mode 100644 info/rules4.jpg create mode 100644 info/rules5.jpg create mode 100644 info/rules6.jpg create mode 100644 info/rules7.jpg create mode 100644 info/rules8.jpg create mode 100644 info/rules9.jpg diff --git a/info/cards.html b/info/cards.html new file mode 100644 index 0000000..6da22a5 --- /dev/null +++ b/info/cards.html @@ -0,0 +1,196 @@ + + + +Pax Pamir Cards +PAX PAMIR + + + + +

Kabul

+

+ + + + +

+ + + +

+ + + + + + + +

+ + + + +

Punjab

+

+ + + + + + +

+ + + + +

+ + + +

+ + + + + + + + + +

Kandahar

+

+ + + +

+ + + + +

+ + + + +

+ + + + + +

Herat

+

+ +

+ + + + +

+ + +

+ + + + + + + + +

Persia

+

+ + + + + + +

+ + + + +

+ + + + +

+ + + + +

Transcaspia

+

+ + + + + +

+ + + + +

+ + + +

+ + + + + +

Dominance Checks

+

+ + + + + +

Events

+

+ + + + + + + + + + + + diff --git a/info/pac.html b/info/pac.html new file mode 100644 index 0000000..34e627c --- /dev/null +++ b/info/pac.html @@ -0,0 +1,109 @@ + + + +Pax Pamir Player Aid + + + + +

+ +
+ + diff --git a/info/pac.jpg b/info/pac.jpg new file mode 100644 index 0000000..17adc98 Binary files /dev/null and b/info/pac.jpg differ diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..8525c42 --- /dev/null +++ b/info/rules.html @@ -0,0 +1,1096 @@ + + + +Pax Pamir Rules + + + + + + +
+

Pax Pamir: Second Edition

+

Rules of Play

+

In Pax Pamir, each player assumes the role of a nine-

+

teenth-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. 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 gameplay, Pax Pamir is a pretty straightfor-

+

ward tableau builder. Players will spend most of their

+

turns purchasing cards from a central market and 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, both directly and indirectly.

+

To survive, players will organize into coalitions. In the

+

game, these coalitions are identified chiefly by their

+

sponsors. Two of the coalitions (British and Russian)

+

are supported by European powers. The third coalition

+

(Afghan) is backed by nativist elements who want to

+

end European involvement in the region.

+

Throughout the game, the different coalitions will

+

be evaluated when a special event card, called a

+

Dominance Check, is resolved. If a single coalition

+

has a commanding lead during one of these checks,

+

players loyal to that coalition will receive victory points

+

based on their influence in that coalition. However, if

+

Afghanistan remains fragmented during one of these

+

checks, players instead will receive victory points based

+

on their personal power base.

+
+ +
+

Favored Suit Marker

+

Loyalty Dial and Player

+

Board in each player color

+

Ruler Tokens

+

Components

+

The Map

+

The map consists of six regions. There is no limit to the

+

number of pieces that can be placed on a specific region

+

or border, and pieces belonging to different players and

+

coalitions can occupy the same region or border. The

+

map is bordered by a victory point track and spaces to

+

mark the favored suit.

+

Coalition Blocks (36)

+

Each coalition has twelve blocks in its color. What a

+

block represents depends on where it is placed. A block

+

placed in a region is called an army. If placed on a bor-

+

der, the block is called a road (it helps to set roads on

+

their side to make them stand out at a glance).

+

In general, coalition blocks only help players who are

+

currently loyal to that coalition. So, even if you helped

+

raise the army, your soldiers will not follow you if you

+

change your loyalty.

+

Cylinders (55)

+

Each player has eleven cylinders in their color. The cylin-

+

der with the gold design is used to track victory points.

+

The remaining cylinders represent different things

+

based on where they are placed. A cylinder placed in a

+

region is called a tribe. If placed on a card in a player’s

+

court, the cylinder is called a spy.

+

Unlike coalition pieces, cylinders will always be on your

+

side, even if you change loyalty.

+

Money Supply (36)

+

There are 36 coins in the game. Each is worth a single

+

rupee. Unlike other components in the game, there is

+

no hard limit to the number of coins, but it is very rare

+

to need additional coins. In Pax Pamir, rupees represent

+

political capital. During this time, political capital was

+

largely a zero sum game, and that is true as well in Pax

+

Pamir.

+

Other Pieces

+

A variety of other playing pieces perform various func-

+

tions throughout the game, including ruler tokens, play-

+

er boards, loyalty dials, and the favored suit marker.

+

British

+

Russian

+

Afghan

+

Armies are placed

+

upright in regions.

+

Roads are placed

+

sideways on

+

borders.

+

Kabul

+

Kandahar

+

Punjab

+

Transcaspia

+

Herat

+

Persia

+
+ +
+

Cards (142)

+

There are three types of cards in Pax Pamir: event cards (16), court cards (100), and Wakhan cards

+

(24 AI and 2 aid).

+

Event cards are fairly straightforward. Each has two ef-

+

fects. The bottom effect is triggered if it is purchased by

+

a player. The top effect is triggered if the card is auto-

+

matically discarded during the cleanup phase at the end

+

of a player’s turn. Players should note that four of these

+

event cards feature the same picture of the throne room

+

of the Bala Hissar; these are special event cards called

+

Dominance Checks that determine when and how victo-

+

ry points are awarded.

+

The vast majority of the cards in the game are called

+

court cards. Court cards hold a lot of information and

+

understanding them is critical to playing Pax Pamir.

+

Their anatomy is described below.

+

Wakhan AI cards are used only when playing with

+

Wakhan (page 16). Wakhan aid cards are used to store

+

her gifts and provide reminders about important rules.

+

Patriot

+

(colored bar)

+

Special Ability

+

Prize

+

Region

+

Suit and

+

Rank

+

Card-based

+

Action(s)

+

Impact

+

Icons

+

Core Anatomy

+

All court cards have these features.

+

Advanced Anatomy

+

Some court cards have these features.

+

Patriots

+

Some court cards hold strong opinions.

+

Wakhan Cards

+

Ignore these cards unless you are

+

playing with Wakhan.

+

Patriots will only

+

serve in your court if

+

your loyalties align!

+
+ +
+

Setup

+

Starting Favored Suit

+

Pax Pamir begins in a period of great political upheaval. Ayub Shah, the last of the Durrani em-

+

perors, has just been deposed. A region once unified is now on the verge of total collapse, and

+

local authorities are taking the initiative.

+

To represent this political climate, place the favored suit marker on the

+

space next to the political suit.

+

Build the Draw Deck

+

Build the draw deck using the following steps:

+

1. Separate the court cards and the event cards.

+

2. Shuffle the court cards. Create six face-down piles of court cards, each consist-

+

ing of five cards, plus one card per player. The remaining court cards will not be

+

used this game.

+

3. Remove the four Dominance Check event cards from the other event cards.

+

Place one in each of the four rightmost piles.

+

4. Shuffle the remaining event cards. Place two in the second pile from the left and

+

one in each of the remaining four piles to its right. The six remaining event cards

+

will not be used this game.

+

5. Finally, separately shuffle each of the six piles. Then, stack the piles one on top

+

of the other, so that the four piles containing the Dominance Check event cards

+

are on the bottom of the deck. Do not shuffle this combined deck.

+

Create the Market

+

In Pax Pamir, cards enter play through a market. The market is an array of 12 face-up cards, ar-

+

ranged in a grid of two rows and six columns. During setup, create this market by drawing cards

+

from the draw deck and filling each market column (top row first), starting with the leftmost

+

column. Then place the draw deck to the right of the market.

+

Take Player Pieces

+

Give each player a set of eleven cylinders, one loyalty dial, a player board, and four rupees. Place

+

one cylinder from each player on the zero space of the victory point track and the rest on each

+

player’s player board.

+

Bank and Coalition Blocks

+

Place the remaining coins and the tray of coalition blocks near the area of play.

+

Starting Loyalty

+

Starting with a random player and proceeding clockwise, each player adjusts their loyalty dial to

+

indicate the loyalty they have chosen. After the last player has chosen their starting loyalty, that

+

player will take the first turn. The game is now ready to play.

+

To use Wakhan, the automated opponent,

+

with either one or two human players,

+

consult the rules on page 16.

+

4

+
+ +
+

Kabul

+

Kandahar

+

Punjab

+

Transcaspia

+

Herat

+

Persia

+

Discard

+

Pile

+

Draw

+

Deck

+

Bank

+

x12

+

x12

+

x12

+

Future Court

+

Future Court

+

Future Court

+

EXAMPLE THREE PLAYER TABLE LAYOUT

+

DECK CONSTRUCTION AT A GLANCE

+

5+n

+

5+n

+

5+n

+

5+n

+

5+n

+

5+n

+

Pile

+

#2

+

Pile

+

#3

+

Pile

+

#4

+

Pile

+

#5

+

Pile

+

#6

+

Pile

+

#1

+

D

+

E

+

E

+

E

+

D

+

E

+

E

+

E

+

E

+

D

+

D

+

D

+

After building each pile, separately shuffle

+

each of the six piles. Then, stack the piles

+

one on top of the other, so that the four piles

+

containing the Dominance Check event

+

cards are on the bottom of the deck.

+

Top of

+

Draw

+

Deck

+

Dominance Check Event Card

+

Other Event Card

+

Court Card Piles

+

(n=number of players)

+

:

+

:

+

:

+

5

+
+ +
+

Key Terms and Concepts

+

The Four Suits

+

The vast majority of the cards in Pax Pamir are divided into four suits that each correspond to

+

a different mode of power: economic, military, political, and intelligence. Each suit has its own

+

advantages. Generally speaking...

+

Your Court

+

Each player is associated with a single row of cards called a court. Players begin the game with-

+

out any cards in their court, but will gradually add cards to and remove cards from their court

+

over the course of the game. Cards in a court cannot be freely rearranged. While your court can

+

grow to any size during your turn, during cleanup you must discard cards from your court so

+

that you do not have more court cards than three plus the sum of purple stars on cards in your

+

court.

+

Your Hand

+

Each player is associated with a hand of cards. While your hand can grow to any size during

+

your turn, during cleanup you must discard cards from your hand so that you do not have more

+

hand cards than two plus the sum of blue stars on cards in your court.

+

Rank and Privilege

+

Each court card has a rank from one to three stars. Rank has two important

+

consequences. First, a card’s rank determines the strength of some of its

+

actions. These actions feature additional symbols to help players remember

+

which actions depend on rank. Second, a card’s rank is also added to your

+

total stars in a specific suit. Each sum of stars in a suit expands an important

+

privilege, as indicated here:

+

Economic Stars

+

prevent your rupees

+

from being taxed.

+

Military Stars serve

+

as a final score

+

tie-breaker.

+

Political Stars enable

+

you to maintain a

+

larger court.

+

Intelligence Stars

+

allow you to hold more

+

cards in your hand.

+

Rank one

+

March

+

Rank three

+

March

+

The military suit commands

+

armies and helps secure a coali-

+

tion’s dominance.

+

The intelligence suit grants

+

diplomatic flexibility and

+

the ability to compromise

+

enemies.

+

The political suit consoli-

+

dates power and controls

+

which cards are able to be

+

played.

+

The economic suit controls the

+

flow of rupees and the movement

+

of pieces. It also protects wealth

+

from taxation in the game.

+

The Favored Suit

+

One suit is always considered favored. This suit determines which cards take

+

bonus actions (page 12) and may make cards more expensive (page 10).

+

The favored suit changes when certain cards are played (page 11).

+

6

+
+ +
+

Loyalty and Influence

+

Players in Pax Pamir are always loyal to one of three coalitions: British (pink),

+

Russian (yellow), or Afghan (green). Your loyalty determines the color of coalition

+

blocks which you will place when playing cards or taking the build action e.g. play-

+

ers loyal to the Russian coalition place blocks that are yellow.

+

The extent of your loyalty to a coalition is measured in influence points. We’ll get to

+

the various ways you’ll acquire these things later, but, for now, know that your total

+

influence is the sum of one plus the number of patriots in your court, the number

+

of your prizes, and the number of your gifts.

+

To change your loyalty, you must gain an influence point associated with a

+

different coalition than your own (either by playing patriots or by betray-

+

ing cards with prizes). Whenever you change loyalty, first return your

+

gifts to your supply and discard any prizes and patriots you had previ-

+

ously accumulated. Finally, adjust your loyalty dial to indicate your new

+

loyalty.

+

Ruling a Region

+

Each of the six regions in the game is associated with a ruler token.

+

Ruler tokens remain on the board if no player currently rules the

+

region. If a player does rule a region, they should immediately take

+

the associated ruler token and place it in their play area. Likewise, if

+

a player ceases ruling a region, the associated ruler token should be

+

immediately returned to the board.

+

In order to take a ruler token, you must have at least one tribe and

+

a plurality of ruling pieces (more than all others individually).

+

Tribes and loyal armies are considered ruling pieces. If there is a

+

tie, no player rules the region. Armies belonging to enemy coali-

+

tions can prevent you from taking a ruler token, even if there are

+

no enemy tribes.

+

Ruling a region grants players access to the build action (page

+

13), special taxing privileges (page 13), and the ability to extract

+

bribes from other players who want to play cards associated with

+

that region (page 11). It’s good to be king.

+

Example: You have three ruling pieces in Kandahar (one tribe and two

+

Afghan armies loyal to you). There are also four additional armies not

+

loyal to you (two British, two Russian). Because you have at least one

+

tribe in the region and the most ruling pieces, you take the ruler token.

+

Blake is loyal to the Afghan coalition.

+

He has one gift, one prize,

+

and one patriot.

+

Nevertheless, he decides to change

+

loyalty. He plays the patriot “Sir John

+

Keane.” At this moment, he loses his

+

gift, his prize, and his patriot.

+

LOYALTY CHANGE EXAMPLE

+

Blake’s Court

+
+ +
+

General Rules

+

Negotiation

+

Players are free to discuss the game during play and explicitly coordinate their actions. Howev-

+

er, any agreed-upon deal should be considered non-binding. Cards may never be transferred be-

+

tween players. Money can only be transferred from one player to another if explicitly sanctioned

+

by the rules e.g. taxation of subjects, bribes for taking hostage actions, playing cards.

+

Component Limits

+

If asked to place a unit and none remain in the supply, you must take a piece of the required

+

shape/color from anywhere in play, excluding any pieces placed this turn. In taking and placing

+

a piece this way, you may convert one type of unit to another.

+

Example: You must place a spy, but you have no cylinders remaining in your stock, so you take one of your

+

tribes in play and place it as a spy as instructed.

+

Card Precedence and Special Abilities

+

Some event cards and court cards with special abilities will modify the rules of the game. These

+

cards always take precedence over the rules. If a court card has a special ability, it is active as

+

long as the card remains in your court.

+

Access to Actions

+

You always have access to the following core actions: purchase and play. In addition, the cards

+

in your court provide you access to the actions listed on that card. Each card in your court can

+

only be used for one action per turn. That is, even if a card has three actions on it, only one of those

+

actions can be used each turn.

+

Discarding a Card in Your Court

+

Whenever a card in your court is discarded, the following rules always take effect:

+

+

Any spies on the card are lost and returned to their owner’s supply.

+

+

If the card had the leveraged icon, you must return two rupees to the supply.

+

For each rupee you cannot return, you must discard one card from your

+

hand or court (not including this card, of course). If you have no cards left, no further

+

payment is required.

+

The Overthrow Rule

+

In general, there is no persistent link between the cards in your court and the

+

pieces on the map. However, if you lose your last tribe in a region, you must im-

+

mediately discard all political cards associated with that region from your court.

+

Likewise, if you lose the last political card in your court associated with a region,

+

you must immediately remove all of your tribes in that region. Many games will

+

be won and lost because of this rule, so you may want to read it again just to make

+

sure you’ve got it!

+

8

+
+ +
+

Sequence of Play

+

Pax Pamir occurs over a series of turns. Each turn, the active player performs up to two actions

+

which are described in the following two sections of this rulebook. Bonus actions (page 12) do

+

not count against this limit. You may opt to take only a single action or no action at all. After you

+

have completed your turn, perform cleanup. Then play continues clockwise to the next player

+

until the game is over.

+

Cleanup

+

Cleanup has four steps:

+

First, if you have more cards than three plus the sum of the purple stars on cards

+

in your court, discard cards in your court until you are within your limit.

+

Second, if you have more cards than two plus the sum of the blue stars on cards

+

in your court, discard cards in your hand until you are within your limit.

+

Third, discard any event cards that are in the leftmost column of the market.

+

Any rupees on the discarded event will remain in their position. The top row is

+

always discarded first, followed by the bottom row. When an event card is dis-

+

carded, all players are affected by the text or impact icon at the top of the card.

+

Fourth, fill any empty spaces in the market by moving all cards in that market

+

row (along with their rupees) to their leftmost position. If a card moves into

+

a space with rupees from a previously-discarded event card, those rupees are

+

placed on the new card taking that position. Then draw new cards to fill in any

+

empty spaces starting with the leftmost and returning the market to its normal

+

size, if possible. In each empty column, fill the top row first.

+

Instability. If a Dominance Check card is revealed and there is already

+

a Dominance Check card in the market, immediately perform a Domi-

+

nance Check and then discard both Dominance Check

+

cards and fill the empty spaces in the market as

+

described above. If the final Dominance Check

+

card was discarded in this way, the Dominance

+

Check will count as the final check.

+

Game End and Victory

+

A game of Pax Pamir can end two ways. If, after any Domi-

+

nance Check, a single player leads all other players by at least

+

four victory points, the game is over and that player wins. Bar-

+

ring that, after the deck’s final Dominance Check is resolved,

+

the game will always end, and the player with the most victory

+

points wins.

+

If one or more players have the same number of vic-

+

tory points when the game ends, the player with the

+

most red stars in their court among the tied players

+

wins. If there is still a tie, the player with the most

+

rupees among the tied players wins. If there is still a tie,

+

whoever can cook the best chopan kebab wins.

+

The scoring of Dominance Checks is described on

+

page 15.

+

9

+
+ +
+

Core Actions

+

The two core actions of Pax Pamir are described in this section. While not difficult, the purchase

+

and play actions are, by far, the most complicated actions of the game. When teaching the game,

+

some groups may prefer to learn just these two actions and then introduce the other actions

+

gradually over the first few rounds of play.

+

Purchase

+

Purchase a card from the market and add it to your hand. If you purchase a card that has rupees

+

on it, you receive them along with the card.

+

In order to purchase a card, you must be able to pay the card’s cost to the market.

+

The cost of the card depends on its current column in the market. The leftmost column is free,

+

the next column costs one rupee, then two, etc. Pay this cost by placing one rupee on each card

+

in the same row to the left of the card you are purchasing. If you are ever required to place a

+

rupee on a vacant market spot, pay the cost to the card in the same column in the other market

+

row. If you place a rupee on a market card for any reason, you may not purchase that card

+

this turn.

+

Event Cards. Event cards (including Dominance Checks) never enter a player’s hand and

+

are resolved the moment they are bought from the market. Many event cards have a per-

+

sistent effect that lasts until the next Dominance Check is resolved. Players who take these

+

event cards should place them below their court. Event cards that alter the general game

+

should be placed near the map in easy view of all players.

+

Purchasing Cards when Military Cards are Favored. If military cards are

+

favored, the cost to purchase a card is doubled. When purchasing cards from

+

the market, place two rupees on each card to the left of the purchased card

+

instead of one.

+

PURCHASE EXAMPLE

+

For his first action this turn, Chas purchases the third card

+

in the top row. He would like to purchase a second card

+

with his second action.

+

Because he already placed a coin on each of the first two

+

cards in the top row this turn, he cannot purchase them. He

+

decides to purchase the card “Arthur Conolly.” He pays a

+

coin to the first two cards in the top row. Because the third

+

slot is vacant, he pays his third coin to the opposite row.

+

He then takes his purchased card into his hand and takes

+

the two rupees on the purchased card.

+

10

+
+ +
+

Play

+

Play any card from your hand to your court.

+

In order to play a card, first reveal that card to everyone

+

and announce its name and region. If you are the ruler of

+

that card’s region or if no one rules the region, you can

+

freely play the card. If someone else is that region’s ruler,

+

you must pay a bribe of rupees to them that is equal to the

+

number of the ruler’s tribes in that region. Any portion of

+

this cost can be waived with the permission of the ruler. If

+

the bribe is not paid (or waived), play continues as if the

+

action had never been taken.

+

The played card may be added to either the left or right end of your court.

+

If the card is a patriot that does not match your loyalty, discard all of your patriots and prizes,

+

and remove any gifts. Then adjust your loyalty dial to match that of the patriot.

+

After a card is played, resolve each impact icon on the right side of the card from top to bottom.

+

The effects of impact icons are described below:

+

No Stacking Limit

+

In general, there is no limit to the

+

number of pieces that can exist in

+

any particular region, border, or

+

court card. Pieces may also coexist

+

with those belonging to different

+

players and coalitions.

+

Place one coalition block of your loyalty

+

on any border of this region. This piece

+

is now a road.

+

Place one of your cylinders on a card in

+

any player’s court that matches the played

+

card’s region. This piece is now a spy.

+

Place one of your cylinders in this

+

region. This piece is now a tribe.

+

Take two rupees from the bank.

+

This card is leveraged. Reminder:

+

If you ever discard this card, you

+

must pay back the rupees (page 8).

+

Place one coalition block of your

+

loyalty in this region. This piece is

+

now an army.

+

Move the favored suit marker to the

+

suit indicated. Reminder: If the favored

+

suit is military, the cost to take the

+

purchase action is doubled.

+

PLAY EXAMPLE

+

Cati (blue) is loyal to the British coalition. She wants to play the card “Sikh Merchants in Lahore.”

+

That card is based in Punjab, so to play the card she will first need to pay a bribe to

+

the ruler of the Punjab, Hope (gray). Since Hope has two tribes in the region, she

+

can command a bribe of up to two rupees, which she does.

+

Cati decides it is worth the expense. If she had

+

declined to pay, Cati would not lose an action.

+

First, Cati can place a road on either of the

+

connections adjacent to Punjab (even if there

+

are other roads there!). As she is loyal to the

+

British, the road will be pink.

+

Then Cati will place a spy on any court card

+

associated with Punjab. She opts to place the spy

+

on one of Hope’s court cards. Perhaps she can

+

blackmail her in the future!

+

Finally, as the played card is leveraged,

+

Cati will take two rupees from the bank.

+

Punjab

+

A Punjab

+

card in

+

Hope’s

+

Court

+

11

+
+ +
+

Card-Based Actions

+

The rest of the actions in Pax Pamir are associated with court cards and can only be taken if you

+

have a card in your court which displays that action. Each card can only be used for one action

+

once per turn, regardless of the number of actions icons on that card.

+

Some card-based actions are modified by the rank of a card. The higher the rank, the more effec-

+

tive the action is. To help you remember this, action icons modified by rank feature additional

+

symbols.

+

Bonus Actions. Actions on cards matching the favored suit do not count against your

+

turn’s two-action limit. Remember: each of these cards can still only be used for a single action

+

per turn.

+

Action Costs. Some card-based actions require the acting player to pay an amount of

+

rupees to cards in the market. These rupees are always paid in a similar fashion: rupees

+

equal to the cost should be placed on the rightmost market cards of both rows, with

+

a single rupee being paid to each card. If a market slot is vacant, skip that vacancy and

+

pay the next market card(s) in the row. Reminder: if you place a rupee on a market card for

+

any reason, you may not purchase that card this turn. For an example of paying action costs, see the

+

example of the Build Action on the next page. If the market does not contain enough cards to

+

take the spent rupees, any excess rupees are taken out of the game. This can happen in the

+

late game when the deck is depleted.

+

Hostage Actions. Court cards can be held

+

hostage much in the same way that a player

+

can rule a region. To hold a card hostage, a

+

single enemy player must have more spies

+

on the card than each other player. When

+

a card in a player’s court is held hostage,

+

that player can only use the card’s actions if

+

the player holding it hostage is paid a bribe

+

equal to the number of hostage-holding

+

spies on the card. Any portion of this pay-

+

ment can be waived with the permission of

+

the player holding the actions hostage. Spe-

+

cial abilities (those described in a small text box)

+

are never held hostage.

+

This card is in Hope’s (gray)

+

court. Cati (blue) has two

+

spies on the card. Hope only

+

has one. For this reason, this

+

card’s two actions are held

+

hostage by Cati.

+

To take either of this card’s

+

two actions, Hope must pay

+

a bribe of two rupees to Cati.

+

Cati may reduce or waive

+

this bribe outright.

+

HOSTAGE ACTION EXAMPLE

+

12

+
+ +
+

TAX EXAMPLE

+

Cati takes a tax action with a rank two

+

card. She rules Kabul.

+

Since Cati rules Kabul, she can take one rupee from

+

Brooke who has a court card in that region.

+

Brooke’s other rupees are protected by her Money

+

Lender’s Tax Shelter.

+

Cati takes the other rupee

+

from the market.

+

Brooke’s Court

+

The Market

+

BUILD EXAMPLE

+

Cati takes a build action. She rules Kabul

+

and is loyal to the British coalition.

+

Since Cati rules only Kabul, she can build armies in

+

Kabul or roads on any of its four borders. She can

+

place up to three blocks with this action, but decides

+

to only place two armies. This costs a total of four

+

rupees which she pays to the market.

+

The Market

+

Kabul

+

Tax

+

Take rupees up to the acting card’s rank from players with at least one court card

+

associated with a region you rule or any card(s) in the market (regardless of their

+

region). You may take rupees from several sources so long as the total taken does

+

not exceed the rank of the acting card.

+

Tax Shelter. The total number of gold stars in your court indicates the

+

amount of rupees you can shelter from the Tax Action. Only rupees you

+

hold in excess of your Tax Shelter are vulnerable to the Tax Action.

+

Gift

+

Place one of your cylinders on one of your empty gift spaces on your loyalty dial.

+

Each gift will count as one influence point in your current coalition. The cost of

+

this action is equal to the marked price of the gift placed (2, 4, or 6).

+

Reminder: Gifts are lost whenever you change loyalty!

+

Build

+

Place up to three armies and/or roads among any regions that you rule. Roads

+

may be placed on any adjacent borders. Any combination of different units may

+

be purchased. The cost of this action is equal to two rupees per unit placed.

+

13

+
+ +
+

Move

+

For each rank of the acting card you may

+

move one loyal army or spy. The same unit

+

can be moved multiple times on a single

+

turn. Likewise, multiple moves may be split

+

across several of your spies and loyal armies.

+

To move an army from one region to an ad-

+

jacent region there must be a road matching

+

the loyalty of the moving army on the bor-

+

der being crossed.

+

Spies move along cards in the players’

+

courts (clockwise or counter-clockwise),

+

as if they formed a single continuous track

+

around the area of play.

+

Betray

+

Discard one card where you have a Spy (including cards in your own court). Any

+

spies on the betrayed card are lost and returned to their owner’s supply. This action

+

always costs two.

+

After the betrayed card is discarded, you may accept it as a prize, tucking it partial-

+

ly behind your loyalty dial. If this prize is different from your current loyalty, first

+

remove all gifts, prizes, and patriots in your court matching your previous loyalty,

+

and rotate your loyalty dial to match the prize taken.

+

Reminder: Betrayals may trigger leveraged icons

+

and The Overthrow Rule (page 8).

+

Battle

+

Start a battle in a single region or on a court

+

card. At the site of the battle, remove any

+

combination of tribes, spies, roads, or armies

+

equal to the acting card’s rank. There are

+

three restrictions to this rule:

+

+

You cannot remove more units than

+

you yourself have armies or spies in

+

that battle.

+

+

You cannot remove armies or roads

+

that are of your loyalty.

+

+

You cannot remove tribes belonging

+

to players that share your loyalty.

+

However, their spies may be removed!

+

MOVE EXAMPLE

+

Blake (red) takes a rank three move action. He is loyal to the

+

Russian coalition. With his first two moves, he moves his spy

+

two cards counter-clockwise. Then, with his final move, he

+

moves his army to an adjacent region using a yellow road.

+

ON A COURT CARD

+

IN A REGION

+

BATTLE EXAMPLES

+

Cati is loyal to the British coalition and uses a rank two

+

battle action. She must first decide the site of the battle.

+

Cati (blue) selects a card

+

on Hope’s court. She

+

removes two of Hope’s

+

spies—despite the fact

+

that they share the

+

same loyalty!

+

Cati now holds the

+

actions on this card

+

hostage.

+

Cati selects a region. In this region

+

she only has one loyal army, and so

+

can only remove a single unit.

+

She cannot remove Hope’s

+

tribe (gray) because

+

they share a loyalty.

+

Instead, she may

+

eliminate the enemy road or

+

the enemy army.

+

14

+
+ +
+

Early End

+

If, after scoring a Dominance

+

Check, the leading player has at

+

least four more victory points than

+

the next highest scoring player, the

+

game is over and that player wins!

+

Dominance Checks

+

Dominance Check event cards are resolved when purchased

+

by a player or when triggered during cleanup. When re-

+

solved, take account of the game-state. If a single coalition

+

has the most blocks in play and at least four more than all

+

other coalitions (uncombined), the Dominance Check is

+

successful. Otherwise the check is unsuccessful. Example: If

+

the British coalition has eight blocks and the other two coalitions

+

both have four blocks, the British Coalition would be dominant.

+

The result of this check determines what happens next.

+

Unsuccessful Check

+

Players will score points based on the number of cylinders they have in play (even zero).

+

A cylinder is considered to be in play if it is not on a player board.

+

+

The player with the most cylinders in play scores three victory points.

+

+

The player with the second most cylinders in play scores one victory point.

+

If there is a tie, add up the victory points for the

+

tied places and then divide that number by the

+

number of tied players (rounding down) e.g. two

+

players tied for first place will both score two points

+

((3+1)÷2).

+

Successful Check

+

Players loyal to the Dominant Coalition score

+

victory points based on their influence points

+

(page 7). Each loyal player has one influence

+

point plus the sum of their gifts, prizes, and the

+

number of patriots in their court.

+

+

The player with the most influence

+

scores five victory points.

+

+

The player with the second most scores

+

three victory points.

+

+

The player with the third most scores

+

one victory point.

+

If there is a tie, add up the victory points for the

+

tied places and then divide that number by the

+

number of tied players (rounding down).

+

After awarding points for the successful

+

check, the region settles into an uneasy peace.

+

Remove all coalition blocks from the board.

+

Final Dominance Check

+

Any points earned during the final Dominance

+

Check are doubled. This doubling occurs before

+

any victory points are split in the case of ties for

+

influence or cylinders.

+

The third dominance check has just been bought in a three

+

player game with Cati (blue), Blake (red), and Hope (gray).

+

The Russian Coalition is dominant. Cati and Blake are both

+

loyal to that coalition. Cati has the most influence and scores

+

five points, Blake scores three.

+

A few turns later the fourth dominance check appears in the

+

market and is bought. For the sake of example, there are no

+

spies or gifts in play.

+

No Coalition is dominant. Blake has the most cylinders in play

+

so he would score six points (3 x 2 for the final dominance

+

check) Cati and Hope would each score one (1x2÷2).

+

Because the check was successful, all of the blocks are now

+

cleared from the board.

+

DOMINANCE EXAMPLES

+

15

+
+ +
+

Playing with Wakhan

+

This section introduces an automated opponent called Wakhan. Thematically, this opponent

+

represents some radical ideology (theological or philosophical) that has taken hold across the

+

region and that transcends traditional loyalties.

+

Wakhan can be faced by one or two human players. However, this is not a cooperative variant

+

and only one player (or Wakhan) can win the game.

+

Setting Up

+

When setting up a game with Wakhan, make the following adjustments:

+

+

Include Wakhan as a player when determining the size of the deck.

+

+

Shuffle the deck of 24 AI cards and place them in a stack face down.

+

+

Wakhan will use a spare set of player cylinders. Wakhan does not take a loyalty dial and

+

will instead place her gifts on her aid card. Place Wakhan’s pieces to the right of the

+

player who chooses their loyalty last. Wakhan will take the first turn of the game.

+

General Rules

+

Wakhan must pay all costs, including bribes, just like a regular player.

+

If Wakhan’s court cards have a Special Ability that says she “may” do something, Wakhan al-

+

ways will.

+

Wakhan is not loyal to a coalition; rather, Wakhan is effectively loyal to all coalitions. Wakhan

+

can hold loyalty prizes and patriots belonging to different coalitions. Nevertheless, she will

+

always assume a single pragmatic loyalty.

+

Wakhan’s Pragmatic Loyalty is always the leftmost loyalty on the AI card that is not

+

shared by any other player. This loyalty is used to determine the blocks she places, moves,

+

and battles with. Do not use Wakhan’s pragmatic loyalty to determine who rules in a re-

+

gion; instead, when assessing whether Wakhan is competing for control of a region, count

+

her tribes and only the most numerous Armies of a single coalition in that region towards

+

the number of her ruling pieces.

+

If Wakhan needs to choose a suit, Wakhan will always

+

select the current favored suit. If Wakhan must discard a

+

Leveraged card and has no coins, Wakhan does not need

+

to discard cards (just as if she had 2 cards in her hand

+

instead).

+

Frequently, Wakhan will have to chose a specific court

+

card. To decide which card to chose, Wakhan will always

+

pick the card with the highest card priority as described

+

in the list on the right.

+

Example: Wakhan must betray a card. First, following the standard rules, it

+

needs to be a card where she has at least one spy. Wakhan will first look for

+

cards with her spies on her opponent’s courts. If there is more than one option,

+

she will prioritize those that match the favored suit. If there is still more than

+

one option, she will look for patriots of the dominant coalition etc.

+

Wakhan’s Turn

+

On Wakhan’s turn, draw an AI card and place it face up to the immediate right of the AI card

+

draw deck in a discard pile. You will use this face-up card and the back of the card now on top

+

of the draw deck to make decisions for Wakhan. If the draw deck is empty, reshuffle the entire

+

discard pile (including the card just drawn) to create a new draw deck and draw again.

+

Card Priority

+

High: Opponent’s card

+

Matches favored suit

+

Patriot of the dominant coalition

+

Has a prize that matches

+

the dominant coalition.

+

Other Patriot

+

Leveraged

+

Highest Ranking

+

Low: Highest numbered card

+

16

+
+ +
+

Wakhan then performs two actions. To determine which actions Wakhan takes, look at the cen-

+

tral Actions section of the drawn AI card; start at top action and work down, performing each

+

valid action in turn until Wakhan has performed the allotted two-action limit. If Wakhan still

+

has an action left after performing the bottom action, start again at the top and work your way

+

down again until two (non-bonus) actions have been taken. Remember: as per the regular rules, actions taken

+

with cards in the favored suit are bonus actions and do not count against her two-action limit. Remember too that each of these cards

+

can still only be used for a single action per turn.

+

Wakhan’s Ambition. If Wakhan is able to purchase the Dominance Check and score the

+

most victory points and/or win the game, she will use her action to do that, regardless of

+

the actions listed on her AI card.

+

Once both actions are used, or if there are no valid choices available, Wakhan will take any

+

available bonus actions from the court cards in her tableau that have not yet been used for ac-

+

tions. When taking bonus actions, Wakhan will always start with the leftmost, unused card on

+

her court and take the leftmost action on the card, skipping any actions that cannot be taken.

+

Remember too that each of Wakhan’s court cards can still only be used for a single action per turn.

+

Wakhan’s Core Action

+

Wakhan does not use the two core actions like a human players. Instead, she has one core action:

+

Radicalize. When Wakhan takes the radicalize action, she will purchase one

+

card from the market and then attempt to play it immediately. This counts as a

+

single action.

+

When radicalizing cards, Wakhan will consider:

+

+

If there are specific instructions: Follow them. Ties are decided by the cheapest card in

+

the market with the highest card number breaking any further ties.

+

+

If there is a Dominance Check in the Market: Wakhan only purchases a Dominance

+

Check event card if she will score the most points from the check (and/or wins). How-

+

ever, when a Dominance Check is in the market, Wakhan will choose the cheapest Pa-

+

triot loyal to the dominant coalition, then the cheapest card with the most Army and/or

+

Road impact icons, or, if no coalition is dominant, she will chose the cheapest card with

+

the most spy and/or tribe impact icons. If there is a tie, use the highest card number.

+

+

Otherwise: Use the red and black arrows. The red arrow will point to either “Top” or

+

“Bottom” on the back of the top card of the draw deck and determines which market

+

row to purchase from. The black arrow will point to a number between 0 and 5 on the

+

back of the top card of the draw deck. This tells you which column to purchase from.

+

If that card is not a valid choice, pick the next valid card to its left; if Wakhan exhausts

+

that row then switch to the original position in the other market row. Remember, like a

+

human player, Wakhan cannot purchase a card she has paid a rupee to this turn!

+

After purchasing a card from the market, Wakhan will play the card if she can afford to bribe the

+

player ruling the region associated with that card. If she cannot pay the bribe, she will discard

+

the card.

+

Wakhan should play the card to the left side of her court if the red arrow is pointing to top or the

+

right side of her court if the red arrow is pointing to bottom.

+

When playing a card, Wakhan will resolve the impact icons as normal with 3 modifications:

+

Wakhan’s Spies. Place spies on the highest priority cards associated with the played

+

card’s region where Wakhan does not have the most spies.

+

Wakhan’s Roads. Place roads on consecutive borders following the region priority on

+

the AI card (leftmost first). If roads remain to be placed after going through the these

+

regions, resolve the priority a second time.

+

Wakhan’s Patriots. Wakhan always places blocks based on pragmatic loyalty. Ignore the

+

colour of the Patriot Impact Icons for armies and roads.

+

17

+
+ +
+

Wakhan’s Card-Based Actions

+

Most of the actions on Wakhan’s AI card are card-based actions. Unless otherwise noted, these

+

actions will always follow the same restrictions as those taken by players e.g. Wakhan cannot tax a

+

player unless she rules a territory where that player has a court card and that player has some rupees outside of their

+

tax shelter.

+

When selecting which card on her court will be used to take the listed action, Wakhan will al-

+

ways used the highest priority card among those that could legally take the action.

+

Many actions on the AI card will list a set of instructions and conditions which must be true in

+

order for the action to be taken. If these conditions cannot be met, the action is skipped. If no

+

conditions are stated, Wakhan will use the following default behavior when resolving the action.

+

Gift. Wakhan will buy the cheapest gift she can afford to buy, placing it on her

+

aid card. Remember: this Gift will count as influence in all three coalitions.

+

Build. Wakhan will build armies in the leftmost region as listed on the AI card

+

that she rules. She will spend as much of her money as possible.

+

Betray. Wakhan will betray the highest priority card with a loyalty prize where

+

she also has a spy, including those in her court. She will always take the loyalty

+

prize.

+

Battle. Wakhan will battle in the region where another player has pieces (tribes,

+

loyal armies or roads) and she has at least one army. If multiple regions fulfill

+

this condition, use the leftmost region as listed on the AI card. Once the region

+

is chosen she will try to destroy tribes, armies, and roads in that order. If no re-

+

gion is chosen, she will battle on the highest priority court card where she and

+

another player have spies.

+

If multiple players can be targeted in a battle action, use the red arrow to deter-

+

mine which player is targeted.

+

Tax. Wakhan will always tax players instead of market cards if able. She will

+

always tax from players with the most rupees first. If both players are tied, use

+

the red arrow to determine which player is targeted. If no players can be taxed,

+

she will tax from the market, taking rupees from the leftmost market cards and

+

using the red arrow to determine ties.

+

Move. Wakhan only moves armies and does not require any roads to facilitate

+

movement. When moving, Wakhan will only move her armies to adjacent re-

+

gions where other players have tribes, using the region priority on the AI card to

+

determine the choice between equally viable origins and destinations. She will

+

seek to have only as many armies as there are tribes in that region. Wakhan will

+

not move Armies if doing so would cause her to lose a ruler token.

+

Cleanup

+

When discarding cards from Wakhan’s court during cleanup, discard non-political cards first,

+

then non-patriots, then non-leveraged cards, then cards with the most player spies more than

+

Wakhan spies, fewest spies, lowest rank, not matching the favored suit, and then lowest card

+

number.

+

Dominance Checks and Victory

+

Wakhan will claim VPs and victory just like a regular player. Remember that Wakhan is loyal to

+

all coalitions so she will be in the running no matter which coalition is dominant.

+

18

+
+ +
+

Notes

+

Credits

+

Game Design, Graphic Design, and Research: Cole Wehrle

+

Development: Drew Wehrle (Second Edition), Phil Eklund

+

(First Edition)

+

Design of Wakhan: Richard Wilkins

+

Editor: Travis D. Hill

+

Calligraphy for Cover: Josh Berer

+

Icon Illustrations: Abol Bahadori

+

Tabletop Simulator Module: Josh (AgentElrond)

+

Primary Playtesters: Blake Wehrle, Cati Wehrle, Chas Threlkeld, Graham MacDonald, Corey

+

Porter, Grayson Page and his group (Martin Weeks, Tony Au, and Jared Arkin), and the many

+

excellent players of the First Minnesota.

+

Design History and Dedication

+

The design of Pax Pamir began shortly after the release of Phil Eklund’s Pax Porfiriana in 2012.

+

At the back of the rulebook, Phil included a small note, urging anyone with an interesting set-

+

ting in mind to submit a design to Sierra Madre Games. Spurred by this request, I began work-

+

ing on several games, including an adaption of Lords of the Renaissance and a game on Russian

+

expansion in the Caucuses. Both of those designs failed to mature, but the work put me in direct

+

contact with Phil and got me thinking seriously about game design. In late 2013, as I helped Phil

+

playtest Greenland, he encouraged me to try my hand at a Pax design on The Great Game. The

+

design for the first edition was submitted to Sierra Madre Games in the fall of 2014 and was pub-

+

lished the following year after receiving additional development from Phil and Matt Eklund.

+

Though Pax Pamir was well-received, my own feelings on the first production were mixed. Sim-

+

ply put, I felt like I had strayed from some of my original hopes for an accessible Pax design

+

that was both more strategic and more dependent on emergent partnerships than Pax Porfiriana.

+

These feelings led to the creation of Pamir’s expansion, Khyber Knives. By the end of its develop-

+

ment, I had answered some of my initial misgivings, but I still felt that the game deserved a full

+

overhaul. Expansions are fundamentally additive, and some problems can only be addressed by

+

altering the foundations. So, after submitting the files to the factory, I wrote myself a long memo

+

on the design of Pax Pamir and tucked it away on the off-chance that I would have an opportu-

+

nity to revisit the project someday.

+

Khyber Knives sold as well as its predecessor, and the game continued to get good reviews. Pretty

+

soon it was out-of-print. As requests came in from other publishers for the license to Pax Pamir in

+

2016 and 2017, the possibility of a freshly-developed second edition became more likely. Without

+

knowing exactly what I was going to do with the final product, my brother Drew and I began

+

working on a new edition of Pax Pamir in December of 2017. As we worked on the design, we

+

found ourselves increasingly interested in the game’s overall product design, inspired by the

+

dramatic productions of games like Ortus Regni, Sol: Last Days of a Star, and the work of Jordan

+

Draper and Nate Hayden. Once we had a clear vision for the new edition, we brought the game

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to Kickstarter in the fall of 2018. The game was successfully funded in September of 2018, rais-

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ing nearly a quarter-of-a-million dollars. The design was finalized in December of that year.

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This project would not have been possible without the support of our friends, family, and the

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many fans of the game who encouraged us to take on this project and who helped raise the funds

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required to print this edition. We happily dedicate the work of the past year to you all.

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In addition, I’d like single out a trio of excellent mentors, without whom this game would not

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exist: Samuel Baker, Phil Eklund, and Patrick Leder.

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Special thanks are also owed to Dan

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Thurot whose excellent critique of an

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early iteration made the final game all

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the better, to Alex Singh who crafted a

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wonderful review (and video) just in time

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for our launch, and to Joe Wiggins for the

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care he and the team at Panda invested in

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this project. I would also thank the team

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at the University of Wyoming’s American

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Heritage Center for access to many pieces

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of artwork used in this game.

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+ +
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Pax Pamir: Second Edition, Second Printing, 2020

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Game Published by Wehrlegig Games llc

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This game is licensed under

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Creative Commons license BY–NC–SA 4.0.

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Reading the Great Game

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Most of the stories about the Great Game reveal far more about the Western

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imagination than they do about central Asia in the nineteenth century. Partly

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this is a consequence of recent history. Many stories about this period were

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produced during the Cold War and staked their relevance on the parallels

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they drew between the nineteenth and twentieth centuries. John Huston’s

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rollicking adventure film The Man Who Would Be King (itself an adaption of

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a earlier Kipling story) speaks as much to anxieties over the Vietnam War

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as to the hubris of the British Empire. Even Peter Hopkirk’s The Great Game

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(1992), an otherwise excellent and well-written history, cannot quite escape

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the shadow of a half century of spy thrillers, nor should we expect it to.

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Every creation reflects the values of its author and the world of its creation.

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We may have escaped the shadow of the Cold War, but our own period is no

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less vexed. Our histories brim with anxieties about representation, ideology,

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and the limits of understanding. Thankfully, these concerns are well-suited to

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any study of the Great Game.

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For those looking to learn more about the period, begin with William

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Dalrymple’s Return of a King (2012). Dalrymple’s book is particularly nota-

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ble both for its gripping narrative style and its incredible archival range that

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draws from a vast trove of poetry, history, and first-hand accounts. Many of

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these sources were previously unpublished in English.

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For those looking to go deeper, there are many excellent sources for further

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reading. Be warned, the following books are quite expensive, so a library card

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is recommended. The single most important source for the biographies in the

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game and the game’s general narrative sense can be found in Fayż Muhammad

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Kātib Hazārah’s Sirāj al-tawārīkh as translated by R.D. McChesney (2012).

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For a more measured and scholarly view on the dynamics of Afghan poli-

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tics in this period, see Christine Noelle’s State and Tribe in Nineteenth Century

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Afghanistan (1997). I drew from this book extensively during the early stages

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of the design, and it informed the game’s attempt to capture what political

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will meant in the context of Afghanistan at this time with a largely zero-sum

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economic system.

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For those looking for a exhaustive treatment of European (especially British)

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foreign policy in the region during this period, look to the work of M. E.

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Yapp, especially Strategies of British India, Britain, Iran and Afghanistan (1980).

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The game’s emphasis on intelligence resources comes largely from C.A.

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Bayly’s magisterial Empire and Information (2000). Bayly argues that a large

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portion of the British success in India was tied to their ability to control

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information and participate in an economy of intelligence with the other

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centers of political power. The general theories of empire and dominance

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come from Jane Burbank and Frederick Cooper’s Empires in World History:

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Power and the Politics of Difference (2011). Burbank and Cooper suggest that

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empire is not hegemonic in practice, and that an effective imperial opera-

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tion requires a robust infrastructure that is sensitive to traditional centers of

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power. This book also greatly informed the foundational political theories in

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my design for Root (2018).

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