Pax Pamir: Second Edition

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Pax Pamir: Second Edition

Overview

Players assume the roles of nineteenth-century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. The game is a tableau-building card game set on a map of Afghanistan during the period known as “The Great Game.” Players purchase cards from a central market and play them into their court (a single row of cards in front of them). Playing cards places units on the map and grants access to card-based actions that disrupt opponents and shape the political landscape. Players organize into one of three coalitions – British (pink), Russian (yellow), or Afghan (green) – and can change loyalty throughout the game. Victory points are awarded during Dominance Checks (special event cards). If a single coalition is dominant, loyal players score based on influence; if no coalition is dominant, all players score based on their personal presence on the board. The game ends either when a player leads by 4+ victory points after any Dominance Check, or after the final Dominance Check is resolved.

Components

Map

Coalition Blocks (36 total)

Player Cylinders (11 per player, 55 total)

Money Supply

Cards (142 total)

Other Pieces

Court Card Anatomy

Setup

  1. Starting Favored Suit: Place the favored suit marker on the political suit.
  2. Build the Draw Deck:
    • Separate court cards and event cards.
    • Shuffle court cards. Create 6 face-down piles, each with 5 + (number of players) court cards. Remaining court cards are removed from the game.
    • Remove the 4 Dominance Check event cards. Place 1 in each of the 4 rightmost piles (#3, #4, #5, #6).
    • Shuffle remaining event cards. Place 2 in pile #2, and 1 in each of piles #3 through #6. The 6 remaining event cards are removed from the game.
    • Separately shuffle each of the 6 piles. Stack them so that the 4 piles containing Dominance Checks are on the bottom (pile #1 on top, pile #6 on bottom). Do NOT shuffle the combined deck.
  3. Create the Market: Draw cards to fill a 2-row x 6-column grid (12 cards total). Fill each column top-first, starting from the leftmost column. Place the draw deck to the right of the market.
  4. Player Pieces: Each player receives 11 cylinders, 1 loyalty dial, 1 player board, and 4 rupees. Place 1 cylinder per player on the 0 space of the VP track; remaining cylinders go on the player board.
  5. Bank and Blocks: Place remaining coins and coalition block tray nearby.
  6. Starting Loyalty: Starting with a random player and proceeding clockwise, each player chooses a starting loyalty (British, Russian, or Afghan). The last player to choose takes the first turn.

Turn Structure

Each turn consists of up to 2 actions followed by cleanup. Bonus actions (from cards matching the favored suit) do not count against the 2-action limit. A player may choose to take fewer than 2 actions (including zero).

Actions Available

Every player always has access to:

Additionally, each court card grants access to the actions printed on it. Each card can only be used for one action per turn, even if it has multiple action icons.

Cleanup (4 steps, in order)

  1. Court limit: If you have more court cards than 3 + (sum of purple/political stars in your court), discard court cards down to the limit.
  2. Hand limit: If you have more hand cards than 2 + (sum of blue/intelligence stars in your court), discard hand cards down to the limit.
  3. Discard leftmost market events: Discard any event cards in the leftmost market column (top row first, then bottom row). Rupees on discarded events stay in their position. Resolve the top-of-card effect for each discarded event (affects all players).
    • Instability: If a Dominance Check card is revealed during market refill and there is already a Dominance Check in the market, immediately perform a Dominance Check, then discard both Dominance Check cards and refill. If the final Dominance Check is discarded this way, it counts as the final check.
  4. Refill the market: Slide all remaining market cards (with their rupees) leftward to fill gaps. Draw new cards to fill rightmost empty spaces. If a card slides into a space with rupees from a previously discarded event, those rupees go onto the new card.

Actions

Core Actions

Purchase

Buy a card from the market and add it to your hand. Receive any rupees already on the purchased card.

Cost: Depends on the card’s column position (0-indexed from left):

Column 1 (leftmost) 2 3 4 5 6 (rightmost)
Cost (rupees) 0 1 2 3 4 5

Pay by placing 1 rupee on each card in the same row to the left of the purchased card. If a market slot is vacant, pay to the card in the same column in the other row. You cannot purchase a card you placed a rupee on this turn.

Military favored: If the military suit is favored, purchase costs are doubled (place 2 rupees per card to the left instead of 1).

Event cards: Event cards (including Dominance Checks) are resolved immediately upon purchase – they never enter a player’s hand. Persistent events are placed below your court or near the map.

Play

Play a card from your hand to your court (added to either the left or right end).

Bribe: If another player rules the card’s region, you must pay them a bribe equal to the number of their tribes in that region. The ruler may waive any portion. If no one rules the region (or you rule it), no bribe is needed. If you decline to pay, you keep your action (it is not spent).

Patriots: If the card is a patriot whose coalition does not match your current loyalty, you must first discard all your current patriots and prizes, remove all gifts, and change your loyalty dial to match the patriot.

Impact Icons (resolved top to bottom after playing):

Icon Effect
Army Place 1 coalition block of your loyalty in the card’s region
Road Place 1 coalition block of your loyalty on any border of the card’s region
Tribe Place 1 of your cylinders in the card’s region
Spy Place 1 of your cylinders on any court card (any player) matching the played card’s region
Rupees (Leveraged) Take 2 rupees from the bank. Card is leveraged – if later discarded, you must return 2 rupees (for each rupee you cannot pay, discard 1 card from hand or court)
Favored Suit Change Move the favored suit marker to the indicated suit

Card-Based Actions

These actions require a court card displaying the corresponding action icon. Each card can be used for only one action per turn.

Bonus Actions: Actions taken with cards matching the current favored suit are free (do not count against the 2-action limit). Each card can still only be used once per turn.

Action Costs: Some actions require paying rupees to the market. Pay by placing rupees on the rightmost market cards (1 rupee per card, both rows), skipping vacant slots. If you place a rupee on a market card, you cannot purchase it this turn. If the market has fewer cards than the cost, excess rupees are removed from the game.

Hostage Rule: If a single enemy player has more spies on your court card than every other player, that card’s actions are held hostage. You must pay a bribe to the hostage-holder equal to their number of spies on the card to use any action on it. The holder may waive any portion. Special abilities are never held hostage.

Tax

Take rupees up to the acting card’s rank from:

You may split across multiple sources as long as the total does not exceed the card’s rank.

Tax Shelter: A player’s gold/economic stars in their court protect that many rupees from taxation. Only rupees held in excess of the tax shelter are vulnerable.

Gift

Place 1 of your cylinders on an empty gift space on your loyalty dial. Each gift counts as 1 influence point in your current coalition.

Gift Space 1st 2nd 3rd
Cost (rupees) 2 4 6

Gifts are lost (cylinders returned to supply) whenever you change loyalty.

Build

Place up to 3 armies and/or roads among regions that you rule. Roads may be placed on any border adjacent to a ruled region. Any combination of unit types is allowed.

Cost: 2 rupees per unit placed (paid to the market).

You must rule the region to build there.

Move

Move loyal armies and/or spies a number of times equal to the acting card’s rank. The same unit can be moved multiple times. Moves can be split across multiple units.

Betray

Discard 1 court card (any player’s court, including your own) where you have at least 1 spy. All spies on the betrayed card are returned to their owners’ supplies.

Cost: Always 2 rupees (paid to the market).

After discarding, you may take the betrayed card as a prize (tuck it behind your loyalty dial). If the prize’s coalition differs from your current loyalty, remove all gifts, discard all prizes and patriots matching your previous loyalty, and change your loyalty dial to match the new prize.

Betrayals may trigger the leveraged penalty and/or the Overthrow Rule.

Battle

Start a battle at a single site: either a region on the map or a court card. Remove any combination of enemy pieces at that site equal to the acting card’s rank.

Restrictions:

In a region: You remove enemy tribes, armies, and/or roads (up to the card’s rank, limited by your own army count there).

On a court card: You remove enemy spies (up to the card’s rank, limited by your own spy count there).

Spy (Impact Icon Only)

Spies are placed via impact icons when playing cards (not a standalone action). They are placed on court cards matching the played card’s region.

Scoring / Victory Conditions

Dominance Checks

Dominance Check event cards are resolved when purchased or when discarded from the market during cleanup. When resolved:

  1. Determine dominance: Count coalition blocks (armies + roads) on the map for each coalition. A coalition is dominant if it has the most blocks AND at least 4 more than every other coalition individually.

  2. Score based on result:

Successful Check (One Coalition is Dominant)

Only players loyal to the dominant coalition score. Scoring is based on influence points (1 base + number of patriots in court + number of prizes + number of gifts).

Rank Victory Points
Most influence 5
2nd most influence 3
3rd most influence 1

Ties: Add VP for tied positions and divide by number of tied players (round down). Example: two players tied for 1st each get (5+3)/2 = 4 VP.

After scoring a successful check, remove all coalition blocks from the map.

Unsuccessful Check (No Coalition is Dominant)

All players score based on cylinders in play (any cylinder not on the player board counts, including spies, tribes, gifts, and the VP tracker – essentially all cylinders placed anywhere).

Rank Victory Points
Most cylinders in play 3
2nd most cylinders in play 1

Ties: Same tie-breaking method as successful checks (add and divide, round down).

Final Dominance Check

All victory points earned during the final Dominance Check are doubled. The doubling occurs before any splitting for ties.

Game End

The game ends in one of two ways:

  1. Early end: After scoring any Dominance Check, if one player leads all others by at least 4 victory points, that player wins immediately.
  2. Final check: After the final (4th) Dominance Check is resolved, the game always ends. The player with the most VP wins.

Tiebreakers (at game end)

  1. Most red/military stars in court among tied players
  2. Most rupees among tied players
  3. Best chopan kebab cook (humorous tiebreaker from the rulebook)

Special Rules & Edge Cases

Loyalty and Influence

Ruling a Region

To rule a region, you must have:

  1. At least 1 tribe in the region, AND
  2. A strict plurality of ruling pieces (more than any other individual player).

Ruling pieces = your tribes + armies loyal to your coalition. Enemy armies count against you even if no enemy tribes are present. If tied, no one rules.

Benefits of ruling:

The Overthrow Rule

Discarding a Court Card (General Effects)

Whenever a court card is discarded (for any reason):

The Four Suits and Star Privileges

Suit Color Stars Provide
Economic Gold Tax Shelter: Protect that many rupees from taxation
Military Red Tiebreaker: Used to break VP ties at game end
Political Purple Court Size: Base court limit is 3 + purple stars
Intelligence Blue Hand Size: Base hand limit is 2 + blue stars

Favored Suit

Component Limits

Card Precedence

Negotiation

Instability (Dominance Check Timing)

If a Dominance Check card is revealed during market refill and another Dominance Check is already in the market, immediately resolve a Dominance Check, then discard both Dominance Check cards and refill the market. If the final Dominance Check is triggered this way, it counts as the final check (points doubled).

Deck Construction Summary

Pile Position Court Cards Dominance Checks Other Events
#1 Top of deck 5 + n 0 0
#2 2nd 5 + n 0 2
#3 3rd 5 + n 1 1
#4 4th 5 + n 1 1
#5 5th 5 + n 1 1
#6 Bottom 5 + n 1 1

(n = number of players)

Player Reference

Key Numbers

Item Value
Actions per turn 2 (bonus actions from favored suit cards are free)
Starting rupees 4
Starting court cards 0
Cylinders per player 10 (+ 1 VP tracker = 11 total)
Coalition blocks per coalition 12
Total coins in game 36
Market size 2 rows x 6 columns = 12 cards
Base court limit 3 + purple stars
Base hand limit 2 + blue stars
Dominance Check threshold 4+ more blocks than each other coalition
Early game end threshold 4+ more VP than all other players

Action Costs

Action Cost Notes
Purchase 0-5 rupees (paid to market cards left of purchased card) Doubled if military is favored
Play Bribe to ruler (0 to N rupees, N = ruler’s tribes in region) Free if you rule or no one rules
Tax Free Takes up to rank in rupees from players/market
Gift 2 / 4 / 6 rupees (1st / 2nd / 3rd gift) Paid to market
Build 2 rupees per unit (up to 3 units) Paid to market; must rule the region
Move Free Rank = number of moves
Betray 2 rupees Paid to market
Battle Free Rank = number of removals
Hostage bribe N rupees (N = hostage-holder’s spies on card) Paid to holding player

Dominance Check Scoring

Successful (coalition dominant):

Place VP (Normal) VP (Final Check)
1st influence 5 10
2nd influence 3 6
3rd influence 1 2

Unsuccessful (no dominant coalition):

Place VP (Normal) VP (Final Check)
1st cylinders in play 3 6
2nd cylinders in play 1 2

Influence Calculation

Influence = 1 (base) + patriots in court + prizes held + gifts placed

Suit Privileges Summary

Suit Stars Protect/Grant
Gold (Economic) Tax shelter: protect N rupees from tax
Red (Military) Tiebreaker at game end
Purple (Political) Court size: 3 + N cards
Blue (Intelligence) Hand size: 2 + N cards

Loyalty Change Triggers

  1. Play a patriot of a different coalition
  2. Take a prize of a different coalition via betray

When changing: lose all gifts, discard previous-loyalty patriots and prizes, adjust dial.

Battle Restrictions Checklist