With the fall of Napoleon, the British East India Company plied its trade unchecked from the Cape of Good Hope to the markets of Hong Kong. India stood at the center of this sprawling imperial network, and the currents of empire ran through its ports, tying the Far East with European markets and awarding the British virtual control of the vast wealth of the subcontinent. However, the "crown jewel" of the empire was far from secure.
Across the forests of Siberia and the steppes of Asia, the Russian Empire advanced at a rate exceeding even the pace of America's western pioneers. This expansionism by the world’s largest nation loomed over British holdings in India, casting a longer shadow each year. In the buffer region of central Asia, surveyors, adventurers, industrialists and government agents crossed paths, all seeking to manipulate the byzantine local politics. There, in the shadow of the Pamir Mountains, the stage was set for a game that would define the limits of global power in the 19th century and the present day.
In Pax Pamir, two to five players assume the role of Afghan tribal leaders navigating the winds of colonial power in "The Great Game". If either the Russian, British Empire, or Afghan is able to achieve supremacy, the player with the most influence in that empire wins.
- Unique gameplay
- Dynamic allegiance system
- Political alliances and conflict
- Afghanistan 200 years ago
- Changing allegiances
Mechanics (from transcript analysis)
- card drafting — Players draft cards with unique powers
- Faction alignment — Players can change allegiances during the game
Video topics + discussion points
Quotes (from this video)
- Playing board games a lot is the biggest compliment you can give them
- We have 10 categories starting from gamers to fillers and everything in between
References (from this video)
- deep strategic tension and player interaction
- strong thematic integration with historical context
- rich, asymmetric decision space
- high learning curve
- long playtime can be a barrier for some groups
- geopolitics, alliances, shifting loyalties
- Afghanistan during the Great Game in the 19th century
- historical-geopolitical
- Pax Pamir (second edition)
Mechanics (from transcript analysis)
- action selection — cards determine two-actions per turn with optional special actions
- area influence / interaction — competition for influence pockets with direct denial and manipulation of opponents
- card drafting — players draft cards that carry actions and events, shaping the strategic landscape
Video topics + discussion points
Quotes (from this video)
- In PX Premiere, you are playing an Afghan tribesman trying to appease all the giant nations that have come in here and trying to make fortune for themselves.
- First to reach 30 fame wins the game.
- The Gang has been my go-to simple co-op game where if you know poker, you're going to love this.
References (from this video)
- Tons of interaction and political depth
- Very high replay value due to card variety
- alliances, loyalty, and shifting control
- 19th-century Afghanistan with tribal politics
- dynamic political negotiation and backstabbing
Mechanics (from transcript analysis)
- alliances and betrayal — alliances form and break as the game progresses.
- deck-based actions — cards drive various political and military actions.
- high replay value — vast card pool creates different experiences each game.
Video topics + discussion points
Quotes (from this video)
- Star Wars Rebellion has everything a Star Wars fan would need.
- This is Star Wars in a box.
- Combat Commander Europe has one of the best emerging storytelling ever.
- This is what real men play.
- It's gorgeous, eye candy.
- Space horror is one of my favorite themes.
- The diplomacy, the backstabbing, the negotiation, it's never boring.
- Here I Stand is epic like no other game I've ever played.
References (from this video)
- rich historical flavor and thematic depth
- deep strategic options for experienced players
- strong narrative resonance with empire-building themes
- steep rules, long setup, and long playtime
- heavy to teach to new groups
- empire-building through fragile alliances and shifting loyalties
- Afghanistan in the 19th century, a web of empires and local powers
- story-driven political negotiation with historical texture
- Root
- John Company
- Oath
Mechanics (from transcript analysis)
- asymmetric scaling and endgame tension — different victory conditions create ongoing strategic tension
- card-driven political actions — cards influence factions, alliances, and political moves
- variable board state and influence — influence shifts as factions gain/lose power and area control
Video topics + discussion points
Quotes (from this video)
- Five Tribes hits with people.
- Oath was the better game.
- Root is staying with Leader Games.
- 10 million active users, which I'm very skeptical of.