Pax Pamir: Second Edition rules – how to play and how to score
Reviewed on 21 October 2026 against the publisher’s rulebook. How we check
Pax Pamir plays 1 to 5 players: each is a nineteenth-century Afghan leader, loyal to a coalition, scoring victory points during Dominance Checks. Here are the essential rules, setup and scoring, based on the official rules.
- Players
- 1 to 5, solo against Wakhan
- Play time
- 45 minutes to 2 hours
- Winner
- A four-point lead after a Dominance Check, otherwise the most points after the fourth
Pax Pamir: Second Edition quick rules
- The goal
- You purchase cards from the market and play them to your court, the row of cards in front of you. You are always loyal to a coalition: Afghan, British or Russian. Victory points are scored during Dominance Checks.
- Your turn
- Up to two actions, then cleanup. Purchase and play are always available; the other actions are on the cards in your court, one action per card per turn. Cards of the favored suit give bonus actions, outside the limit.
- Purchasing from the market
- Two rows of six cards. The leftmost column is free, then each column costs one more rupee: one rupee on each card you skip. You take any rupees on your card. Military favored: double cost. A purchased event resolves at once.
- Playing a card
- If another player rules the card’s region, pay them one rupee per tribe they have there. Add the card to either end of your court and resolve its icons: tribe or spy for your cylinders, army or road for your coalition’s blocks.
- Ruling a region
- You need at least one tribe, and more tribes and loyal armies than each other player; on a tie, nobody rules. Ruling lets you build, tax and collect bribes.
- Card-based actions
- Tax, gift, build, move, betray, battle. A card’s rank, one to three stars, sets the strength of tax, move and battle. An enemy with the most spies on one of your cards holds it hostage.
- Loyalty and influence
- Influence: one, plus your patriots, prizes and gifts. Playing a patriot or taking a prize of another coalition changes your loyalty: you then lose your gifts, prizes and patriots.
- The overthrow rule
- Losing your last tribe in a region discards your political cards of that region. Losing your last political card of a region removes your tribes there.
- Cleanup
- Court limited to three cards plus your political stars, hand to two plus your intelligence stars. Events in the leftmost column are discarded and affect everyone, then the market slides left and refills.
- Dominance Checks
- Successful if one coalition has at least four more blocks than each of the others: its loyal players score 5, 3 and 1 by influence, then all blocks are removed. Otherwise, the most cylinders in play scores 3, the second most 1.
- Game end
- A lead of four points over everyone right after a Dominance Check wins. Otherwise, the game ends after the fourth check, which scores double. Tiebreaker: military stars, then rupees.
- Playing with Wakhan
- Wakhan, the automated opponent, faces one or two players. One AI card per turn dictates her two actions; she purchases and plays cards in one go, is loyal to all coalitions and scores like a player.
- Beginner traps
- Only one action per card per turn. No purchasing a card you placed a rupee on this turn. Think about the overthrow rule before a battle or a betrayal. Deals are never binding.
How to score Pax Pamir: Second Edition
- Victory points
- Your space on the victory point track at the end. Points are only scored during the four Dominance Checks.
- Successful check
- One coalition has at least four more blocks than each of the others: its loyal players score 5, 3 and 1 points by influence (one, plus patriots, prizes and gifts).
- Unsuccessful check
- The player with the most cylinders off their player board scores 3 points, the second most 1 point.
- Ties and the final check
- Tied players add up the points for their places and split them, rounding down. Points from the final check are doubled before that split.
- End and tiebreaker
- A four-point lead over everyone after a check, or the most points after the fourth. On a tie, the most military stars in your court, then the most rupees.
Worked example
With 3 players, after two checks, Emma has 6 points, Jake 5 and Alex 7. The third check succeeds for the Russians: Emma, the most influential, scores 5, Jake 3. Emma has 11, Jake 8, Alex 7: only a three-point lead, so play goes on. The fourth check fails: Alex has the most cylinders in play and scores 3 × 2 = 6; Emma and Jake, tied for second, score 1 × 2 ÷ 2 = 1 each. Alex wins with 13 points, ahead of Emma with 12 and Jake with 9.
Common mistakes
- Forgetting to double the final check, or doubling after splitting ties.
- Giving dominance points to a player who is not loyal to the dominant coalition.
- Ending the game on a three-point lead: you need four over everyone.
- Forgetting to remove all blocks from the map after a successful check.
How to set up Pax Pamir: Second Edition
Setup comes in four steps: the map, the draw deck in six piles, the market, then each player’s loyalty. With one or two players, add Wakhan.
The map
- Place the map in the middle of the table.Six regions: Kabul, Kandahar, Punjab, Transcaspia, Herat and Persia.
- Place each ruler token on its region.
- Place the favored suit marker next to the political suit.
- Keep the rupees and coalition blocks within reach.
The draw deck
- Separate the court cards from the event cards, and set the Wakhan cards aside.With Wakhan, count her as a player for the size of the piles.
- Make six face-down piles of five court cards, plus one per player.For example, eight cards per pile with three players; the rest go back in the box.
- Place one Dominance Check in each of piles three to six.
- Shuffle the other twelve events: two in pile two, one in each of piles three to six.The six remaining events are not used.
- Shuffle each pile, then stack them: pile one on top, the four piles with a Dominance Check at the bottom.
The market
- Reveal twelve cards: two rows of six columns.Column by column from the left, top row first.
- Place the draw deck to the right of the market.
Each player
- Each player takes their eleven cylinders, a player board, a loyalty dial and four rupees.
- One cylinder on the zero space of the victory point track, the rest on the player board.
- A random player chooses their loyalty, then the others going clockwise.The last player to choose takes the first turn.
Wakhan, for one or two players
- Shuffle Wakhan’s twenty-four AI cards, face down.
- Give her a spare set of player cylinders and an aid card, but no loyalty dial.Her gifts go on her aid card.
- Place her pieces to the right of the player who chose their loyalty last: Wakhan takes the first turn.
Frequently asked questions
How do you win Pax Pamir?
By leading every other player by at least four victory points right after a Dominance Check; otherwise, by having the most points after the fourth and final check.
Who goes first in Pax Pamir?
A random player chooses their loyalty first, then the others going clockwise: the last to choose takes the first turn. With Wakhan, she goes first.
How much does a market card cost in Pax Pamir?
The leftmost column is free, then one more rupee per column: you place one rupee on each card to the left of yours. Double if military cards are favored.
Ludingo’s Pax Pamir: Second Edition sheet was last reviewed on 21 October 2026, based on: wehrlegig.com, rally-the-troops.com, boxofdelights.net, BoardGameGeek.