The Great Khan Game
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Front cover of The Great Khan Game boxed set | |
| Genre | Role-playing game |
|---|---|
| Publisher | TSR, Inc. |
| Media type | Boxed set |
The Great Khan Game is a fantasy board game that was published by TSR, Inc in 1989.
The Great Khan Game is a game about acquiring countries, by gathering the various rulers and important people of the lands.[1]
This card-and-board game humorously presents the epic sweep of politics, trade, and warfare, among budding fantasy empires. Peoples and rabble join with heroes and leaders to form nations intent on the economic, political, and military conquest of the known world.[2]
The game is described in the sourcebook Forgotten Realms Adventures: "This is a whimsical board/card game of conquest and intrigue set in the Whamite Isles, several tiny specks of land in the Sea of Fallen Stars. Players try to direct the fortunes of nations to amass the most power before the Historian draws events to a close."[3]
Gameplay
Players gather melds (groups of cards representing leaders and peoples), into rich and powerful nations that vie for control of territories on a map. To win, a player must control the most territory and have the richest treasury at the end of the game. The game offers various ways to gain gold (trade with and conquest of other nations, for example) and to gain control of nations and territory, usually by war (battles between melds of cards representing nations) and political coups (in which a nation changes hands when a competitor plays a more powerful meld than the existing meld representing a given country). As players draw cards each turn, new leaders and peoples come into play and event cards signal disasters (assassins, rare diseases, earthquakes, and peasant revolts) and windfalls (trade caravans, fleets, and philanthropists) for the competing nations.[2]
Contents
The Great Khan Game is a folio boxed game with a 32-page rulebook, a game map, 162 playing cards and counters.[2]