The Great Khan Game
Genre | Role-playing game |
---|---|
Publisher | TSR, Inc. |
Media type | Boxed set |
The Great Khan Game is a
Overview
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
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]
Publication history
The game was designed and illustrated by Tom Wham with Richard Hamblen; the game map and playing cards were designed by Jeff Dee and Amanda Dee.[2]
Reception
In the July 1989 edition of
In the April 1991 edition of
References
- ISBN 978-1-932442-96-0.
- ^ a b c d e Rolston, Ken (April 1991). "Role-playing Reviews". Dragon. No. 168. Lake Geneva, Wisconsin: TSR. pp. 34–35.
- ISBN 0-8803-8828-5.
- Games International. No. 7. p. 7.