$10.00
Information
Designer
Artist
Publisher
TSR
Year Published
1989
# of Players
2 − 6
User Suggested # of Players
Best with 3 players
Recommended with 2, 3 players
(5 voters) [poll]
Mfg Suggested Ages
10 and up
Playing Time
90 minutes
User Suggested Ages
10 and up
(2 voters) [poll]
Language Dependence
Extensive use of text - massive conversion needed to be playable
(5 voters) [poll]
Subdomain
(4 voters) [vote]
Category
Mechanic
Family
Primary Name
The Great Khan Game
Alternate Names
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ObjectID: 2063
Description Edit | History

The Great Khan Game includes one 32-page rule book, one 11" x 17" full-color map of the Whamite Isles, 120 die-cut cardboard playing pieces, 162 playing cards, and one plastic storage bag.

This is a card/strategy board game for 2 or more players. The game is set in the Whamite Islands. It is a very fun game, which usually lasts an hour or so depending on the number players and chance.

The idea of the game is to make as much gold as possible by controlling countries within your own little empire from the dozen or so provinces available. The game uses a card system with a lot of clever design tricks added on to provide depth.

The game play within your turn is easy to pick up, but requires much thought to get right. You are dealt six cards initially, which will usually give you weak control of a couple of countries. These can be added to each turn by drawing two free cards or taking the top card from the discard pile. Additionally, you can buy extra cards every turn. Having checked the cards for events and acted on those immediately, you can make 'melds,' war and political manoeuvres before compulsorily discarding one card.

The heart of the game is the 'meld.' A meld is simply the act of laying one or more cards from your hand in front of you, thus activating their powers. By having the most powerful political meld on the table (determined by the total number of flags on the melded cards), you control that country until toppled by better politics or combat. Each country normally has a couple of leaders, often with low numbers, and a varying number of higher-numbered followers who might be loyal to any leader card or just one.

Power can be stolen in two ways: political coups where you lay more flag cards than are currently melded (you take over those cards as well - those willing rally to your cause), or by the time-honoured invasion force.

Combat is simple enough, but can prove a little fiddly at times. Once battle is joined, a d6 is rolled to see how many rounds the battle will last. Rolling a one when there are two large armies will virtually guarantee a non-result, whereas a six will give both sides a good chance of a win. Swords kill simply on a roll of five or six, castles get to 'fight' in defence, and defending ships must be beaten first.

The game has an excellent basic structure. The key to the game is the balance of military, political power, and wealth. It really works well. But, as always, there are improvements to be made and rules that can be changed to improve or change the flavor of the game. But, the reason why the game works well is that there is an excellent structure underlying the few contested rules.

It's worth adding that a lot of the fun comes from the irreverent humour on the cards--just in case you thought you were playing a serious strategy game. Names are satirical, silly, or obtuse references to real world people, places or events. For example, there's a castle named "Ratlarbig" (look at it closely), a character called the "Sorcerer's Apprentice" and a group of soldiers called "The Bloody Buggers". It's a hoot whether you're winning or losing.

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More Information Edit | History
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The Great Khan Game
Nick: 
TSR flat box Gamefolio
Publisher: TSR
Artist: Paul Hanchette, John Lakey
Year: 1989
Product Code: 1044
Size: 11.00 x 8.70 x 0.70 inches
1.05 pounds
English
Release Date:  
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Pg. 1 of 1
14 The Great Divine Right Game
A variant The Great Khan Game, using the rich, wonderful world of Divine Right as it’s backdrop. Includes a full set of 144 cards, map, and changes to the Great Khan rules to fit it into the world of Minaria
English
2011-05-18
4 unofficial_errata.txt
unoffical errata by Jonathan Ferro found on usenet
2005-06-22
5 Great Khan Game FAQ.pdf
FAQ
2005-04-21
7 Great Khan Game Manifest.pdf
Component Manifest
2005-04-21
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Statistics
Board Game Rank: 2485
Num Ratings: 326
Average Rating: 6.66
Standard Deviation: 1.51
Num Views: 33824
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 2.1
Fans: 19
Personal Comments: 134
Users Owning: 570
Users Wanting: 29
Users Trading: 21 [find trade matches]
Has Parts For Trade: 0
Want Parts In Trade: 0
Price History: View
Total Plays: 182
Plays This Month: 0
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