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Board Game Entry
Information
Designed By
Art By
Published By
Year Published
1988
# of Players:
2 − 6
User Suggested # of Players
(Not best with any number)
(Not recommended with any number)
(2 voters) [poll]
Playing Time
90 minutes
Mfg Suggested Ages
10 and up
User Suggested Ages
(no votes yet)
(0 voters) [poll]
Language Dependence
Extensive use of text - massive conversion needed to be playable
(2 voters) [poll]
Category
Mechanic
Primary Name
The Great Khan Game
Alternate Names
The Great Khan Game
Expanded By Show Expansions »
Families
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.

More Information Edit | History

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BGG Marketplace
Pg. 1
Very Good €40.00 10-Jun-2007 flag
Acceptable €29.00 6-Feb-2007 flag
Like New £40.00 14-Mar-2006 flag
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2 unofficial_errata.txt
unoffical errata by Jonathan Ferro found on usenet
2005-06-22
3 Great Khan Game FAQ.pdf
FAQ
2005-04-21
2 Great Khan Game Manifest.pdf
Component Manifest
2005-04-21
Statistics
User Rank: 1111
Num Ratings: 244
Average Rating: 6.80
Standard Deviation: 1.56
Num Views: 16074
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 2.1 moreinfo
Fans: 1
Personal Comments: 109
Users Owning: 360
Users Wanting: 30
Users Trading: 22
Has Parts For Trade: 0
Want Parts In Trade: 1
Price History: View
Total Plays: 84
Plays This Month: 0
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