Pax Hispanica

2025 · Negociación

Pax Hispanica

Los jugadores asumen el papel de jóvenes de distintas naciones europeas que buscan prestigio, riqueza o infamia en el Caribe del siglo XVII. Cada jugador navega entre islas para transportar, saquear, contrabandear o emboscar cargamentos de plata, perlas, gemas y reliquias que alimentan ambiciones personales e intereses nacionales. El juego usa roles asimétricos y presenta un tableau, un mercado, una subasta a ciegas y combate naval. Los jugadores persiguen una de varias rutas profesionales —cortesano, emancipador, pirata, etc.— y puntúan avanzando por el camino elegido mientras negocian, pujan y se meten en batallas de barcos y traiciones que redefinen el control del Mar del Español.

Jugadores
1–5 mejor con 4
Duración
60–150 min
Edad
14+
Complejidad
4,3 / 5
8,9 en Ludoyadesde 62,97 €EconómicoNáuticoSubasta / PujaDespliegue secreto de unidadesMovimiento por áreas

En las mesas de Ludoya

Todas las estadísticas en Ludoya
27
Partidas registradas
43
Jugadores
2h 50m
Partida media
20
En colecciones
7
En listas de deseos

8,9/10

de 7 reseñas en Ludoya

  • Josu Txasko10,0

    ¡Diversión!, Lo único que se le puede criticar a este juego es que el diseñador está imbuido por la leyenda negra de los anglosajones contra el imperio español. Pero es una delicia digna de una película de piratas del caribe + intrigas palaciegas. Muy bueno

  • andycted8,9

    Flows better than Pax Renaissance and works better thematically too. However it's a very different game, more of an Evil Uncooperative John Company who had some Dune Blackmailing classes while watching someone else playing Paxes. The first game is to understand the manual. The second is to remember the rules and go fetch them in the manual. The third game is to understand how the different parts interact. Lastly you can start to enjoy the real game… takes a while, but it's well worth it

Lee las reseñas y valóralo

Dudas de reglas

Respondidas a partir del reglamento por el asistente de reglas de Ludoya.

How does a buried-treasure or blind auction work?

If you announce “buried treasure” the auctioned card is the unseen card one below the top; otherwise you auction the top faceup card. The initiator plus every player with at least $1 must secretly place a bid (including zero) and reveal simultaneously; the high bidder wins (initiator wins ties) and pays as specified (initiator pays Pool if they win their own auction; if someone else wins an auction you initiated they pay you). (page 7)

When is the hand limit checked — can I exceed it during the auction year?

You may exceed your Hand Limit during the Auction Year (it’s enforced later); the Hand Limit is enforced at the end of your play turn and again at the end of the Play Year, at which time you must sell or discard down to your limit. Market cards can be sold for $1 during your play turn; Haven cards are shuffled into the Haven deck if discarded. (pages 7, 9)

What is the 4-year sequence and what happens in the Goods Year?

The game cycles Goods (D1), Auction (D2), Play (D3), and Sail (D4). In the Goods Year you update Player Order, refresh Cathedrals, perform labor acquisition (kidnap or employment), resolve colony dieoff, place Chests for the year’s goods, apply slave attrition, and pay earnings. (page 6)

How does a vacant Colony get Labor — can I kidnap from any Tribal Site or Visita?

During the Goods Year a vacant Colony acquires Labor by kidnapping an Indigenous from a Tribal Site or Visita in the same land zone or by employing a Citizen from a Cathedral for $1; kidnapping is mandatory only if no other source exists. Kidnapping is not allowed in rebellious land zones and cannot take place from certain wilderness Tribal Sites called out in the rules. (pages 11–12, page 6)

How are land battles resolved — how do I calculate Strength and allies?

Compare fleet Strength vs. target Strength in the land zone by counting tokens (Rebels, Colonies, Citizens, and Galleons = 1 each; a fort gives +1 to a targeted Colony; transported Citizens are Strength 0). Other players with tokens in the land zone play Battle Cards simultaneously to choose support (neutral is not allowed), reveal them, add supports, and the higher Strength wins (ties favor the target). (pages 13–14)

How do I load Meeples and Treasure, and why does Flagship Legality matter?

A Galleon can load a Meeple by enslaving natives via a land battle or by peacefully emigrating Citizens from Cathedrals (emigration is automatic); you cannot load Meeples unless a vacant Colony exists. Treasure loading methods depend on your Flagship’s Legality (PLUNDER, SMUGGLER, CONQUISTADOR, PRIVATEER), which governs whether you must sack, bribe, legally export, or receive crown claims, and determines how Treasure is scored when unloaded in Europe. (pages 18–19)

Abre el asistente de reglas de Ludoya, que lee el reglamento de este juego.

Datos del juego (jugadores, duración, edad, créditos) de BoardGameGeek.