
2025 · Négociation
Pax Hispanica
Players take the role of young men from various European nations seeking status, wealth, or infamy in the 17th‑century Caribbean. Each player sails between islands to transport, plunder, smuggle, or ambush shipments of silver, pearls, gems, and relics that fuel personal ambitions and national interests. The game uses asymmetrical roles and features a tableau, a market, a blind auction, and naval combat. Players pursue one of several career tracks—courtier, emancipator, pirate, etc.—and score by advancing their chosen path while negotiating, bidding, and engaging in ship battles and treachery that reshape control of the Spanish Main.
- Joueurs
- 1–5 idéal à 4
- Temps de jeu
- 60–150 min
- Âge
- 14+
- Complexité
- 4,3 / 5
À propos du jeu
- Auteurs
- Illustration
Extensions
Les voir dans LudoyaSe joue avec
Les voir dans LudoyaOù l'acheter
Prix des boutiques et exemplaires d'occasion, vérifiés chaque jour.
Sur les tables de Ludoya
Toutes les statistiques dans Ludoya- 27
- Parties enregistrées
- 43
- Joueurs
- 2h 50m
- Partie moyenne
- 20
- Dans des collections
- 7
- Dans des listes de souhaits
8,9/10
sur 7 avis Ludoya
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
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
Questions de règles
Réponses tirées du livret par l'assistant de règles 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)
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Données du jeu (joueurs, durée, âge, crédits) issues de BoardGameGeek.















