Watch “Pax Hispanica rules and teaching game by designer Phil Eklund, TTS,” a how-to-play guide for Pax Hispanica from Pizin on BoardGameVideo.
Description provided by Pizin on YouTube:
Rules and teaching game of boardgame Pax Hispanica by designer Phil Eklund.
Turn sequence and other minor rules are explained during teaching game.
Teaching game ended preamaturely due to computer problem of one player.
Only things not shown in action are ship battles and revolts.
It is the year 1600 during the “Pax Hispanica”. Spain is the richest and the most powerful country in the world and her Caribbean ports are already a century old. Each year, a fabulous treasure fleet of galleons known as the flota arrives and returns to Spain laden with treasures from the Far East, Perú, and Mexicó worth 20 million ducats. So far, no pirate has ever been able to touch these riches. But the recent defeat of the Spanish Armada seems a harbinger that other cultures and religions could make landfall in the Spanish Main. As in all Pax games, your victory drives the future of the region, driven by the ambitions and decisions of your character.
Starting as a teenager, you decide if you want to become a liberator, a priest, a royal, or a pirate. Soon, English, Dutch, and French buccaneers would arrive in force, burning and looting every significant port of the Spanish Main. More benevolently, boatloads of persecuted Protestant refugees are establishing illegal colonies and pirate havens. Spanish governors are ordered to quash the infidel squatters, as well as the infernal pirates, but funding for these efforts has been bankrupted by the fundamental unsoundness of Spain’s mercantilist policies. More often than not, these governors collaborate with the foreigners to bypass Spanish shipping monopolies. So do Spanish merchants, forbidden by law to trade with not only foreigners, but also with each other. According to the mercantilist Spanish Exclusive, all goods produced must be exported by the flota to Seville, where they can be taxed by the royal fifth. Since the decadent crown could not provide what the Main needed to survive, the black market was part of everyday survival for everyone from missionaries to governors.
Recorded on 14. 6. 2023 on Tabletop Simulator.
0:00 Introduction
0:15 Overview of the map
1:45 Overview of the philosophy board
5:10 Victory conditions
7:16 Peerage cards
12:00 Nudge on cards
14:15 Midlife crisis and Mutiny
17:58 Ship card (Legality and Seamanship)
19:42 Heaven cards (Callow actions and Interdictions)
21:00 Sway and Reach
25:30 Colonies and Labor
26:30 Missions (Cathedrals and Citizens)
28:05 Teaching game
2:49:02 Preamature end due to computer problem