Use cunning to gain power, build palaces and win influence over India, province by province and city by city.
Control of India at the beginning of the 18th century is up for grabs. The 200 year-long rule of the Grand Moguls has collapsed. Now its time for the most powerful Maharishis and princes to take control of the Indian subcontinent. The players use strategy and cunning to win influence over India, province by province and city by city. The most successful player (and the winner) is the one who establishes the most magnificent palaces and has the most power at the end.
This game takes place in India. There are twelve turns with an auction for up to six different prizes each turn. Players use cards to bid for the various prizes. The trick is when you take a turn and you've got the highest bid on a prize, you can either spend more cards to try for other things or simply take your winnings and walk away. The prizes are mostly positions on the board and players get more points for connecting provinces on the map. But as becoming typical for Herr Knizia, there are several other ways of scoring points in this game. After the final area on the board is auctioned, the player with the highest point total takes the game.
Learn more about Taj Mahal (USED - good condition) on boardgamegeek.com
| Publisher | alea |
|---|---|
| Year | 2000 |
| Designer | Reiner Knizia |
| Language | English edition |
| Categories |
| Time | 75 - 100 mins |
|---|---|
| Minimum Age | 12 |
| # of players | 3 - 5 |
| Themes | India |
| Mechanics | auction, scoring regions, route calculation, players assume roles |