The Great Khan Game

Peoples and rabble join with heroes and leaders to form nations intent on the economic, political, and military conquest of the known world.

"[3] Players gather melds (groups of cards representing leaders and peoples), into rich and powerful nations that vie for control of territories on a map.

He called the complex combat system with its numerous variables "a daft idea," and felt there were "other unnecessary twiddly bits which obstruct the game rather than adding to it."

"[4] In the April 1991 edition of Dragon (Issue 168), Ken Rolston noted the game's "goofy, cheerful tone and play style" with "Vividly characterized fantasy peoples and rabble", noting that the game "neatly combines epic scale and mock-epic tone in simultaneously exploiting and parodying the most distinctive excesses of the grand-fantasy genre setting".

He said the game "boasts Tom Wham's light touch, simple and readable rules, and a vivid, imaginative fantasy setting focusing on the personalities, virtues, and foibles of various creatures, heroes, and stooges".