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East Indiaman box art

East Indiaman

Players

2-4

Time

60-90

Age

12+

Weight

3

Rating

6.90

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.3

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game adapts well to different player counts without compromising its appeal or balance. It is moderately easy to learn with a decent level of depth.

Luck profile

The final luck score for East Indiaman is 6.67, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Witness the birth of the most powerful international conglomerate in the history of man! The time is the 17th century when shipping routes on the Indian Ocean are bustling with trade ships. Who will emerge as the final victor to seize all the lucrative trades in the Age of Discovery? In East Indiaman, players operate their own East India Companies by building their trade posts in the Far East and dealing with exotic spices, silk, tea and china as they manipulate their fleets to create their trading empires! Starting from the first player, players take turns in clockwise order. Each player performs two actions during their turn until all players have chosen to pass the round. Players can choose from the following seven actions and perform them in any order. Additionally, you can choose to perform the same action twice: Send ship to buy cargo: Choose this action to send ship(s) to purchase spice, silk, tea or china Exchange cargo: Choose this action to exchange cargo A with cargo B Complete an order: Use cargoes in your possession to complete orders Increase investment level: Use cargo in your possession to increase your investment level and receive a new ship Build a trade post: Use ships to build a trade post and adjust the prices of cargo A round ends when all players have finished their actions for the round. The game lasts five rounds, and at the end of the final round, scoring takes place: Completed order cards score corresponding to the investment level Influence from the trade posts that players have built Players also score for their arms level The player with the highest total score wins. —description from the publisher

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
David Wang

Publishers

1
David Wang Studio

Linked items

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