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John Company: Second Edition box art
2022 Ranked #388

John Company: Second Edition

A negotiation game where ambitious families steer the East India Company for reputation. Company offices shift constantly, so alliances, loans, and retirements matter more than controlling a personal firm.

Strategy Games Economic Educational Bribery Push Your Luck

Players

1-6

Play time

90-240 min

Age

13+

Complexity

4.43/5

Rating

8.35

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In John Company, players assume the roles of ambitious families attempting to use the British East India Company for personal gain. The game begins in the early eighteenth-century, when the Company has a weak foothold on the subcontinent.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In John Company, players assume the roles of ambitious families attempting to use the British East India Company for personal gain. The game begins in the early eighteenth-century, when the Company has a weak foothold on the subcontinent. Over the course of the game, the Company might grow into the most powerful and insidious corporation in the world or collapse under the weight of its own ambition. John Company is a game about state-sponsored trade monopoly. Unlike most economic games players often do not control their own firms. Instead, they will collectively guide the Company by securing positions of power, attempting to steer the Company’s fate in ways that benefit their own interests. However, the Company is an unwieldy thing. It is difficult to do anything alone, and players will often need to negotiate with one another. In John Company, most everything is up for negotiation. Ultimately, this game isn’t about wealth; it’s about reputation. Each turn some of your family members may retire from their Company positions, giving them the opportunity to establish estates. Critically, players do not have full control over when these retirements happen. You will often need to borrow money from other players to make the best use for a chance of retirement. Players also gain victory points by competing in the London Season for prestige and securing fashionable properties. John Company engages very seriously with its theme. It is meant as a frank portrait of an institution that was as dysfunctional as it was influential. Accordingly, the game wrestles many of the key themes of imperialism and globalization in the eighteenth and nineteenth centuries and how those developments were felt domestically. As such, this game might not be suitable for all players. Please make sure everyone in your group consents to this exploration before playing. The second edition is extensively revised and is not a reprint. —description from designer

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
1–6
Best with
–6
Play time
90–240 min
Age
13+
Complexity
4.4/5
Credits and catalog connections

Credits

Designers

1
Cole Wehrle

Artists

2
Jan Lipi?ski Amita Pai

Publishers

1
Wehrlegig Games

Linked items

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