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Profiteers box art
2018 Ranked #11,772

Profiteers

Economic speculation game has arms manufacturers invest, supply Civil War forces, and trade fluctuating bonds for the most cash. Players can influence battles, so a prolonged conflict may enrich the most opportunistic investor.

American Civil War Economic Secret Unit Deployment Stock Holding

Players

3-5

Play time

30-45 min

Age

12+

Complexity

2/5

Rating

6.57

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

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How it plays

How does it play?

It is 1861, and the USA is wracked in Civil War. Great issues are at stake — slavery, states rights, the preservation of the Union — but as a British arms manufacturer, you don't care!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

It is 1861, and the USA is wracked in Civil War. Great issues are at stake — slavery, states rights, the preservation of the Union — but as a British arms manufacturer, you don't care! As a profiteer, your aim is to make as much money as possible by supplying the troops needed to fight the war with your factories and by speculating in the bonds issued by the Confederacy and the Union to finance their war effort. Profiteers is a strategic speculation game. Players seek to accumulate gold and bonds (the value of which varies according to the progress each side in the war). Players can choose to invest money in arms factories, which give them more bonds and greater influence over the outcomes; simply speculate; or buy up businesses such as coffin makers and hope for a bloody and prolonged conflict. Ultimately the only thing that matters is the final amount of cash in hand when the war ends. The game lasts between three and seven turns, in each of which players first make their investment and production decisions, and then (in reverse order) contribute troops to the outcome of one of the great battles of the US Civil War. The battles are simply resolved and allow for a bit of bluff and negotiation, but they do not attempt to replicate the tactics of the conflict. Those looking for a simulation of "Pickett's Charge" at Gettysburg should probably not buy this game. The game is fast paced and highly interactive as the ability to anticipate or influence other players' strategies is crucial to victory. A long game (where the war is finely balanced and lasts the full seven turns) can take up to 45 minutes; shorter conflicts are finished in less than half an hour.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
3–5
Best with
2
Play time
30–45 min
Age
12+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
James Dickinson

Artists

1
Andrew Higgins

Publishers

2
La Mame Games Stronghold Games

Linked items

No published linked games yet.