
2022Cole Wehrle
Mainly playthroughs and how-to-play. John Company: Second Edition is covered on BoardGameVideo.com by 18 reviews, 21 how-to-play guides, 28 recorded sessions, 8 unboxings, and 5 other videos.
From BoardGameGeek
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
John Company: Second Edition has 80 videos from 39 creators: 18 reviews, 21 how-to-play guides, 28 playthroughs, 8 unboxings and 5 other videos. They date from 2021 to July 2026.
To learn the rules, start with "How to Play John Company 2nd Edition" by RTFM, which runs 50 min. For a quicker teach, "First impressions of John Company 2nd edition" by Frank N Dice runs 9 min.
For an opinion before you buy, start with "The Colossal Board Game of Colonialist Greed: John Company" by Shut Up & Sit Down. 13 creators have reviewed it. To see it played, watch "John Company (2nd ed.) | Solo Playthrough | With Mike" by One Stop Co-op Shop, one of 28 playthroughs.
If you like it, try Arcs, Root, Pax Pamir: Second Edition and Oath, also by Cole Wehrle.
8 of 39
2018Cole Wehrle
2 - 4 players60 - 90 minHeavy weight
2019Cole Wehrle
1 - 5 players45 - 120 minHeavy weight
2021Cole Wehrle
1 - 6 players45 - 150 minVery heavy weight
From BoardGameGeek:
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
Designer
Cole Wehrle
Artists
Jan Lipiński, Amita Pai
Publisher
Wehrlegig Games
Categories
Mechanics