John Company: Second Edition (English) [Pre-order] ***Q3 2026***
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In John Company, players assume the role of ambitious families attempting to use the British East India Company for personal gain. The game begins at the beginning of the 18th century, when the Company had a small presence on the subcontinent. Over the course of the game, the company could become 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 business monopoly. Unlike most economic game players, they often do not control their own businesses. Instead, they will collectively guide the Society by securing positions of power, attempting to direct the destiny of the Society in a way that benefits their own interests. However, society is an unwieldy thing. It's difficult to do anything alone, and players will often have to negotiate with each other. In John's company, almost everything is up for negotiation.
Ultimately, this game isn't about wealth; it’s about reputation. Each turn, some members of your family may retire from their positions in the company, giving them the opportunity to establish inheritances. Critically, players do not have full control over when these retreats occur. You will often need to borrow money from other players to get the most out of it for a chance at retirement. Players also earn victory points by participating in the London Season for prestige and obtaining trendy properties.
John Company engages very seriously with its theme. It is intended to be a frank portrait of an institution that is as dysfunctional as it is influential. As a result, the game addresses many key themes of imperialism and globalization in the 18th and 19th centuries and how these 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.
—designer description