Judging by the smirk on the face of the Sultan of Solo, the businessman from North Sumatra has just made a mistake. And a costly one at that, too. He has paid way too much for merging his rubber company with the Sultan’s extensive rubber plantations: there are no ships in the area to transport the rubber to the booming cities of Java. And the Sultan is now dripping in cash — he can bribe city authorities so that his ships will gain preferential access to those ports where they are competing. Or he might invest in building an oil imperium. But wait — what’s that young fellow over there up to? Buying all the shipping lines? That might change the outlook … considerably, in fact … let’s see…
Indonesia is a game in which two to five players build up an economy, trying to acquire the most money. Players acquire production companies, which produce goods (rice, spices, microwaveable meals, rubber, and oil), and shipping companies, which deliver goods to cities. As cities receive goods, they grow, increasing their demands. Production companies earn money for each good delivered to a city, up to the city's capacity, but they must pay shipping companies for the distance traveled, even if they end up losing money. Players can research advantages, like greater shipping capacity or the ability to merge companies, possibly stealing ownership of lucrative plantations or shipping routes by buying out other players.
Players keep their money hidden, trying to accumulate the most by the end of the third era. When only one type of a company is left, an era ends. New eras bring new cities, companies, and types of goods. At the end of the third era, the player with the most money wins. However, money earned from the last round of operations (selling/shipping goods) counts double, so it can be important to control the timing.
- Intriguing blend of rail-like economy with simple rules weight
- Interesting reprint opportunity
- Potentially complex for newcomers; long-form play
- Iberian Gauge
- Wobbash Cannonball
Mechanics (from transcript analysis)
- CubeRail-esque/economic progression — Halfway between Cube Rails and 18XX; economic and stock phase with phases of investment and operation; progressively economic routing and delivery.
Video topics + discussion points
Quotes (from this video)
- two players, not enough time
- steal someone's donkey
- bang for your buck
- eight maps in the base box
- you can draw from the deck. Each card has its own way of like yes, you can use it as an item, but it's also one of the endgame conditions
References (from this video)
- Compact solo/2-player micro-game
- Thematic and theatrical feel
- Clear, teachable rules and engaging scoring
- Soliloquy expansion enables solo play in the video context
- Interesting tension from tragedy cards and AI opponent Thespis
- Prototype copy; some components (Soliloquy) not included
- Limited to demonstration; actual production may differ
- Designer/year/bgg data not confirmed in video
- Theatrical competition and mythic worship of Dionysus
- Ancient Greece during the Dionysian festival
- Three-act play-building with tragedy cards
Mechanics (from transcript analysis)
- act-based tableau building — Place cards into Act One, Act Two, or Act Three slots to form patterns.
- card drafting — Draft one of three cards per turn to build acts.
- instant effects — Some cards trigger immediate effects when taken or when triggered by opponent.
- Pattern scoring — Scores based on completed patterns across acts.
- tableau building — Place cards into Act One, Act Two, or Act Three slots to form patterns.
- tragedy cards — A separate deck that can introduce negative events and scoring changes.
- upstage / downstage — Sort cards by stacking on top or tucking underneath; affects scoring and patterns.
Video topics + discussion points
Quotes (from this video)
- the solo mode is contained in a six card expansion called Soliloquy
- we're building up a play in three acts and each Act is going to have three cards
- upstage by putting it on top of a card that's already placed or down stage by tucking it underneath
- end of the game we're all ready to score it up
- we did a pretty average job there all things considered
References (from this video)
- deep strategic layer
- innovative economic design
- high complexity
- long learning curve
- economic simulation and market dynamics
- Indonesian archipelago economy
- complex economic simulation
Mechanics (from transcript analysis)
- economic engine — players race to optimize resource flows and scoring
- Network/route building — players connect tokens to form economic networks
- token network / network building — players connect tokens to form economic networks
Video topics + discussion points
Quotes (from this video)
- don't let the customer create their own shadow product in their head; you tell them what the product is, who it's for and why they should care
- the game maker gets to set the context
- if you innovate you risk confusing potential purchases but if you stick with familiar concepts how are you ever going to stand out
- you tell them to just play a few rounds and they'll enjoy it