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Indonesia box art

Indonesia

Game ID: GID0168015
Game Info
Year
2005
Collection
Rating
Mechanic profile
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Vibe profile
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Description

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.

Description

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.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 5 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–5 of 5
Video ljNY7rT12u4 Top List at 7:46 sentiment: positive
video_pk 69412 · mention_pk 165900
Indonesia video thumbnail
Click to watch at 7:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Desire to own all Splotter games
  • Push boundaries of board gaming
Cons
  • Expensive ($80)
  • Difficult to table due to requiring the 'right' game group and their availability
  • Group's life circumstances make play difficult
Thematic elements
Comparison games
  • Great Zimbabwe
  • Roads and Boats
  • Bus
Mechanics (from transcript analysis)
  • economic — Implied by the context of Splotter games and their mechanics.
  • route/network building — Implied by the railway theme and Splotter's design.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I have too many board games
  • Every board game is a promise of a story a game night a group of friends getting together it's a memory of when you did just that
  • This list of board games are games that I know and I know well games that I would add to my collection immediately
  • I've wanted some of these games for years and with all of that acknowledged I I just I just can't justify getting them
  • I'm an irresponsible campaign game owner
  • keep dreaming whether it's your career your life the goals you have or the games you want
References (from this video)
No references stored for this video.
Video pf5KL-WrmoM jungkits games Live Q And A at 10:25 sentiment: positive
video_pk 66015 · mention_pk 160372
jungkits games - Indonesia video thumbnail
Click to watch at 10:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the only constant is change
  • jungkus games is my full-time career
  • i want to make this digest of all games i've talked about on the site
References (from this video)
No references stored for this video.
Video 440HTGYDSo0 All You Can Board Discussion at 13:11 sentiment: positive
video_pk 62457 · mention_pk 154992
All You Can Board - Indonesia video thumbnail
Click to watch at 13:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Intriguing blend of rail-like economy with simple rules weight
  • Interesting reprint opportunity
Cons
  • Potentially complex for newcomers; long-form play
Thematic elements
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video jLRo_1JJNyg Totally Tabled Playthrough at 0:04 sentiment: positive
video_pk 38489 · mention_pk 115834
Totally Tabled - Indonesia video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • Prototype copy; some components (Soliloquy) not included
  • Limited to demonstration; actual production may differ
  • Designer/year/bgg data not confirmed in video
Thematic elements
  • Theatrical competition and mythic worship of Dionysus
  • Ancient Greece during the Dionysian festival
  • Three-act play-building with tragedy cards
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video FA9Cx-ERlgY Adam in Wales - Board Game Design Analysis at 9:01 sentiment: positive
video_pk 9836 · mention_pk 28991
Adam in Wales - Board Game Design - Indonesia video thumbnail
Click to watch at 9:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep strategic layer
  • innovative economic design
Cons
  • high complexity
  • long learning curve
Thematic elements
  • economic simulation and market dynamics
  • Indonesian archipelago economy
  • complex economic simulation
Comparison games
none
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
No key topics recorded for this video.
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
References (from this video)
No references stored for this video.
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