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John Company box art

John Company

Game ID: GID0174334
Game Info
Year
2017
Players
1-6
Age
14+
Playtime
240 min
Collection
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Mechanic profile
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Description

Over its 250-year history, the British East India Company grew to become one of the most influential commercial and political organizations in the world. Its profits catapulted the British Empire to global dominance and shaped the fate of some of the world's great nations, but its ascent was anything but easy. The Company was filled with diverging interests and struggled constantly at home and abroad.

John Company attempts to tell the story of the British East India Company from the inside out. Players will steer their dynasties through the company's history, vying for position, power, and prestige. The goal of the game is simple: Use the Company and the Company's trade to secure your place in society back home. To this end, you guide your scions through their careers, exchanging favors for positions in London or plush colonial posts. Players collectively control the Company, facing tough budgetary decisions and conflicting interests. Should a Governor conduct a campaign to expand company holdings or invest in his region's infrastructure? Perhaps the honest tax revenues would be better diverted to expand his summer estate back home...

As the game continues, the Company may face open rebellion in India or outright failure as it grapples with increasingly bold attempts at regulation from the British government. It's even possible that the Company's trade monopoly will be revoked, leaving the players to form and operate their own trading firms. Each game offers a huge range of possibilities, informed chiefly by the decisions the players make. In addition, players can tailor their experience by using one of the three tournament scenarios that cover the Early, Mid, and Late Company that can be played in about 90 minutes. The game also offers a full campaign game that will take players from 1720 to 1857 in an evening.

Taking its inspiration from Phil Eklund's seminal Lords games, John Company offers Greed Incorporated by way of Republic of Rome — and with only sixty cards and multiple scenarios, John Company is one of the most accessible SMG offerings to date.

—description from the publisher

Description

Over its 250-year history, the British East India Company grew to become one of the most influential commercial and political organizations in the world. Its profits catapulted the British Empire to global dominance and shaped the fate of some of the world's great nations, but its ascent was anything but easy. The Company was filled with diverging interests and struggled constantly at home and abroad.

John Company attempts to tell the story of the British East India Company from the inside out. Players will steer their dynasties through the company's history, vying for position, power, and prestige. The goal of the game is simple: Use the Company and the Company's trade to secure your place in society back home. To this end, you guide your scions through their careers, exchanging favors for positions in London or plush colonial posts. Players collectively control the Company, facing tough budgetary decisions and conflicting interests. Should a Governor conduct a campaign to expand company holdings or invest in his region's infrastructure? Perhaps the honest tax revenues would be better diverted to expand his summer estate back home...

As the game continues, the Company may face open rebellion in India or outright failure as it grapples with increasingly bold attempts at regulation from the British government. It's even possible that the Company's trade monopoly will be revoked, leaving the players to form and operate their own trading firms. Each game offers a huge range of possibilities, informed chiefly by the decisions the players make. In addition, players can tailor their experience by using one of the three tournament scenarios that cover the Early, Mid, and Late Company that can be played in about 90 minutes. The game also offers a full campaign game that will take players from 1720 to 1857 in an evening.

Taking its inspiration from Phil Eklund's seminal Lords games, John Company offers Greed Incorporated by way of Republic of Rome — and with only sixty cards and multiple scenarios, John Company is one of the most accessible SMG offerings to date.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 32
This page: 32
Sentiment: pos 20 · mix 4 · neu 4 · neg 0
Mentions per page
Showing 1–32 of 32
Video Cvdb4g93hnA Heavy Cardboard Discussion at 35:47
video_pk 99408 · mention_pk 276397
Heavy Cardboard - John Company video thumbnail
Click to watch at 35:47 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
  • Pax Pamir
  • Spirit Island
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's about 90% of what it is we're trying to do. Okay.
  • So, here is my answer to you, George, and to everybody else out there.
  • We sometimes feature games that are obscure, uh, like maybe an incorporated or like a Granville or anything like that to highlight it so that it might get picked up and reprinted.
  • The star of the show is whatever game we're featuring. That's what's the star.
  • It's a logistics card game for two players.
  • I have no affinity for Star Trek or Star Wars for that matter. Different animals, I understand. Don't don't yell at me. I'm just saying it.
References (from this video)
No references stored for this video.
Video 4S2cFepobZ8 Rolling Dice & Taking Names Analysis at 20:22 sentiment: positive
video_pk 93460 · mention_pk 252888
Rolling Dice & Taking Names - John Company video thumbnail
Click to watch at 20:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • theme meshed so well with what we were doing in the game
  • experience sticks with me
Cons
  • heavy game
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)
  • our taste have changed over the years
  • getting older sucks
  • I think I finally at my old age settled into a rut of things that I really like and now by scope of games that I like that I must have must play want to play is really small
  • I've gone from one thing to another thing to another thing
  • the length the duration of the game
  • the theme of the game is not what's really doing it for me but some of the mechanics in the game is what I really like
  • oh I like the strategy of a spreadsheet
  • I started diving in to mechanisms
  • I realized wait a minute you mean it's possible for me to have a theme I really really like and the mechanisms of the game I really enjoy
  • I need theme and I need something fun to play
  • there are a lot of Euro style games where the theme you see is pasted on pasted on themes
  • as my mental state deteriorates over time
  • my ability to comprehend rulebooks my ability to teach games
  • these very simple Ticket to Ride type games to complex thought-provoking engine building
  • what games will I when I want to get to gain to the table with people what do I need to have on my shelf
  • I've always lik history and there are some really cool themes games out there that's really interesting to me but there's some really brilliantly designed games that are a lot of fun to play
  • I found that I've always liked games that have told me how I can change history
  • it's not just the stor games heck
  • I am super hyped for that and it has nothing to do with history
  • I don't have a steady group to game with to do that
  • my shelves shifted a little bit
  • I'm a Star Trek fan I know that what's some of my favorite episodes anything to deal with changing time time jumps
  • the theme meshed so well with what we were doing in the game
  • those experiences stick with me when I can apply the theme with the game
  • my taste changed over time it's beginning to be structured around events in my life more than anything
  • the theme just isn't grabbing me
  • it's just that's personal preference at that point
  • theme really drives well me personally into stuff that I like
  • it's got to be both or I'll play it once twice and maybe never again
  • what what mechanic is there what mechanic do I enjoy the most
  • our requirements of what's going to stay on our Shelf probably is getting narrower and narrower over time
  • it'll probably be towards the one with a theme that I like the most
  • I really will
  • the brain has saturated the gray matter has soaked up as much as it can
  • I Just Want to Have Fun and now my my window of fun is kind of narrow to what I see what I what's going to fit that hole
  • give me a good game mechanic get me some dice on the table for an hour and a half I'll be a happy camper
References (from this video)
No references stored for this video.
Video 4p196f2eqM4 Getting Games Discussion at 1:39 sentiment: positive
video_pk 88606 · mention_pk 233991
Getting Games - John Company video thumbnail
Click to watch at 1:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep thematic setting with despicable actions presented through game mechanics
  • highly variable and unpredictable due to dice and events
  • strong negotiation and role-based intrigue
  • feels like a historical simulation
Cons
  • very heavy complexity; long rulebook and learning curve
  • randomness can be chaotic and lead to long play sessions
Thematic elements
  • historical corporate despotism; unethical actions; prestige
  • East India Trading Company; India and English mansions
  • historical simulation with role-based governance and negotiation
Comparison games
  • 18xx
  • The Cones of Dunshire
  • Cube Rails
Mechanics (from transcript analysis)
  • auction/bidding (in extended versions) — cards are bid on to activate or add to your engine; bidding down to acquire cards
  • dice-rolling — dice are rolled to determine events and outcomes; more dice increases chances of success or failure
  • event tiles — at the end of each round a die determines how many event tiles are flipped and read, altering the state of the game
  • Money management — money is allocated and spent to influence actions; multiple player roles manage different aspects of the company
  • Negotiation — extensive negotiation between players to steer outcomes and influence decisions
  • role-based governance — players assume different hats (shipping minister, trade minister, chairman, regional leaders, army commander) with distinct actions
  • stock-like dynamics — shared incentives with stock-like elements, but not a traditional stock company; prestige outcome matters
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is easily my game of the month and right now it's one of the best games I've played in the last year to uh maybe a couple of years
  • Randomness uh chaos nightmare essentially
  • it's a historical simulation
  • the tiebreaker is the number of Windows you have in your Mansions
  • the rulebook literally says get comfy you know Brew yourself a cup of coffee it's going to take you a little while to read through this rulebook
  • I was not expecting to like this game so much in general
References (from this video)
No references stored for this video.
Video _XStn5k2XUo Getting Games Discussion at 17:42 sentiment: positive
video_pk 87894 · mention_pk 230406
Getting Games - John Company video thumbnail
Click to watch at 17:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • one of the best games I've ever played
  • second edition is significantly different from the first edition
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)
  • two videos a week is the goal for 2024
  • it's the curse of being self-employed
  • check out my steam power mod
  • virtual tabletop lets you just be stuck in a browser
  • maps of Myera is a game about cartography where you are making a map of an island
  • I fell in love with Medina second edition
References (from this video)
No references stored for this video.
Video nrTF3YxzRpI Beyond Solitaire Discussion at 25:44 sentiment: positive
video_pk 87390 · mention_pk 228281
Beyond Solitaire - John Company video thumbnail
Click to watch at 25:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds a deep narrative layer to the game.
  • Encourages exploration of family history and impact.
  • Creates unique experiences through RPG integration.
Cons
  • Deals with heavy and often negative historical actions.
Thematic elements
  • Explores the often negative actions of families involved with the East India Company.
  • RPG layer that dives into investigating who's in those families and what they are experiencing.
Comparison games
none
Mechanics (from transcript analysis)
  • Archival Record Creation — Players write letters and create an archival record for the playthrough.
  • Family Representation — Players represent families, with family members becoming pieces on the board and evolving on a family tree.
  • RPG Integration — An RPG layer is added on top of the board game mechanics to explore individual experiences.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the way that I sort of do and think about games is really just like topics of study
  • I want to spark that discussion and keep that discussion going um about the topic almost more than about the game
  • games are the means for my conversation
  • The solo experience encourages learning how you interact with yourself
  • This is one of those things that like the I say current wave of video games because you know I'm come from Pac-Man days right but this narrative The Narrative wave of video games where their character ties you have you build character ties
References (from this video)
No references stored for this video.
Video yMmbn68o2lA Beyond Solitaire Analysis at 3:20 sentiment: positive
video_pk 86747 · mention_pk 225608
Beyond Solitaire - John Company video thumbnail
Click to watch at 3:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • enormous game of John company and it was like a staff game
  • absolute blast and I would absolutely play John company this way again because it was so funny
  • got to play it as a staff game on a giant table
Cons
  • Harold who claimed that he was good at John company I never found out because he abandoned our family
Thematic elements
  • Staff game where each family was represented by multiple people
  • Role-playing, negotiating, yelling
Comparison games
  • Liberty of Death
Mechanics (from transcript analysis)
  • Negotiation — Doing a little bit of role playing a little bit of negotiating a little bit of yelling.
  • Role-playing — Doing a little bit of role playing a little bit of negotiating a little bit of yelling.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • what makes SD hcon so good is that it's small size makes it I think a very cozy convention where you actually get to really spend time with people that you want to see
  • it was so dumb and it was just transcendently hilarious.
  • screaming at people in a madeup language trying to combine words to communicate what you mean and then watching them be confused and having to like redo it is absolutely hilarious
  • So SD hcon was a great place for casual conversations for me and then also my formalized ones I really enjoyed as well
References (from this video)
No references stored for this video.
Video dKeuwmBJ8nU Heavy Cardboard Discussion at 1325:20:00 sentiment: positive
video_pk 86012 · mention_pk 221752
Heavy Cardboard - John Company video thumbnail
Click to watch at 1325:20:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Full of treachery, backstabbing, broken alliances, short-term partnerships, and salt
  • The tradition of the 'No James' hat highlights the game's nature
Cons
  • Can lead to uncomfortable table dynamics when promises are broken
Thematic elements
  • treachery and backstabbing
  • degenerate play
Comparison games
none
Mechanics (from transcript analysis)
  • Alliance breaking — Players form and break alliances frequently.
  • Negotiation — The game is full of negotiation, though it can be unreliable.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love half the that game I think half that game is as good as anything in the hobby period and the merger mechanism I actually had this conversation with Yun back at uh the Gathering of friends I think it was last year and I was like how has nobody taken that merger mechanism in Indonesia and then used it in their game he goes it surprises me and yours all the time that nobody has blows me away no idea
  • Bonanza is my number 10 game of all time
  • The juice the juice wasn't worth the squeeze
  • F James you know he's not getting it he's not doing anything to the point where it was just I was like why don't you just bring your your hat
  • I think the game the manual even says like don't go too close to each other on setup and we were all just like oh that looks like a really good spot it's like yeah that does look like a really good spot I'm going there too
References (from this video)
No references stored for this video.
Video I74K9QFv5-s Heavy Cardboard Analysis at 1:44:50
video_pk 85914 · mention_pk 221128
Heavy Cardboard - John Company video thumbnail
Click to watch at 1:44:50 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's Dominoes Ah
  • based on reviewing the Wikipedia for dominoes um that doesn't that seem that year seems wrong. That seems way late.
  • but anything that is like a Domino's game we would recognize doesn't occur until the very end of the 18th or beginning of the 19th century.
  • and tomorrow night at 7:00 p.m., we're finishing up with Antiquity, which is pictured behind Ken's head over there.
  • Of our 402 games, only 13 are published before 1990.
  • So you got Spirit Island, you got Lizboa, you got Quest for Elorado, and 22 other games that are on one person's list.
  • 2019, PAX Premiere, Crystal Palace, and 24 other games.
  • 2015, Gallerist, Trickarion, Food Chain Magnate, 16 other games.
  • Brass, Birmingham, Obsession, Root.
  • John Company, sure. Weather Machine, Carnegi, 19 other games from 2022.
  • Age of steam. Age of steam, right? Yeah. Yeah. Obviously, right. Yeah.
  • Like trying to narrow it down is a hard thing when you when you have maybe the newer you are, the less hard that is.
  • there's going to be another one tomorrow where we go through tutorial number four of Atlantic Chase.
  • I might have a latest greatest version of Crossrox. I'm so excited about this game after hearing you guys talk about it.
  • Every game that you guys play, you're playing. It's oath.
References (from this video)
No references stored for this video.
Video AAQUihfo5pg Shelfside Discussion at 7:30 sentiment: neutral
video_pk 85721 · mention_pk 220338
Shelfside - John Company video thumbnail
Click to watch at 7:30 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Deep thematic exploration for history-minded players
Cons
  • Can be heavy and lengthy
Thematic elements
  • Array
  • British East India Company era
  • Historical, corporate-intrigue driven
Comparison games
  • Twilight Imperium
  • Gaia Project
Mechanics (from transcript analysis)
  • Economic Governance — Simulates governance and decision-making within a chartered company.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I hate this game.
  • You're dead before me.
  • Your game's a tree.
  • I'll be backstabbing you because you're dead before me.
  • This game called Gaia Project.
  • Monopoly. All right?
  • That John Company second edition, it absolutely positively gets reviewed.
  • Song for War really captures the feeling of a combined arms game.
References (from this video)
No references stored for this video.
Video SgAmtnKNuY8 Board Of It Top 10 List at 1:06 sentiment: positive
video_pk 84515 · mention_pk 214791
Board Of It - John Company video thumbnail
Click to watch at 1:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • powerful families, corporate governance, colonial exploitation
  • East India Trading Company era; colonial capitalism
  • role-based, RPG-like social negotiation
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a satirical take on capitalism and how decisions made hundreds and thousands of miles away will severely impact people
  • a lot of negotiation, a lot of table talk, a lot of drama
  • There are a lot of interesting concepts in there like this building out on the board these systems
  • the drive to play it is so insanely high
  • there's something special about Root when we've had multiple games where you end it and one person wins but on the next person's turn they would have won and that's how close it comes
  • No matter how you're doing, it's just fun to interact with that system
References (from this video)
No references stored for this video.
Video E98K6N21a-s Neon Gorilla Playthrough at 21:14 sentiment: neutral
video_pk 81643 · mention_pk 203681
Neon Gorilla - John Company video thumbnail
Click to watch at 21:14 · YouTube ↗
Overall sentiment (raw)
neutral
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)
  • I love the art. This is crazy.
  • The art on that is crazy. I don't know what that is.
  • Space pandas.
References (from this video)
No references stored for this video.
Video vgvcbIWzUPk Shelfside Analysis at 4:35
video_pk 81589 · mention_pk 203376
Shelfside - John Company video thumbnail
Click to watch at 4:35 · YouTube ↗
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)
  • They're all about honor before anything else.
  • easy to learn, hard to master.
  • the ends justify the means no matter what.
  • this is space opera.
  • I'm happy to be tricked.
  • Crane games are very satisfying to play.
References (from this video)
No references stored for this video.
Video 6Y56Qy1Er_U Neon Gorilla Interview at 2:38:01 sentiment: positive
video_pk 80661 · mention_pk 197107
Neon Gorilla - John Company video thumbnail
Click to watch at 2:38:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • understanding the designer's academic background adds depth to the game
  • helps understand the effects of colonialism, not glorifies it
Cons
none
Thematic elements
  • Colonialism, workers rights, justice
Comparison games
none
Mechanics (from transcript analysis)
  • economic simulation — Simulates historical economic systems and their impact.
  • Role-playing — Players embody historical figures and engage with themes of colonialism and workers' rights.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Secret Hitler to me is essentially social deduction at its most baby. It's a baby game.
  • I absolutely detest it. I think it's one of the most uh maybe the sin of our uh decade. You know, the 2020s is a decade of FOMO.
  • Yeah. I hate the fact that we're that we're uh essentially manipulated into giving an interestfree loan and build as somehow saving money or getting the thing that nobody will ever be able to get. All of it feels bad.
  • Zombicide to me is flavorless. like the core game is essentially like the most generic unimagin uh uninteresting kind of gameplay and then you stack things on until uh it appeals to you by some uh crossmarket appeal like you know I think there's a DC or a Marvel zombicide I can't remember which one now there's you know zombicide uh white death or white plague or something like that and you just keep stacking things on until you find something you like and then the person's like oh I like Danny Tjo let me buy Jasicide so I can play as Danny Treyo. And I'm like, it's it's just functionless or formless. There's no interest in mechanics behind it. It's just like here's product after product after product and it's like Funko Pops. It's like you're collecting Funko Pops with your goddamn board games. I'm like, I don't want to collect any more Funko Pops for this [ ] board game, you know? Like that's how I feel.
  • Earth to me is like the ultimate ultimate feelgood game. Like you are going to find success in Earth no matter what you do.
  • Um, and to me, uh, the feeling of progress without any kind of uh counterbalance to any kind of like feeling of uh impediments, it's ultimately hollow. It feels like there's no actual thought being put into my actions as much as there is just actions being taken for the sake of an action being taken to hit my little dopamine in my head and then I walk away feeling like, "Oh, I did something with my little [ ] Sahara Desert and I put [ ] bamboo leaves in here and now I feel good because I have this environment." There's it's it's just literally it's numbers in a spreadsheet that you're just playing with until you get an output that makes you feel good. And to me, that's not really an enjoyable experience.
  • >> Phil Uckland is a [ ] idiot for some of his uh political beliefs and you know his anti- u uh uh uh climate change uh positions that man-made climate change isn't uh real I believe and also his essay on uh British imperialism that was in the first PAX uh premiere if I remember correctly. Uh those are [ ] idiotic things to say uh and I disagree with them vehemently. Um, but he's a [ ] genius when it comes to game design. Like he might be like one of the greatest minds of game design of our time.
  • I I think the the thing is like I care more about people thinking about like the process of religion being created. That's what I care about. I don't care about what the end result is necessarily. Like I don't care about like the the the morality of religious doctrine. I care about how it's been implemented and created and used as a tool. You know, that's what I care about.
  • It is. It's the Wikipedia of board games
  • You can't be afraid to like say something that's going to make people mad.
  • It's not going to be a game that you're going to be able to play with your grandpa and your like, you know, your whole family around the table after a nice Christmas dinner.
  • I I don't want to collect any more Funko Pops for this board game.
  • I I feel like those ones are like kind of like they're indicators of quality again, you know, like I'm like when I see an AI thumbnail, I'm like I I get like a little icky, you know?
  • I I think thumbnails are like an art of itself and I'm trying to perfect it.
References (from this video)
No references stored for this video.
Video S6usinbUK4Y Board Game Critique Top List at 17:51 sentiment: positive
video_pk 80591 · mention_pk 196580
Board Game Critique - John Company video thumbnail
Click to watch at 17:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The artistic peak of the whole genre.
  • The most complete artistic statement a trading game has ever made.
  • Generates the kind of emergent story it does.
Cons
  • Not for a casual evening.
  • Requires a group that will engage with the subject matter; it's morally serious and heavy.
Thematic elements
  • Simulates the internal politics of the company.
  • British East India Company, circa 1710-1857
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative action — Almost every meaningful action needs cooperation between different company roles.
  • Negotiation — Promise cards are the negotiating currency, covering a range of commitments.
  • Nepotism — Appointing family members to offices automatically owes promise tokens to other players with eligible candidates.
  • Retirement and Estates — Retiring family members sets up estates that generate prestige, often forced by dice rolls.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The best move you make in a trading game isn't on the board. It's the face you make when someone slides an offer across the table.
  • A trading game lives or dies on the moment the table goes quiet.
  • It's not about rolling dice or placing tiles, it's about reading people.
  • Because that moment is the game. Everything else is just the box it comes in.
References (from this video)
No references stored for this video.
Video nr3eyRXZ1Rc Board Game Critique Top List at 19:05 sentiment: positive
video_pk 80202 · mention_pk 194788
Board Game Critique - John Company video thumbnail
Click to watch at 19:05 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Superb at five players as the structure feels institutional with distributed power.
  • Negotiations are structural and layered, building temporary coalitions for profit.
  • Social texture matters significantly, with layered conversations and crucial relationships.
  • Enough voices to feel like politics rather than bargaining, with room for resistance.
  • Keeps the game from collapsing into a dominant personality contest due to table pushback.
  • Friction between individual interest and company stability sings at five players.
  • Creates a true web of competing agendas.
Cons
  • One of the heavier games on the list.
  • Socially demanding, asking players to live with ambiguity.
  • Rational short-term self-interest can undermine long-term stability.
Thematic elements
  • Political and economic negotiation
  • East India Company
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Implied by influencing appointments and extracting advantage within the company structure.
  • Negotiation — Players engage in political and economic negotiation, lobbying for offices, influencing appointments, making promises, and extracting advantages.
  • Set Collection — Players advance their own family interests, possibly through collecting specific offices or advantages.
  • Social Deduction — Players attempt to advance their interests while others try to complicate or reshape plans, requiring political maneuvering and managing the table's pushback.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Five players gives them the exact amount of tension they seem to need.
  • Every alliance has to think not only about what it gains, but about what it's accidentally giving the outsider.
  • At five, there are enough minds at the table for bluffing to become a real art form.
  • The fifth player looks under control. And then one mandate later, the whole thing shatters.
  • With Five, the diplomacy stops being a side feature and becomes the game's heartbeat.
  • At five, when the company stumbles, it's rarely one player's fault in a neat way. It's usually the accumulated result of half a dozen self-interested little compromises.
  • Five gives the game enough voices to feel like politics rather than bargaining.
  • The table pushes back.
  • The friction [in John Company] sings.
  • At five, there are enough possible relationships and enough normal mistakes that doubt has room to grow.
  • At five, those explanations coexist long enough for paranoia to become fun.
  • With five players, there are multiple plausible suspects, which makes that conversation dramatically better.
  • The game feels like a desperate, barely coordinated crew trying to survive catastrophe.
  • That balance is what makes Five so strong.
  • If you throw me in the brig, you are handing the game to the monsters.
  • And five is where the table starts to feel like a real pirate crew.
  • Five gives you enough energy for that without burying individual characters.
  • The next scene feels less like what action do we take and more like, what kind of crew are we becoming?
  • Five makes the game feel like an ensemble
References (from this video)
No references stored for this video.
Video TRFYOPnoJCw Beyond Solitaire Analysis at 0:27
video_pk 80103 · mention_pk 194367
Beyond Solitaire - John Company video thumbnail
Click to watch at 0:27 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Empire
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • What you want to see is a game that has a specific tension point or story beat that is determined to show you above all the other ones.
  • The driving feeling or tension that you're trying to create in your game and that can be a semantic tension or it could be a mechanical tension.
  • The tightness of time and like the sort of panic about running out of it is a key aspect of the way the game feels when you play it, because that was part of our thesis for playing the game.
  • The feeling that it's trying to capture is being young, going downhill, you don't have an engine, gravity's pulling you faster and faster and faster.
  • What I like about Jungo is figuring out when to ditch cards versus pick them up and take them into my hand, how big of a combo do I need to make before I can go for broke and try to clear my hand out and win the game.
  • Is it fun? has never been like what I was looking for as somebody who's talking about games.
  • When I'm thinking about a game, I want to be able to assess it not just based on like whether I like it, but on what it's trying to say.
  • The point of the game is to communicate about the miracle of everybody on that expedition surviving, and also to kind of show some of the depressing and difficult aspects of being in Antarctica waiting for rescue.
  • Your game needs a thesis statement not because you have to make a big highfalutin argument.
  • So, get in touch with your inner high schooler, I guess. And uh start thinking about that game thesis.
References (from this video)
No references stored for this video.
Video V-Xj19taI4Y Playthrough at 0:06 sentiment: mixed
video_pk 69792 · mention_pk 166507
John Company video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Neat little tricks and tactics can be used, such as spending cubes to gain an invested workshop.
  • The game offers strategic depth and opportunities for clever play.
  • The Parliament phase provides a unique dynamic where players can influence laws and potentially counter the crown.
  • The game is described as providing a 'nice little easy way' to handle certain mechanics, suggesting accessibility once learned.
Cons
  • Made a blunder on a leader event, treating it as if it was in Bengal when it should have been top of the stack, throwing off the game's balance.
  • High debt levels can be a concern.
  • Company standing can decrease if expectations are not met, leading to penalties like inability to invest in shares.
  • Losing regions can result in reputation hits and other penalties.
  • The crown can become 'peacock' (negative mood) if company performance is poor, indicating a difficult dynamic.
  • Losing ships to storms is a risk.
  • Crisis events can be detrimental.
Thematic elements
  • Running a private company during the British East India Company era
  • India
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — The game involves taking control of regions in India and defending them with armies and governors.
  • Dice Rolling — Dice are used for various actions, including resolving events, trading, and combat.
  • economic management — Players manage company finances, including income, expenses, investments, and dividends.
  • event cards — Leader events, storm dice, and other events introduce unpredictable challenges and opportunities.
  • Negotiation — Players negotiate with the crown and can influence parliamentary decisions.
  • Private Firms — Players can establish private firms which have their own financial considerations and actions.
  • Set Collection — Collecting shares and managing company standing appear to be forms of set collection or track advancement.
  • Worker Placement — Players place cubes (representing workers or resources) to take actions like hiring officials or establishing firms.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • um four cubes for an uninvested workshop and I only took three I think I took three and then gave one back
  • so this is why this is placed where it is it's basically asking you to do some negotiations win some favor and then kind of pull the rug underneath the crown a little bit
  • The company's on a tightrope but there's a chance
  • The company's standing goes down one we can no longer invest shares shares a week and this will continue potentially
  • Thematically that it's where the crown loses their Edge is during Parliament meets and and you've got to take advantage of that you've got to influence Parliament to kind of be against the crown and do over the crown which is the only point in the game really where the game is cutting you a little bit of Slack
References (from this video)
No references stored for this video.
Video qy9ymg-CZX8 Unknown Channel Analysis at 2:36 sentiment: mixed
video_pk 66177 · mention_pk 160837
Unknown Channel - John Company video thumbnail
Click to watch at 2:36 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Rich, multi-phase structure with depth and role-driven decisions
  • Thematic weight and historical flavor feel authentic
  • Strong social/political negotiation elements in a heavy game
Cons
  • Rulebook is thick and the game is long (4–6 hours typical)
  • Steep learning curve and potential for rule interpretation disputes
  • Not beginner-friendly due to complexity and house rules
Thematic elements
  • Array
  • 18th century British East India Company era
  • Strategic/analytical
Comparison games
  • Cards Against Humanity
  • Twilight Imperium Fourth Edition
  • Dune Imperium
Mechanics (from transcript analysis)
  • Action Drafting — Players select one action from a personal action board each phase, creating a multi-tiered action economy.
  • action selection — Players select one action from a personal action board each phase, creating a multi-tiered action economy.
  • Debt/Investors management and corporate dynamics — Financial needs and investor expectations influence player decisions and state of the game.
  • Modular Board — Games include optional modules that increase complexity and setup variety.
  • Modular complexity and setup options — Games include optional modules that increase complexity and setup variety.
  • Voting — End-of-round voting uses drawn bills and a wheel to determine additional consequences.
  • Voting for consequences — End-of-round voting uses drawn bills and a wheel to determine additional consequences.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this video is brought to you by ascension
  • BGG weight number is a community rating where literally anyone can vote between a 1 through five on how complex or heavy they think the game is
  • the more I looked into this community rating system the more I didn't like it
References (from this video)
No references stored for this video.
Video zx48ZHW3T1Y All You Can Board Discussion at 35:46 sentiment: positive
video_pk 62488 · mention_pk 155102
All You Can Board - John Company video thumbnail
Click to watch at 35:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, historically resonant design; highly crafted; thought-provoking
  • massive attention to detail and realism in mechanics
Cons
  • Very long and heavy; learning curve can be steep; complex rules
Thematic elements
  • imperial governance, colonial trade, moral weight
  • East India Company, imperial era
  • historical simulation with heavy, morally nuanced decisions
Comparison games
  • Root
  • Oath
  • Arcs
Mechanics (from transcript analysis)
  • campaign_style_progression — The game spans multiple years with yearly steps and evolving strategies.
  • hidden_information — Power dynamics and intentions are not fully transparent; inference is key.
  • multi_role_system — Players hold and shift various company roles (presidency, director, chairman) affecting decisions.
  • Negotiation — Extensive negotiation and alliance-building; players influence company fortunes.
  • negotiation_and_diplomacy — Extensive negotiation and alliance-building; players influence company fortunes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is absolutely a big big dig in for me
  • the rules are so simple
  • mindboggling that someone can put together a game like this
  • Big old dig in
References (from this video)
No references stored for this video.
Video mm_lgDLICPY Shelfside Review at 0:18 sentiment: mixed
video_pk 60568 · mention_pk 152959
Shelfside - John Company video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Emergent ludal harmony through player interaction and role dynamics
  • Meticulously structured rules that support a strong thematic experience
  • Insightful portrayal of colonial capitalism and corporate governance
Cons
  • Heavy onboarding with long, convoluted rules and potential jank
  • Low perceived agency/autonomy for many offices; often player actions are dictated by chairmanship and position
  • Significant time commitment; scenarios can run several hours and may lead to game-end due to debt or slow progression
  • On-table readability and components could be improved; not the most attractive board
  • Reliance on RNG and negotiation can produce volatile outcomes; balance can feel brittle
Thematic elements
  • Array
  • 18th–19th century East India Company era, colonial India and global trade
  • Satirical historical fiction; emergent narratives driven by player actions
Comparison games
  • Oath
Mechanics (from transcript analysis)
  • Deregulation and private firms (optional variant) — Deregulation allows creation of private firms to compete with the company; this is a later game state in some scenarios.
  • Economic engine with debt and dividends — The company incurs debt; dividends can be paid to shareholders and affect standing; mismanagement can cause bankruptcy or survival.
  • Event deck and stochastic disruption — Event deck introduces storms and events that modify map and impede actions; dice checks add randomness.
  • Events — Event deck introduces storms and events that modify map and impede actions; dice checks add randomness.
  • Long scenarios with time-skips and variability — Multiple scenarios cover different time frames; each setup yields different starting states and boards.
  • Negotiation — Boards emphasize bargaining and negotiation; player actions influence others; social enforcement shapes outcomes.
  • Parliament voting on laws — Laws are voted on during Parliament meets; the Prime Minister draws a law and players vote using vote icons and money; laws change rules immediately.
  • Power track and scoring — End-of-game scoring is based on power track values of assets; points are awarded for the most power and long game duration.
  • Push-your-luck and table negotiation — Boards emphasize bargaining and negotiation; player actions influence others; social enforcement shapes outcomes.
  • Retirement and promotion to offices — Family members retire randomly at the start of a round; you can pay to place them in a country house or advance in the hierarchy.
  • Role-based action economy — Players assign family members to offices; each office provides a distinct set of actions, and turns progress in a chairman-to-chairman order.
  • Trade, looting, and combat actions — Officers can loot or engage in attacks to generate money; territories can be opened or attacked; governors can be installed.
  • Voting — Laws are voted on during Parliament meets; the Prime Minister draws a law and players vote using vote icons and money; laws change rules immediately.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • John Company does an incredible job of getting players to do as the title says and make heinous atrocities become not but mundane administration.
  • You're not the good guys.
  • This isn't a historical reenactment where you bat chess cuz you recognize the calicoax name but rather actually have to play and talk around its function.
  • The vibes and ludal narrative harmony are full speed ahead.
  • John Company represents this via all the random and out of your control occurrences constantly cropping up that flavor your table talk.
  • This is incredibly powerful to have them understand that they are utilizing foundations of dysfunctional lies and greed. Not by spamming flavor texts or prominent names with the presupposition that players will already be knowledgeable on them, but instead by focusing on making the players have to act like the child is in pits of the time without ever needing to already know their IRL lore.
References (from this video)
No references stored for this video.
Video ucogGJmEf1c Shelfside Discussion at 10:02 sentiment: neutral
video_pk 60645 · mention_pk 153039
Shelfside - John Company video thumbnail
Click to watch at 10:02 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Deep historical simulation with political themes
Cons
  • Time-intensive, high complexity
Thematic elements
  • Array
  • 18th-century British East India Company
  • Political, economic simulation
Comparison games
  • Nemesis
Mechanics (from transcript analysis)
  • economic/resource management — Players manage resources and strategy to influence history and power.
  • Resource Management — Players manage resources and strategy to influence history and power.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're trying to remove as much bias as we can when scoring
  • it's not necessarily about standing out it's more about making content that we would have wished we watched before buying games
References (from this video)
No references stored for this video.
Video bIM0xmAX0WY Game Night Picks - Pair Of Dice Paradise Analysis at 11:53 sentiment: neutral
video_pk 34394 · mention_pk 102409
Game Night Picks - Pair Of Dice Paradise - John Company video thumbnail
Click to watch at 11:53 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • Unknown
  • Unknown
  • Unknown
Comparison games
none
Mechanics (from transcript analysis)
  • unknown — Unknown
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The common thread here is that all of these games held crowdfunding campaigns.
  • The common thread here is that all of these games feature voting as a key mechanism.
  • We make the rules. We decide the winners.
  • If you were able to get three, four, or all five of those common threads, let us know and we will deduct your point and give you the credit.
  • Voting is kind of like negotiation.
References (from this video)
No references stored for this video.
Video Pr0C0qKXWXo Board Game Hangover Top 10 List at 6:25 sentiment: positive
video_pk 31155 · mention_pk 91869
Board Game Hangover - John Company video thumbnail
Click to watch at 6:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich political intrigue
  • deep negotiation mechanics with social dynamics
Cons
  • very heavy and potentially long
  • can be intense for players not into negotiation games
Thematic elements
  • colonial enterprise, money, negotiation, power dynamics
  • 18th-century England and India trade politics
  • political negotiation and deal-making with potential bribes
Comparison games
none
Mechanics (from transcript analysis)
  • Bribery — elements of bribery to sway decisions
  • Dice Rolling — dice introduce chance and influence events
  • dice_rolling — dice introduce chance and influence events
  • Negotiation — make deals and influence outcomes through discussion and strategy
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The coolest thing about this game is the looks.
  • Time is key.
  • This game is very political. You will make deals. You will roll dice and hope for the best.
  • I'm excited to play SETI with the expansion.
  • In forestry, you're playing a forest steward who's growing trees, cutting those trees to fulfill contracts.
References (from this video)
No references stored for this video.
Video zxnG1784lc8 Board Of It Review at 0:07 sentiment: mixed
video_pk 27764 · mention_pk 81075
Board Of It - John Company video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deep, interactive negotiation that evokes a boardroom feel and emphasizes cooperative strategy to maintain profitability
  • High replayability due to multiple scenarios, randomized starting setups, and evolving laws that change strategy from game to game
  • Accessible entry via rolling-teach and game master-led sessions that reveal mechanics gradually while preserving emergent storytelling
  • Satirical lens on imperialism provides historical context and thoughtful reflection while remaining engaging and fun
Cons
  • Very high complexity and long setup; not for casual players
  • Long play time that can extend to half a day depending on scenario and table dynamics
  • Heavy reliance on luck and dice results can be frustrating for some players, potentially obscuring skill-based improvement
  • Requires experienced facilitator or a group committed to learning and managing the game's governance complexity
Thematic elements
  • Greed, imperialism, wealth, and prestige as seen through corporate-state power
  • The rise of the East India Company across the Indian subcontinent and China, depicted through the actions of powerful family offices in a dynamic, negotiating-driven game
  • satirical historical critique with RPG-like learning curve and rolling-teach approach
Comparison games
none
Mechanics (from transcript analysis)
  • Dice Rolling — Players roll dice to perform actions for their offices; outcomes are determined by the lowest die rolled in a given action, with a spectrum where 1–2 indicates a success, 3–4 a failure, and 5–6 a catastrophe. This mechanic drives risk assessment and sequential decision making, and it interacts with the overall economy, debt, and retirement planning, creating tension between short-term results and long-term strategic positioning.
  • dice-based action selection — Players roll dice to perform actions for their offices; outcomes are determined by the lowest die rolled in a given action, with a spectrum where 1–2 indicates a success, 3–4 a failure, and 5–6 a catastrophe. This mechanic drives risk assessment and sequential decision making, and it interacts with the overall economy, debt, and retirement planning, creating tension between short-term results and long-term strategic positioning.
  • event cards and promise cards — Events in India and promise cards introduce variability and moral hazard, offering new opportunities or pressures. These cards inject friction and tempo into the game, forcing players to adjust their plans in response to external shocks and promised commitments, which can alter strategies mid-game and heighten the table talk.
  • Events — Events in India and promise cards introduce variability and moral hazard, offering new opportunities or pressures. These cards inject friction and tempo into the game, forcing players to adjust their plans in response to external shocks and promised commitments, which can alter strategies mid-game and heighten the table talk.
  • loan and upkeep management — Loans and money flows determine how funds are distributed to other officers, and each round requires upkeep payments and debt servicing. The financial scaffolding influences retirement strategies for office holders, as higher upkeep reduces available resources for retirement payouts and affects victory point potential, adding a layer of fiscal strategy to the negotiations and dice results.
  • Loans — Loans and money flows determine how funds are distributed to other officers, and each round requires upkeep payments and debt servicing. The financial scaffolding influences retirement strategies for office holders, as higher upkeep reduces available resources for retirement payouts and affects victory point potential, adding a layer of fiscal strategy to the negotiations and dice results.
  • Negotiation — Because control of offices and funds is fragmented across multiple players, meaningful negotiation is essential to success. This mechanic is reinforced by the promise and event cards, as well as the interdependencies between shipping, lawmaking, and debt management. Negotiation not only shapes short-term actions but also frames the long arc of the game, giving players a sense of operating in a real-world boardroom rather than a purely abstract engine.
  • negotiation-driven table talk — Because control of offices and funds is fragmented across multiple players, meaningful negotiation is essential to success. This mechanic is reinforced by the promise and event cards, as well as the interdependencies between shipping, lawmaking, and debt management. Negotiation not only shapes short-term actions but also frames the long arc of the game, giving players a sense of operating in a real-world boardroom rather than a purely abstract engine.
  • office/role governance — The company is run through a set of offices held by different players' families (e.g., chairman, president of Bengal, director of trade, commander). Each office has limited, well-defined actions, but players must cooperate to keep the company profitable. This mechanic creates a shared governance structure where individual turns are simple, yet the collective outcome hinges on coordinated planning and negotiation across roles.
  • parliament and law-passing — A prime minister role competes to pass laws each round; laws modify the rules of the game in ways that can be positive for some players and negative for others. Failing to secure law passage can shift power mid-session, reconfiguring alliances and the relative advantage of different offices while keeping the game's governance theme front and center.
  • retirement and scoring — At the end of each round, family members who hold offices retire, with retirement contributing to victory points. The cost of retiring these officers rises as more points accumulate, making long-term planning and timely retirements a critical element of strategy. The retirement mechanic introduces a dynamic tension between accumulation and extraction of value from the family treasury.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's an enigma it's a game that's incredibly intricate and complex
  • one of the most engrossing engaging interactive experiences in board gaming
  • it's essentially a satirical learning experience about the greed of imperialism
  • it's more like an RPG with a lot of extra faf than it is a board game in many ways
  • John company can be won by anyone at any time
  • the best decision to make then is can you play this and roll with the punches and the ups and downs to have a great experience
  • John Company is something that's constantly shifting and changing
  • if you want an experience you do not want a game this is more like an RPG with a lot of extra fluff than it is a board game in many ways
  • the floor opens up for anyone to win and the unpredictability keeps the game electric
  • one of my favorite games and it's in the top half of my top ten
References (from this video)
No references stored for this video.
Video 89zqKs9TtvI Beyond Solitaire Top List at 7:19 sentiment: positive
video_pk 12621 · mention_pk 36828
Beyond Solitaire - John Company video thumbnail
Click to watch at 7:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • Colonial governance & commerce
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Thunderbolt Apache Leader has sadly dropped to 199 on this list.
  • John Company solo is great.
  • Mr President is the biggest table hog—it's like one of the most ridiculous but like in an awesome way games I have ever seen.
  • Paperback Adventures jumped up 560 spots this year.
  • Pavlov's House changed the course of my videos and my gaming habits.
  • Earth is going to rise up next year.
References (from this video)
No references stored for this video.
Video cIyAb-Cnypw Beyond Solitaire Interview at 22:33 sentiment: positive
video_pk 11082 · mention_pk 32583
Beyond Solitaire - John Company video thumbnail
Click to watch at 22:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep historical modeling
  • emergent storytelling through governance decisions
Cons
  • steep learning curve
  • lengthy playtime
Thematic elements
  • corporate/government influence over empire; power dynamics
  • British imperial era, late 18th-early 19th century colonial enterprise
  • historical-societal simulation with multiple interwoven factions
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric Player Powers — factions have different abilities and objectives
  • economic/resource management — simulate board of directors decisions, resources, investments
  • Negotiation — players negotiate over decisions and influence outcomes
  • negotiation and influence — players negotiate over decisions and influence outcomes
  • player roles and action selection — players select roles that drive actions for a season
  • Resource Management — simulate board of directors decisions, resources, investments
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Wargaming is one of those Vickensteinian words that can just kind of be applied to anything.
  • Root by Leader Games, Cole Worley's Design, which the first time I played it, it was strikingly close to one of the coin system games from GMT.
  • There's nothing war gamers like more than arguing about what is or isn't a war game.
  • Academia is in crisis in general these days and so I think maybe there's a little bit more flexibility in terms of developing ideas that come from outside academic culture coming directly from the designers or coming from amateur academics like myself.
  • It's face to face if you can if you can manage it. You know, we all need this kind of community.
References (from this video)
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Video lzyMncuJCzo Beyond Solitaire Playthrough at 0:12 sentiment: positive
video_pk 8684 · mention_pk 25565
Beyond Solitaire - John Company video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deepens immersion through narrative agency and family dynamics
  • effectively melds RPG elements with a historical-emotional vibe
  • live-table energy and audience engagement amplified by epistolary storytelling
  • letters create memorable scenes and genuine character-driven moments
Cons
  • setup can be fiddly (character sheets, birthdays, family trees)
  • scaling to larger groups is challenging for the GM to manage smoothly
  • benefits from quick-start aids (cheat sheets, prompts) to reduce friction
Thematic elements
  • family politics, personal agency, legacy, and identity within institutional facades
  • 18th–19th century corporate colonial enterprises, governance and family power within a setting shaped by the East India Company
  • epistolary, character-driven, genealogical storytelling using letters and family trees to drive action
Comparison games
none
Mechanics (from transcript analysis)
  • character creation / cameo system — each player creates a family member with a name, birthday, and a place on a family tree, plus a personal stat set that informs behavior
  • family-tree relationship mapping — a visual representation of kinship and alliances that shapes social dynamics and decisions
  • GM-led narrative prompts — the GM provides prompts to trigger scenes and letters, driving tension and character development
  • letter-writing prompts — players write letters from the perspective of their characters to advance plot and reveal motivations
  • stat-driven roleplay (Braw, Charisma, Finesse, etc.) — character stats influence choices and persona embodiment, even when not tied to dice outcomes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it's just one of those experiences that players are going to love
  • this is a live play… a live play
  • I would absolutely do that again I would do that over Discord
  • the RPG elements that got introduced into the game
  • it's a wonderful collective experience watching everybody just go deeper and deeper Madness
  • it's the most fiddly thing on a game that people don't necessarily think is the most streamlined of possible though it is pretty smooth of a game John company
  • I would want you to read the letters and see what everybody did
References (from this video)
No references stored for this video.
Video Gxo1ycEkSMc Beyond Solitaire Discussion at 10:20 sentiment: positive
video_pk 8104 · mention_pk 23847
Beyond Solitaire - John Company video thumbnail
Click to watch at 10:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Described as a life-changing experience within gaming.
  • Unique session with family member naming and storytelling elements
Cons
  • No formal drawbacks discussed; emphasis on memorable experience
Thematic elements
  • colonial-era corporate intrigue and family dynamics
  • Gen Con, social/role-playing overlay
  • group storytelling and overlay 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)
  • I got to know my colleagues better by going into the sweaty Gen Con trench with them and figuring out how to make everything happen
  • this is my Gen Con wrapup before I get too far away from the event to fully remember it
  • it's a lot lighter work when you know that uh your product is really good
  • the real highlight of that for me was getting to meet Amabelle Holland who I absolutely adore
  • the John Company game of my life like it was wild
  • War Story which by the way was really really good
  • Gen Con was freaking awesome
  • there were so many nice people at that party and we all just talked about Kurt Vonnegut's game
  • I got to hang out with basically the team from catastrophe of people that are doing some stuff on Stonewall Uprising
  • I absolutely impulse bought some solo RPGs
References (from this video)
No references stored for this video.
Video aXvnTUmIvSU BoardGameCo Top List at 0:08 sentiment: positive
video_pk 7985 · mention_pk 23502
BoardGameCo - John Company video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Well-received by critics
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There's an absolute ton of campaigns
  • Campaigns get pushed off. Campaigns get canceled. Campaigns get added. There's a lot of changes on a regular basis
  • Cascadia is a game system that I absolutely love
  • Really enjoyed Honor's End
  • Journeys of Heart of the Katsuagi is going to be my number three pick
References (from this video)
No references stored for this video.
Video 3a02XFnZkdY Beyond Solitaire Interview at 26:59 sentiment: positive
video_pk 6234 · mention_pk 18464
Beyond Solitaire - John Company video thumbnail
Click to watch at 26:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • facilitates rich player interaction and evolving incentives
  • well-regarded for historical depth
Cons
  • intricate systems increase design workload for solo bots
Thematic elements
  • agency and governance with complex player interactions
  • British charter companies and colonial governance
  • historical corporate intrigue
Comparison games
  • Sovereign of Discord
  • Oath
Mechanics (from transcript analysis)
  • multi-actor negotiation — alliances and betrayals shape outcomes in a shared narrative
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • necessity is the mother of invention
  • the whole point is to get six people around a table and have them argue about this
  • bot design is data structures it's all data structures
  • rough edges are fine in our games at GMT we like rough edges
  • the bot turns are to be as non-intrusive as possible
References (from this video)
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Video FFwxKnA5mQc Box of Delights Playthrough at 0:00 sentiment: positive
video_pk 3965 · mention_pk 11571
Box of Delights - John Company video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich negotiation-driven gameplay with strong solo support via crown AI and climate mechanics
  • Layered economic system (debt, dividends, trade, and prizes) that supports emergent strategy
  • Dynamic governance and diplomacy feel, with meaningful negotiation even in solo mode
  • Clear feedback loops from dice checks, trades, and parliamentary outcomes
Cons
  • High complexity and steep learning curve for new players
  • Dense turn structure can lead to longer play sessions and downtime during multiplayer-style turns
  • Rules-heavy, which may be taxing without prior familiarity with John Company mechanics
Thematic elements
  • Empire-building, corporate governance, and colonial trade
  • 18th-century British India context with East India Company governance
  • Negotiation-driven empire management with AI-driven crown and parliamentary politics
Comparison games
none
Mechanics (from transcript analysis)
  • Climate and AI card — Climate shifts are driven by AI cards at chairman turns; climate mood (bullish/bearish) influences decisions and future actions.
  • Combat and invasions — Invasion uses dice-based success checks; outcomes produce casualties, governance changes, or governorships depending on success or failure.
  • Crown and parliamentary play — The crown acts as a second player with its own set of actions and a dynamic climate; parliamentary phase involves voting on laws with a candidate pool, bonuses, and a PM-style influence model.
  • Debt and finance management — The chairman can take debt to increase the company balance (up to three debts unaided; more with director consent), affecting future economy and leverage.
  • Family phase actions — Each turn, the crown/board presenter offers six options (enlist a writer, enlist an officer, seek a share, buy a shipyard, buy a workshop, buy a luxury); the active player selects one as their action for the turn.
  • London season and attrition — Attrition phase retirees office-holders; retirement choices yield prestige prizes and influence London-season selection, affecting future leaders and prestige.
  • Parliament voting and bonuses — Laws go to vote with a voting track; votes can be bought with money; crown ministers provide bonus votes; the PM wheel introduces policy bonuses.
  • Special envoy and transfers — Director of Trade can open closed orders via special envoy actions and perform transfers of writers and ships across presidencies; dice-based checks determine success.
  • Trade routes and ships — Open and closed orders define trade routes; ships are fitted, deployed to presidencies with trade potential, and can be leased as temporary ships or acquired as company ships.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • luxuries cost four pounds
  • workshops cost five pounds
  • dice are used to make these success checks
  • a success is a roll of one or two
  • parliament meets
  • the chairman can take up to three debts
  • storms in the south
  • we flip a new ai card and set the climate
References (from this video)
No references stored for this video.
Video Fq7DeA29Q64 Beyond Solitaire Interview at 31:41 sentiment: positive
video_pk 2273 · mention_pk 6609
Beyond Solitaire - John Company video thumbnail
Click to watch at 31:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich historical statement
  • strong thematic integration
Cons
  • heavy rules and complexity for some players
Thematic elements
  • historical narrative of capitalism and governance
  • colonial era, corporate governance and society
  • story-driven with political and economic play
Comparison games
none
Mechanics (from transcript analysis)
  • economic/political decision-making — players influence policy and economic outcomes
  • Hand Management — managing a hand of influence and governance actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think we have seen a widening breadth of serious historical modeling in tabletop games.
  • There is a golden age of historical gaming, with growth across topics, publishers, and designers.
  • Pedagogy and game-based learning is a hopeful area for the future, especially in social sciences and humanities.
References (from this video)
No references stored for this video.
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