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John Company: Second Edition box art

John Company: Second Edition

Game ID: GID0174337
Game Info
Year
2022
Players
1-6
Age
14+
Playtime
360 min
Collection
Ratings
Creator Score
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

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

Description

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

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 23
This page: 23
Sentiment: pos 16 · mix 6 · neu 0 · neg 0
Mentions per page
Showing 1–23 of 23
Video PbD7BvITAYY Box of Delights Playthrough at 31:42 sentiment: mixed
video_pk 89347 · mention_pk 237103
Box of Delights - John Company: Second Edition video thumbnail
Click to watch at 31:42 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Engaging economic and political simulation
  • Tense and unpredictable event system
  • Meaningful player roles and decisions
Cons
  • Potential for devastating turmoil events
  • Company standing can fall rapidly
  • Difficult choices with significant repercussions
Thematic elements
  • Company rule and private firm management
  • India
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose actions such as deploying units, trading, opening orders, and managing finances based on their role and resources.
  • Area Control — Players deploy regiments and officers to regions, control them, and deal with unrest and invasions.
  • Dice Rolling — Dice are used to resolve various actions, including trade, clearing unrest, and combat.
  • economic engine building — Firms generate income, pay dividends, and increase company value through successful actions like filling orders and exports.
  • Event resolution — The game features an 'Events in India' phase where cards trigger crises, invasions, and other impactful occurrences.
  • Lawmaking — Players participate in a parliamentary system to pass or reject laws, which have significant consequences.
  • Set Collection — Acquiring shares in private firms and obtaining special retirements seems to be a goal for players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is where the fun really begins
  • India is looking a little bit dodgy
  • we'll see how that impacts her mood
  • that's a great card that's a great card
  • this is why unrest is so bad
References (from this video)
No references stored for this video.
Video sOAe7z-Tddw Watch It Played Top 10 List at 10:42 sentiment: positive
video_pk 89232 · mention_pk 236695
Watch It Played - John Company: Second Edition video thumbnail
Click to watch at 10:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • reputation-based company management in London’s era; governance and prestige
Comparison games
none
Mechanics (from transcript analysis)
  • reputation and prestige-based progression — Players gain victory points by competing in the London season through prestige rather than wealth.
  • reputation-focused progression — Victory points are earned through prestige in London season and related actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's survival of the fittest
  • you good at making predictions I knew you'd say that
  • care for what you wish for
  • the game where blank minds think alike
  • "Sabika implements three interrelated rondelles"
References (from this video)
No references stored for this video.
Video OZjZm26vVNI Box of Delights Playthrough at 0:06 sentiment: mixed
video_pk 89010 · mention_pk 235761
Box of Delights - John Company: Second Edition video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The game tells a story.
  • Offers deep negotiation with the Crown.
  • The firm game shines with negotiation.
  • The 1758 scenario is a favorite.
  • Provides a good learning experience for starting a firm.
Cons
  • The game can be very hard and unforgiving, especially at higher difficulties.
  • Company failure is a real possibility due to unrecoverable expenses and trade roles.
  • Mistakes in early game decisions, like letting the Crown invest in your firm, can be costly.
  • Luck in trade roles can significantly impact the game's outcome.
  • The host felt thoroughly thrashed in this playthrough.
Thematic elements
  • Running a company, trade, and financial dealings within a historical context.
  • 1758 scenario
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Control over presidencies and regions is important for trade and bonuses.
  • Company Failure — The game can end prematurely if the company cannot cover its expenses.
  • Dice Rolling — Dice are rolled for trade actions and to determine successes.
  • Negotiation — Players negotiate with the Crown and other players for resources, investments, and positions.
  • Resource Management — Players manage money, cubes (influence/workforce), and other resources to perform actions and acquire assets.
  • Set Collection — Acquiring shares and filling roles contribute to victory points and influence.
  • Trading — Trading workshops for ships and cubes with the Crown is a key action.
  • Worker Placement — Players place 'writers' and other family members into various offices and roles within the company and presidencies.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 1758 legendary difficulty is uh is very tough
  • so the way this scenario works is the crown does tend to get ahead early and then we've got to keep the company alive long enough to catch up
  • I was thoroughly thrashed I think is uh the conclusion there
  • so the best scenario and like I say start on easy let me know how you get on thanks for watching we'll see you next time
References (from this video)
No references stored for this video.
Video bITqfmD0dU8 Getting Games Top List at 20:17 sentiment: positive
video_pk 87777 · mention_pk 230011
Getting Games - John Company: Second Edition video thumbnail
Click to watch at 20:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • intricate simulation with shared incentives
  • role-based shifts and negotiation
Cons
  • tons of randomness (dice) acknowledged
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)
  • this game has a really cool action selection system
  • the fact that you can sell stocks in Union Station is fascinating
  • it's a tile L game
  • the clock of the game
  • I really like Caesar it's an excellent two-player game
  • there are Dice and cards, so this is a must follow trick-taking game
  • fully Cooperative kind of escape room type game
  • it's an incredibly mean game
  • this is a cube rails game about dinosaur magnates
  • the incentives make you feel like you should do terrible things
  • Hatchi train is a climbing shedding card game
References (from this video)
No references stored for this video.
Video I74K9QFv5-s Heavy Cardboard Analysis at 1:10:41 sentiment: positive
video_pk 85914 · mention_pk 221097
Heavy Cardboard - John Company: Second Edition video thumbnail
Click to watch at 1:10:41 · YouTube ↗
Overall sentiment (raw)
Positive; considered a solid entry that appeals to many in the group.
Pros
  • Seems right that it's on the list.
  • Appeals to a lot of people in the group for some reason.
Cons
  • If it had been higher, it wouldn't have been surprising.
  • If it had been terribly lower, it would have been surprising.
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 MHUh0lXpbPU Board Game Critique Review at 1:34 sentiment: mixed
video_pk 84131 · mention_pk 213431
Board Game Critique - John Company: Second Edition video thumbnail
Click to watch at 1:34 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • chaotic brilliance where wild plans collapse and sometimes the player who’s vibing wins
  • strong social and negotiation-driven play with meaningful consequences
  • gorgeous production and high-quality components
  • enjoyable solo mode with a satisfying puzzle
Cons
  • steep learning curve and a large rulebook
  • long setup/teardown and potential 3- to 4-hour games
  • heavy reliance on randomness and luck for outcomes, which can frustrate players seeking control
Thematic elements
  • political negotiation, social climbing, and power struggles within a historical mercantile empire
  • British families navigating the East India Company's politics in a colonial-era context (1710, 1758, 1813 scenarios).
  • chaotic, player-driven diplomacy and the unfolding of strategic plans under high-stakes, high-variance conditions
Comparison games
  • Monopoly
Mechanics (from transcript analysis)
  • Events — Event cards introduce unexpected challenges affecting investments and strategy.
  • negotiation and voting — Players form alliances, trade favors, and vote on company actions.
  • random events and crises — Event cards introduce unexpected challenges affecting investments and strategy.
  • share tracking and bribery — Players manage shares and can bribe or leverage influence to sway votes; information asymmetry matters.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We literally called it a random number generator with delusions of grandeur.
  • We played ourselves so hard.
  • John Company has this chaotic brilliance where your wild plans collapse and sometimes the person vibing wins.
  • The randomness can be brutal.
References (from this video)
No references stored for this video.
Video EzyPn3aMjbE Watch It Played Discussion at 0:40
video_pk 83780 · mention_pk 211793
Watch It Played - John Company: Second Edition video thumbnail
Click to watch at 0:40 · 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)
  • I very rarely very rarely want to play the big old Euro at the full six player count.
  • Power Grid is the game that's so popular, so successful, but still feels like an underdog when compared to other games.
  • The auction here is very tense at six players.
  • Cursed Court is a fantastic betting game that really shines at higher player counts.
  • Lifeboats. H you want to play a game with six friends but you don't necessarily want six friends at the end of it.
  • Zu Vardis, that's a fantastic game where everyone's trying to help each other get to the top of the board, the zoo in Zuardis. But you also want to be the person who gets to the very top the first.
  • The jazzy pattern, which doesn't always make for great cognition of a board and what the heck is going on.
  • It's an incredibly dark board. I think they reprinted it with a lighter board, just they already did this. It's like no one can This is very dark. No one can see what's happening.
  • I did learn that if you mix red wine and white wine together, that's how you make rosé. That's fact according to Viticulture.
  • the main thing that I've learned from games is that little insight into different worlds all around the world and beyond because of board games.
  • I've learned that from board games. And while I can't say I've learned a bunch of hard facts, I think board games have kind of opened up the world to me a little bit from my table.
References (from this video)
No references stored for this video.
Video Ge80VLEjl5A Discussion at 4:09 sentiment: positive
video_pk 80388 · mention_pk 195579
John Company: Second Edition video thumbnail
Click to watch at 4:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Brilliant, there's nothing like it.
  • The interaction, the undercutting, the way it works.
  • Can't speak highly enough of it.
Cons
  • The player's own officers ended up dying quickly, leading to no way to make money.
  • The company was "very, very wobbly for a few rounds."
  • Player debated whether the company should fail as they weren't going to win.
Thematic elements
  • East India Trading Company management and corruption
  • 17th-18th century India
  • Satirical take
Comparison games
none
Mechanics (from transcript analysis)
  • negotiation and bargaining — Essential for the game as players' offices may have power over others or dependencies exist.
  • retirement of characters — Players need to make money to retire their people when they get tired of their jobs.
  • Worker placement (implied) — Players take on "top management roles" and manage different areas and recruit officers.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It is kind of this historical simulator of the East India Trading Company during 17-1800s.
  • it's just such a weird and unique game, and that's part of why I love it.
  • it avoids the quarterbacking element, which I really enjoyed
  • the game is in a sense broken two players.
  • it's just immense what a great cooperative game it is.
  • possibly my favorite card game of all time.
References (from this video)
No references stored for this video.
Video vfz2N51Um-0 Review at 0:10 sentiment: positive
video_pk 70991 · mention_pk 168160
John Company: Second Edition video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Lavish production quality
  • Unique and engaging theme
  • Innovative solo rules capturing negotiation
  • High replayability due to varied scenarios and mechanics
Cons
  • Complex rulebook, requiring careful following
  • Potential for the company to fail, changing win conditions
Thematic elements
  • British East India Company, family exploitation
  • 1710-1865 India
Comparison games
  • Pax Premiere
Mechanics (from transcript analysis)
  • action selection — Players use tokens that represent resources and roles to select actions.
  • AI Opponent (Solo) — The 'Crown' acts as an AI opponent in the solo and two-player variants, influencing game state and actions.
  • Area Control — Implied through controlling regions and potential empires forming within India.
  • Dice Rolling — Used for events and trading actions, influenced by the Crown's mood.
  • Negotiation — Primarily a negotiation game where players cooperate and negotiate.
  • Resource Management — Managing money and other resources to support families and gain victory points.
  • Set Collection — Implied through collecting prestige and victory points.
  • Worker Placement — Players place family members into the company to perform various roles.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is john company second edition
  • i designed the solo rules for this one
  • it's probably the most lavish game that cole has been involved in
  • the player with the most future points wins if the company fails
  • so you are kind of bad actors in this game
  • the solo game becomes all right you've got no i mean the multiplayer game is a lot of table talk a lot of table talk
  • hopefully this solo game i wanted it to be something completely unique
  • john company is not going to be like a game you've played before
  • all looks absolutely beautiful
References (from this video)
No references stored for this video.
Video TCfi9k4Yv_s Shelfside Review at 1:52 sentiment: mixed
video_pk 60567 · mention_pk 152957
Shelfside - John Company: Second Edition video thumbnail
Click to watch at 1:52 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Novel mechanics around controlling shares and governance
  • Interesting integration of colonial-era setting with corporate dynamics
  • Ambitious scope and high thematic density
Cons
  • Very heavy and complex rules
  • Long playtime and potential for overwhelm
  • Aesthetics and components may not engage all players
Thematic elements
  • Array
  • British India during the colonial era
  • Negotiation-driven, political intrigue around corporate governance
Comparison games
  • Twilight Imperium Fourth Edition
  • Chinatown
  • Bonanza
  • Root
  • Oath: Chronicles of Emergence
  • Cedarial Confluence
  • Cosby Encounter
  • Cosmic Encounter
Mechanics (from transcript analysis)
  • Asymmetric Player Powers — Chairman with broad powers and other roles (governors, riders) shape outcomes.
  • Economic/Share control — Players control shares, allocate funds, incur debt, and influence company direction.
  • Negotiation — Primary driver of outcomes, where players bargain to advance or hinder others' positions.
  • Role-based power dynamics — Chairman with broad powers and other roles (governors, riders) shape outcomes.
  • Thematic roleplay elements — Players simulate colonial administration and family retirement planning within a corporate setting.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "John Company actually evokes the feeling of being a bunch of pompous jerks scheming around a company table for 3 to four hours, sending their family members to do odd jobs, seeing how they can most exploit the local populations while taking as much money as possible secretly."
  • "There's not a lot of games with India in them, admittedly."
  • "I was considering lowering my personal score to a 3 out of 10. But I have so much respect in how this game just breaks traditional board game structures that I'm going to leave it at a respectable 4 out of 10."
  • "The whole aspect of this game being primarily negotiation as you try to be the most greedy and get the most money for yourself."
  • "I respect the heck out of this game. And there's so many ideas in here I really appreciate."
References (from this video)
No references stored for this video.
Video AzSfXcEX4DM Board Of It Top 10 List at 0:54 sentiment: positive
video_pk 42652 · mention_pk 129563
Board Of It - John Company: Second Edition video thumbnail
Click to watch at 0:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • vast sandbox of outcomes
  • rich negotiation and interaction
  • high replayability and player agency
  • epic scope and historical flavor
Cons
  • long play time
  • deep complexity can be intimidating for new players
  • group dependent pacing can slow sessions
Thematic elements
  • corporate power, colonial exploitation, dealmaking
  • 18th-century East India Company milieu; colonial era politics
  • highly negotiation-driven, sandbox outcomes, RPG-like negotiation
Comparison games
  • Clans of Caledonia
Mechanics (from transcript analysis)
  • Asymmetric Player Powers — power dynamics shift with individual board states and player decisions
  • asymmetric power/role evolution — power dynamics shift with individual board states and player decisions
  • contracts and voting — public and private objectives drive competing agendas
  • economic engine + trading — simulated economy via contracts, resources, and actions
  • Negotiation — players negotiate deals, alliances, and power shares with other players
  • Voting — public and private objectives drive competing agendas
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's essentially a sirical take on the uh East India Trading Company and the kind of terrible things they did in India.
  • it's the beauty of it in a way is it is complex.
  • it's almost more like an RPG than a board game in some ways
  • mean Sandra
  • this is one of my all-time favorite games actually
  • this is the pinnacle of games that are enjoyable to play every single moment
  • Roots is the woodland game of war
References (from this video)
No references stored for this video.
Video woTwnf784S8 Board Of It Top List at 52:35 sentiment: positive
video_pk 35496 · mention_pk 105960
Board Of It - John Company: Second Edition video thumbnail
Click to watch at 52:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, thematic negotiation
  • excellent table talk
Cons
  • high teaching barrier
  • asymmetric factions may hinder two-player
Thematic elements
  • economic diplomacy, politics, and governance
  • East India Company from multiple families' perspectives
  • role-playing with table talk
Comparison games
  • Prado
  • Game of Thrones: The Board Game
Mechanics (from transcript analysis)
  • co-op negotiation — players coordinate to run the company for victory points
  • family management — manage retirees, funding, and positions with political dynamics
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a really nice concise little game
  • it's like playing a movie to me
  • the art style is gorgeous and the mechanism is clever
References (from this video)
No references stored for this video.
Video hvpYOE3SuBc Board Of It Top List at 19:51 sentiment: positive
video_pk 35134 · mention_pk 104844
Board Of It - John Company: Second Edition video thumbnail
Click to watch at 19:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich negotiation space with multiple paths to victory
  • Deep social dynamics and replayability
Cons
  • Complex and lengthy setup
  • Can be challenging to teach to new groups
Thematic elements
Comparison games
  • Vincent Dutrait’s Imperial
Mechanics (from transcript analysis)
  • Negotiation — Players negotiate influence and control within the company.
  • role-playing / GM-style guidance — Play can be guided and flavored by a narrative host role.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a mashup of deck building work placement very brutal you're racing to 10 points and there's all different ways you can get them
  • combat's always important and just such a tight tense game is going to make you sweat
  • it's hand management your hand represents soldiers which are on the field essentially and you play them and they will have certain actions that you can take with that particular unit
  • the mean boss Sandra moves around the different departments and marks how well you're doing in that department
References (from this video)
No references stored for this video.
Video ut8abdR5Z3Q Board Of It Top 10 List at 3:57 sentiment: positive
video_pk 31053 · mention_pk 91554
Board Of It - John Company: Second Edition video thumbnail
Click to watch at 3:57 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong drama and back-and-forth
  • immersive theme of colonial-era corporate politics
  • enjoyable role-play and negotiation
Cons
  • long play sessions
  • steep learning curve
  • multi-hour consensus can be slow
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric collaboration — families vie for power with distinct goals and abilities
  • Asymmetric Teams — families vie for power with distinct goals and abilities
  • Negotiation — players negotiate and navigate political dynamics
  • role selection / voting — roles and governance within the company are selected and voted upon
  • sandbox / emergent play — open-ended play where outcomes depend on player choices
  • Voting — roles and governance within the company are selected and voted upon
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a civilization deck building game very Solitaire
  • not a game you'd ever really want to play invite people around to play it because you kind of just are doing your own thing
  • it's a real sandbox of kind of like satirical colonialism and it's a bit of role playing
  • the drama and the back and forth
  • it's a calm engine-building game
  • it's almost the ultimate Euro game
References (from this video)
No references stored for this video.
Video ss_BzP6WzNo One Stop Co-Op Shop Top List at 1:50 sentiment: positive
video_pk 12914 · mention_pk 37789
One Stop Co-Op Shop - John Company: Second Edition video thumbnail
Click to watch at 1:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • innovative solo negotiation system
  • strong design work in solo mode
  • interesting balance of randomness and control
Cons
  • heavier game, longer playtime than some groups enjoy
  • may be challenging for casual players
Thematic elements
  • economic strategy and social maneuvering
  • historical negotiation and corporate power in a colonial context
  • heavy, negotiation-driven play with cube-pool mechanics to influence AI and events
Comparison games
  • Negotiation games in general
  • Gloomhaven (solo narrative leaning games)
Mechanics (from transcript analysis)
  • negotiation and cube-control — players influence the AI and other players using cubes to grant favors or extract benefits
  • role variety and negotiation-driven control — different roles interact with asymmetric objectives and shifting power dynamics
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • there's basically like a little tactical game you have these varied factions that like hugely vary the game
  • the solo mode is very complicated I'm super impressed
  • this is an amazing one in a small package for a small price
  • the story grabbed me and would not let go
  • the racing is the smoothest solo racer I've ever played by far
  • it's an emotional ending—the most emotional game experience I've had this year
References (from this video)
No references stored for this video.
Video HT2oCMilQN8 Beyond Solitaire Top List at 9:22 sentiment: positive
video_pk 11938 · mention_pk 95269
Beyond Solitaire - John Company: Second Edition video thumbnail
Click to watch at 9:22 · 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)
  • I made it up
  • this is a good launching point
  • Skies Above Britain went up three places
  • it's a wonderful simulation
  • I would go with Pax Premier
  • Undaunted Kalisto on the list
  • I Napoleon shipped in what June
References (from this video)
No references stored for this video.
Video 9kQGryNZT18 Rolling Dice & Taking Names Review at 35:16 sentiment: positive
video_pk 11329 · mention_pk 92898
Rolling Dice & Taking Names - John Company: Second Edition video thumbnail
Click to watch at 35:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, thematic design with rich negotiation and strategy
  • high replayability via multiple scenarios, retirements, and expansions
  • strong thematic integration and meaningful end-game tension
Cons
  • long, heavy sessions with a steep learning curve
  • complex tracking of money, debt, and dividends
  • setup and rule navigation can be daunting for newcomers
Thematic elements
  • nepotism, power dynamics, inside negotiations, and infighting
  • East India Company era; corporate governance in a shipping empire
  • historical, negotiation-driven, drama about leadership and corporate drama
Comparison games
  • Pax Premier II (Second Edition)
  • Thief (board game)
Mechanics (from transcript analysis)
  • Checks and balances — Power is distributed among chairman, trade, shipping, and regional leaders with reciprocal influence.
  • Finance and resource management — Company debt, dividends, workshops, ships, and luxury items affect coffers and points.
  • Negotiation and role assignment — Players negotiate hires, promotions, and budgets to advance their family members within the company.
  • Retirement mechanic — Retired members leave the board for points but require upkeep costs; end-game tension shifts from growth to maintenance.
  • Role economy and placement — Family member tokens occupy board positions, guiding actions and strategic options.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Dear player this is a big game and it is best digested slowly
  • this is a rolling teach and this is one of the longest reviews we've done
  • this game is a social game with checks and balances
  • this is the game of how does the chairman make money for his family
  • Hickory Dickory don't be fooled by the cuteness of the game this is a solid work replacement game with one of the most unique worker placement mechanisms I've seen in quite a while
References (from this video)
No references stored for this video.
Video 4XEIvKaCRYg Bower's Game Corner Analysis at 0:37 sentiment: positive
video_pk 9453 · mention_pk 87358
Bower's Game Corner - John Company: Second Edition video thumbnail
Click to watch at 0:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, well-researched historical theme
  • High replayability with nuanced systems
  • Thematic components and artifacts contribute flavor
Cons
  • Complex rules can be challenging for newcomers
  • Long playtime may deter lighter-weight players
Thematic elements
  • colonial administration, empire-building, governance and economic power
  • British East India Company era, 18th-century colonial capitalism
  • historical analysis with political economy emphasis
Comparison games
  • Twilight Struggle
  • Infamous Traffic
Mechanics (from transcript analysis)
  • Auction / Bidding — players bid political influence to shape colonial governance and outcomes.
  • bidding — players bid political influence to shape colonial governance and outcomes.
  • Worker Placement — workers are allocated to actions influencing colonial policy and story progression.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The steak is just it could be so much wasted steak.
  • An intense exercise in empathy.
  • This is the smarty farty crowd
References (from this video)
No references stored for this video.
Video 0DVvHGfG5bw Box of Delights Playthrough at 0:09 sentiment: positive
video_pk 7341 · mention_pk 124366
Box of Delights - John Company: Second Edition video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, multi-layered negotiation and economic engine
  • Engaging solo play with Crown AI that creates tension and strategic depth
  • Strong thematic integration with historical context and politics
  • Replayability through multiple scenarios and evolving law/power mechanics
Cons
  • Steep learning curve and heavy rules with numerous components
  • Endgame can be swingy due to failure decks and power cards
  • Setup is intricate for beginners, requiring careful organization and reference materials
Thematic elements
  • colonial mercantile expansion, governance, and the pursuit of victory points through officer appointments, retirements, and wealth accumulation
  • 18th-century India and Britain during the mercantile empire era, focusing on the British East India Company and family politics
  • procedural, phase-driven play with a Crown AI as an autonomous actor in solo mode; heavy emphasis on negotiation and management of offices
Comparison games
none
Mechanics (from transcript analysis)
  • area control and governance — Control of Indian regions via presidencies, governors, and military influence to shape trade and policy
  • economic engine / treasury management — Maintenance of company and family treasuries, upkeep costs for retirees, and strategic investment for long-term VP gain
  • laws and prestige cards — A dynamic law deck and prestige cards that alter rules, add powers, and influence end-of-game scoring
  • negotiation and alliance-building — Players negotiate to acquire and control offices, influence upgrades, and retire characters for victory points
  • Scenario-based progression — Multiple historical scenarios (e.g., 1710 intro, 1758, 1813) with setup cards and evolving laws that affect play
  • solo AI (Crown) integration — In solo play, the Crown acts as a third player, automating decisions and adding dynamism to negotiations
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is very much a negotiation game
  • the end of the game is when we get through five turns of the game
  • the crown is automated and kind of acts like two other players
  • it's a negotiation game because it is that that's where the cooperative nature of the game comes in
  • this is a game about pulling our family members through into the company and retiring them to earn victory points
References (from this video)
No references stored for this video.
Video PyrDVqdI2j8 Box of Delights Rules Teach at 0:04 sentiment: positive
video_pk 6384 · mention_pk 18841
Box of Delights - John Company: Second Edition video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear and thorough introduction to the 1813 private firm rules and their interaction with base game mechanics
  • Practical setup tips and overlay explanations that reduce confusion during play
  • Solid coverage of solo play considerations, including risk management and strategic investment
  • Highlights how private firms interact with the crown and director formats, offering multiple strategic avenues
Cons
  • High complexity; multiple overlapping rules and tokens require careful tracking for new players
  • Some sections assume familiarity with base John Company concepts, which could be challenging for newcomers
  • Solo play adds a layer of abstraction that may not map perfectly to multiplayer experiences
Thematic elements
  • private firms, governance overlays, colonial trade, corporate strategy, and Sir Robert/ Crown interactions
  • British India and naval/colonial commerce in the 18th–early 19th century, with a focus on the East India Company and rival/overlays within governance
  • educational let's-play with live setup and rule explanations
Comparison games
  • John Company 1710 scenario
Mechanics (from transcript analysis)
  • company versus private firm dynamics — the East India Company provides a baseline of victory and risk; private firms offer alternate paths to VP via investments and potential failures
  • Investment — private firms have a London treasury and can fund investments, paying dividends or retaining funds for strategic moves
  • military and regulatory actions — roles such as Governor General can raise money and deploy regiments; Governor General’s actions can be limited or expanded by overlays
  • offices and government overlays — Overlays like Governor General and Director of Trade modify actions (opening orders, monetary flows, transfer of ships/writers) and alter strategic dynamics
  • private firms and share value — players can create private firms with a value, shares, and a treasury; the firm’s value can change, affecting per-share victory points and dividends
  • ship fitting and trade — players fit ships from shipyards, use treasury to place ships, and trade in designated sea regions; the number of orders filled is tied to ships owned
  • solo and AI-driven decisions — in solo play the Crown acts via AI cards; this adds an additional strategic layer to planning, trading, and risk management
  • treasury and investment — private firms have a London treasury and can fund investments, paying dividends or retaining funds for strategic moves
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 1813 now 1813 introduces deregulation
  • deregulation is already passed
  • Foundary is useful each time any player purchases a work work shop or regiment you take a pound from the bank
  • private firms can trade as well what this means is there's another Revenue stream for us as individuals as players not only are we looking at taking offices and pulling money out of India out of the East India company that way there's an opportunity here for us to trade our private firm
  • remember the game ends when the company East IND India Company fails or if the East India Company fails early before we've had a chance to increase
  • it's not really hedge against
References (from this video)
No references stored for this video.
Video sQQKoQQTeZw Box of Delights Playthrough at 0:00 sentiment: positive
video_pk 5283 · mention_pk 111864
Box of Delights - John Company: Second Edition video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich, cinematic narrative with strong theme integration and a story-driven arc
  • High replayability due to AI behavior, law variability, and scenario diversity
  • Engaging solo experience that captures the feel of empire politics and risk management
  • Tight tension around end-game timing and the possibility of dramatic comebacks or collapses
Cons
  • steep learning curve and complex rule interactions can be intimidating for new players
  • AI-driven crown actions can feel opaque or unforgiving on certain runs
  • Endgame bookkeeping and edge-case rules require careful attention to avoid misplays
Thematic elements
  • private enterprise politics colliding with imperial governance, factional maneuvering, and the moral ambiguity of empire
  • 18th–19th century British Empire and India, centering on governance, commerce, and imperial power of the East India Company
  • story-driven, highly thematic simulation of empire-building with a strong emphasis on player decisions and AI crown reactions; presented as a solo playthrough with live commentary
Comparison games
none
Mechanics (from transcript analysis)
  • AI crown behavior — Crown’s actions are guided by AI cards that determine moves such as deploying ships, shifting influence, and reacting to player strategies; creates dynamic, unpredictable opposition.
  • China office (optional off-board play) — Optional superintendent-for-trade office in China that interacts with trade icons and ship allocation, providing additional revenue opportunities at the cost of ships diverted from empire regions.
  • Cubes/promise economy — Action economy driven by promise cubes; managing cube generation, spending, and transfers to seize opportunities while mitigating risk and debt.
  • End-game power battles and retirement scoring — Final scoring is driven by power accumulated, retirement conditions, and a power-battle tiebreaking framework that can swing outcomes dramatically.
  • Parliamentary law and climate rules — A parliamentary phase where laws and climate shifts are proposed and resolved via dice-based checks; political maneuvering can alter victory conditions and the crown’s mood.
  • Role selection and nepotism economy — Hiring and appointing offices (Governor, Director of Trade, President of regions, etc.) with costs influenced by nepotic relationships and the crown’s status; strategic choices shape power balance and available actions.
  • Trade, shipping, and regional control — Management of ships, ports, and regional control via deployment, local alliances, and trade actions; these choices influence revenue and strategic position.
  • Treasury vs personal treasury mechanics — Dual-trust economy where company treasury and individual president’s treasury track income, taxes, and expenses; decisions affect cash flow and scoring potential.
  • Unrest and crisis events — Random and triggered events (rebellions, fatigue of regions, crises) that affect regional stability and the empire’s ability to project power.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • John Company Second Edition tells a fabulous story
  • it's absolutely fantastic
  • the crown AI cards drive unpredictable and exciting play
  • this solo edition sits nicely on top of the game and fuels replayability
References (from this video)
No references stored for this video.
Video dq5esCuzhKY Box of Delights Playthrough at 0:00 sentiment: mixed
video_pk 3764 · mention_pk 105802
Box of Delights - John Company: Second Edition video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deep strategic depth combining economic, political, and diplomatic gameplay
  • Private firm mechanic adds a robust engine and risk management
  • Engaging solo AI Crown with dynamic decision making
  • Lucrative trading turns with potential high profits
  • Tense state of play with events like rebellions and storms
Cons
  • High complexity and learning curve
  • Rule and reference sheet heavy; potential for confusion
  • Volatile game state with high risk of losing officers or regions
Thematic elements
  • Corporate power, intrigue, governance, and expansion
  • Colonial India under the East India Company in the 18th century
  • solo playthrough with AI Crown and strategic private firms
Comparison games
  • 1813
Mechanics (from transcript analysis)
  • Asset management (ships, workshops, offices) — Fitting, buying, and trading ships; managing offices and workshop investments within a private firm.
  • Crown-AI interaction — Solo mode uses an AI Crown with reference sheets to influence the game.
  • Invasions, crises, and rebellions — Regions can be invaded or cause crises; leaders and governors influence outcomes.
  • Investment — Players form a private firm using workshops and company shares; profits and points accrue via dividends and retirements.
  • Parliamentary policy voting — The Crown scenario involves votes on laws (e.g., deregulation) that affect income and stability.
  • Private firm formation and investment — Players form a private firm using workshops and company shares; profits and points accrue via dividends and retirements.
  • Trade and ship management — Acquire and fit ships, manage shipping routes, and conduct trade to generate income.
  • Trading — Acquire and fit ships, manage shipping routes, and conduct trade to generate income.
  • Treasury management and dividends — Managing London and India treasuries, paying expenses, and distributing dividends to improve standing.
  • Voting — The Crown scenario involves votes on laws (e.g., deregulation) that affect income and stability.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're playing John Company Second Edition
  • we're playing solo and we're going to play the 1758 scenario
  • Deregulation is now in effect
  • The Crown plays the game
  • it's not a rule book
  • this isn't just your shares this is anybody's shares
  • in the solo game the crown will never create a private firm
References (from this video)
No references stored for this video.
Video lIXA8G-KFi4 Box of Delights Playthrough at 0:04 sentiment: mixed
video_pk 2648 · mention_pk 7805
Box of Delights - John Company: Second Edition video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • deep political economy simulation with layered decision making
  • rich solo gameplay that reveals strategic entanglements and timing
  • strong thematic immersion into imperial governance and corporate manipulation
Cons
  • high complexity and steep learning curve for new players
  • micromanagement of multiple moving parts (offices, ships, wealth, unrest)
  • late-game volatility depending on event cards and power dynamics can feel punishing
Thematic elements
  • political economy, governance, nepotism, imperial expansion, and factional maneuvering among officers and executives.
  • 18th-century Indian subcontinent under the influence of the East India Company, with colonial governance and competing factions within the Company territories.
  • episodic turn-based decision making with shifting offices, delegations, and crisis events that alter control and wealth.
Comparison games
none
Mechanics (from transcript analysis)
  • financial management — managing treasury, paying dividends, taxes, and costs of operations across regions and offices.
  • military deployment — deploying armies, appointing commanders, and engaging in conflicts to defend or conquer regions and enforce policy.
  • nepotism and promises — nepotism rules and promise cubes govern where favors and political leverage flow, affecting outcomes and concedes.
  • offices and appointments — players acquire and assign political offices (e.g., Director of Trade, Governor, Office Holder) to gain influence, money, and committee control.
  • power shifting and transfer — movement of crown writers, officers, and other titles between presidencies to tilt influence and funding toward preferred regions.
  • Risk Management — managing treasury, paying dividends, taxes, and costs of operations across regions and offices.
  • trade and shipping — managing ships, ports, and trade routes; transfers between presidencies affect which regions generate wealth.
  • Trading — managing ships, ports, and trade routes; transfers between presidencies affect which regions generate wealth.
  • unrest and fatigue — governors can trigger unrest in regions; fatigue and unrest accumulate and influence stability and possible crises.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • bearish about this company
  • final retirement at the end of term five
  • we're on turn four
  • it's a close one
  • i think we're going to go writer and each again
References (from this video)
No references stored for this video.
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