John Company PBF

I know this is a game that is poorly suited to asynchronous play, but it occurs to me it might work as play by forum, and there might be enough people interested to give it a go?

I’d probably run it in a slightly unusual way (for me), with each player responsible for rolling “their” dice when appropriate, so the pace of the game would be set by the players instead of the moderator.

1 Like

Let’s do it!

1 Like

Not sure I would be up for this, but if another player is needed I will step in.

2 Likes

I’m up for it if you get enough people.

2 Likes

I’m game :slight_smile:

2 Likes

Same here :grin:

1 Like

OK, that’s plenty.
@COMaestro in or out?

Also, quick rules check, who knows how much?

It’s a game that can and probably should be played without a full rules explanation up front, but at the same time it’s hard to negotiate when you have no concept of the stakes.

Very briefly, you are all participants in running the company, and company profits lead pretty directly to personal profits (basically via graft, aka theft, and via dividends) but it isn’t a cooperative game - if someone else is making more money from company success than you are, it’s probably in your interest to change things up.

Nearly everything is up for trade, and every action can be used as leverage.

Final score is based mostly on who had the most family members retire to rich estates. But those estates have upkeep costs. Bonuses include which family has the most power at the end, shares in the company that can be positive or negative depending on whether the company fails, side businesses that score only if the company fails, purchased luxuries, and marrying into old money families. Finally, if the company fails, someone/something is going to get blamed, and you might get caught in the fallout from that.

We’ll be playing the “short” 1710 scenario, meaning that deregulation cannot happen and players will not be able to start their own competing firms.

2 Likes

So how far into familiarising myself with the game should I go?

1 Like

What the heck, let’s go for it.

I know none of the rules, so I share Ross’s question.

Ok, so that’s at least two people who only know what I’ve posted so far. I’m about to go to sleep, but tomorrow I’ll work up a rules overview along with an image of the board as we’ll be using it, along with a link to the full rules for anyone that’s interested. You are of course free to read only what I post, or to read the full rules, or even to go searching for (shudder) rules poorly paraphrased by people recording themselves explaining the rules in real-time.

3 Likes

Played solo of it twice but will brush up on some rules.

I’ve played two games using the 1710 scenario, so I have at least a passing familiarity with the rules.

OK, I think I have the module (which I did not make) in a usable state.

Rules are here, for anyone who is keen:

This is how the game looks after setup.

Families have been randomly assigned:
RossM: Hastings (blue)
Whistle Pig: Benyon (pink)
GeeBizzle: Paxton (grey)
LLV: Sykes (purple)
COMaestro: Walsh (green)

image
There’s a black pawn starts on 1 on the red ribbon running through the map, it will stop at 5, for a span of approximately 100 years, from 1710 to 1813ish.
5 times, the silver pawn will go the length of the red ribbon, and each step on the red ribbon gets resolved. At the start, the London Season (first step) is skipped, and there’ll be a bonus retirement phase at the end if the company doesn’t fail. This is where most of the rules explanation will happen, in a later post.

Going around the map itself:


VP track is top left. Sykes family has a 2VP head start, due to the Luxury (pink card) they have.

There’s a little endgame scoring summary next to the power pyramid indicating what is currently in vogue, with each social standing icon currently worth 2 power, and company shares worth 1. At the end of the game, the family with the most power scores 3 or 5 bonus VP, second gets 1 or 2 (depends how long the company survives for).

More significant is the categories of estates down the left side. The smallest estate costs 2 pounds, gets you 0 VP, and has 0 upkeep. The grandest costs 20 pounds, gets you 12 VP, and costs 4 pounds upkeep. They also have a number of “windows”, from 0 to 4, indicating how much tax you’ll have to pay on them, if they get taxed (this is not a sure thing).

Back to the top, there’s company standing, currently at the ten pounds “expectations” spot. This drops to F, the company fails. There are also some arrows indicating how this pawn moves. Ignore the grey striping.
Company debt starts at 0.
image
The london season display is where you pick nice things during the London Season for a family who retire into wealth.

The court of directors shows pounds for future shares, costs from 2 to 5 pounds, the current VP value of shares +1 for company success, -1 for company failure, and the shares currently held by players: 1 each, except for Sykes who has 2 (actually 3, because Sykes is also Chairman, and that also counts as one).

Then there’s the map of India, and the commanders/armies.
The family markers indicate that family includes the commander of that army. There’s also one regiment in each army, above the army name, meaning it’s ready to be deployed/defend. Below the army name are some markers indicating temporary alliances with a strength rating and the cost for 1 turn of assistance. Below means they are inactive/exhausted.

The map itself is divided into 8 regions. Each region currently has a tower, indicating Indian control, and a number, indicating the strength of that control and how much extra value the region has as loot. Three of them have coloured summits and flags, indicating (by the big flag) that Delhi is the capitol of an Empire ruling Punjab and Maratha. BUT, there’s the Trouble Elephant across the border pointing from Maratha to Delhi, indicating trouble.
image
This indicates that it’s likely Maratha will rebel against Delhi at some point. Or maybe not. India is in a very volatile period even without foreign powers raising armies.

Each region has a network of “orders” indicating how much money can be made from trade there. Three are in bold ovals, Bombay, Bengal, and Madras, and all trade will start from one of these three and spread from there along the dotted lines. Some are currently “closed”, and they can be opened by negotiation or force, or closed by turmoil. Ignore the tiny pound numbers next to the big ovals.
image
There’s a rectangular loot/control marker for each region, as a one-off loot bonus for military deployment.

There are three sea regions, currently with one family-owned ship in each. The ships are essential for trade. Family ships are named, and associated with a shipyard card of the same name belonging to a family.
image
Finally, there are some small “package” icons, which indicate how much opium can be produced if a region is company controlled, which can be of value if trade with China becomes a thing.
image
The track on the right is for voting, marking votes for and against new laws in parliament.
image
The track on the bottom is for company money, which is considered to be several orders of magnitude greater in real terms than family money (so it’s not 1:1), and is a distinct, separate fund.

Around the board, there are things that can be bought, markers, spare cards, the london season deck, the laws deck, the India deck, the company failure deck, and one law that starts in play: Royal Protection.

Overview of the roles and stuff randomly assigned to each player coming up next.

Explaining the gameflow ribbon, based on the order things happen.

Skipping London Season for now (and in the game), first is Family actions:


As the image says, you pick an action and do the thing. Do the thing again on a consecutive turn, and you can do it twice.
Enlist writer means you get a junior family member into a position working for one of the three presidencies. If there are four or more Company position vacancies, you get an extra writer. The game starts with no vacancies. Writers can can some family money via graft only if that presidency successfully trades. They are also first in line for some promotions when positions become vacant.

This is a Walsh family writer in the Bombay presidency.
Enlist officer means you get a junior family member as an officer-in-training. They’ll be assigned to an army as an officer by the director of military affairs, directly increasing that army’s strength by the same amount as a regiment, and potentially able to share in loot from successful deployments.
Seek share means you pay 2 to 5 pounds to get on the shares track. cheaper slots are further back in the queue. Buying shares is the main way to reduce company debt, and potentially gets you a bigger share of dividends and VP. Or negative VP if the company fails.

Buy shipyard costs 2 pounds for an unfitted ship. If that ship gets fitted by the manager of shipping (for 3 company pounds), the manager of shipping will assign it to a sea zone, it will increase the maximum number of trades that presidency can make, and it will bring in 1 pound income to the family owning it as long as the ship is still sailing - they can get damaged. Also provides 1 vote (the ballot box icon) and a shipping icon (for endgame power).

Buy workshop means you start a side business. Costs 5 pounds, brings in 1 pound income. 2 votes, 1 VP only if company fails, and 1 industry icon.

Buy luxury costs 4 pounds, gives 2 VP. Also one window for tax, and 1 social standing icon.

The firms step is completely ignored for this game.

Hiring is when vacant positions get filled. There are rules about nepotism and priority, but we can skip that all for now because no positions are vacant.


Chairman has a big role, but no baked-in graft. In the chairman step, first decide how much debt to take on. Every point of debt is 1 income upkeep to pay, and +5 to company funds. More than 3 debt at once requires a vote by the court of directors. Then assign ALL funds to the positions marked by coins, as you see fit. Positions that want funds are free to bribe you using family money, etc. This last point applies to every action taken by company roles: negotiate, bribe, and trade freely.


Director of trade is the first dice roller. Can take special envoy actions using funds assigned (starts with 3 pounds). 1 pound = 1 die, take as many actions as you like (and have money for), but there’s good reason to roll more than one die at a time, as you take only the best result - this applies to all similar actions:
Get at least 1 or 2 = success
Best is 3 or 4 = fail
Best is 5 or 6 = catastrophic failure - no further actions, and you lose the position - family member either dead or disgraced, position become vacant

Success on a special envoy action means you can open any one order on the map of India.

Then transfer up to two pieces - writers to different presidencies, ships to different seas.


Manager of shipping fits ships. Must have 2 pounds or less left when finished.
2 pounds for a ship that will only last 1 turn. 3 pounds for a family ship in a shipyard. Also, only if there are no family ships in shipyards, 5 pounds for a permanent company ship. All ships cost the company upkeep.


Military affairs doesn’t use company funds.
May transfer two pieces, officers and/or regiments, between armies. Then assign officers-in-training to armies. Then, appoint commanders: if the current commander is outnumbered by officers from a different family, or a commander position is vacant, and there’s an officer available from that army.


The three presidency positions are the main money earners, and each functions the same way.
First decide the order of operations. There are 3 roles here: the president, governor(s) if regions of India are company controlled, and the commander of the associated army.

The president themself may take any number of trade actions, using the same dice system. The number of dice rolled each time is the money spent minus the number of extra regions you want the trade action to span.


I think this example is the easiest way to explain the system. Orders start from the bold home port and can connect to any open orders by dotted lines. Capped by number of ships in the associated sea.

Success brings in the money and stops further trade attempts: company money equal to the filled orders, money from graft (in green) is 1 per filled order, and 1 to each writer who filled an order.

Governor actions I’ll cover when they come up.

Commanders may choose to deploy. Dice is number of regiments and officers and allies exhausted (so unable to defend later this turn), minus the strength of the defending region (tower, or towers if an empire). Can only deploy into the port region or an adjacent region if the port region is company controlled.
After deploying, roll for every officer - on a 6 they died.

Success brings in the loot: 4 pounds per tower level, plus the one-off bonus for the first time a region is looted, distributed evenly among commander, officers, regiments, and allies (loot going to the latter two effectively being lost). Clears unrest, opens closed orders.

China I’ll cover if it comes up.

Bonuses is when shipyards and workshops pay out.

Revenue is when company expenses are paid, 1 pound per debt, regiment, officer, and ship. Then company standing (expectations) is checked. In the first turn, if the company doesn’t have at least 10 pounds left after expenses, it is perceived as failing, and standing falls. Then if there is money to spare, the Chairman may pay out dividends to shareholders, which may increase standing.

Then (probably) shit hits the fan in India, which I’ll cover when we get to it.

Then parliament meets and a new law or crisis is voted on. The player with the ear of the prime minister, a very malleable fellow, has a lot of control over this step, but again, I’ll cover it when we get there.

Finally there’s a short upkeep phase.




@RossM
You start with 7 pounds, the director of military affairs, a fitted ship in the East sea (Bengal), Commander of the army of Madras, 1 share, and a writer working for the presidency of Madras.


@Whistle_Pig you start with 8 pounds, the president of Madras, a fitted ship in the West sea (Bombay), a blackmail card (messaged), and 1 share.


@GeeBizzle you start with 5 pounds, the manager of shipping, control of the primer minister, a blackmail card (messaged), commander of the army of Bengal, a writer working for the Bengal presidency, and a share.

@lalunaverde you start with 4 pounds, the chairman, the president of Bombay, a Luxury, and 2 shares (in addition to the chairman)



@COMaestro you start with 5 pounds, director of trade, president of Bengal, commander of the army of Bombay, a writer working for the presidency of Bombay, a fitted ship in the South sea (Madras), and a share.

Finally, every player starts with the following set of promises, which many be exchanged in any trade, and returned back by the recipient for the effect listed at any time, or traded on:

Other things up for trade are:
Luxuries, shipyards, workshops, other enterprises, unused blackmail, cash, and shares.