I’m going to go over the India phase now. While it’s fine leaving India as a mysterious force, unknowable and disruptive, there’s also no real downside to being verbose in async play.
First there’s the storm die. The 6 faces are:
1 all
2 East
2 West
3 South
4
4
The numbers are how many events occur, and the text (depiction of storm clouds) is which ships have to roll for storms.
Every ship in a storm zone rolls: 1 or 2, nothing happens. 3 or 4, flip the ship to it’s fatigued side, or sink if already fatigued. 5 or 6 it sinks. Sunk player ship tokens are returned to their respective shipyards.
Events are far more complicated, and I’ll just provide an overview of the types and odds. In each case “the region” means the region depicted on the next card in the draw deck. Cascade means close all orders in adjacent regions that are directly adjacent to the cascade region. Cascades can chain:
4/20: Turmoil, close the northernmost open order in the region, cascade if all closed.
2/20: Windfall, bonuses for every write in the region and adjacent regions.
1/20: Shuffle, move the crisis elephant, shuffle this tile back into deck, shuffle discard and place back on top of deck. So this causes all the events so far to repeat first, in the same set of regions, re-randomised.
4/20: Leader, increase tower strength in the region, or a strong +2~+4 rebellion in a dominated region. Move elephant if successful rebellion in company dominated region.
2/20: Peace, open orders across the crisis elephant border, or all orders if elephant was fully in a company region, increase tower strength in regions each side of the border.
6/20: Resolve crisis, an invasion or a rebellion with strength -1~+3 across the crisis elephant border. Successful invasions will increase empire size, create new empires, or shatter empires, but does not significantly affect trade. Rebellions are by dominated or governed regions, and successful rebellions close all orders in the attacking region, cascading if all already closed.
1/20: Foreign invasion, invasion crisis in every port region indicated by another roll of the storm die, or “the region” if a 4 is rolled. Invasion with strength equal to another die roll. Successful invasion closes all orders, potentially causes cascades, shatters empires, sets tower strength to half the die roll.