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John Company Board Game: Second Edition (On Order)

John Company Board Game: Second Edition (On Order)

John Company is an interactive historical game about the rise and fall of the British East India Company from the designer of Root, Pax Pamir, and Oath. John Company is a business game with an important twist: players must collectively steer the fate of a single, sprawling organization. They must navigate its vast bureaucracy while reckoning with the consequences of their actions on the Indian subcontinent.

Released to acclaim in 2017, this new edition reimagines the original game with lavish components and updated gameplay that offers new strategic challenges. John Company is the culmination of over a decade of research into the operation of the East India Company and offers an uncompromising portrait of the people who laid the foundations of the British Empire.

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 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.

Each copy of John Company: Second Edition (English) includes:

  • A high quality six-panel board, punchboard coins, and player boards
  • 108 wooden family pieces with 18 unique designs in 6 colors
  • Beautiful resin elephant, stackable tower pieces, and metal flags
  • Over 200 Cards (94 Bridge and 166 mini euro) featuring period art work
  • 4 different scenarios and a robust automated opponent for 1p and 2p games
  • Molly House Board Game (On Order)

    Molly House Board Game (On Order)

    It's 1723. You walk through the streets of London, hiding your inner-most desires from the Society of the Reformation of Manners as you head to Mother Clap's. This may look like a coffee shoppe but inside are back rooms where loud festivities, intimate gatherings, and a thriving queer community is growing.

    Throw grand masquerades and cruise back alleys as a gender-defying molly in early eighteenth century London. In this interactive history game you must evade moralistic constables who seek to destroy your community within the Molly House.

    Immersive Presentation: Explore the captivating subtle details of queer Georgian London in the period-inspired artwork

    Evocative Gameplay: Bring desires and threats to Mother Clap's Molly House with compelling card play that sparks joy or incites sabotage.

    Luxurious Production: Revel in deluxe components with unique wooden pawns, custom marbled dice, and a lavish printed playmat.

    Fascinating Solo Challenge: Dive into a complex and engaging puzzle with the Rookery, a unique challenge for the discerning solo player.

    Game Play

    Molly House is a deep, interactive historical game bedecked in a fancy party dress.

    Over the course of a game, players draft hands of vice cards representing the different gestures, desires, and encounters that were frowned upon by the Society for the Reformation of Manners, a citizen group that sought to stamp out any behavior it deemed deviant in late 17th and early 18th century London. These cards allow players to host festivities with the help of their fellow mollies and create joy. But, those same cards can also lead players to be arrested and might contribute to the ultimate ruin of the molly house.

    Parties begin when a player plays a molly card at Mother Clap's. This card sets a collective goal which the table must meet in order for the party to be successful. Players then play cards over a number of rounds in an attempt to fulfill their goal collectively.

    But be careful! Only one set of cards will be selected and any others will enter the gossip pile, threatening the discovery of the molly house. A player's desires are also their greatest liabilities.

    Over the course of the game, constables will patrol the streets and attempt to corner the players. When a constable is revealed, players will have to reveal one or more cards of that constable's suit. In order to escape persecution, players will either have to renounce that desire or may take on a number of guilt tokens, which will lower their final score. These moments may offer arrested players a critical temptation.

    Through the intimidation and coercion of the constables, players may elect to become informers. This will set them against the other players and require them to destroy the Molly House in order to win the game. Informers must try desperately to undermine the community around Mother Clap's historic molly house without being discovered by their fellow mollies.

    Unlike traditional hidden role games, Molly House Board Game does not rely on overt dishonesty or a predetermined cast of characters. The game does not require players to become an informer, and players may discover that every player or none had switched sides by the end of the game.

    Together, Molly House offers players a novel twist on traditional secret role games where a player's identity is as fluid as the cards in their hand.

    This 1-5 player game brims with opportunities for collaboration and coercion still remaining approachable and easily playable within an hour or two.

    Pax Pamir Board Game: Second Edition (On Order)

    Pax Pamir Board Game: Second Edition (On Order)

    From the award-winning game designer of Root and Oath, Cole Wehrle brings you into an interactive history lesson about life on the edge of empire.

    For generations the Durrani Empire held the region together. Now, their authority has collapsed. Rivals both old and new have emerged from the shadows. It's up to the players to see if a fledgling Afghan state might come into being.

    In Pax Pamir, players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period "The Great Game" because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game, those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes.

    Players will build their Tableau by purchasing cards from a central market and playing those cards into their "court". Playing cards adds units to the game's map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. In this, the game offers many ways for players to interfere with each other directly and indirectly.

    To survive, players will organize into coalitions; If a single coalition has a commanding lead then players loyal to that coalition will receive victory points based on their influence in their coalition. However, if Afghanistan remains fragmented during one of these checks, players instead will receive victory points based on their personal power base.

    Each copy of Pax Pamir: Second Edition (English) includes:

  • A beautiful cloth map
  • 36 heavy resin blocks
  • Nearly 150 unique cards with period art
  • Wooden player pieces and screen-printed ruler tokens
  • Fully automated AI opponent
  • Punch board coins, player aids and more