East India Company · Family dynasties · Negotiation

John Company: Second Edition

Second Edition · 1710 scenario

Steer the Company. Secure your family’s fortune.

Follow four families, Hastings, Benyon, Larkins and Walsh, through a complete five-turn game of the 1710 scenario. Trace offices, debt, trade, storms, Parliament and retirements as each family turns Company power into lasting prestige. Original commentary, grounded in the community’s strategy advice, explains every choice and its cost.

Before you start

Learn it in three stages.

Four families run the East India Company for their own gain, trading offices, money and favours.

How you win

Have the most victory points after five turns. Most come from retiring family members onto prizes. Leftover money scores nothing.

One turn

  1. London Season
  2. Family actions
  3. Fill offices
  4. Company Operation
  5. Bonuses
  6. Revenue
  7. Events in India
  8. Parliament
  9. Upkeep
  1. Tour the board and set up

    Steps 1–20 · about 5 minutes

  2. Follow turn 1

    Steps 21–53 · about 10 minutes

    A good place to stop. You have now seen a full turn. London Season is skipped on turn 1 and first appears at step 54.

  3. See the fortunes made

    Steps 54–293 · about 1½ hours

    Four more turns and the final scoring.

This is a complete recorded game, and you do not need to finish it. Times assume about 20 seconds a step, so take as long as you like.

Your seat at the table.

4-player playthrough · 1710 scenario · Guided, at your pace

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The John Company tutorial’s 3D game table

See the game unfold.

The complete interactive tutorial, in your browser.

First load: up to approximately 76 MB · Best on a laptop or desktop
Use A− / A+ to enlarge text and controls. Text panel adjusts the reading window.

This detailed game table is best on a larger screen. On a tablet, use landscape mode or open the tutorial in a new tab.

How to use the table

Use A− / A+ to change the size of text and controls. Open Text panel to adjust Width and Height, or choose Reset to restore the defaults. Your preferences are remembered for each game.

Next (→ or Enter) advances one step; Previous (←), the phase and step menus and the timeline restore saved positions. Each step plays its movement once and rests on the result: Space plays or pauses, S shows the result, R replays and L loops. Left-drag to pan, right-drag to orbit and scroll to zoom. Refocus step frames the current action; Whole table shows everything. Hover highlighted words, cards or changed pieces for an explanation, click to pin, and use the searchable Glossary, Cards, Components, Guide, Strategy and Sources. Choose a family perspective to follow its priorities. Escape closes references.

Keys: → or Enter for Next, ← for Previous, Space to play or pause, S to show the result, R to replay, L to loop, and Esc to close a popup.

These are guided playthroughs with authored moves and outcomes. Use the checkpoints to explore how the game develops.

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How to play John Company: Second Edition

The objective

Finish with the most victory points when the scenario ends. Families do not own the Company; they hold its offices and steer it toward their own fortunes. Most points come from retiring family members onto prizes; spouses, luxuries, Company shares and the power award add more. Power is a separate total that decides only that award, and leftover money scores nothing. If the Company fails, the game ends early and each Company share costs its owner points instead of scoring them.

How a turn works

Each turn follows nine phases along the board’s red ribbon. The London Season, skipped on turn one, rolls attrition for each office, retires pensioners onto prizes and lets retiring families take prestige cards. Each family then takes one family action, and vacant offices are filled. In Company Operation the Chairman may borrow and must allocate the whole Balance to office treasuries; the Director of Trade, Manager of Shipping, Military Affairs and three Presidencies then act in ribbon order, and an office may spend only its own treasury. Bonuses, Revenue, Events in India, Parliament, and Upkeep and Refresh complete the turn.

The ending and this tutorial

This original four-player route plays the 1710 Early Company scenario, which the rulebook recommends playing first, over its five turns. The Hastings, Benyon, Larkins and Walsh families start from one authored legal deal of the twelve base setup cards, and the India event tiles follow one fixed legal order chosen to show a wide range of events. All 293 steps reach the real Final Scoring with the Company surviving: Larkins takes the 5 VP power award and Walsh the 2 VP second award, and Benyon wins with 22 VP to Hastings 12, Larkins 11 and Walsh 10. Fixed dice and draws support teaching; alternatives explain decisions without branching the replay.

Inside this tutorial

A complete game.
A clearer picture.

Explore the board and set up 1710

Tour the prize estates, Company tracks, Court of Directors, offices and the map of India, then follow the 1710 setup step by step. Each component type and quantity appears before it is placed.

Run the Company through five turns

Follow London Season retirements, family actions, hiring and every office in Company Operation: debt, shipping, armies, trade, bonuses, revenue and dividends. Deals and promise cards show how families bargain for offices and votes.

India, Parliament and the final reckoning

See storms, the Elephant and Events in India reshape trade and conquest, then follow Parliament’s laws, the Prime Minister’s dial and upkeep. Finish with the power award, Company shares and the final retirement that decide the winner.

Second-printing rulebook, publisher errata and printed card faces

The English Second Edition rulebook (second printing, 2023), the publisher’s errata thread and the official print-and-play card faces were checked on 30 October 2026. This original four-player route plays the five-turn 1710 scenario with an authored setup deal, a fixed legal event order and recorded dice. Substantive BGG Strategy-forum threads and designer posts inform conditional strategy commentary. Foreign Invasion, region loss, China, the Governor General, Company failure, Deregulation and private firms, and the Crown solo and two-player rules are outside this playthrough. Board, card and component art: Wehrlegig Games, used under CC BY-NC-SA 4.0 from the official print-and-play. On 5 November 2026 the tutorial was checked again against the printed cards, the rules and the latest errata available, and corrected where they differed.

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