4-player playthrough · 1710 scenario
John Company: Second Edition: setup guide
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.
Open the interactive tutorial →Setup 01
Match the four-family 1710 game
Use the Second Edition, Second Printing (2023) rulebook, which already includes the publisher’s listed errata. This route seats four families, Hastings, Benyon, Larkins and Walsh, and plays the 1710 Early Company scenario for its five turns. Deregulation and private firms, the 1758, 1813 and Long 1710 scenarios, the Crown solo and two-player rules and the setup draft variant are outside it. The rulebook presents the game as a frank portrait of the East India Company and of imperialism and its effects at home, and asks each group to agree to that exploration before playing. The tutorial follows that framing: it explains the rules plainly and does not celebrate conquest.
Setup 02
Read the board’s four areas
The board tour inspects the empty board before any pieces arrive. Five prizes on the left edge, from £2 for no points to £20 for 12, are the estates that retiring family members buy; each also has upkeep and windows. The middle holds Company Standing with its expectations, the Debt track, the Balance track, and the Court of Directors with the Stock Exchange above it. The red ribbon lists the offices in acting order, beside each Presidency’s treasury, writers box and Army. On the right, India has eight regions whose orders are worth money when filled: trade starts at the three bold home ports, towers show strength and flags show empires. The Power track sets end-game power values, and the separate Prime Minister’s dial records the policy attached to each law.
Setup 03
Set India in its 1710 position
Shuffle the twenty event tiles into a face-down stack. The back of the top tile pictures the region where most events will strike, so the next location is public. Following the scenario card, give every region its tower levels and a dome. The Mughal empire of Delhi flies the gold capital flag and dominates Punjab and Maratha, which fly small gold flags. Seven orders begin closed, and each region’s loot token starts with its £ side up. Place the Elephant on the Maratha–Delhi border facing Delhi: a looming Maratha rebellion. Put each of the seven local alliances in the Army box that lists it. This route then uses one authored legal shuffle of the tiles, chosen for teaching variety rather than as a typical draw.
Setup 04
Prepare the Company, decks and tracks
Set the Company Balance to £5, Standing on the S space with £10 expectations, and Debt at zero. The Director of Trade, Manager of Shipping and three Presidency treasuries each start with £3. Each Army has one regiment, there are no Company ships yet, and Royal Protection begins as a passed law. The power tokens start with social enterprises worth 2 power, Company shares 1, and shipping and manufacturing 0. Point the Prime Minister’s dial at its 1710 space, Power for manufacturing. Shuffle the 24 remaining law cards, leaving the separate Deregulation card out, and shuffle the twenty prestige cards with the ten blackmail cards. Deal three to the London Season Display, prestige face up and blackmail face down, then set the turn marker to one and every family to 0 VP.
Setup 05
Deal the authored setup cards
Each family takes its 18 portrait pieces and three 1710 setup cards. The tutorial uses one authored legal deal; it is not advice for choosing cards. Hastings is Chairman, with one further share, and Prime Minister with a face-down blackmail card; they also command the Army of Bombay and have a Bombay writer. Benyon is President of Madras and Manager of Shipping, with two shares, command of the Army of Bengal and a Bengal writer. Larkins is President of Bombay and Director of Trade, with a share, the Ganges fitted in the South Indian Ocean, command of the Army of Madras and a Madras writer. Walsh is President of Bengal and Military Affairs, with a share and the King George and Britannia fitted East and West. Each family starts with £5, except Benyon with £6.
Before your first move
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.
This is a setup companion for the scenarios below, not a replacement for the publisher’s complete setup diagrams. Open the guided table to inspect the exact locations and the recorded deal.
Sources and scope
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.
Reading guide reviewed 2026-11-05; based on tutorial v1.0.5. This date records an editorial review of the existing tutorial, not a new rules edition. Strategic suggestions are conditional interpretations, separate from official rules.
- John Company Second Edition: Rules of Play, Second Printing (2023)
- Official Errata — discussion; advice or attributed clarification
- Some strategy notes — discussion; advice or attributed clarification
- "What deals can I make?" — discussion; advice or attributed clarification
- Grifting And You — discussion; advice or attributed clarification
- What are your opening moves/beginning stratagies? — discussion; advice or attributed clarification
- Why try at all? — discussion; advice or attributed clarification
- (yet another) General Strategy Thread — discussion; advice or attributed clarification
- How valuable is power? — discussion; advice or attributed clarification
- Retiring 2x 2VP or 1x 4 VP — discussion; advice or attributed clarification
- Calculation: how many dice to roll in a Trade action? — discussion; advice or attributed clarification
- What are the promissory notes worth? — discussion; advice or attributed clarification
- Buying Personal Ships — discussion; advice or attributed clarification
- Game end with lots of money and no retirements — discussion; advice or attributed clarification
- John Company: Second Edition on BoardGameGeek