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John Company (JCY) Updated June 30, 2023
Class C: Coached Event Inexperienced players welcome. The game will be taught to anyone present at the scheduled starting time. GMs may also schedule a demonstration for the Event. Coached events generally require more time and effort to run and can be upsetting to more experienced players impatient with delays. Announce at the outset, that all players are expected to abide by the C rating and help newcomers.
Schedule GM: Jeff Burdett (1st Year)
Round Day Start Time Duration Location
Demo 1/1FSa161Exhibit Hall Annex Table #6
Heat 1/2FSa185Alpine
Heat 2/2Mo185Alpine
SemifinalWe105Alpine
FinalTh105Laurel
2023 Tournament Format  Heats Most Wins - Points

John Company is an epic game of diplomacy, scheming, and occasional cooperation set in the Indian subcontinent in the early eighteenth century. From BGG:

“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.”

John Company will be a coached tournament, with a demo, and each table will be seeded with at least one experienced player. This experienced player will act primarily as “whip” to explain each step of the game and help move things along. The mechanics of John Company are formulaic, but the interaction between players can seem complex so I would strongly recommend attending the demo, reading the rules, or watching one of the excellent how-to videos on YouTube to get maximum enjoyment.

There will be 2 preliminary heats, and we will aim for 3-4 players at each table. Seating will be random except for the experienced coach at each table.

Depending on the number of unique players in the heats, we may have a semifinal round. If there are only 1-15 players in the heats, we will skip the semifinal and go right to a 5-player final. If there are 16-23 players in the heats, there will be 2 four player semifinal tables, and if there are 24+ players in the heats there will be 3 four player tables in the semifinals. In any case, the final game will be 5 players.

Advancement to the Semifinal will be based on the Heats Most Wins Points standard tiebreakers. Advancement from the Semifinal to Final will also be based on the standard tiebreaker using results from only the semifinal round. Ties among these players will be broken with actual point totals in the Semifinal game, then total points from heats, then John Company game specific tiebreakers, and only then a die roll. Ties in the Final will be broken by game specific tiebreakers.

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - Semifinal to Final
    1. Standard #1-3 using Semifinal only
    2. Actual Points in Semifnal
    3. Total Points from Heats
    4. John Company Game specific tiebreakers
  4. High dice roll.

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