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John Company (JCY) Updated March 22, 2024
GM:Jeff Burdett (2nd Year)
Event Website:N/A
Class:B – Beginning Players Welcome
Format:HMW-P: Heats Most Wins - Points
Rounds:2 Heats, Semifinal, Final
Round Length:5 Hours
Advancement:Semifinal 12, Final 5
Prize Level:3

Huzzah! John Company is returning to WBC as a Century event! After last year’s smashing debut, we are hoping even more intrepid souls will join us for a game or two. John Company is an epic game of diplomacy, scheming, and occasional cooperation set in the Indian subcontinent in the early eighteenth century.

From Boardgamegeek: “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 is a perfect game for pros and beginners at the same table – we will offer 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, and/or watching one of the excellent how-to videos on YouTube to get maximum enjoyment.

For the heats we will be playing the 1710 scenario, which is a good introductory game that doesn’t involve player firms. For the Semifinal and Final, we will play the 1758 scenario which allows for player firm formation and is a bit more complex. Heats will last up to 5 hours, and we will add an extra hour for the Semifinal and Final. For the Heats, if ALL players agree then they can play the 1758 scenario.

The Heats will aim for 4-5 players 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 Semifinal
  • In any case, the Final will be a 5- player game

Advancement to the Semifinal will be based on the Heats Most Wins – Points Standard Tie-breakers as listed below.

Advancement from the Semifinal to Final will also be based on the standard tiebreaker using results from only the Semifinal. Ties among these players will be broken with “percent of 1st place points” in the Semifinal game, then seeding from heats, then John Company game specific tiebreakers, and only then a die roll. Ties in the Final will be broken by game specific tie breakers. Importantly, we will make the following changes to the tie-breakers as written – first tie-breaker is number of windows; second will be cash on hand; third will be trophies; fourth PM seating order.


  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: Ties will be broken by "percent" of first place in game(s) played. For example, if two people are tied with a second place result in the Heats (100 points each), the tie-breaker will be which 2nd place score had the highest percent of the 1st place score in their game.
  4. High dice roll.