In John Company, players play as the various ambitious families who are involved in and trying their best to capitalize on the success of the British East India Company for personal gain. The game begins in the early eighteenth-century as the Company has a weak foothold on the Indian subcontinent but it trying desperately to expend their operations to exploit the riches found there through trade, conquest and politics. Over the course of the game, the Company might grow into a very powerful corporation or through greed and the desire to milk every last cent out of the coffer might fall into bankruptcy.

From the publisher we read the following:

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 to 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.

We have played the game 7 or 8 times now and always have a grand time wheeling and dealing at the table to gain the best possible benefit for our families. The game is best with 4-6 players and really creates some tense and interesting situations.

-Grant