Okay, we are now with the President of the Province of Bombay. This member of the Hastings family has a number of choices to make. The first choice to make is whether or not a “Campaign” action will happen. This is when the army goes in and takes over the location, providing a few benefits for the company: It creates a new Office:
You can jam a family member there and they will be able to Campaign further (this one could take over Punjab, Mysore and/or Sindh), and they will be able to Invest in Bombay to possibly get it out of any economic depressions. Or they can just collect taxes and pocket them because politics are hard and stuff.
In order to take over a location, you need to roll some dice. You start off with zero dice, and then add as many Officers as you are willing to Exhaust (they won’t be able to be used for defense during the rest of the round). Each one gives you a die to roll (3 Officers can be given to each President). Then you can Exhaust as many cannons as you like, each of those giving you a die as well (no limit to those). Then for each $2 you spend, you “hire a mercenary” and gain a die. Then you subtract dice based on the Defense of the location you’re going after :
Whatever dice you have left, you roll! Then you take the lowest number rolled: 1-2 Success! 3-4 Failure! 5-6 Ridiculous Failure, so bad that your family member is immediately fired with no possibility for retirement! So there is risk in all rolls for things to go very, very wrong for you.
In this case, the President of Bombay has no Officers or Cannon, and only has $8. Which means if I spent ALL money, it would be 3 dice, not great odds. So let’s move on to the next choice.
Open Trade: This one is fairly simple. For each $ you spend, you gain a die. If you succeed, you take a Province from the “Closed” locations:
These are all the locations that are currently not trading with the EIC. You can bring them under your wing, though with this Open Trade action fairly easily. Benefits for this: More places to trade to = more money AND if you lose the last Province attached to a Presidency, that Presidency becomes CLOSED and you lose EVERYTHING attached to it, money, boats, EVERYTHING. So why wouldn’t you just Open trade with EVERYONE?
Because Sailing everywhere is harder than sailing to one place. The next action, “Sail Action,” is more difficult the more Open locations there are. But I have $8, so I’m going to try and bring some folks on board. So I will Open Trade with Mysore. I will spend $3, so I roll 3 dice: 4,5,6.
Well, that’s that. Shows you how nothing is for certain. 3 dice is clearly not a sure thing. You need 4 or 5 to start feeling good about your roll. So now action 3: Sail. This is how you actually do your trading. You roll 1 die for each dollar you spend, but you have to subtract dice equal to the number of open locations in the Presidency minus 1. First one’s free!
Bombay is currently in an economic depression, and the Director of Trade only gave the President access to two boats, so the only thing it can trade is Spices which will earn the company $5. Because of that, I will spend $4 so I can get a $1 profit. Not great, but it’s something.
So, um. Guess that’s not happening. Guess Bombay is not going to be successful this turn. So we move on to the Madras Presidency, who has the same three choices.
Again, Campaign is right out as we have no army to speak of. I’m going to forgo trying to Open Trade as holding on to some money might be a good idea, so let’s just jump to Sailing.
Again, we only have 2 boats which can ship Handicrafts which earns $4. I’ll roll 4 dice: even though this results in no gain, it will be able to give money to a more lucrative location (I hope Bengal will be this).
Oh COME ON!
Let’s just go to Bengal. Here we have a Cannon, which isn’t enough to take Bengal over, but we’ll think about it later. I’d love to open trade with Hyderabad:
It’s the most lucrative location. You only need one boat for each location, so with 3, you get $15. Of course, the way these dice are going….Eff it. 3 Dice for Opening trade to Hyderabad.
FINALLY! Okay, now I have 2 locations to ship to, so I’ll use all the rest of my money ($5) to roll 4 dice and hope to ship to all of them.
With a boat and a Good, I ship Indigo to Bengal. And two boats and a Good, I ship everything to Hyderabad. I put a black disk on all four of those numbers to show they were delivered and I move up the Revenue track to $21.
And that ends the Company phase. Now we do a bit of book-keeping where we pay company expenses and distribute income….and maybe skim a few bucks off the top.
First the players receive any bonuses they would earn from a few bonuses. The only one that is available is the “Presidential Bonus.” For each black disk down for a successful delivery results in the family earning $1. So the Benyon family nets $4 for the Bengal Presidency.
Now the Company has to pay for expenses, they are:
– Debt (The Chairman can place a black disc in the Court of Directors to gain $10 at any time during the Company phase, but at this point, for each black disk the company has to pay $1)
– Military Upkeep – $1 for each Officer and Cannon (costs $1 for this turn, our Revenue drops to $20)
-Shareholder Dividends – Every turn the company should pay $1 for each cube in the Court of Directors (this money does go to the family who ones the cubes). If this is done once, the share price stays the same. If this is done more than once, the share price goes UP. If this is NOT done, the share price goes down. If the share price is already 3, then you have Angry Shareholders and the government bails the company out. It’s a big deal and I’ll explain later if we get close to that. I have no problem with paying out $3 (since 2 will go to the Benyon family) as we’ll still have $17 to go to the Company and we’ll be able to earn a ton more next turn (and we’ll need it for the huge army that’ll show up).
After that, the Chairman puts the remaining money where ever you like. I put a bunch in Bengal, a few in the other Presidencies, and the remaining in the Goods Purchasing Office so we can get some more.
Now the last phase is the “Evening Post” phase. This is where we open the newspaper and go “Dear God!” because something awful is going to happen. Sometimes.
First is Events Abroad. Things happening in England, which is a Law Before Parliament. This is a vote among the players (again, another time for wheeling and dealing). Popular Support shows where the vote is currently, so this is going to vote “Yea” without player input. So each player has a certain amount of Political Power, which is how many votes you get to cast. It’s equal to the amount of Shipbuilders and Factories your family owns. You can then spend $1 each for more votes. This law would make those extra votes cost $2. Not great for me because I only have one factory. When I play solo, I make the Jones family always vote against me. They only have 1 votes, so right now it’s +3. I have one factory and it’s +2. Is it worth spending $2 to make it fail?
Eh, the way my dice are rolling, I need to hold on to every dollar I have. Besides, I could buy more factories and such if I need more voting power. So the Reform Act passes.
Now we roll for Attrition. This is where we see if our family members retire. The chairman retires on a roll of 4-6. Executive positions retire on a roll of 5-6, and Senior positions retire on a roll of 6. So let’s see what happens:
The only retiree is a member of the Benyon family who was formerly the Chairman (at 50% chance, that’s believable…but I’ve played games where the dude held on for generations…I hate that guy).
Now I can see if I can retire the former Chairman to a nice comfy gig. According to my self-made solitaire rules, I have to have him marry a member of the Hastings family.
The Chairman is an Executive position, so it costs $7 to purchase. How much money does the Benyon family have? Why, $7! So we break the bank to move up in British aristocracy. Typical.
Now we move on to Local News. This is where things go….weird. If you look our newspaper, it says there are 4 Events in India. That means the “Elephant” (yup, an elephant meeple. It’s awesome) will move 4 spaces this turn, triggering an event each time it moves. It starts at location 1, so right away, it moves to location 2 (Maratha) and triggers an event:
If you look at the right side of the card, those are the possible events that will happen with the Maratha Confederacy. It’s an awfully aggressive location! Let’s roll to see what happens! Right now, India is balanced, so we just roll a d6 and see what happens.
What that symbol means is Maratha tries to conquer Hyderabad with a strength of 4. Uh oh. We’re trading with Hyderabad, that would be bad for us, because Maratha would forbid Hyderabad to trade with us if it became a province of Maratha. Hyderabad has a defense of 3, so it would need 1 more defense in order to stave off the attack. The Bengal president can Exhaust Officers, Cannon or buy Mercenaries in order to add to Hyderabad’s defense. So, this is an easy choice, I exhaust one cannon and the battle is a losing one.
That was Event #1, the elephant walks to location #3, which is ironically Hyderabad. Let’s see what happens there. I roll a 5 and that means Hyderabad falls into a depression. Unfortunately that means instead of $5 for each delivery, I’m getting $4. Also, that makes India more chaotic, so events now get 2d6 rolled and you take the higher number. Blah.
Event #3 is in Mysore, I roll 2 & 3 which also flips Mysore into a depression. Finally we go to Bengal. 4 & 5 means Bengal also flips to a depression.
So now I refresh everything (un-exhaust the cannon, move the Officers and Captain to the Officers that will deal with them, and move the turn marker to 2).
Jeez, Mysore is the only location that is not in a depression.
Can you get Lexapro for a country?
Turn 2 tomorrow?