John Company: Second Edition

Negotiation-required, family dynasty

John Company: Second Edition is a heavy game (weight 9/10). The decision tree is among the deepest in the hobby (9/10), with meaningful long-term planning every turn. Decisions come at a steady pace (7/10) — engaged without being exhausting. Interaction is maxed (10/10) — every turn shapes what your opponents can do. Direct conflict exists but is contained (5/10). And table-talk diplomacy is essential (negotiation 10/10) — winning requires persuasion.

Solo4/10
Fiddly6/10
Players
4P5P3P6P1P2P

The 12-axis profile

Every score is on a 0–10 scale. The rubric and methodology behind these numbers is documented in the README.

Thinking

how much brainwork?
Weight
9
Depth
9
Density
7

John Company: Second Edition is a heavy game (weight 9/10). The decision tree is among the deepest in the hobby (9/10), with meaningful long-term planning every turn. Decisions come at a steady pace (7/10) — engaged without being exhausting.

Interaction

how multiplayer is the multiplayer?
Interaction
10
Conflict
5
Negotiation
10

Interaction is maxed (10/10) — every turn shapes what your opponents can do. Direct conflict exists but is contained (5/10). And table-talk diplomacy is essential (negotiation 10/10) — winning requires persuasion.

Luck

where does luck live?
Input
7
Output
6
Catch-up
5

Most variance is input randomness (7/10): luck arrives before your decision and you plan around it. Catch-up is moderate (5/10).

Experience

how does it feel?
Theme
10
Engine
5
Narrative
9

The theme is fully baked into the mechanics (10/10) — mechanics and fiction are inseparable. There's a clear engine-building feel (engine 5/10). And the game tells a story (narrative 9/10) — sessions have arc and consequences.

Most variance is input randomness (7/10): luck arrives before your decision and you plan around it. Catch-up is moderate (5/10).

The theme is fully baked into the mechanics (10/10) — mechanics and fiction are inseparable. There's a clear engine-building feel (engine 5/10). And the game tells a story (narrative 9/10) — sessions have arc and consequences.

Games like John Company: Second Edition

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