Indonesia

2005 · Economic

Indonesia

Players build an economy across the Indonesian archipelago by acquiring production companies and shipping lines, producing goods (rice, spices, microwaveable meals, rubber, oil) and delivering them to growing cities. Cities expand their demand as they receive goods; production companies earn revenue only when deliveries reach cities, while shipping companies charge for transport distance and capacity. Players buy, sell, merge, and occasionally buy out opponents’ companies to control lucrative plantations and routes, and can invest in research to unlock advantages like larger ships or merging rights. Play proceeds through three eras with hidden money tracking; the final round’s earnings count double.

Players
2–5 best 4
Playing time
180–240 min
Age
14+
Complexity
4 / 5
8 on Ludoyafrom $109.99Industry / ManufacturingTransportationEnd Game BonusesTile PlacementSimulation

On Ludoya's tables

Full stats in Ludoya
61
Plays logged
115
Players
3h 34m
Average play
25
In collections
15
On wishlists

8.0/10

from 14 Ludoya reviews

  • Garfield10.0

    #55 #paperMoney (20x500, 30x100, 30x50, 40x10) #coins (78x5, 64x1) A very cool economic game. Very interesting decisions to make. But the original components are very ugly and some are too big. I had to replace them with other components. [c] Theme: :star::star::star::star::nostar: <!-- size 7]Trading in Indonesia --> Gameplay: :star::star::star::star::star: <!-- size 7]Very interesting decisions to make --> Interaction: :star::star::star::star::star: <!-- size 7]Who can sell, who will merge --> Artwork: :star::star::star::star::nostar: <!-- size 7]Nice --> Luck: :star::nostar::nostar::nostar::nostar: <!-- size 7]No --> Strategy: :star::star::star::star::star: <!-- size 7]Pure strategy --> Components: :star::nostar::nostar::nostar::nostar: <!-- size 7]Very bad --> Play duration: :star::star::nostar::nostar::nostar: <!-- size 7]We had to abort after era 2 after 2.5 hours --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok (40min) --> Rules quality: :star::star::star::star::nostar: <!-- size 7]Very good --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::star::star::nostar: <!-- size 7]Very little downtime --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Board will look differently every play --> [/c]

  • Balleflass9.0

    Only done a 3-player playthrough, but I can already tell this is great. I think it will be better at 4 as all of the eras lastet a bit too long in our opinion, but some part of me thinks this is mostly our problem as none of us never went past 3 slots. I think the reason why we never went past 3 slots was that we was very aggressive in merging each others companies with the use of a high merge tech which we thought was really fun. Will most likely play it differently next time while also trying to be 4 players. I can really tell that this is where many of the elements in Food Chain Magnate and The Great Zimbabwe derived from. PS. Made my own print&play version as I would have had to replaced all goods in the 2nd edition anyway. I also prefer the fan made map printed on a neoprene mat.

  • andycted8.9

    3-5 players. But really: 4

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Game facts (players, playing time, age, credits) from BoardGameGeek.