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Graft Company

I considered entitling this review "Auspicio Regis Et Senatus Anglia," but that seemed a tad too obscure.

In many ways, John Company feels like it might be Cole Wehrle’s magnum opus — which is one heck of a thing to say when you consider that it’s only his third published game. It certainly has the scope of a life’s work. Where Pax Pamir and its expansion Khyber Knives dealt with a British Empire willing to do anything to preserve their trading monopoly over India, and An Infamous Traffic got grimy up to its elbows with the business of the drug pushers who would collapse the Qing Dynasty for profit, both might pass as single-action blips in the course of John Company.

It’s appropriate, then, that Wehrle’s tale of the East India Company — the joint-stock enterprise that boasted an army twice as large as the British Army, grazed its grubby fingers over half the world’s trade, and still ultimately squandered its supremacy — should be one of accomplishment, failure, and biding your time. And often all three at once.

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The Space-Biff! Space-Cast! Episode #7: Welcome to the Sandbox

Even looks sandy.

For the first time ever, the Space-Biff! Space-Cast! is all about Dan Thurot’s uncertainty about Cole Wehrle’s paternity, the definitions of sandbox games, as well as a number of Great Games, from Pax Pamir to Pax Renaissance and An Infamous Traffic. Great Games: in these hands alone, that’s a pun intended only for the cleverest of humans. Perhaps you’re among them. Perhaps.

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