Ludexv2026.11.01-65114139IndonesiaOfficial rulebook ↗

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Teach the Game

A script to teach Indonesia at the table — how you win, the board, a year, the end, every way to make money and what each piece is for.

How you win

“Indonesia, as its economy grows from rice fields to oil. Each of us is a tycoon: we start plantations and shipping lines, ship goods to growing cities, and buy and merge companies. Three eras, three to four hours. Whoever ends with the most money wins — there are no points.”

You need rupiah. It comes from three places:

The loop: take companies (free, but you need a free slot), operate them every year to earn money and grow, research to do more, and merge at the right moment and price.

The board

The Indonesia board

Your player aid holds the five R&D tracks (Bid, Slots, Mergers, Expansion, Hull), your Bank box and the year’s phases. Your money stays behind your screen.

A year

Three eras (A, B, C), each lasting as many years as it takes. Every year has seven phases:

  1. New era — only when the era’s companies are used up: everyone builds a city, the next era’s deeds go on the map.
  2. Bid for turn order — one bid each, in order of play, multiplied by your Bid research. The money goes to your Bank: gone for spending, still yours at the end.
  3. Mergers — announce a merger of two companies; everyone who could own the result bids.
  4. Acquisitions — take free companies, one per round, if you have a free slot.
  5. Research — move one R&D marker up a step (or someone else’s Hull).
  6. Operations — one company each, in turn: ships expand; plantations sell, earn and expand.
  7. City growth — cities that got every good they wanted grow one size.

Show Operations before reciting the phases. Rehearse delivering one rice over one ship leg: the producer receives 20 and pays 5 to the shipping owner. Now mark the city’s demand and the ship’s used capacity. Before operating the next production company, reset the ship’s capacity, not the city’s demand (rulebook p. 7).

→ Gameplay · Mergers · Operations

How the game ends

In the New era phase, when era C would end: there are no C deeds left to take, or the ones left are all the same type. Operating earnings from the last year are doubled. Count everything — cash, Bank and the doubled earnings. Most money wins; on a tie, the player earlier in the order of play.

Ways to score

There are no victory points — money is the score.

MoneyHow and when
Selling goodsOperations: each good sold earns its price — rice 20, spice 25, rubber 30, siap saji 35, oil 40.
Shipping feesOperations: 5 per ship used per good, paid by the producer to the ship’s owner.
Selling in a mergerMergers: the winning bid is split between the old owners by goods (or ships).
The last yearOperating earnings of the final year count double.
BankTurn-order bids are locked away but still count at the end.
Losing moneyShipping fees above a good’s price, paid expansions, winning bids.

What each resource is for

ResourceWhy you need itHow you get itHow you use it
RupiahIt is the score, and it pays for bids.Selling goods, shipping fees, merger payouts; 100 to start.Turn-order bids, merger bids, paid expansion.
SlotsEach company you own needs one; a merged company uses one.Research the Slots track (1 → 5).Taking companies in Acquisitions, bidding on mergers.
ship ShipsEvery good reaches a city by ship.Take a shipping deed, then expand in Operations.Chains of one line’s ships carry goods to cities.
rice spice rubber oil GoodsThey are your plantations’ income.Take a production deed; expand after selling.Sold to cities in Operations.
siap saji Siap sajiThe best food price (35).Merge a rice and a spice company in era B or C.Sold like any good; merges only with siap saji.
CitiesThey buy the goods.City cards in each New era; growth.Size = how many of each good it buys a year.
R&DIt limits everything you do.One step each year, free.Bid multiplier, slots, merger size, expansion, ship capacity.
BankTurn order.Your turn-order bids.Counts at the end; never spent.

Teaching tips

Rules

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