Tips & Strategy
How to teach Indonesia, advice for a first game, research, shipping, mergers and turn order, how it plays at 2–5 players, and where videos differ from the rulebook — advice, not rules.
Advice from six published videos (listed under Sources) and the rulebook’s own hints. None of it is a rule: where a video and the rulebook disagree, the rulebook wins.
How to teach
Teach top-down:
- The goal: money, and nothing else.
- The two kinds of company: plantations make goods, shipping lines carry them, and both earn.
- Eras and years: three eras, each as long as its companies last.
- Operations before the rest. Tesla Volta Games explains how money is made first, then walks the seven phases. Players follow the bids better once they know what a company earns.
- The seven phases in order, from the player aid. Mergers can wait: nobody can announce one in year one.
- The map’s quirks last: arrows between islands, the seas around Bali and Jawa Timur, Maluku’s split islands. Heavy Cardboard points out that the third edition draws the Bali sea borders more clearly. → FAQ: map geography
What new players forget most:
- plantations must sell everything they can, even at a loss;
- turn-order bids are locked in the Bank;
- one good, one shipping line;
- you may raise another player’s Hull when their line carries your goods.
The Board Gaming Doctor recommends an experienced player at the table for the first game, to walk everyone through the merger maths and the payout splits.
Host game
Before the first acquisition, ask each player to trace a plausible sea route from the company they want to a city. Check which shipping owner would be paid and whether that city can still buy the good. This teaches the reason to acquire a company before the merger machinery obscures it.
Use a small capacity marker during the first Operations phase: ships refresh for the next production company, but city demand stays used until City Growth. Keep “shipping fee” and “sale revenue” separate when counting the first payout (rulebook p. 7). The route-first walkthrough complements Indonesia - 3rd Edition - 4p Teaching, Play-through & Roundtable Discussion by Heavy Cardboard — Heavy Cardboard, and Indonesia by Splotter | 4p Gameplay — Quackalope.
First game
- Research Slots first. The rulebook calls it a safe start, and both Heavy Cardboard playthroughs and Economic Board Games agree: a second slot lets you take a second company next year.
- Build your first city where several seas meet (Economic Board Games): more shipping lines can reach it.
- Read your three city cards before you pick a company: they tell you where demand will be.
- Production needs shipping. A plantation with no line to a city earns nothing, and a line with no plantations nearby earns nothing either. Find partners in the first year (Heavy Cardboard: “scratch my back”).
- Don’t spread yourself thin (Quackalope): a few companies that work together beat one of everything.
- Keep a slot free for era B rubber and era C oil. Often only one or two of them start well, and the owner of the right shipping line decides which.
Research
You get only about seven research steps in a whole game, one a year (The Board Gaming Doctor), so each one matters.
- Slots decide how many companies you can take or win in a merger. Two or three early is the usual opening.
- Expansion is the long-term engine for big plantations and fleets.
- Mergers only matter once you plan to announce them. Anyone may bid without it.
- Hull is rarely urgent on your own track. Raising a rival’s Hull when their line carries your goods is a classic play: you sell more without owning the ships.
- Bid makes turn order cheap: one step turns a bid of 5 into 25 (the rulebook’s own example).
Shipping, mergers and turn order
- Shipping lines are quietly rich, especially late and once three or more are merged into one network. The owner also decides which regions grow. Quackalope warns that a pure shipping player depends on the others’ plantations and can be merged out of a line.
- Mergers are where the game is won. Anyone with the research and a free slot can force a merger of companies they don’t own. If the owners lack cash, they lose them cheaply. Keep cash to defend your best companies, and watch for rivals who have just spent theirs (Heavy Cardboard).
- Siap saji halves the plantation, but each good then sells for 35. Merge when shipping is ready to carry it, not before.
- Turn order decides who operates first. A line that expands just before a plantation operates opens a route; a plantation that sells first takes the city’s demand. Bid when you need it, and go last cheaply when you don’t (The Board Gaming Doctor).
Player counts
The map and the companies do not change with the player count, so more players means a faster game.
| Players | How it plays |
|---|---|
| 2 | The companies outlast the players’ needs, and it can stall late in era B. Rarely recommended. |
| 3 | The longest game (around five hours): big empires, fewer merger auctions. |
| 4 | Often called the sweet spot: tight board, lively mergers. Around four hours. |
| 5 | The fastest (around three hours) and the most cut-throat: companies go quickly and eras turn over fast. |
Timings are Heavy Cardboard’s. In the late eras, Quackalope suggests one player keeps track of the shipping so operations keep moving.
Solo
Indonesia has no solo mode.
Videos vs the rulebook
- Starting away from the coast. One Heavy Cardboard teach says a plantation can’t start in a landlocked area. The rulebook allows any empty land area of the province; such a company just can’t sell until it reaches the coast. → Production companies, FAQ
- Goods counters. Tesla Volta Games repeats a second-edition note on which pieces are goods. In the third edition the cardboard counters do both jobs: plantation areas on the map, and goods sold on a city’s display.
- Moving goods inside a zone. Goods move freely to any area of their own zone, then must go by ship, never over land to a city. The designer confirmed the first part. → Shipping chains
- Last-year doubling. Only net operating earnings double; merger money does not. → Last earnings double
- Hull. Capacity is fresh for each production company, not used up for the year. → Hull
The 3rd edition
The rules are unchanged from the 2nd edition. The 3rd edition redrew the board (with the era symbols on each province), replaced the wooden goods with cardboard counters, brought back larger printed wooden ships, and added company start markers, ownership huts, city goods displays and player screens. The ready-meal company is now called siap saji.
Sources
- Indonesia - 3rd Edition - 4p Teaching, Play-through & Roundtable Discussion by Heavy Cardboard — Heavy Cardboard
- Indonesia (revisited) - 5p Teaching, Play-through, & Roundtable Discussion by Heavy Cardboard — Heavy Cardboard
- How To Play: Indonesia — Tesla Volta Games
- Indonesia: Overview: Economic Board Games — Economic Board Games
- Indonesia Review — The Board Gaming Doctor
- Splotters BEST Board Game? | Indonesia Review — Quackalope
BGG: community answers are linked by thread in the FAQ. Strategy hints also appear in the publisher’s rulebook.