Review

Indonesia

Indonesia gave me two big, bloody evenings: a clean, almost exemplary economic game that nevertheless grows more tiring for me over time, both as an object and as a table experience.

Indonesia

Indonesia

Published
2005
Designer
Jeroen Doumen, Joris Wiersinga
Publisher
Splotter Spellen, One Moment Games
Players
2–5
Playing time
240 min

The first game was an absolute success, complete with proper carnage, and I completely understand why so many people place it at the top of Splotter’s catalogue. For me, it is a straight 10: a no-luck economic game with simple but not childish rules, the right length, and that clean mind game that keeps me permanently on edge.

At its core, Indonesia is an economic game where decisions, rather than luck, are what matter. The map fills up, options narrow, and the game turns into fierce competition: it is not enough for me to do something good for myself; I have to watch what I leave available to everyone else and how I can box them in.

Its flow moves through seasons, and that matters especially at different player counts. With five, the seasons pass so quickly that the experience feels more like a hearty serving of lamb chops than a juicy steak: filling and aggressive, but a little rushed. With four players, by contrast, I suspect it would be one of the genuinely epic contests of its kind.

What wins me over is its design, even when it exhausts me. It is a very strong game for people who already know and love the genre, but the map and the wretched components from those Dutch hipsters make life at the table harder than I would like. After the second time, I found myself admiring the design again while also feeling more tired—and I was not the only one at the table.

Updated session

The second game confirmed just how epic and merciless Indonesia can become, even if my dreams of an economic empire were shattered by ruthless opponents. My regard for the game did not drop; my tolerance for its map and components did, enough that I can see it ending up on the deep shelves one of these days.

Source: BoardGameGeek

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