Indonesia

Indonesia

Indonesia is a 2–5 player economic strategy game about acquiring production and shipping companies, moving goods by sea into growing cities, and using research, bids, and mergers to finish with the most rupiah.

Indonesia supports 2–5 players; community best: 4 players; playing time: 180–240 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Indonesia turns production, shipping, and city building across an archipelago into a company-management contest. Players acquire production companies and shipping companies in different provinces and seas: the former place goods such as rice, spices, and rubber on land, while the latter build ships that can move those goods to cities. Provinces, sea areas, and city spaces form one economic map, so players must judge which locations are worth developing and which routes can turn production into income.

Cities grow through three eras and receive each type of good that is currently being produced. A higher city level requires more of every type for its next growth step. Goods are both the output of production companies and the supply cities need; production focuses on land and quantity, while shipping focuses on vessels and sea connections. The economic cycle only works when the two company types link up through actual transport.

Auctions and company structure change the business landscape every year. Bidding determines action order, and acting earlier can help a player obtain an available company. Research can improve bid multipliers, merger size, transport capacity, or expansion limits. Companies may also merge, concentrating goods or ships into a larger operation, but the auction and payout rules can change who controls that company.

The game puts development and circulation on the same map. Goods on land are not automatically sold: they must reach a city through a continuous route owned by one shipping company. A city only grows after receiving every type currently produced. Company availability changes across the three eras, and the game ultimately compares cash. Each year therefore asks players to balance bidding, research, mergers, acquisitions, and operations; a bigger company is not always more profitable if it cannot move goods efficiently.

Core rules & scoring

  1. Objective and components: Players operate production and shipping companies. Production companies supply goods; shipping companies move them to cities and receive transport fees. Players build cash through sales, mergers, and city growth. The game supports 2–5 players and has A, B, and C eras, each year following seven phases. When the C era ends, the player with the most money, including cash in the Bank area, wins. (Accessible older rulebook, printed pp. 4, 9)

  2. Setup: Each player receives a player board, markers, and 100 rupiah, then places markers on the starting spaces of the research tracks. Shuffle each era’s company contracts, determine player order randomly, and lay out the A-era contracts. Every year follows this sequence: New Era, Bid for Turn Order, Mergers, Acquisitions, Research & Development, Operations, and City Growth. Contracts provide the basis for starting production and shipping companies. (Printed p. 4)

  3. Era changes and city placement: A new era begins when one of the rulebook conditions is met: no company from the previous era remains available, or all remaining available companies are of one type. In order, turn over city cards and place a level-one city in the listed province. A city must be placed on empty coastal land, not in a province already containing goods or a city. If a listed placement is illegal, discard that city card. After the new cities are placed, remove unacquired contracts from the prior era and lay out the new contracts. (Printed p. 4)

  4. Bid for turn order: In the previous year’s order, each player bids once; a bid of zero is allowed. Put the money in the player’s Bank area. It cannot be spent later, but it still counts toward final money. The highest bidder acts earliest in the current year; ties preserve the tied players’ prior relative order. If a player has researched Turn Order Bid, multiply the bid by that research level. The bid therefore buys timing while locking away some working cash. (Printed p. 5)

  5. Company mergers: Only a player with at least one level of Mergers research may announce a merger. Normally, two companies of the same type merge; production and shipping companies cannot merge with each other. The announcer’s Mergers level limits the size of the company they may announce. Each merger combines two existing companies, and eligible company owners and players with room for a company may bid. The highest bidder pays the full price and controls the merged company; the purchase price is divided among former owners according to their share of the goods or ships. Each contract may participate in at most one merger per year. (Printed pp. 5–6)

  6. Merger limits and the special conversion: Each player may announce at most one merger per year, and a player who passes during one auction cannot re-enter that same auction. In era B or C, a rice company and a spice company may merge into a siap saji company; the rules require giving up about half the former land and converting its goods. A siap saji company may later merge only with another siap saji company. The third edition uses the spelling siap saji; the older rulebook spells it siap faji. (Printed pp. 5–6; current term from Splotter’s product page)

  7. Acquire a company: After mergers, players take available company contracts from the current era in turn order. Each player may acquire one company per round; if they still have an empty company slot and have not passed, they may acquire another in a later round. Acquiring a company costs no money. A production company places one good in the contract’s province; a shipping company places a ship in the named sea area. Goods cannot be placed illegally next to the same type. If no legal opening is possible, remove that company from the game. A merged company takes one company slot regardless of how many contracts it contains. (Printed pp. 6–7)

  8. Research: Each year a player may advance one research track by one step. The named tracks in the accessible rulebook are Slots, Mergers, Hull, Expansion, and Turn Order Bid. They affect company slots, announced merger size, shipping capacity, expansion limits, and bid multipliers. The old rulebook introduction says there are six research types but the section lists only five; this entry does not invent the unnamed sixth. The rules also allow a player to research another player’s Hull track, but not that opponent’s other tracks. (Printed p. 7)

  9. Operations and shipping companies: Operations run in several rounds; in each round, players in order operate one company that has not yet operated that year. A shipping company may expand its route by placing ships in sea areas containing or adjacent to its existing ships; the number allowed depends on the era contract and Hull research. During a production company’s operation, goods must travel along a continuous route belonging to one shipping company; they cannot switch shipping companies midway or travel over land. Hull research sets a ship’s capacity for each production company operation. (Printed pp. 7–8)

  10. Production, sales, and income: A production company sells goods to cities before collecting revenue and expanding. Cities receive each type currently being produced according to their level. For every ship a good travels through, the production company pays that shipping company 5 rupiah and earns the fixed price for that good type. A production company must sell as many goods as possible, even if transport costs make the operation unprofitable. If all goods are sold, the company must expand for free; if goods remain, it may purchase expansion up to its Expansion research limit, paying the good’s value for each land space. (Printed pp. 7–8)

  11. City growth and final scoring: At the end of the year, check the goods delivered to each city. A level-one city that received one of every currently produced good may grow to level two; a level-two city needs two of each to grow to level three. Delivered goods are then discarded, and cities do not store them permanently. Era C ends when the new-era condition is met. Cash earned in the last Operations phase is doubled; add it to cash in the Bank area. The wealthiest player wins, with turn order breaking a tie. (Printed pp. 8–9)

Rules & gameplay questions

What is the objective of Indonesia?

Players operate production and shipping companies so that goods move from production areas to cities by sea, then use income to fund research, expansion, or mergers. The game passes through A, B, and C eras, while cities grow when they receive the required goods. At the end of era C, players add their cash to any money locked in the Bank area for turn-order bids. The player with the most money wins; turn order breaks a tie.

Why bid for turn order, and can I spend the bid later?

Each player bids once in the previous year’s order, and the highest bidder acts first that year; Turn Order Bid research multiplies a bid. The money goes into the Bank area and cannot be used for acquiring companies, research, or expansion during play, so players must weigh earlier action against working liquidity. The money is not lost, however: it still counts when final cash is compared.

Do I have to pay to acquire a company?

No. Taking an available company contract costs no cash. A production company must place a good legally in the province named by its contract, while a shipping company places a ship in its named sea area. If there is no legal position, the company cannot be started and is removed from the game. Each player can take at most one company in a round, but may acquire again in a later round if they still have an empty company slot and have not passed.

How is a merger different from acquiring a company?

Acquiring a company starts a new production or shipping company for free from an available era contract. A merger combines two companies that already exist, usually of the same type, and an auction decides who controls the larger company. The player who announces it needs Mergers research, which limits the size they may announce. The highest bidder pays the full price, which is shared among former owners in proportion to their goods or ships. A merged company uses one company slot.

Can goods transfer between different shipping companies?

No. Goods must travel from a production area to a city along one continuous route operated by the same shipping company; they cannot switch carriers midway or use a land route. During a production company’s operation, cities receive the goods currently being produced according to their level. Each ship used charges a fee, so route planning must account for continuity, shipping capacity, and whether the sale price covers the transport cost.

How does a city grow?

During the annual City Growth phase, a city checks whether it received every type of good that is currently being produced. A level-one city needs one of each type to rise to level two; a level-two city needs two of each to reach level three. The delivered goods are then discarded rather than stored in the city. A higher-level city therefore needs a larger supply in a later year before it can grow again.

Can a production company refuse a sale because shipping is too expensive?

No. The rules require a production company to sell as many goods as possible, even if the shipping fees exceed the sale revenue and make that operation lose money. Goods still need a legal shipping route to reach a city. The producer receives the fixed price for each good type and pays the shipping company for each ship used. Players can improve efficiency through earlier research, mergers, or route decisions, but cannot skip required sales during Operations.

When does a new era begin, and how does the game end?

A new era begins when no company from the previous era remains available, or when the available contracts are all of one type. Players then place the cities listed for the new era, discard leftover old contracts, and set out the new company contracts. Era C also ends when the new-era condition is met; cash from the final Operations phase is doubled and added to money in the Bank area. The accessible older rulebook says there are six R&D types but lists five, so this guide does not guess the missing track.

Rules & introduction sources
Edition
This entry covers the core play of BGG 19777 Indonesia. Its detailed rules are based on the older English rulebook authored and credited by Splotter Spellen, printed pages 3–10. Splotter’s current third-edition product page says components changed substantially while gameplay is essentially unchanged, and renames TV dinners to siap saji. The publisher page does not provide a third-edition rules PDF, so this article does not claim to have verified the exact printed wording or new components of that edition; it uses only the core mechanisms that the publisher says continue. The older rulebook says there are six R&D types but lists five; this entry explains only the named tracks and does not infer a missing one.
Introduction source
BoardGameGeek

WANGO editorial

Indonesia · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#301
Complexity Weight3.98 / 5
Best player count (community)4
Player range2–5
Playing time (minutes)180–240
Core mechanismsAuction / Bidding · End Game Bonuses · Income · Multi-Use Cards · Network and Route Building · Open Drafting · Ownership · Pick-up and Deliver · Simulation · Tech Trees / Tech Tracks · Tile Placement · Turn Order: Auction · Variable Set-up · Victory Points as a Resource · Zone of Control
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2005
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Indonesia, and can I play online?

Indonesia supports 2–5 players; community best: 4 players; playing time: 180–240 minutes. A WANGO browser trial has not been confirmed.

How complex is Indonesia, and which mechanisms does it use?

Weight: 3.98 / 5. Mechanisms: Auction / Bidding · End Game Bonuses · Income · Multi-Use Cards · Network and Route Building · Open Drafting · Ownership · Pick-up and Deliver · Simulation · Tech Trees / Tech Tracks · Tile Placement · Turn Order: Auction · Variable Set-up · Victory Points as a Resource · Zone of Control. Chinese publication: Unconfirmed.

Where can I learn Indonesia?

No rule guide, strategy article or WANGO trial has been confirmed for this record.