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An Infamous Traffic: Second Edition

Explore An Infamous Traffic: Second Edition—economic supply chains, negotiation, the Qing China setting, official solo play and Kickstarter details.

1–5 PlayersAbout 90 MinutesAges 14+2nd Edition
Game Guide Campaign checked Oct 8, 2026

An Infamous Traffic: Second Edition

Build fragile supply chains through nineteenth-century Qing China, cooperate with rivals when it benefits you, tear those arrangements apart when it does not, and turn overseas profit into domestic status and family advantage.

♟1–5 Players ◷~90 Minutes ▣Kickstarter Oct 6–30 ⚙Economic Strategy ◆Official Solo Mode

An Infamous Traffic: Second Edition is Cole Wehrle’s ground-up rebuild of his 2016 economic game about the nineteenth-century opium trade in Qing China and the imperial conflicts surrounding it. Players control trading firms that profit from a system of smuggling, fragile cooperation, political pressure and social advancement.

The Kickstarter launched on October 6, 2026 and immediately exceeded its $50,000 goal. By October 8, live campaign tracking showed the project above $400,000 and 4,000 backers. The campaign is scheduled to run through October 30.

Why it stands out

The economic engine is deliberately unstable. Players often need one another to complete profitable networks, but those same partnerships can become liabilities moments later. The game is therefore less about building a permanent machine and more about assembling temporary structures that are useful exactly when you need them.

Why this has strong search potential

The game is currently on BoardGameGeek’s Hotness and combines a live crowdfunding campaign with the reputation of Cole Wehrle, designer of Root, Pax Pamir, John Company, Oath and Arcs.

Search intent is also unusually specific: Second Edition vs 2016, solo mode, player count, play time, how supply chains work, how interactive it is, whether this is a reprint or redesign, and whether the historical subject is treated critically or merely used as theme.

Game at a Glance

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Build Supply Chains

Create commercial links with other players because profitable trade often requires shared infrastructure.

✂

Break Them Again

Temporary alliances are valuable only while incentives remain aligned; economic structures can be dismantled for advantage.

£

Convert Profit

Overseas wealth matters because it feeds domestic ambition and the long-term fortunes of your family.

⚖

Exploit a Political Crisis

Qing enforcement, imperial pressure and political breakdown shape which routes and opportunities remain viable.

How An Infamous Traffic: Second Edition works

Each player controls a trading firm looking for profit in the increasingly unstable commercial environment of nineteenth-century Qing China.

The game is fundamentally economic and highly interactive. Players create business contacts and supply chains, cooperate when a transaction requires shared infrastructure, and then compete over who extracts the most value from those arrangements.

Cole Wehrle describes the design as one in which players continually build and unbuild economic engines. That makes it very different from a typical engine builder where the main goal is to make your personal tableau permanently more efficient.

How supply chains shape the game

Supply chains connect production, transport and access to markets. Their value often depends on pieces or positions controlled by more than one player.

This creates fragile partnerships. You may benefit from another firm’s network because it allows your goods to move, while that same rival benefits from your participation because it increases the chain’s profitability.

The relationship lasts only while the incentives align. If another route becomes more profitable or political conditions change, the rational move may be to withdraw, redirect or undermine the same structure you helped create.

How interactive is An Infamous Traffic?

Very interactive. The publisher explicitly describes the game around fragile partnerships and aggressive business maneuvers.

This is not a multiplayer-solitaire economic puzzle. Your profitability can depend on what other firms build, where they invest and whether they continue participating in a shared network.

That also means table reading matters. A route that is mathematically efficient can fail if the other player whose participation it requires has a stronger incentive to abandon it.

Why the economy is intentionally unstable

Many economic games reward steady accumulation: build infrastructure, improve production and let the engine compound.

An Infamous Traffic is designed around the opposite pressure. Economic arrangements may be useful briefly and then become obsolete or actively harmful.

Editorial strategy principle: evaluate an investment by how much value it creates before the political or commercial landscape changes—not by how permanent it looks.

Why profit is not the whole objective

The game connects overseas commerce to a domestic social and political layer.

Players are not simply trying to finish with the largest pile of commercial assets. The wealth generated through trade contributes to family fortunes and domestic advancement.

This gives the design a deliberately uncomfortable structure: success inside the game requires participating effectively in a system of imperial exploitation, while the historical framing asks players to understand the consequences of that system rather than celebrating it.

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How politics affects trade

The period covered by the game is one in which opium is prohibited in China, Qing enforcement is increasingly strained, smugglers operate along the coast and British commercial interests push for wider access.

Political change can therefore alter the safety and profitability of trade. The possibility of imperial war is not background flavor: it is part of the environment in which the players are trying to profit.

The game treats political dysfunction and imperial pressure as economic forces rather than separating “politics” and “business” into unrelated systems.

What historical period does the game cover?

An Infamous Traffic focuses on the opium trade in Qing dynasty China and the two imperial wars Britain and other powers fought to advance or protect that trade.

The Second Edition is explicitly intended to improve the historical treatment compared with the 2016 design. Wehrlegig says the rebuild has deeper gameplay and improved historical detail, not merely upgraded production.

The subject is inherently about coercion, addiction, imperialism and unequal power. Players considering the game should expect those issues to be central to the historical interpretation rather than incidental decoration.

What changes in the Second Edition?

This is a full rebuild, not a simple reprint.

Area2016 EditionSecond Edition
ProductionDesigned around Hollandspiele print-on-demand constraintsUpdated components and a much more ambitious physical edition
RulesOriginal 2016 systemReworked and improved rules
StrategyOriginal economic modelDeeper gameplay and redesigned incentives
Historical treatmentOriginal contextual frameworkExpanded and improved historical detail
SoloNo equivalent modern dedicated modeCustom solo mode by Richard Wilkins
GraphicsMinimalist first-edition presentationComplete graphical overhaul

If you own the first edition, the Second Edition should therefore be evaluated as a redesigned game rather than as a deluxe component upgrade.

Why was the original so minimal?

Wehrle designed the 2016 version for Hollandspiele, whose production model imposed strict physical constraints.

He has explained that the original had to work within a small set of print-on-demand materials such as a paper map, laser-cut counters, dice and cubes.

The Second Edition removes those production constraints and lets the new publisher rebuild both the rules and presentation around the design rather than around what the manufacturing method could support.

How many players?

The Second Edition supports 1–5 players.

That is broader than the original 2016 multiplayer listing because the new edition includes the dedicated solo mode.

Because negotiation and shared economic structures are central, player count is likely to change the texture of multiplayer substantially even if the core economic rules remain the same.

How long does An Infamous Traffic take?

Wehrlegig says games generally take about 90 minutes or less.

BoardGameGeek’s current Second Edition entry describes it as roughly a one-to-two-hour game and says it can be taught in around 20 minutes.

That makes it considerably shorter than many players may expect from a modern Cole Wehrle historical design.

How does the solo mode work?

The Second Edition includes an official solo mode designed by Richard Wilkins, who has also worked on solo systems for other Wehrlegig titles.

The purpose is to preserve the economic pressure and strategic decisions even without human negotiation partners.

However, no automated opponent can perfectly reproduce the human incentive reading and temporary cooperation that define multiplayer. Solo should therefore be viewed as a distinct interpretation of the design rather than a complete substitute for table politics.

Is this one of Cole Wehrle’s easier games?

Buried Giant has described An Infamous Traffic as perhaps the most accessible historical game Wehrle has worked on.

That claim refers to the game’s tighter play time and comparatively quick teach, not to low interaction or a forgiving economic system.

The game is still deliberately confrontational and historically dense. “Accessible” here should be read as easier to get to the table than something like John Company, not as a lightweight family economic game.

An Infamous Traffic vs John Company

FeatureAn Infamous Traffic 2EJohn Company 2E
FocusTrading firms and opium supply chains in Qing ChinaFamilies operating within the East India Company
LengthAbout 90 minutesUsually much longer
InteractionShared networks, temporary cooperation and economic disruptionNegotiation, offices, votes and institutional bargaining
Economic structureBuild and dismantle temporary enginesOperate and exploit a shared company
SoloRichard Wilkins modeOfficial solo system

Players interested in Wehrle’s historical-economic style but intimidated by John Company’s length may find An Infamous Traffic easier to schedule, though not necessarily gentler.

Is this like Root or Arcs?

Only in a broad design-philosophy sense.

Like Root and Arcs, An Infamous Traffic is highly interactive and asks players to understand other players’ incentives. But it is not a faction-combat game and does not use the same action systems.

The stronger connection is that all three designs make the value of an action depend heavily on what other players are trying to accomplish.

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An Infamous Traffic Second Edition Kickstarter

The campaign launched on October 6, 2026 with a $50,000 goal and is scheduled to close on October 30.

It funded extremely quickly. By October 8, live trackers showed roughly $430,000 raised from more than 4,500 backers.

Because the campaign is still moving quickly, those totals will become outdated. The important point for evergreen coverage is that the project has already funded comfortably and has substantial current demand.

How much does the Second Edition cost?

BoardGameArchive is not listing a specific Kickstarter pledge price here yet because the current search evidence available to us does not provide a sufficiently authoritative, unambiguous pledge table.

Third-party trackers show an average pledge around $94, but average pledge is not the same as the base-game price and can be distorted by shipping, add-ons or multi-copy orders.

We will update this section when the campaign pricing can be verified directly from the live Kickstarter page.

Why is production unusual?

Wehrle has written about the complications of manufacturing a game explicitly centered on the opium trade.

During production of John Company, a Chinese factory raised concerns about references to opium. That history made it clear that An Infamous Traffic could not simply follow the same manufacturing route without complications.

The Second Edition’s physical production therefore has a direct relationship with the politics of the subject it depicts—an unusual case where manufacturing constraints echo the historical material.

Who may like An Infamous Traffic?

The strongest fit is a group that enjoys economic games where negotiation and player incentives matter as much as calculation.

It may also appeal to players interested in historical games that use mechanisms to explore imperial systems rather than simply recreating battles.

It may be less suitable if your group dislikes direct economic disruption, uncomfortable historical subjects, opportunistic partnerships or games where another player can deliberately make your carefully constructed network less valuable.

Six things to know before backing

  • This is a redesign, not a reprint. Rules, presentation and historical treatment have all been rebuilt.
  • The game is highly interactive. Do not expect a personal-tableau economic puzzle.
  • Solo is new and official. Richard Wilkins designed the mode for the Second Edition.
  • The historical subject is central. The opium trade and imperialism are not interchangeable flavor.
  • About 90 minutes does not mean low-conflict. The design is intentionally sharp and opportunistic.
  • Do not use average pledge data as the game’s price. Verify the current Kickstarter tier before buying.

An Infamous Traffic: Second Edition FAQ

Who designed it?

Cole Wehrle, designer of Root, Pax Pamir, John Company, Oath and Arcs.

How many players?

1–5 players.

How long does it take?

The publisher says roughly 90 minutes or less; BGG currently describes it as around one to two hours.

Does it have solo play?

Yes. The Second Edition has a dedicated solo mode by Richard Wilkins.

Is it just a deluxe version of the 2016 game?

No. It is a ground-up redesign with deeper gameplay, updated components, revised rules and improved historical detail.

What is the game about?

Trading firms profiting from the opium trade in nineteenth-century Qing China while navigating weak enforcement, imperial pressure and fragile commercial partnerships.

When did the Kickstarter launch?

October 6, 2026.

When does the Kickstarter end?

October 30, 2026.

How much has it raised?

By October 8, live trackers showed more than $400,000 from over 4,000 backers. That total is still increasing.

What is the Kickstarter price?

We are not publishing a base pledge price until it can be verified directly from the live campaign rather than inferred from average pledge data.

Sources and scope

Checked October 8, 2026. An Infamous Traffic: Second Edition is in active crowdfunding, so funding totals and campaign details can change quickly. Gameplay descriptions rely on publisher material, the current BGG listing and prototype information rather than a final retail copy. Historical interpretation and buyer guidance are original editorial analysis; no firsthand review or playtest is claimed. Editorial policy and corrections.

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