Other Wise

Variants: 1830 Cardgame

Variants to consider for the new 1830 cardgame:

A failure of noodles and limited touching

1839 has been lurching forward somewhat like a dyspeptic hedonist.

Privates

In May I attacked the privates:

    • Cost: $20
    • Revenue: $5 (or $0?)
    • Blocks: One side of Amsterdam.
    • Power: Player can build an additional yellow track tile for $20 from their personal cash for any company of which they’re the president (any terrain costs must be paid by the company treasury), during that company’s operation and in addition to that company’s normal track build.
    • Notes: Closed if sold to a public company or if power used. Power can be used in yellow phase.
  1. 1
    • Cost: $40
    • Revenue: $5+
    • Blocks: ?
    • Power: Gets additional revenue of %20 of any terrain costs (rounded up) paid by any company. Terrain costs range from $80 – $120. Terrain tends to be where track wants to go.
    • Cost: $60
    • Revenue: $5+
    • Blocks: ?
    • Power: Additional revenue of $5 for every train certificate bought by any company. When owned by a company, can mark a train as obsoleting rather than rusting ala the VdL in 1843.
    • Note: Closes when its power is used.
    • Cost: $80
    • Revenue: $5+
    • Blocks: ?
    • Power: 18OH-style revenue of $5 for every revenue location connected to a token for the first time.
    • Cost: $100
    • Revenue: $20
    • Blocks: The teleport locations
    • Power: D&H style teleport for the cost of terrain at the target (one of which is $free but out of the way, other $120 and highly desirable).
    • Note: Can be bought in yellow for face value. Closes as soon as its power is used.
    • Cost: $120
    • Revenue: $20
    • Blocks: Connectivity to Rotterdam
    • Power: Either a 30% discount on a train purchase OR (exclusive) a token that can be placed under one of its station markers or on a dit. Every company that runs a train to/through that location pays half (rounded up) revenue of that location to the owning company’s treasury from the bank OR (exclusive, 3/4 player game only) may teleport/place a token in a space reserved/blocked by the discarded company for free.
    • Note: Closes when the power is used. Revenue token is removed in brown phase.
    • Cost: $150
    • Revenue: $25
    • Blocks: Blocks Afsluitdijk.
    • Power: Comes with a random %10 share (cf VdL/M&H). Owning company can place a station marker for free, or can place an additional/extra station marker (one more than normal for the company) for $100 (may be done out of order?).
    • Note: Closes when the power is used. Afsluitdijk is built when private closes.
    • Cost: $220
    • Revenue: $35
    • Blocks: Flevoland bypass.
    • Power: Comes with a random 20% presidency which is parred at $94 (cf PLM).
    • Note: Closes when that company buys a train. May not be bought by a public company. Flevoland bypass is built when it closes.

These are auctioned in an 1830-style auction. Everything, including the trigger, will block something of importance. Purchase price by a major can be from $1 to 200%. The random share allocations, as well as which company is out of the game in a 3 or 4 player game, are determined during game setup before the auction. All privates close in brown.

After that is done one 10% share of each of the 8 off-board companies is auctioned in an 18Neb-style auction with a starting price of $60, with the extension that when all players pass all bid items are bought for their bids and everything remaining gets $5 cheaper. Repeat ad absurdum, must “buy” if $free. Note: The off-boards are parred at the highest then-legal par the first time a train is run to them. Until then their shares are not liquid. Off-board shares do not count as paper.

Summary: 16 things are auctioned before the ISR.

Priority is then sorted in order of ascending cash for the ISR (not sure about this?). At the end of all subsequent SRs priority sorts in order of descending cash (cf ’43 and ’44).

Trains

In June I went to work on the trains, which as-expected, changed everything. I should have known better than to touch anything else first.

First, all of a company’s train-routes must intersect, and at least one of them must end in an off-board. But additionally, each revenue location may be counted only once, no matter how many trains included it as part of their run (ala 1873)2. This of course will require all the station marker counts to be revisited.

Additionally presidents may buy up to 60% from the IPO but may buy past 60% from the Open Market. If they reach 80% their paper limit goes up by one each time. 80% of a company may be in the pool, but no more than 50% may be sold in a single sale. Share distribution is identical to 1849 with the second 20% share always being heavy.

But back to the trains:

Colour Type Count Cost Rusted Est. Run Cost/Run
yellow 2 x5 $125 by blue $40 0.32
orange 2+1×2 x5 $200 by purple $70 0.35
green 3/5×2 x5 $500 by brown $160 0.32
lime 4×2 x5 $600 by red $210 0.35
blue 4/6×2 x5 $700 by red $220 0.31
purple 5×2 x5 $800 by gray $270 0.34
brown 5Ex2 x9 $1,000 by gray $360 0.36
red 6ED x9 $1,200 by black $360 – $480 0.35?
gray Double-D x9 $1,400 $500? 0.36?
black Flood x9 $1,600 $750?? 0.46??

In short the lower train ranks are split Poseidon-style with the last trains of the rank (eg orange after yellow) being over-sized and more expensive, but rusting one rank later than the first trains of the rank. Unlike Poseidon I’m thinking of not making the rust-later trains a choice: the half-new technology is the only thing available.

The definitions and prices of the upper trains are uncertain. I’m modestly happy up to red with maybe a $25 adjustment here and there on the prices. I suspect the big trains might get a bit more expensive(!).

Given the smallness of the map and the large number of tokens, a diesel-equivalent train seems a weak idea. Other notions are welcomed. I like the simplicity of running a Flood for the late game.

The estimated runs for the big trains are atrociously bad. They depend intimately on track development and I’ve a hard time predicting that far into the game. The lower estimates are fairly reasonable if a bit optimistic.

The train counts are likely also poor. The intent is that with trains running for a ~third of their purchase price and with no cheap single trains ala 1843, that trains will move quickly enough that the players are always under capital pressure.

It is also assumed that companies will run out of capital and that presidents will need to pay out of pocket for trains starting fairly early and likely 2-3 times per game for some companies. As trains are not cheap and revenues are not high until the end-game (when they can be huge) this is hoped to be interesting. In partial support of this I’m tempted to use 18India-style dividends of anything between $0 and $INCOME/10 with the stock price falling to the left if the total dividend is smaller than 50% of the stock price or rising if the total dividend is equal to or more than 50% of the stock price.

Game End

The intent is that the brown trains might be permanent (not often, but might be), the red trains will usually be permanent, and the gray trains will always be permanent (if they come out).

Stations

The new trains are causing the station marker counts to be re-examined. If some train types explicitly reward stations, then the total number of stations per company should not be as disparate as they are now (currently between 2 and 4 inclusive). The temptation:

Footnotes
  1. Since May I’ve become convinced that #2 is both overly powerful and excessively fiddly. A flat $20 per terrain built (or likely $15) would be simpler and as effective for the game.
  2. The primary effect of this is to reduce early revenues and the importance of big-city tokens.

Twitter Week: 2012-07-01

Chain link fences on the prairie

A quick simulation run on a 9×9 board ran for over 2,500 turns. Repeating on a 7×7 board with a somewhat dumber greedy algorithm hit 900 turn before I got tired. This is clearly unreasonable for a tabletop game.

Some concepts for address:

  1. Keep the board size no large than 7×7. While 6×6 is tempting, the side-length being a natural multiple of 3 is overly pleasant. 5 or 7 are more attractive and 5×5 appears to be clearly too small.

  2. Give a marker to the start player. After the player with the marker takes a turn, they must place an unmarked level 1 tile of the highest level the player is qualified for1 on an empty square of the board, if possible without causing a glob. If a glob is formed, the resultant tile is left unmarked. After their turn they pass the marker to their right (against the flow of turns).

  3. Among the objects that can be placed during setup are a variously large number “rocks” which create dead squares on the board and thus break up object formation globs.

  4. When three ore more level 4 objects glob, the active player is awarded a VP tile…which is placed on the board with a player marker and otherwise acts as a “rock”.

  5. The game ends N rounds after the first VP tile is placed.

Footnotes
  1. humans > animals > vegetables.

Making Ground

Making Ground:1 a placement game of terraforming for 2, 3 or 4 players. The 4-player game is a partnership game.

Components

A board of squares, perhaps 7×7 or 9×92. A large number of tiles in three families (vegetables, animals and humans) with four ascending ranks per family (eg grasses, bushes, trees and forests in ascending order for the vegetable family). Coloured player markers. (Optional) A small number of “rocks”, or tiles used to mark parts of the board as dead/unplayable. A bag.

Setup

First move

In clockwise rotation the players optionally accept a previously proposed first move as their own (must not have previously accepted a first move) and then propose a first move themselves by placing a level 1 vegetable tile with two of their markers on the board. A move is accepted by replacing the player markers on the proposed move with one of the accepting player’s markers.

There is then a second round, in the same order, of the players that did not accept a move on the first round (necessarily true of the first player, but may be others). On their turn they must accept a previously proposed move.

The game then starts with the player to the left of the player to last accept a move3. All subsequent turns are in clockwise rotation.

Basic gameplay

A set of three or more orthogonally adjacent tiles of the same family and rank glob and become a single tile of the same family and the next higher rank which is substituted for the tile that created the triggering glob. If the set of globbed tiles, including the newly placed and upgraded tile, was orthogonally adjacent to three or more tiles of the same family and the new higher rank of the placed tile, then the placed tile is globbed to the next higher rank etc. In this way multiple levels of globbings can occur with a single tile placement.

All the constituent globbed tiles of the final upgrade set are removed from the board and are returned to their owning players.

Special cases:

Player turn

On their turn the player must place one tile on the board along with one of his player markers4.

Any automatic upgrades are then executed, along with tiles being returned to their placing players and any resulting upgrades and tiles in player’s supplies.

If there are no empty squares left to place a tile on a player’s turn, the game is over.

Game end

The game ends when all players pass in rotation, or the board fills such that no further tiles may be placed.

Scoring

The player or partnership with the most points wins. In a 4-player partnership game, the score of the partnership is the lowest of the scores of the individual members of the partnership.

Footnotes
  1. Mostly a thought model at this point.
  2. The size will likely vary with player count.
  3. Questionable: May be the first player as nominated before the game started instead.
  4. There’s a good argument that in the event of a player’s placement resulting in a glob/upgrade, that they then get an additional turn, but this may prove analytically overwhelming.
  5. Yes, an odd number.

Instantiated aliens

Introduction to the foreigners

Many of the Double O games have a concept of “foreigners” who buy trains at the end of sets of Operating Rounds. This not only keeps the trains moving in the presence of timid train buyers, but makes the distribution of available trains in a given game uncertain. I borrowed this idea in 1843, extending it so that the foreigners would not just buy a train at the end of every set of Operating Rounds, but if they bought the last train of a rank they would also buy the first train of the next rank as well, thus lurching the game forward and shortening the train distribution and speeding the train rush even more.

Extending the system

1843′s extension worked well, accomplishing most of what I expected in providing an addition tool for players to affect the rate of the train rush1. But for 1839 the abstract and infinitely well-funded foreigners didn’t sit well. I want a way to represent the hurdy gurdy jolting of how the Netherlands was tossed about on the technological and political waves of its geographic neighbours. Additionally, the 1843 model seemed as if the game were providing a control knob for only one half of the control system and that it would be inherently more interesting if player controls for both ends were somehow implemented, thus providing some level of tension between the two in influencing the train rush.

The specific thought is for:

  1. The foreigners to be limited in their train-buying by their capitalisation.
  2. Players to directly affect the rate at which the foreigners can buy trains by affecting the foreigner’s capitalisation.
  3. Company operations to affect the train rush rate in the normal manner through their train buying, but also by affecting the foreigner’s capitalisation.
  4. A lumpy rush/dawdle train-buying pattern by the foreigners which is yet deftermiistic and player-predictable.
  5. An implicit brake on the system such that if the foreigner’s train buying did rush and suddenly buy many trains, it would then slow down and some provide respite.

Proposal

First order effects

The general expectation is that some off-boards would be more popular in the early game, as they are (generally) the highest revenue locations on the board and route development to them could be shared, thus accentuating early revenue generaton. Additionally, the constraint of running at least one train to an off-board would encourage route and revenue generation near the off-boards first, and then moving inland as train lengths grew and the map developed.

The capitalisation of the off-boards should scale fairly directly with company activities. In the early game the off-board shares are severe under-performers and thus unattractive for player investments. However players could trash off-board stock prices, in the process marginally capitalising the off-board for the delta between the purchase price and the re-purchase price, and further reducing the off-board’s capital raising from future share sales.

Conversely, in the later game the off-boards become prime investment opportunities. Public shares are starting to become significant liabilities, and some off-boards may well have 4+ public companies running to them, lifting their average dividends above the average dividend of the public companies. And of course the off-board shares would not count against certificate limit — making them extremely attractive for increasingly flush and potentially paper-tight players.

The flight of capital from the public companies to the off-boards would initially accelerate the train rush due to the increased capitalisation from the share purchases (making public company shares even less attractive), but once the initial burst of trains have been bought, the capitalisation rate of the off-boards should slow due to the loss of the dividends from the purchased shares.

Train buying models

Assuming N operating companies, the off-board capitalisation should approximate 8, distributed across the participating off-boards. Assuming each company has 2.5 trains (reasonable after the first tranch), and that trains run for an average of one third their T purchase price, the rate of off-board capitalisation in terms of train purchase cost approximates . Or more directly, if 3 companies are operating, each with 2.5 trains, and are each running to the same off-board, then that off-board will raise ~enough capital in each OR to buy one train.

What about a late game scenario of 8 operating companies each with 2 trains, collectively running to all 6 off-boards, 4 of the companies are running to 2 off-boards, 5 companies are running to the Ruhr off-board (as it is the most valuable), and all of the off-board shares have sold out?

First let’s look at the Ruhr’s income (where T is the purchase price of a train): In other words, ignoring escalating train pricing, the Ruhr will be purchasing a train every other Operating Round, and two trains every third Operating Round. Ooof, train rush!

What about the ~three other off-boards with only one such active company? They’ll be buying one train every seven and a half Operating Rounds.

And the ~three off-boards being run by two companies? They’ll be buying a train every 3.75 Operating Rounds.

Summing the above: That’s just a smidge (13.34%) under an average of two trains being bought by the off-boards per Operating Round. But of course train-prices are not constant. The unpopular off-boards are going to lag and buy and lag.

The result should be that that train cost progressions should make the off-board’s purchases bursty. As rusting events progress, the base train-cost will rise faster than revenues and companies will run out of capital and be replacing their trains under the Emergency Train Buying Rules, and thus only running a single train rather than the two trains modeled above. At the crudest level this should not merely halve the train-buying rate of the off-boards to just under one train per Operating Round, but to somewhat less as the unpopular off-boards will tend to chase and miss the ever-rising train prices, thus delaying their purchases.

The actual train buying rate will be the sum of a number of wave functions with each off-board running on its own cycle, decelerating as the train prices rise and accelerating as the companies fill with and run fresh trains. When the trains rush quickly, the off-boards will lose their source of capitalisation and slow their purchases. However the accumulation of capital in their treasuries injects latency into this system, even as the revenues fall due to train rusting events, the marginal off-boards will increment over a purchase price threshold and buy a train. The result, I hope, should be an unstably punctuated equilibrium!

Footnotes
  1. Specifically: the doubled trains gave players the ability to exchange capital for increased revenue, and single trains the ability to exchange train rush for train movement flexibility and lower capital expenditure.
  2. Shares would bought and sold for current market value with purchase prices paid to the company treasury and and un-bought shares paying dividends into the off-board company’s treasury. All the public companies however would be standard 1830-style with full capitalisation at 60%.
  3. This fits thematically with the Netherlands transit/port role for its neighbours.
  4. In this way a company’s routes as an evaluation function of a company’s network would somewhat model the Netherlands role as a transit port for raw materials and finished goods moving among the neighboring countries.
  5. Rounded up to an even multiple of 10 for easier arithmetic.
  6. This may be an unnecessary optimisation.
  7. Thematically they would be members of foreign stock markets and thus not subject to domestic restrictions. However players would still be limited in their total holding of a single property.
  8. Yes, part of the reason for this post was to play with the LaTeX module for WordPress.

Adagio restart: 1843

Box top

For most of the last year I’ve been working on the development of 18FR-RCE in order to address an excess of False Decisions and degenericy with the 6-trains and 7-trains. Much was changed, not least the renaming of the game to “1843“, and more was learned in the process1. I also hope to release a ps18xx implementation in the near future.

End of a 3-player game

Footnotes
  1. Not least of which was around the discussion of can versus may in rules writing.

Definition: Euro(game)

Another quip from a post on Boardgamegeek:

A Euro is a marketing construct that describes a game aimed at the demographic of a young(er) suburban and culturally active/aware couple, possibly with 1-2 kids in the 6-14 age range, who wish to play games as a family or couple and/or socially with a similar couple. This well-defined, identified and understood market is the focus of many designers and publishers.

A trial of strategy

Another off-hand note that seemed more interesting after I’d noticed I’d written it:

My litmus tests for calling a game “strategic” are something like:

0) Does the game reward continuous planning from the current state out through the end-game starting from before the game’s actual start until the game ends?

1) Does the game also reward a continuous 3-5+ turn detailed look-ahead?

2) Are the decisions made in that detailed look-ahead primarily concerned with support of the continuous end-game planning?

3) Will players that fail to coherently do any of the previous three (necessarily(?)) lose to those that succeed in coherently doing the previous three?

Tribal bivalence

I wrote the following in a rather off-hand manner and found that I’d written rather more than I’d recognised I knew on the benefits of mobs and individual for the species:

Man is prone to witch hunts (and pillories and stocks and coventries, and…). Arguably the tendency toward witch hunts has been a significant contributing factor in the social binding and coherency that enabled our success as a species. We got the benefits of (assumed) individual intelligence and of herd/flock coherence, and that’s a pretty potent mix.

Definition: Economic Game

I wrote the following recently as part of a discussion on boardgamegeek:

An economic game implements an economy which the players either significantly create or engage in during the course of play. An economy consists of one or more marketplaces in which one or more currencies are exchanged either for goods/resources or other (potential) currencies, and in which the cycle of inputs to conversions to outputs is or can be self-sustaining. A currency is merely a granular entity with variable value which is conceived of as a trade item for other currencies or value goods.

A hark to a yester-profession

I wrote this a bit ago on BGG and had trouble finding it later, thus I note it here:

It came to me out of the wet dark and leaked ichor down the side of my bureau. By morning it was dead, life having fled from its rends and tears and broken teeth for the crust on the floor. I buried it deep behind the midden and rolled a heavy stone atop to remember its breathing by. I dare not eat the dark apples from the tree that sprang from under the stone.

18C2C and 18OE at Kublacon 2011

A different horse’s gripping hand

Virtual graphs, virtual networks, connectivity expressed by derived relationships rather than represented directly… I last wrestled with these concepts in Corrupt Beneficence. In this post I’m waving an 18xx/route-building stick at them. The following discusses a possible mechanical representation of the operational side of 18xx as a card game.

Imagine cards. There are cards which simply represent railroad track and cards which represent revenue locations (cities and towns). Some revenue locations are also the home stations of various companies. Thus, for instance, the NYC card might also be the home station of the NYNH&H.

The director of a company, say the B&O, would have a card before them for Baltimore. On the Baltimore card they’d place a token for the B&O’s (home) station. Other revenue locations (non-home stations) would have spaces for companies to place stations ala the normal model. If player were running a different company than the B&O, they would have a different card of a different revenue location for that company’s home station if enough cards for that revenue location exist in the game

During the course of the game the B&O president would place track cards adjacent to the revenue location. Cards could be placed on each of the four sides (perhaps limited by game phase), forming a stack or route leading away from that location. The president might also place revenue locations at the ends of such stacks, assuming that the stack contains enough cards to satisfy that revenue location (eg the Lancaster card might require 3 track cards before it can be connected/placed).

And this is where the network enters. There are multiple copies of the revenue location cards. Thus for instance, the B&O may place track from Baltimore to Lancaster and thence to Chicago. Meanwhile another, say the C&O places track to NYC, and then Chicago and thence Scranton. There would be two Chicago cards, one on the B&O’s network, and one on the C&O’s network. Indeed a company might have the same revenue location on several of the routes that fan out from the edges of its home station.

This is where the network enters. All those repeated Chicago cards are the same location. Thus in the above example the B&O might run a train from Baltimore -> Lancaster -> Chicago (transitioning to the C&O’s network) -> NYC -> Scranton. In fact a route might transition across several different company networks as they connect shared cities into their routes. And in the above example the B&O might drop a token in Chicago (and thus on all the Chicago cards), thus allowing them to run trains out of every route in every company’s stack that contains Chicago. As companies acquire tokens in other company’s networks, they might also place track and revenue locations directly on those networks (where visible from their tokens) instead of onto the networks directly attached to their home stations. A virtual implied network, all build from cards!

Twitter Week: 2010-10-24

Twitter Week: 2010-10-17

Twitter Week: 2010-10-03

The great affair is to move

Now that 18FR-RCE is getting publisher attention (more on this later), I’ve been working on two more designs: 1845 and 18RT. 18451 has been in flight for more than a year now, but 18RT has replaced it as the smaller, simpler vehicle for trialling some of the core notions of 1845 while also exploring its own area.

18RT?” I hear you cry? 18RoadTrain, an 18xx-inspired game set around the road trains of Australia, although in this case many Baltimore & Ohio inspired notions have been sneaking in as well.

Map

The current notion is for the map to cover the area from Darwin in the Northern Territory, down through Alice Springs to Adelaide in South Australia, and thence Melbourne in Victoria, and across to Brisbane in Queensland2. Perth (Western Australia), Tasmania and the various major ports would be represented by off-boards, the Nullarbor Plains likely being implied by a token surcharge in the Perth off-board or extreme terrain costs for a single hex connection there. The primary focus of the map however would be a morass of dits and terrain surrounding the cattle ranches, metal mines and other bulk-export production centres.

ozmap.jpg

Companies

The general idea is for a slew of private companies with 1870-esque revenue bonus tokens, accelerated track-builds, terrain discounts and the like. The general idea is that these would either be assigned to major companies ala many David G Hecht games, or sold (at close to cost) to major companies ala 1846.

I’d like to also represent, if only partially, the excessively poetic GSR and Ghan. Wrapping them in a revenue-based private is an obvious route, but perhaps less interesting. Instead I’ve been toying with the idea of a president-less investment vehicle (akin to the bank of England in 1848) which pays liability-less revenues as a function of both the current train technology level and much of the connection between Adelaide and Darwin has been built. Something similar might be also done with the (recent) iron ore connections to China, the Tasmania produce connection, the vast emergent wine industry etc, but in those cases in a manner which more directly connects to major companies operating in those areas.

I’m currently toying with 8-10 major companies which can be incrementally capitalised or fully capitalised at the president’s choice3.

Trains, err, Trucks

A first notion is to change how trains are managed. Of course they’re not really trains, but bear with me as calling them trains makes the 18xx-relevant language easier:

Track

The next area of exploration is a tentative form of impermanent track combined with an inversion of normal revenue allocations:

Stock market

I’m interested in varying the rates of appreciation at different sections of a stock market, as well as stock markets which don’t have the traditional triangular shape5. What if the market had a different shape? What if the top-edge of the market weren’t flat? What if the rate of appreciation across the market were non-uniform in an interesting manner? What if navigating the marker’s new particulars were significant to gameplay?

A first toy idea is below6:

40 45 50 60 70 80 95 110 125 145 165 190 220 255 295 340 390 450 520 600 690 795 915 1050 1210 1390 1600
35 40 45 55 65 75 85 100 115 130 150 175 200 230 265 305 350 405 465 535 615 705 810 930 1070 1230 1415
35 40 45 50 60 70 80 90 105 120 135 155 175 200 230 260 295 335 380 435 495 565 645 735 840 960 1095
35 40 45 50 55 60 70 80 90 100 110 125 140 155 175 195 220 245 275 310 345 385 430 480 540 605 680
30 35 40 45 50 55 60 70 80 90 100 110 120 135 150 165 185 205 230 255 285 315 350 390 435 485 540
30 35 40 45 50 55 60 65 70 75 85 95 105 115 125 140 155 170 185 205 225 250 275 305 335 370 405
25 30 35 40 45 50 55 60 65 70 75 80 85 95 105 115 125 135 145 160 175 190 205 225 245 265 290
30 30 30 35 40 45 50 55 60 65 70 75 80 85 90 95 105 115 125 135 145 155 165 180 195 210 225
25 25 25 30 35 40 45 50 55 60 65 70 75 80 85 95 105 115 125 135 145 160 175 190 205 225 245
25 25 25 25 30 35 40 45 50 55 60 65 70 75 85 95 105 115 125 140 155 170 185 205 225 250 275
20 20 20 20 25 30 35 40 45 50 55 60 65 70 80 90 100 110 120 135 150 165 185 205 230 255 285
20 20 20 20 20 25 30 35 40 45 50 55 60 65 75 85 95 105 120 135 150 170 190 215 240 270 300
15 15 15 15 15 20 25 30 35 40 45 50 55 60 70 80 90 100 115 130 145 165 185 210 235 265 300
15 15 15 15 15 15 20 25 30 35 40 45 50 55 65 75 85 95 110 125 145 165 190 215 245 280 320
10 15 15 15 15 15 15 20 25 30 35 40 45 50 60 70 80 90 105 120 140 160 185 215 245 280 320 370


Market Details

Stock price movement

Game Events:

Footnotes
  1. And more on 1845 later as well.
  2. ie everything except Western Australia.
  3. This may change. I do want to provide a choice regarding capitalisation, but I want it to be a real choice where both answers are frequently correct.
  4. I am also toying with using something like 1873′s train-multiple concept here.
  5. After 1828′s market which has a large new triangular section bolted on the end-tip of what is otherwise a normal triangular-shaped market.
  6. The gray sections are for calculations and are not part of the market.
  7. eg $210/share should a stock reach $1,600/share
  8. The notion is to have both incrementally capitalised and fully capitalised companies, at the player-choice per company, with the choice as to which to prefer and when being difficult.
  9. Recently termed the stock anus or sphincter in local discussions.

Way aye blow the man down

Stock-trashing in 1830: Is it actually necessary for Good Play or is it merely gratuitously abusive? This came up recently in both our 18C2C game and in an 18FR-RCE game a couple weeks before. I’ve no doubt it will come up future games as well. In both the mentioned games I set about trashing the stock-market (often buying shares and then selling them at a loss and so losing money) and several players complained that I was just being unnecessarily negative and wasting everyone’s time with an overly long and uninteresting Stock Round, when in truth a lot of my later success in those games was due to the fact that I’d stock-trashed so heavily (and taken the loss) earlier. Yep, if I hadn’t stock-trashed, I would have come in dead last rather than competing for the win.

The primary keys to the value of stock-trashing1 mentioned, are return on investment (ROI) and liquidity. It will take a little bit to explain exactly how, so bear with me.

Imagine a game of 1830, perhaps a 5-player game. The game starts, the private auction happens, and you get…nothing, or maybe only a really small private company. Everyone else has nice big private companies and everyone (who can) is going to float a major company. You will float a major company too, but they’ll be getting nice big revenues from their private companies and you’ll be getting what, a few more shares and their piddly revenues and meager stock appreciation to match?

Key point: You’re already losing the game. Yep, you are already losing.

Think about that. You’re already losing the game. The game has just started, and you are losing. If you let this continue, you will in fact lose. That is, or should be, utterly unacceptable and you’d better do something about it right now. You need to win!

Right now you have more money than they do, but they are making money faster than you are, and pretty soon they’ll catch up and pass you as they sell their private companies into their major companies. At that point the game is history and you’ve lost. If you’d like to compete for the win, and I assume you are playing for the win, then you’d better change something and change it fast. Going on wanly hoping isn’t going to do it. The winning players certainly have no interest in changing anything as they’re already winning (or at least contending for the win). You are losing, so it is up to you to change something so that you can win instead, and this is where stock-trashing can come in.

But before we get there, we’d better understand a little more about how and why you are already losing, because you are most certainly already losing, and losing badly.

At core you are losing because your money is not working for you as well as their money is working for them. Sure, you can buy more shares than they can, but their private company revenues have massively better returns than any share you can buy. What they’ve invested in is simply better than what you’ve invested in, and they’ve got more of it than you do. Even better for them and worse for you, in a few more turns they’re going to be able to sell their private companies into their major companies, pulling out gobs of money, and they’ll use that money to buy even more shares than you can! Their money is not only working better than your’s, but they have a great wad of free money just sitting there waiting for them to take it! You don’t have any of those advantages, but they do! Thus, you are losing.

Change something. Now.

In the classic form they’ll sell their private companies in for massive money and then immediately sell down (or even better dump) the company they just looted, adding all that wonderful stock-appreciation they’ve made in the meantime to their dividends and private company money, and then they’ll float a brand new company for a nice high par and never even bother to look back. If someone wants to take their old company, then they’re welcome to it as it has crap trains and no money2 They’re interested in their bright shiny new company that’s full of bright shiny new money!

That classic form is not good for you. Sure, it is good for them, but I really hope your goal in the game is for you to win, not for them to win. So, you’d better change something, and this is where stock-trashing can usefully enter.

The core problem is that their money is working better than your money, and you have to change that. One of the things you can change is stock-appreciation. If after they loot their companies when they then want to sell those (now crappy) shares in order to buy bright shiny new shares in a new company full of money it turns out that you’ve already trashed their stock so they have no stock-appreciation…well gosh, their money isn’t working for them so well any more, is it? You’ve killed their ROI (stock appreciation). And if you also just happen to have left the Bank Pool full of their trashed shares so that they can’t actually sell much into the market, well, you’ve clipped their wings even more as you’ve killed their liquidity (ability to sell shares to raise capital). Oh, and that new company they float? How about you stock-trash that as well, really beat the crap out of it? They bought $600 worth of shares in floating that company. If you can beat it down hard enough, that $600 worth of shares will now only be worth $300 or less (perhaps given a little help from the other players). Again, now their money isn’t working for them so well any more. Sure, they’ve got control of $1,000 in bright shiny new capital — you can’t solve every problem all at once — but it is going to take a long time to get that share-value you destroyed back. But, even better, you’re probably going to be able to buy those shares you trashed back again in the next stock round pretty cheaply as they won’t have appreciated much! You buy the shares, you trash the shares, you wait a set of ORs, then you buy most of them back again on the cheap in the next Stock Round. Now your money is starting to work for you better than their money is working for them!

What makes this a little more interesting is that many good players will buy/sell the last (6th) share of a company they’re floating. They do this in order to dissuade the stock-trashers waiting in the wings (it now costs money to stock-trash as the par is higher than the stock price), but also so that they can then use that money to buy a share that will be paying better than their new company (their new company will miss at least one dividend as it has no train). Someone may also flip a share or two into the market while you’re building up your portfolio to dump, thus costing you even more money as you trash the market. The costs to stock-trash can be high.

How much is stock-trashing worth to you? How much is it worth to your position to beat them down? Is it worth buying 4 shares at $67ea and sell them at $65ea, losing $2 each? What about buying shares at $100ea and selling them at $90ea, losing $10 on each one? Or buying shares at $100 and selling at $82? There’s a judgment call here on how much loss is acceptable. There’s a point at which it is simply too expensive, but how much is too little and how much is too much? Not biting the bullet will lose the game, but losing too much money in stock-trashing will also lose the game. Finding the right middle ground is key3.

You’re going to have to lose money, to deliberately throw money away, in order to slow them down and to rescue your position, but how much money should you throw away and which stocks should you trash and how much? If all goes perfectly (unlikely) you’ll convert an obviously losing position to a competitive position, but doing that is going to cost you some of that money you so desperately need. More likely you’ll convert a losing position to a merely weak position, and then you’ll have to fight again, and again in later stock rounds, beating and thrashing the stock-market, taking losses as you do so, until you’ve caught up and pulled them down to your level. It won’t be cheap, or easy, but if you do win, you’ll have earned it by tooth and claw from the ground up.

But then isn’t the answer then to just make sure you always get some good private companies and thus bid whatever’s needed to get them? No. Pay too much and you’ll never get it back4. The guy without any private companies will stock-trash, you won’t get your money back from your over-large bids, and you’re losing yet again. There’s a balancing point, and it is hard to find and balance correctly5.

Also, won’t everybody just stock-trash, turning stock-trashing into a shared pathology that makes no net difference? Yes and mostly no. Stock trashing sacrifices opportunities. You’re buying bad shares or passing on doing any actions while the other players snap up the good shares. Do that too much of that and you’ll lose as well. Also you’re making good shares cheap, and the other players are going to buy some of them (at their new low price) — so you’re helping as well as hindering them with your stock-trashing. Getting that balance right is not easy. In short stock-trashing is a necessary thing, but also a fairly subtle and highly contextual thing.

Also, remember that stock-trashing is not your only weapon. There’s also track and the train rush to consider among others. 18xx players have many offensive and defensive weapons to choose among. Stock-trashing is just one.

Footnotes
  1. There is another value of stock-trashing, which I’ll not discuss in this article, of manipulating operating order so that certain companies run before other companies. This can be critical, but is outside the scope of this article.
  2. That company is now a dog. If nobody takes that liability away from them, they’ll rescue it with their third company or, more likely, just buy its permanent trains out of pocket from the great dividends they’ll make from all their great new shares.
  3. And that’s a hard spot to find accurately.
  4. As learned to my cost in a game of 1856 where I bid $5 too much for the port…
  5. If it were easy, we wouldn’t be playing the game.

Arsenic, lace and the cost of death

The concept of the poison train is common in 18xx games. Commonly it is the poison 4-train: the last train before the permanent trains, and might never run before it rusts, and almost certainly won’t run for long. From a design-perspective, how bad can that poison train be before it becomes unreasonable?

In the particular case I’m looking at, the poison train is a little worse than the poison 4-train in say 1830 as there isn’t a nice cheap permanent train on the other side. Instead…there’s another poison train right after the first poison train. Oy vey.

Some explanation is in order. I’m looking at a fairly standard extended train roster: 2/3/4/5/6/7/Diesel. The 4-trains rust the 2-trains, the 6-trains rust the 3-trains, the 7-trains rust the 4-trains and Diesels rust the 4-trains and 5-trains (both). Yep, 5-trains aren’t permanent. Also, both the 7-trains and the Diesels become available for purchase immediately after the first 6-train has been purchased. What this usually means is that after the first 6-train is bought, the very next train bought is a Diesel which rusts all the trains in the entire game, outside of that first permanent 6-train. It is fairly dramatic.

The problem with this pattern is that nobody wants to buy the last 5-train, as it will get to run no more than twice and probably only once before it rusts, if that.. So, I copied a page from Lonny Orgler: At the end of each set of ORs the government/foreigners buy a train from the supply. Thus, even if the players pause, the trains keep moving and the game advances. The twist I’ve added is that if the government buys the last train of a rank, thus making a new train-type available, then they also buy one of those (with all game phases changing as appropriate). Thus, for instance, if there’s one 2-train left, then the foreigners buy a 2-train and the first 3-train, thus putting the game into the green-phase. Or, more topically, if there’s one 5-train left, then the foreigners buy it plus the first (permanent) 6-train, thus rusting the 3-trains and starting the rush for the permanent trains. So far the form in our games has been that the foreigners take the first 6-train at the end of a set of ORs, and the first first company to run after the Stock Round buys a diesel, thus causing every other company in the game to lose all their trains. It is, as they say, dramatic.

What this all means is that not only is the last 5-train a poison train, but the penultimate 5-train is also a poison train. If a company buys the penultimate 5-train, then the foreigners will buy the last 5-train and the first 6-train and VOOM! the game is moving fast and that 5-train the player bought is about to rust very soon now. Ditto of course for the last 5-train.

But…if someone doesn’t buy the penultimate 5-train, then there’s another set of Operating Rounds while the foreigners/government whittle away the penultimate 5-train, and then at the end of the next set of ORs the foreigners take the last 5-train and the first 6-train — which means that the first 5-trains probably get to run 5 times, which is pretty good, and maybe too good.

And there lies the rub. Having a company buy the penultimate 5-train is essentially throwing money away, in this case $4001. Who is going to buy it? The only player that has any incentive is the player that’s losing. They are losing, so they have to change something to have any hope of changing their position — except that in this case the only thing they can do also comes with a $400 fee. Ouch.

And yet players buy the poison 4-train in 1830 all the time. It hurts, they know it is poison, but they also know that if they don’t they’re really sunk. So they bite the bullet and buy the 4-train…and usually the first 5-train immediately after it (which softens the blow a little). And that’s fine, except that I don’t have any nice permanent train immediately after the poison train, just another poison train…

There are three basic cases:

1) The “losing” player buys the 5-train because if they let the non-permanent trains continue to run they will lose, but if they bring out the permanent trains then they’ll win (presumably because of their better diesel routes) Of course in this case they’re not really “losing”.

2) The losing player buys the poison 5-train because if they let the non-permanent trains continue to run they will loose massively, but if they bring out the permanent trains, then they won’t lose as badly. Thus buying the poison train improves their position.

3) The losing player buys the poison 5-train, brings out the permanent trains, and thus loses even more badly than if they had let the non-permanent trains continue to run.

The first case is ideal, and not a problem from a design-vantage.

From a design-vantage the second case is also fine and even somewhat ideal. However it requires unusually perceptive players in order to distinguish between the second and third cases a 3-9 Operating Rounds before the end of the game. That’s a pretty high competency threshold.

The second two cases are the more likely to happen in real games, and in those cases it may seem that the game-system is punishing the losing player by $400, and it is punishing them because they’re losing. They’re down, so the game kicks them. Worse, I suspect that many players will see everything but the first case as being the third case, and then they’ll often see that in the worst possible light as punitive punishment of the already destitute.

I don’t think that perception matches reality. The reality I’ve seen in games with players of mixed skill in our local 18xx group is that the first not-really-losing case is far from common (and is absurdly hard to detect), the third going-to-lose-even-worse is also not common and usually only happens after the game has spent an extended period in the already-losing-but-will-lose-by-less middle case, and the already-losing-but-will-lose-by-less middle case is actually the significant majority of all cases.

But, detecting that the middle case is actually the most populous case rather than the third case, requires a skilled and perceptive player. Just how high can, should, I set the bar of required player-skill for an already-losing player to make the Right Decision? It seems a significant question. I don’t want to design a hand-holding game for perpetual novices, but I also don’t want it to only be effectively playable by world-class players. Gah2.

Which, even ignoring that more interesting question, puts me right back to the initial question. How bad can that poison train be before it becomes unreasonable? If the poison train cost $10,000 it is clearly too expensive to ever bite the bullet. If the poison train cost merely $1, then nobody would even blink at buying all of them. Somewhere in the middle is the this-hurts-but-I-have-to-bite-the-bullet point that also provides for the most interesting game decisions, and I have very little idea how to determine where that point is. For now I’ve picked $400. It is as good a number as any and better than most (and perhaps worse than a few?).

Footnotes
  1. Okay, really 400fr, but dollar signs are simpler and more universal.
  2. Inclusivity sucks.

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