Early Experience: Baltimore & Ohio
Eddie Robbin’s Baltimore & Ohio is the latest member of the Historic Railroads System and is part of the Winsome Games’ 2009 Essen Collection. It is a particularly trenchant perfect and certain information game all about timing, timing, and well, timing. In broader character, Baltimore & Ohio is Rimsky Korsakov‘s Flight of the Bumble Bee: full of little surges and races, layers upon layers of them, never relenting, always rushing, all of the races critical and requiring full attention and an endless delicate dedication to the dance.
Baltimore & Ohio has been described as the Historic Railroads System meets the 18xx, and there’s some truth to the claim. Functionally it is clearly a member of the Historic railroads System with a hex-map, track abstracted to putting a cube in a hex on the map, companies with shares, company dividends a function of company cubes in cities, etc. Architecturally Baltimore & Ohio is a child of 1825 Unit 1 (and 1825 Unit 2 and 1825 Unit 3) with a glaring focus on (1825-style) portfolio management and timing (owning the right shares at the right times) rather than 1830-style market manipulation. Spiritually, and yes the parentage is this complex, Baltimore & Ohio is the direct descendant of Lokomotive Werks1 with all of that game’s extra-ordinary attention to exacting cashflow, turn order, and timing – just carried forward into a larger and less relenting game2. Of the three, Lokomotive Werks has the dominant genes, shortly followed by 1825.
The game itself consists of stock rounds alternating with a pair of operating rounds. Initially 6 companies are available (B&O, B&M, C&O, NYC, NYNH&H & PRR). Later in the game 4 more companies become available (Erie, IC, Nickel Plate & Wabash). During stock rounds players acquire shares and manipulate the stock market. During operating rounds companies operate and may generate dividends for their shareholders. The game ends at the end of a set of operating rounds in which the highest level train is purchased (common), or when a share price reaches $375 (unlikely). The winner is the player with the largest net worth (portfolio value plus cash). There are few surprises here.
The rest of the model model is mostly familiar but does have surprises:
- As has been long-suggested for many 18xx (perhaps most frequently by Robert Jasiek) player turn order is ordered by ascending player cash at the start of stock rounds
- The stock market is linear with par value ranges an increasing function of the largest train purchased by any company - Sold shares reduce share-value by one slot, no matter how many were sold - Share values increase only if the company pays a dividend that is larger than its dividend from the last operating round - Share values go down if the company has shares in the open market, or its dividend (paid or withheld) is less than it was in the last operating round - In all other cases, whether dividends paid or withheld, share values remain unchanged
- On their turn a player may sell any number of shares from any number of companies, and then buy any number of shares (of one company) - Companies are incrementally capitalised as shares are bought - Each company has a different number of track cubes, limiting its potential reach and growth with some like the B&M and NYNH&H being very small (but adjacent to great cities) and others like the C&O having a great many track cubes
- When determining a company’s dividend run, all the trains the company owns are summed (eg two 2-trains, a 3-train3, and two 4-trains gives a total of 15) and then that many cities connected by the company’s track are selected to generate the dividend (without regard for sequencing or locality). Thus there is no route tracing, just a simple connectivity check - The actual dividend a company pays is equal to the sum of values of the cities hit by the company trains, minus a maintenance fee for each train the company owns, divided across the 10 shares in the company. The fee per train is equal to $10 multiplied by the size of the largest train purchased by any company, making smaller trains increasingly uneconomic over time
The board is rife with layers of short and long (timing) races. The number of companies allowed to connect to a given city is equal to the size of the largest train purchased by any company, thus there are races to get to more desirable cities first, locking other companies out. As city-capacity increases immediately when a new level of train is bought (and track is built after train purchasing), there are also races to be in position to buy the next size train and then immediately fill the newly accessible more-valuable cities. There are also races for special locations on the board with dividend-increasing coal tokens. As companies operate in descending order of stock value, stock rounds easily become positional dances attempting to force advantageous relative operating orders for specific companies so as to get them the good cities, good trains, good coal tokens etc4 before some other company does5.
Similarly, as there is such an advantage to being marginally lower in cash at the start of a stock round (to get first dibs on the best shares), there is often a muscular struggle in the operating rounds to run companies to pay as much as possible while having the controlling player end up with $1 less than the other players so as to secure the better turn order in the upcoming stock round.
This latter turn-order positioning is made more complex by the difficulty of increasing company stock values. There is a strong incentive to run companies for less than their maximum dividends so as to ensure stock-price increases by reserving future dividend increases by counting not-as-good cities for a dividend and then swapping in better cities in future dividends6. Getting the dividend sub-reporting for continued stock-value increases combined with maximising personal cash while also securing good turn order positioning can be difficult.
Those are not the only timing layers. There are yet more at different layers and levels, all open to inspection and manipulation. One trick is to hide cash in increased share value which would otherwise affect the player’s turn order. As companies are incrementally capitalised as their shares are bought, and all shares sell for the current stock value, there is not only a race for good operating order, but for various combinations of good turn order positions, operating order positions, good board positions/access, etc. For instance, the right new company floated at the right time, with the right par and thus the right capitalisation, and thus the right operating order (even after player-market assault), can pay great dividends while preserving the player’s turn order position, and be ripe to be dumped immediately in the next stock round, capitalising either buying all the best shares or floating a new company with the right par and the…etc.
As another example, there are also timing games that can be played with trains. In one of our games the NYNH&H, a very small company that can only reach 5 cities, already owned two 3-trains and had enough money in its treasury to buy an additional 5-train. Of course that gave it a total train capacity of 11 when it only connected 5 cities, but no matter. It then withheld its dividends and in the next operating round sold its 5-train to the bank7 and used that money along with its remaining treasury to buy the last 5-train, thus selling a 5-train to buy a 5-train and accelerating the end of the game while also leaving an opponent’s company unable to afford the larger train it needed and thus forcing it to withhold dividends yet again. Similar little timing games around the trains exist through-out the game.
All the little races and plethora of timing games, with every detail counting, sum to a larger fight to control the pace of the game and thus the length of the game. However rather than game-length being the defining centre of the game as it is in Wabash Cannonball, it is more an emergent and less directly-controlled property formed by the amalgam of all the little races. Due to capital concentration, ability to control the game’s development speed and thus length with lower player counts is greatly reduced. For the same reasons, the importance of game-length control, and the ability to affect it, also tends to increase as player-count increases.
Baltimore & Ohio scales across player counts similarly to the 18xx. As player-count decreases, control increases and the timing games may be played with ever-increasing finesse. As player count increases, capital is diluted across players, and control not only decreases but shared-incentives becomes more important and a whole new layer of emergently collusive timing games become possible. At the higher player counts the patterns start to stylistically resemble 6-player 1830’s, and at the lower player-counts, to likewise resemble 3-player 1830, complete with not only the different pacings, but the different values of different companies at the different player counts. The result is that 3 players plays very differently from 4 players, which in turn plays very differently from 5 players (I’ve not tried 6 players yet).
Expect your first session of Baltimore & Ohio to take between 4 and 5 hours, possibly a little more. With experience that play-time can be shortened down to around 150 minutes, but it will require both skill and discipline as with that increased skill comes greater ability to predict, control and thus play with the many many layers of timing in the game, pushing the game back up toward 4-5 hours. Perhaps surprisingly it is easier to push play-time down with increased player-counts, as with more players timing-control also decreases, making a great many of the more subtle and time-consuming timing games unviable.
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I’d never expected to describe Lokomotive Werks as more relenting! ↩
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As in most of the 18xx, 3-trains are the best trains in the game. ↩
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Most of our games have spent more time in stock rounds than operating rounds. ↩
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Destroying stock values all the while! ↩
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This is considerably easier with some companies than others. ↩
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Companies may sell their trains to the bank (and out of the game) for a marginal value. ↩