1830: Railroads & Robber Barons чит-файл №1

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Author/Editor : Michael Carlton email:mcarlton@mcs.com

My 1830 Home Page http://www.mcs.net/~mcarlton/

Version: 1.0 - June 24 1995, Version 1.01 - July 4, 1995, Version 1.02 -
July 9, 1995, Version 1.03 - July 13, 1995

Version 1.10 - July 21, 1995, Version 1.20 - August 8,1995, Version 1.21
- August 13, 1995, Version 1.25 - August 19 1995

Mod 1.01 - Added link to my homepage additional comments from Steve
Thomas

Mod 1.02 - Added additional comments from contributors. Keep them
coming. Added random map replay and a random map game.

Mod 1.03 - Added many comments from Nigel Buckle.
                               
Mod 1.10 - Added 18xx Article info from David Reed. Many thanks to him
for allowing me to use his article. Stuart Dagger, Chris Farrell, and
Bill Dixon thanks as well..

Mod 1.20 - Added The General Articles index, New July patch location!

Mod 1.21 - Add comments from Russ Williams and some other ideas I had.

Mod 1.25 - Add comments mostly for the hardest level from Elliott
Bonnett.

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Welcome to the 1830 FAQ. This is a rough draft. I will preface this FAQ
by saying I have only played 1830 - the board game once so I am not a
veteran here. Most all my experience lies with the computer version.
Also I have played most of my games with 3 opponents. I need some input
about other opponent numbers.

Naturally, if you find a mistake, or have some information to add, send
it to me and I'll add it in for the next version. This document has been
created as a HTML and the text form will be created from that. I would
like to thank some of the contributors:

-Jim Cox (JAC) cox@unx.sas.com -Richard Irving (RRI) rri1@pge.com
-Christian Goetze (CFG) c-goetze@u-aizu.ac.jp -Steve Thomas (ST)
Steve.Thomas@isltd.insignia.com -Erik Hilsdale (EH)
ehilsdal@cs.indiana.edu -Nigel Buckle (NB) bucklen@westminster.ac.uk
-David Reed (DMR) dmreed@bihs.net -Dave Mitton (DM) dmitton@tiac.net
-Russ Williams (RW) russw@io.com -Elliott Bonnett (EB)
bonnett@corp.telecom.co.nz



to this FAQ, as well as other snippets from usenet posters, it was much
appreciated. I did not always quote the contributors. Many times I
grabbed the essence or combined with other input.

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TABLE OF CONTENTS

1) Introduction



1.1) What is 1830?

1.2) What is the latest patch? Where can I get it?

1.3) How can I contact / e-mail Avalon Hill?

1.4) Is there an 1830 strategy guide?

1.5) Where can I get the latest version of this FAQ?

1.6) Anyway to play 1830 multi-user?

1.7) How can I replay a random map?
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2) Strategies



2.1) Private Companies

2.2) Railroad Corporations

2.3) What par value should I pick?

2.4) How do I use the railheads effectively?

2.5) Pay Dividends or Keep?

2.6) Why do I always seem to have no trains and no money?

2.7) How many players should I play with?

2.8) Personalities of the Computer Players

2.9) Train Buying / Swapping

2.10) Buying and selling of stock

2.11) Random Map and other variants

2.12) Track Placement

2.13) Dumping of Companies
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3) Game Operations



3.1) What is the difference between the Floppy and CD-ROM versions of
1830?

3.2) The CD version is slow - how do I get it onto my hard disk?

3.3) Minimum requirements
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4) Advanced Topics



4.1) How can I get 1830 to run on OS/2?

4.2) What DOS configuration to use?

5) Bug Reports



6) Misc. ideas



7) Tell me about the 18xx Board Games



8) Reference Articles in Avalon Hill's "General" Magazine and other
resources


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1) Introduction

This section introduces 1830, and provides basic information, such as
where to

get the latest patch.

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1.1) What is 1830 Robbers and Rail Barons?

In 1830 you play the role of a rail baron that will buy, sell and
operate railroad corporations. The emphasis is more on creating a huge
fiscal empire more than creating train routes and running trains.

The game is a straight conversion of the boardgame designed by Francis
Tresham that Avalon Hill released in 1982. Bruce Shelly was one of the
principal designers of the board game and later (amongst other things)
designed Railroad Tycoon with Sid Meier (Microprose 1990).

It was written by SIMTEX (Master of Magic, Master of Orion, and the
upcoming Metal Lords) and published by Avalon Hill.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -

1.2) What is the latest patch? Where can I get it?

The latest patch is version ???. There has only been one so far and it
is about 500k of just an 1830.exe.

It was released in early May. This patched fixed 2 bugs and both very
minor :

-Now you only need 2700K EMS instead of 2900K. This makes the game
useable for those who have 4MB machines. -The game won't crash if you
click on buy train and none are available.



New Patch (July 18 1995). They don't seem to go by Version Numbers just
date.

Type 1830 v (v for version) to check what version you have.

The July 18th patch added/fixed

-Speeds up train buying AI considerably. -Makes "easy" level somewhat
easier. -Adds hotkeys to toggle city values and hexgrid on map. -Fixes
miscellaneous rare bugs including the crash when buying a train when
bank has sold all trains and you have no other railroad with trains, and
the double left-shift with C&SL special ability under certain cases,
etc. -Plus a few minor odds-n-ends.



(RW)

CompuServe in Game Publishers C (GO GAMCPUB) in Avalon Hill's library.

ftp://ftp.cdrom.com/pub/dresden/games/patches/1830jul.zip (including the
july update!)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -

1.3) How can I contact / e-mail Avalon Hill?
Internet 72662.1207@compuserve.com


AHGAMES@AOL.COM

CompuServe 72662,1207 or GAMCPUB

Customer Support M-F 8:30am-5pm EST (410) 426-9600

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -

1.4) How can I get the 1830 strategy guide?

None exist, or planned, as far as I know, there may have been a few
articles in The General many years ago but I am unsure on this (anyone?)

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- - - -

1.5) Where can I get the latest version of this FAQ?

WWW: . Most of the corporations
were out on the west side with the exception of NYNHH. I played with
three other opponents and won! I played B&O which is unusual for me on a
random map. I got a score of 1564, can anyone beat it? I'm sure you
could if you tried. B&O stock was highest and then Erie and C&O. Let me
know of other maps you have played. Just give me the value in the
lastseed file.

Back to Table of Contents

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2.12) Track Placement

The placement of the tile outside NewYork - between the starting hex of
NYC and NYNH is VITAL (it's a double city that does NOT update), if you
are planning on floating either NYC or NYNH early (or even B&M) - ensure
YOU are the player who gets the chance to lay this tile, otherwise
you'll get shut out. (NB)

Don't buy a train which frees up the next set of tiles (unless you have
to) unless you have a company that can use them before the PC player(s)
- otherwise your best laid plans go out of the window when the PC
updates a tile (not the way you wanted it) and usually plunks down a
station marker to really rub salt in the wound. (NB)

CALCULATE YOUR ROUTES YOURSELF - you might make pointless updates / new
tile lays expecting to increase your revenue, and you don't because the
PC has found a 'better' route you missed! (NB)

2.13) Dumping of Companies

The following assumes hardest level, but can also be implemented on
lower levels I would think: (MC)

One useful strategy to use is the loot and dump strategy, especially in
the early going. My favourite implementation of this strategy is to get
the NYNH&H or B&M early, buy up lots of cheap 2 and 3 trains, token
place on that town between Boston and New York (on the seaboard), and
run for early dividends. When you can float another company (the NYC or
the C&O are my favourites for this second float) do it. If the computer
players invest in your first company (and this early on they usually do,
its paying good dividends, and the death of the 2s and 3s is a long way
off) your ready for a dump. IMPORTANT you want the priority deal. Once
you have bought the final share in your 2nd company, STOP buying.
Usually the computer players will diddle about, buying up your shares
and then dumping single shares to lower your share price. LET THEM,
DON'T INTERFERE.

At the end of the share round, determine if you will be able to dump the
company. Another player must hold at least 20%, and you must be able to
sell enough shares to transfer ownership. Remember only 50% of the
company can be sold into the bank pool, and if you haven't got the
priority deal, make sure that the players that go before you can't
interfere by selling stock into the bank pool. If everything is OK put
plan A (dump company) into operation. Assuming 3 trains have been
bought,and thus there are 2 operating rounds between stock rounds, you
should operate

your first company as normal. Track place to help your second company if
you can, and run for dividends. Your second company should then track
place and buy one or two trains, one from the bank (if you don't want
your second companies stock price to go back again - but don't kill the
2's by buying the first 4 train), and one from the first company. On the
second operating round, withold dividends with your first company and
buy the worst of company 2's trains for all Company 1's cash. Then
operate company 2 as normal, paying dividends if you can, and buy as
many of company 1's trains as possible (best first), hopefully you can
buy all its trains, leaving it with none :)

At the start of the next stock round, REMEMBER to dump the now crippled
company one (Congratulations Mr Westinghouse, you are now President of a
fantastic company :)) You now have a company with a lot of cash and lots
of trains, and Mr Westinghouse has a company with a very low share
price, no money, and few or no trains. Welcome to the world of Robber
Barons :)

(Its at this point that Mr. Westinghouse bankrupts, and gives the game
to another computer player, even though I am all set up to cream the lot
of them, I still haven't worked out how to avoid this :)) (EB)

Back to Table of Contents

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3) Game Operations

3.1) What is the difference between the Floppy and CD-ROM versions of
1830?

No difference in the game or what comes with it. The CD-ROM version
allows you to play with a minimum install but since the whole thing
takes a mere 11MB, I just installed the whole thing to disk. A tip to
save room, delete the opening.lbx file. It brings the space down to 5MB
and all you lose is the opening intro. (readme)

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3.2) The CD version is slow - how do I get it onto my hard disk?

If you installed it partially, Just reinstall with everything.

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3.3) Minimum requirements

The Box Says

-386sx or better -4MB RAM -DOS 5.0 or better -Support of most soundcards



I found that on my 486/66 16MB it ran fine on average opponents. If I
went to hard or harder the computer wound take forever it seemed to run
the other railroads. I realize that it takes more for the AI but it was
unbearable to me. I usually get a run for my money on average though.
The sound was by the FAT MAN (George Sanger) of MOM and Master of Orion
fame. I really like his stuff. That MOM soundtrack was outstanding on a
Sound Canvas. There are about 13 different tunes but not all original.
Some are old classics like the entertainer, a bit of Mozart and some
train tunes. Some may turn off the sound, but I keep it on.

Back to Table of Contents

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4) Advanced Topics

4.1) How can I get 1830 to run on OS/2?

I've tried it and it works yet it asks for the copy protection about 5
times. This is every game. Not just the first time like under DOS. But
if you want to try these settings below.

Open a DOS full-screen window, type PROMPT $p$g (to get rid of the
legend that blocks the top line of the screen), try to run 1830.EXE, and
see what error message you get. Chances are it will say you don't have
enough expanded memory. You need at least 2700KB of EMS, 3000KB for
first version.

If that's what it says, go to the DOS settings in the program object
that you use to launch 1830 and set the EMS_MEMORY_LIMIT to, say, 3000,
to give yourself a little leeway. Try again.

DOS_FULLSCREEN=ON

DOS_BACKGROUND_EXECUTION=OFF

DOS_HIGH=ON

DOS_RMSIZE=640

DOS_UMB=OFF ; exception-if you run into a rare game that will use UMB's

DPMI_MEMORY_LIMIT=0

HW_ROM_TO_RAM=ON

HW_NOSOUND=OFF

HW_TIMER=ON

IDLE_SECONDS=10

IDLE_SENSITIVITY=100

INIT_DURING_IO=ON

KBD_ALTHOME_BYPASS=ON

IDEO_FASTPASTE=ON

VIDEO_RETRACE_EMULATION=OFF

VIDEO_ROM_EMULATION=OFF

4.2) What DOS configuration to use?

I have:

486/66

Sound Blaster 16

Roland Sound Canvas (SCC1)

I use PC DOS 6.3 with QEMM 7.5 using stealth with absolutely no problems
with the possible exception of it being slowish (30-60 sec)for the
computer players to make a turn on hard or higher in the later rounds.

ou may want to give it more ems memory if you got it.

Back to Table of Contents

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5) Bug Reports

-There is a hex with a small city not far north-west of the Erie OO
hexes that appears yellow. (CFG) -More that 5 shares in the pool (CFG)
-Sometimes it fails to show you all possible build hexes. I'm not 100%
on that one, as optical illusions are very possible. (CFG) -Sometimes
the AI's are really silly. I had a game with 4 companies having money
and a 4 train each, and the other companies had 5 and 6 trains. I bought
a second share of every company with a 4 train, and surely enough, they
dumped it on me. I wound up with 5 companies and the director's
certificate and about 5-7 shares of each in the pool (see above) each.
(CFG) -I have noticed a real bug: I opened CPR at $100, bought 6 shares,
sold one (->$90), then in the OR, I bought C&StL, used the special
property and extended a second track in direction of NYC, dropped back
to $82, bought a 4 and a 5 train. Next OR I paid dividends, but the
share price didn't move! (CFG) -I sometimes find that when there are
shares left in the bank (not initial offering) and I declare dividends I
do not get the additional money in the corporate treasury. -Trains not
always taking the optimum route. (if anyone has a save game of this bug,
please email me I contact SimTex. They can't seem to reproduce the
error)



Any others I'm unaware of?

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6) Misc. ideas

If you get bored playing 1830 against computers, I suggest a few
scenarios using the multi-player feature:

-Try to set up a cooperation. Ideally you should try to have two players
end up with an identical score (and come in first, of course). -Try to
set up a "master-slave", where the slave helps the master without
concern of his own welfare. Try to get the highest possible ratio
between first and second while not going bankrupt (watch out you don't
kill the slave).



It is amazingly hard to setup a coalition. Of course if they could trade
privates, it would be a lot easier, but still... (CFG)

If you are having real trouble - try using a random map, the PC players
are much weaker on those. (NB)

The AIs do indeed play less well on random maps, primarily because the
standard map is so well balanced whereas on random maps some railroads
are "obviously" lousy (to the human intuition) but the AI has a harder
time recognizing that. (RW)

Back to Table of Contents

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7) Tell me about the 18xx board games

As most of you know 1830 was based of the 1830 board game, released in
1982, but in the same genre as 1830 there are board games in the same
vein as 1830 dealing with variants of the rules and locations. (RRI)
Included in the list are the following:

The Titles:

1825: Covers England and Scotland. +

1827: Covers all of the continental United States.+

1829 (South): Covers Southern England and the Midlands.*

1829 (North): Covers Midlands, Yorkshire and Scotland.*

1830: Covers Northeast United States and Southeast Canada.

1832: Covers Southeast United States. +

1835 (1): Covers Germany.

1835 (2): Covers Germany.

1837 (1): Covers Austria.

1837 (2): Covers the Austro-Hungarian Empire

1839 (1): Covers Holland.*

1839 (2): Covers Northern Italy.

1847: Covers Southern Germany and the Alsace-Lorraine area.@

1850 (1): Covers Sicily.

1850 (2): Covers Midwest United States. +

1853: Covers Imperial India.

1856: Covers South Central Canada. +

1869 (1): Covers Transcontinental United States.+

1869 (2): Covers Transcontinental United States.+

1870: Covers Midwest United States and the Mississippi River Valley. +

1874: Covers Michigan-Wisconsin-Minnesota-Central Canada.+

1881: Covers Berlin's tramways.*

1899: Covers Korean Peninsula and China around the Yellow Sea.

2038: Covers the Solar System.+

+ Not yet Released * Out of Print @ Rumor of title only (DMR)
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1825 England And Scotland

Designed by Francis Tresham - To be published by Hartland Trefoil
(UK)/Distributed in the US Mayfair.

A massive revision of the 1829 games. Will be released in three units
and an unspecified number of extension kits). The first unit will cover
the southeast, the second will be the Midland, the third will cover
Scotland. The three boards are designed to be combined (unlike the two
1829 boards). Later "kits" will add different trains, ship packets, new
railways, more map, and, for the first time, a fifth phase. (Not yet
Available) (DMR)

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1827 Continental US

Designed by Federico Vellani (Italy) - Privately published. (not yet
available)

1827 will have a western and an eastern section, which may be played
separately or joined together. The planned publication date is January
1996. (DMR)

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1829 (North & South) England & Scotland

Designed by Francis Tresham - Southern Board published by Hartland
Trefoil (UK)* 1829 Northern Board - Designed by Francis Tresham -
published by Hartland Trefoil (UK)*

The original 18XX games. These games introduced all of the fundamentals
of the 18XX system: tile-based track laying; trains that run a number of
stops based on their number; tiles upgrade in phases, which are started
based on the first sale of different types of trains; shares of the
corporations are purchasable by players; share performance is based on
railroad profitability; trains become obsolete as newer trains become
available; and private railways and packet shipping lines can add to the
earnings of both players and corporations and may make other routes
possible for their owners.

A unique feature of the 1829 games is the survey parties which are used
before tile placement. 1829 has four phases (yellow, green,
russet/brown, and grey). 1825 will be a major overhaul of the 1829
games.

There are six (four still in print) expansions:

MSK-1: Added 6 tiles: 2 of #60 (grey) and 4 of #67 (grey and russet)

MSK-2: Added 9 trains: 3 of type 3T, 2 of type 6, 2 of type 2+2, and 2
of type 4+4E.

MSK-3: Updated the rulebook and added 4 pound notes to the game. (Out of
Print)

MSK-4S: A bookkeeping program for the Southern board for the Commodore
Pet. (Out of Print)

MSK-5: Added 8 tiles: 2 of #55 (yellow), 2 of #56 (yellow), 2 of #69
(1853-style, not 1830 style - yellow), and 2 of #11 (green)

MSK-6: Added 8 tiles (3 of #52, 1 of #64, 1 of #65, 1 of #66, 1 of #67,
and 1 of #68.)

There are at least a couple of add-on variants that provide a new map,
new stock certificates, but utilize the rules, trains, tokens, and tiles
of 1829. They include:

1835 (1) - Covers Germany. Not to be confused with the later title.

1837 (1) - Covers Austria. Not to be confused with the later title.
(DMR)

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1830 Eastern US

Designed by Francis Tresham - published by Avalon Hill (US)

The second 18XX game saw many major innovations. Diesel trains, which
run through unlimited numbers of stations were added; 6 trains were
added; the stock market became much more dynamic, with share values
being able to move in four directions (in 1829 they only move right or
left), and zones where extra shares may be bought or held in excess of
normal limits; many of the private companies have special powers or
bonuses for owners; and the private companies are auctioned at the
beginning of the game. 1830 has three phases (yellow, green, and brown)

There is at least one add-on variant that provides a new map, new stock
certificates, but utilize the rules, trains, tokens, and tiles of 1830.
It is 1899. (DMR)

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1832 - Designed by Bill Dixon (Canada) - No publisher at this time. (not
yet available)

As well as some interesting private companies, this game introduces
company merger rules. This game uses the new stock market rules
introduced in 1850 (2). 10 companies. Train types 2-6, 8, 10 and 12.
(DMR)

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1835 Germany

Designed by Michael Meier-Bachl and Francis Tresham - published by Has
im Glueck (Germany)/Distributed in the US by Mayfair. 1835 added the
following innovations to the 18XX system: "nationalization" (the ability
of players to buy up all of a company's stock under certain
circumstances); a starting packet set-up; "minor" railroads, which are
only owned by one player, but lay track; the Prussian railroad (which
eventually absorbs all of the private and minor railroads); companies
gain capital as the shares sell; and "plus" trains, which can run
through minor (10) towns in addition to the major towns (a 2+2 can run
through 2 major stops and 2 minor stops).

Hartland Trefoil has made one expansion:

MEK-1: A complete new money set in more convenient denominations.

(DMR)

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1837 (2) Austro-Hungarian Empire

Designed by Leonhard Orgler (Austria) - Privately published.

1837 (2) shares many features with 1835 (2) and is, in many senses, a
more complex form of that game. It added a different form of "plus"
trains (4+2) trains have been mentioned in reviews, but no details on
how they work); freight trains, which run to coal mines; older trains
may be voluntarily be scrapped for a 50% discount on new train purchase;
a third company payout option (split payment between company and
stockholders); and a hexagonal share price index (stock prices may move
in six different directions). A deluxe edition of this game features
cut-out tiles, a mounted game map, and other niceties. (DMR)

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1839(1) - Holland

Designed by Rob van Wijngaaen and Paul Stouthard - Privately published.*

Not to be confused with the later game of the same title. This game
covered Holland and was published in extremely limited quantities (30
copies). It was authorized by Francis Tresham, who has one of the few
copies. The game is no longer available and will remain so, unless some
company releases a commercial edition. (DMR)

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1839 (2)

Designed by Federico Vellani (Italy) - Privately published.

1839 (2) was one of the most innovative 18XX games. It added many
features: 8 trains; pass tiles (which stop all but 8 trains); "small"
companies (which can turn into normal companies later); companies may
merge; "non-historic" companies (which can start anywhere on the board -
the better the start, the more expensive it is); and companies can buy
stock in other companies. (DMR)

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1839 (3) - Designed by Federico Vellani (Italy) - Privately published.
(not yet available)

A revision of 1839 (2). Federico plans on addressing the major weakness
of 1839 (2) - the time required to finish a game.

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1847 - Designer unknown. Nothing is known about this title. (DMR)

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1850 (1)

Designed by Federico Vellani (Italy) - Privately published.

1850 (1) does not cover a period of actual history, but a "what-if" era.
The king of the Two Sicilies was approached by several English railroad
firms about building in his kingdom. He turned them down - the game
assumes he did not. It added a new train movement system based on the
number of hexes rather than the number of towns and cities (narrow gauge
moves half as quickly as standard). 1850 (1) also has dual gauge lines.
(DMR)

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1850 (2)

Designed by Bill Dixon (Canada) - No publisher at this time. (not yet
available)

This game introduces the new stock market rules for Share Redemption,
Share Reissue and Share Price Protection. Companies may buy their own
shares from players (with their permission) or the bank pool. The
company then receives the dividends for these shares. These shares may
be reissued to the market at a later time to raise funds for the
company. A president of a company whose stock is sold has the option of
immediately buying the stock and preventing the fall in value (if he has
both the money to buy the shares and the space to hold them). 9
companies. Train types 2-6, 8, 10 and 12. (DMR)

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1853 India

Designed by Francis Tresham - published by Hartland Trefoil (UK)

The third 18XX game added many features to reflect the nature of
building railroads in India. Narrow (metric), which is cheaper to build
than standard, and dual gauge track was added; "M" trains, which run on
the metre gauge track were added; mail trains add a sure source of
income for railroads; there are no private railroads; there are frontier
posts which give the first railroad to build to them a bonus; companies
are limited in where they can place their stations; trains ignore minor
(10) towns when counting their run lengths; and bid-contract system to
start the game. 1853 has four phases (yellow, green, russet/brown, and
grey)

There are two expansions:

MIK-1: Adds duplicates of many of the yellow tiles (25 in all).

MIK-2: Adds a new way of starting the game and running the share price
index; and a set of event-type cards.

(DMR)

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1856 Ontario, Canada

Designed by Bill Dixon (Canada). To be published by Mayfair (US). (now
available)(RW)

Companies need a variable number of shares to start. Companies receive
their starting capital as shares are sold and company objectives are
met. This makes companies poor. To counter this, the Government will
loan the railways money. This, of course, has to be repaid. Those
companies that cannot repay their loans are absorbed by the Canadian
Government Railroad. Small towns may be removed or upgraded. 11/12
companies. More expensive trains, 2-6, D. (DMR)

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1869 (1) US

Designed by Alan Moon. No publisher at this time. No details are known
about this game. (DMR)

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1869 (2) US

Designed by Bill Dixon (Canada). Still in Alpha. This game covers the
building of railroads across the continental divide. As well as special
rules to cover railbuilding in the mountains, this game uses the new
stock market rules introduced in 1850 (2). 9 companies. Train types 2-6,
8, 10 and 12. (DMR)

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1825 Revised version of 1829 (Will be available in 3 board and many
optional rules to tailor the game to your tastes.)

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1870 Midwest US

Designer - Bill Dixon (Canada). To be published by Mayfair (US). This
game has destinations for each railroad. It is not necessary for the
railroads to build to them, but doing so is beneficial to the company.
This game uses the new stock market rules introduced in 1850 (2). 10
companies. Train types 2-6, 8, 10 and 12. (DMR)

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1874 - Ryan Moats (US). Under development. (DMR)

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1881 - Covers Berlin's tramways (Out of Print)

AKA "Das Berliner Strassenbahn Spiel" - Designed by Michael Mette -
Privately published.*

Tramways, not railways are the subject of this game. It was published in
extremely limited numbers (50 copies). (DMR)

------------------------------------------------------------------------
-------------------------------------------------

2038 Asteroid Belt (not available yet)

Not really a rail game but uses similar system to run mining
corporations and interplanetary shipping. (RRI)

Designed by Jim Hlavaty and Tom Lehmann - To be published by
Prism/TimJim Games (US).

2038 is set in a portion of the Asteroid Belt. Companies explore, mine
and deliver ores instead of laying track to connect cities. Innovative
game features include: random board setup (each game is different);
claiming mines, refueling stations, minor companies can either become
growth corporations or eventually merge into the asteroid league, two
methods to form new corporations with different capitalization /
starting stock prices, a partial dividend payout option, etc. (DMR)

For more information on 18xx games:
http://ntia.its.bldrdoc.gov/~bing/mayf2.html

8) Reference Articles in Avalon Hill's "General" Magazine and other
resources

The General is a publication put out by Avalon Hill which discusses
their games in detail. Call AH at 800-999-3222 to order back issues.
There have been many articles published about 1830 in past issues:

Volume 23, Number 6, 1987:

-Cover Art from box top -A Very Good Year, Development Notes for 1830 by
Bruce Shelly. pgs 5-11 (overviews strengths and weaknesses of the
various companies) -Take a Ride on the Reading, Variants for 1830 by
Alan Moon, pgs 12-13 -All Aboard, A Ride on the 1830 Express by Edward
Fahrmeier, pgs 14-15,36 (strategys overviews) -The Question Box (rules
clarifications) page 46.



(DM)

Volume 26, Number 6, 1990:

-Bed of Steel, Strategy in 1830 by Alan Applebaum, pgs 29-34,40
(excellent analysis and coverage of the game)



(DM)

Computer Game Review Supplement to March 1995?????? (very extensive)

Train Gamer's Gazette is another resource. Anyone with issue Numbers?

Discussion can be found on the usenet newsgroups:

-rec.games.board -comp.sys.ibm.pc.games.strategic



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mcarlton@mcs.com