1800: Colorado
1800: Colorado Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. Components
- 3. Game Setup
- 4. Private Railroads
- 5. Share Dealing Rounds
- 6. The First Share Dealing Round
- 7. Bidding for Private Railroads (Optional)
- 8. The Stock Market
- 9. Major Railroads
- 10. Operating Rounds
- 11. Company Operational Turn
- 12. Game Phases
- 13. End of the Game
- 14. References
- Appendix A. Tile Upgrade Charts
- Appendix B. Phase and Transaction Charts
- Appendix C. Three-Player Expansion
- Appendix D. Train Route & Revenue Examples
- Appendix E. Track Construction Examples
1. Introduction
1800 is an "18xx"-style financial railroad game for two or three players that can be played in about one and a half hours. Players buy stock in railroad companies that operate by laying track, running trains, and paying dividends to shareholders. At specific times during the game, a "Share Dealing Round" is conducted in which players take their turns and buy stock shares in major railroad companies. Then, each company takes its own turn in an "Operating Round" and generates revenue by running its trains. After all companies have operated, another Share Dealing Round is conducted so that players have a chance to buy more stock with the money they made. This process continues until the Bank runs out of money and the game ends. The player with the highest net worth wins.
Although these rules are specifically for the game of 1800, they are typical of the 18xx-class of games. The following rules are for the standard Two-Player Version but are written as though there were multiple players. Rules for the Three-Player Expansion are described in Appendix C.
2. Components
The following components are required for playing 1800. (See Reference Section 14)
- 1 Map board and 1 Stock Market board
- 1 Bank Pool board with an Available Trains area, Phase Chart, and Round Track
- 2 Railroad company "mats" for holding company assets: D&RGW and C&S
- 8 Station tokens: 4 for each company
- 14 Stock certificates: 12 "1 share" certificates and 2 "4 shares" certificates
- 48 hexagonal track tiles: 14 Yellow, 15 Green, 15 Brown, and 4 gray
- 3 Private Railroad certificates: MT, D&SL, and RGS
- 9 Train cards: 2, 2, 3, 4, 5, 2E, 2E, 3E, and 2x2E
- 2 Corporate Bond certificates: D&RGW and C&S
- 1 Priority Deal card, 1 Phase token, and 1 Operating Round token
- $3720 in play money: 20 bills in each denomination: $1, $5, $10, $20, $50, $100
- 1 Rule Book
3. Game Setup
Place the 1800 Map board in the center of the table along with the Stock Market board and the Bank Pool board. Lay out the stock certificates and hexagonal tiles so they are readily available. Put the train cards on the Bank Pool board in order of identification number with "E" trains at the bottom. Also, lay out the three Private Railroad certificates since these are the first items to be purchased. Give each player $520 cash to start. Put the remainder of the money into a "Bank" near the board. Select one player at random to start the game. Keep track of the current Phase and Round with the tokens.
All game components must be visible to all players at all times.
Personal assets and company assets must be kept completely separate at all times.
4. Private Railroads
A "Private Railroad" is a certificate that pays out a fixed amount of money at the start of every railroad Operating Round (OR). In 1800, there are three Private Railroads.
- The Midland Terminal (MT) Railroad costs $20 and pays $5 per OR.
- The Denver & Salt Lake (D&SL) Railroad costs $70 and pays $10 per OR. The certificate is accompanied by the special green #800 hex tile marked "D&SL".
- The Rio Grande Southern (RGS) Railroad costs $150 and pays $20 per OR. The buyer receives a free share of the D&RGW Railroad.
5. Share Dealing Rounds
The game begins with a Share Dealing Round (SDR). Turns proceed clockwise around the table until all players pass in a row. When this occurs, the round ends. The next player to the left of the last player to pass takes the "Priority Deal" card to remind him that he will take the first turn in the next SDR. Thus, the turn sequence is "paused" until the next round and resumes where it left off. If a player passes, he may still take a turn later if at least one other player does not pass. In other words, passing does not take a player out of the round. Each time a player takes his turn, he may perform one or both of the following two actions in either order or pass.
- Sell any number of personally owned stock certificates (not a Director's share).
- (a) Buy one stock certificate from a company, or (b) buy one stock certificate from the Bank Pool, or (c) buy the Corporate Bond (Director only).
6. The First Share Dealing Round
All three Private Railroads must be sold first and they must be sold in order of price.
- The first Private Railroad for sale is the Midland Terminal (MT). The player who has been selected to take the first turn may either buy it for $20 or pass. If he passes, the next player to his left has the same options. The player who buys it places the certificate on the table in front of him and puts $20 into the Bank. If all players pass in a row and it is not sold, the price is reduced by $5. This continues until the MT is either sold or taken free. (If all players still pass and no one wants it, everyone should play a different game.)
- The next Private Railroad to be sold is the Denver & Salt Lake (D&SL) for $70. Again, each player, continuing in turn order, may buy it or pass. However, this time if all players pass, a single "Operating Round" is conducted in which the player who acquired the Midland Terminal collects $5. Then, another SDR is started where it left off. The buyer takes the D&SL certificate plus the special green #800 hex tile.
- The last Private Railroad for sale is the Rio Grande Southern (RGS) for $150. The buyer takes the certificate as well as the free 10% share of the D&RGW Railroad. If all players pass before the RGS is sold, the owners of the two previously purchased Private Railroads collect their revenue and another SDR begins.
7. Bidding for Private Railroads (Optional)
If they wish, players may go through a bidding procedure for the Private Railroads by following the rules in the game 1830. They must still be sold in order but players may put up "bid money" in advance of the sale. The following rules are taken directly from page 5 of the original 1830 rule book.
"A bid for a Private Company not yet offered for sale must exceed the face value of the company (or of any other bid already made for it) by at least $5. The player must place the bid money in front of him on the table and not use it for any other purpose until ownership of the company is resolved. Any number of players may bid for the same company. A player gains no benefit from bidding twice for the same company. A company which has been bid on is not offered for sale in the usual way. Instead, once the company preceding it has been sold, the usual procedure is halted. If only one bid has been received the Private Company is sold to the player concerned for the amount bid. If several bids have been made an auction is held in which all bidders (but no one else) take part. The starting price for the auction is the highest sum bid, and the minimum raise is $5. A player purchasing a company by auction may use the money he has already staked in the original bid to make the purchase. Unsuccessful bidders are now free to use the money they set aside as their bid. Play then resumes with the player to the left of the last player to buy a company offered by the Banker."
8. The Stock Market
8.1. Transactions
Stock certificates may be purchased from a company or from the Bank Pool if any are available. If they are bought from the Bank Pool, the money is put into the Bank. If they are purchased from a company, the money is placed directly onto the company mat. (See Appendix B) Whenever stock certificates are sold, they are always placed into the Bank Pool and the money is collected from the Bank. Then, the stock price moves down one box on the Stock Market board (unless there is no box below it). The token moves down only one box per SDR regardless of how many shares are sold of that company. Players cannot sell their own shares directly back to a company nor can they buy, sell, and/or trade shares with each other. No selling is allowed on the first Share Dealing Round. The "Director" certificate cannot be sold. Once a player has sold shares, he may not buy back shares of that same company for the remainder of the current SDR. No player may own more than seven certificates comprising a combination of stocks and Private Railroads. The Director cannot hold more than 70% of a company.
8.2. Exceptions
- The Corporate Bond does not count toward the maximum certificate limit of seven.
- When the stock price token is in either one of the two lower left outlined areas on the Market board, shares of that company do not count against the limit.
- When the token is in the lowest outlined area, the Director may hold more than 70% of that company.
- The special free D&RGW share may be sold during the first Share Dealing Round once it has been assigned a value.
- A stock price cannot drop below $10 or rise above $225.
8.3. 100% Owned
At the end of each Share Dealing Round, a survey is made of stock shares. If all shares of a single company are owned by players, with none on the company mat or in the Bank Pool, the stock price of that company is moved up one box on the Stock Market board unless it is already on the top row.
9. Major Railroads
9.1. Floating Companies
Once all Private Railroads have been sold, players may begin buying shares from the Denver & Rio Grande Western (D&RGW) or the Colorado & Southern (C&S) railroads. The first certificate sold from each company must be the "4 Shares" certificate and means the player is buying 40% of that company. Once this certificate is sold, players may buy 10% shares one at a time. A company is "floated" as soon as 50% of its stock is owned by players. This means that it can operate by laying track, running trains, etc. If less than 50% is owned at the end of the round, the company must wait to operate until it is floated in a subsequent SDR. Once floated, it remains floated even if shares are sold. (Because of the free share, the D&GRW is floated as soon as the "4 Shares" certificate is bought.)
The player who owns the most shares in a company is called the "Director". He operates the railroad during the game and makes all the decisions. A new Director must perform the following actions immediately.
- Take the "4 Share Director" certificate and place it in front of you on the table.
- Decide what price a single 10% share certificate will cost. This amount must be one of the following values: $60, $70, $80, $90, or $100.
- Place one of the company tokens on the Stock Market board corresponding to the set price. The price box must be one that is contained within the vertical area marked with amounts from $60 to $100. If there are tokens already in that box belonging to other companies, place your token underneath the existing ones.
- Take the corresponding company mat and put the remaining 10% stock certificates on it along with three company tokens and the Corporate Bond.
- Pay for the Director certificate, out of your own money, equal to four times your set price. Put the money onto the company mat.
- If the railroad is the D&RGW, withdraw money from the Bank equal to the cost of one 10% share and place it onto the company mat. These funds cover the free share received by the player who bought the RGS Private Railroad.
- Place one of the company station tokens from the mat onto the Map board in the large-circle Home Base hex labeled with the company initials.
9.2. Company Take-Over
If, during the game, another player acquires more shares than the current Director, he takes over the company. He trades four of his 10% shares for the Director share. (If the former Director now has more than 7 certificates, he must sell enough of them to bring his total down to 7.) The new Director takes the company mat with all assets on it and runs the company. The former Director keeps the Corporate Bond if he bought it.
10. Operating Rounds
After the Share Dealing Round has been completed, the railroad companies get a chance to take their turns. Each company operates once every "Operating Round" (OR). The Director makes all the decisions for the railroad. However, since other players may own stock in the company, it is permissible for them to give advice.
10.1. Order of Operation
Every Operating Round, all Private Railroads operate first before any major railroad. Each player collects the amount listed at the bottom of his Private Railroad card from the Bank. If a company owns the PR certificate, the money is placed onto the company mat. (All Private Railroads close at the start of Phase 5.)
After the Private Railroads, floated major companies take their turns in order of stock price: highest first. If two stock values are tied, the one farthest to the right on the Stock Market board goes first. If more than one stock token is located in the same price box, the one on top goes first. The others proceed in top-down order. (The number of Operating Rounds between each Share Dealing Round is listed in the Phase Chart in Appendix B)
10.2. Operational Turn Actions
During the company Operational Turn, the Director performs these actions in order.
- Lay one new track tile or upgrade one existing track tile. (optional)
- Buy and place one new station token. (optional)
- Run trains. Count and collect revenue. (required)
- Pay dividends to the shareholders and/or give money to the company. (required)
- Adjust the stock price on the Stock Market board. (required)
- Buy new trains. (optional)
In addition, at any time during the company turn, the Director may perform these actions:
- Buy or sell any number of the company's own stock shares.
- Collect and distribute Corporate Bond dividends.
- Purchase one or more Private Railroad certificates from a player or a company for a price in the range listed on the PR card (after the start of Phase 3).
11. Company Operational Turn
11.1. Lay or Upgrade Track Tiles
The first action that a Director takes when he operates a railroad is to lay or upgrade track. At the beginning of the game, during Phases 1 and 2, only yellow track hex tiles are available for use. Later, as the game enters new phases, the other green, brown, and gray tiles will become available. The Director may either (1) lay one new yellow track tile or (2) upgrade one tile but not both. (See the Track Construction Examples in Appendix E)
Lay New Yellow Tile
Yellow tiles can only be placed on Map board hexes that have no other tile on them. The type of yellow tile placed is dependent upon the terrain type. (See the Upgrade Charts in Appendix A) The tile must be placed in an orientation that fits the hex. Track cannot run off the board. However, track may connect to off-board "Arrow Destination" hex sides. At least one track on the tile must continue a path, unblocked by other company tokens, back to a token belonging to the railroad. In other words, there must be an unblocked route back to your Home Base or to a token that you have previously placed on a large city station. (Track can run into a blank hex side on the board even if there is no possibility of a future connection.) Yellow tiles cannot be placed into Fort Collins.
- Plain tiles (#7-9) are only placed into one of three "plain" hexes on the 1800 Map board: (1) the hex to the upper left of Denver, (2) the South Platte River hex, and (3) the mountain hex. There is a one-time cost of $40 to lay a yellow tile on a river hex and $50 for the mountain hex. This fee must be paid from company funds only.
- Small Town tiles (#3-4, 58) contain a single black crossbar and must be placed onto one of the two hexes containing a black dot representing a Small Town. These hexes are reserved for the company with its initials inside. Only that company may lay a yellow crossbar tile there.
- Large City tiles (#5-6) contain a large circle and must be placed into a hex also containing a single large-city circle: (1) the D&RGW Home Base, (2) the C&S Home Base, or (3) Denver (which costs the company $40 to place).
Upgrade Yellow Tile to Green Tile
When Phase 3 starts, green track tiles become available in addition to yellow tiles. Green tiles replace yellow tiles and provide more track for trains to run on. Green tiles can only upgrade yellow tiles. Except for the Fort Collins hex, which begins the game as yellow, green tiles cannot be placed directly on the board nor can they upgrade each other. All existing track on the replaced tile must be maintained and cannot be destroyed. This means that the orientations for upgrade tiles are restricted. In addition, a tile may not be upgraded unless there is some new track on it that a train from the company can use. Again, except for Arrow Destinations, no track can run off the board. The player must also be able to trace an unblocked path back to one of the company tokens. The replaced yellow tile becomes immediately available for use in other hexes.
- Plain yellow tiles (#7-9) upgrade to plain green tiles (#16, 18-19, 23-29).
- Small Town yellow crossbar tiles (#3-4, 58) cannot be upgraded to green except for the special D&SL #800 tile which can only upgrade a tile on the reserved hex.
- The Large City Home Base yellow tiles (#5-6) upgrade only to a green tile #12.
- The #59 green tile can only be placed directly on the board in the Fort Collins hex.
- Denver has a special #802 green tile. A #12 tile cannot be put there.
(See examples of legal and illegal upgrades in Appendix E)
Upgrade Green Tile to Brown Tile
When Phase 5 begins, brown tiles are available in addition to the yellow and green ones. Brown tiles upgrade green tiles only. They cannot upgrade themselves. All upgrade rules apply to brown tiles as well. The replaced green tile becomes available for use.
- Plain track brown tiles (#39-43, 45-46, 70) upgrade plain track green tiles.
- The Large City Home Base brown tile #804 is the only upgrade for green #12.
- The Denver brown tile #803 is the only upgrade for the Denver green tile #802.
- The Fort Collins brown tiles (#64-65, 67-68) upgrade green #59. The two stations on the #59 tile cannot be connected by a single track with only one station on it. Tokens must stay on stations corresponding to newly created track. (See Appendix E)
Upgrade Brown Tile to Gray Tile
When Phase 6 begins, all hex tiles are available including the gray ones. Gray tiles upgrade brown tiles only. All upgrade rules apply to gray tiles.
- The Denver gray tile #805 is the only upgrade for the Denver brown tile #803.
- A Small Town gray tile (#806-808) directly upgrades a Small Town yellow tile (#3-4, 58) provided that it is placed by the company on its reserved hex only. It cannot replace the green D&SL #800 tile.
11.2. Place New Station Token
After optionally laying or upgrading track, the Director may decide to place one new station token. Each company has three tokens. The first one is free and is placed on the company Home Base hex when it is floated. The second one costs $40 and the third costs $100 to be paid to the Bank from company funds only. A new station token must be placed on a large city circle in either Denver, Fort Collins, or Cheyenne- only one token per station circle There must be a legal unblocked route from the new token location back to a previously placed company token. Only one token can be placed each turn. Also, each company can place only one token in a hex regardless of the number of large city station circles on it. Thus, for example, a company cannot place two of its tokens into Fort Collins even though the stations are separated.
11.3. Run Trains
When a company is first formed, it does not own trains. Since train-buying is conducted at the end of the turn, every company will go through its first turn without being able to generate revenue. This is normal and is an attribute of all 18xx games. Once a company has trains, it can "run" them during its Operational Turn.
There are no plastic train pieces that are placed or moved on the board. "Running" a train simply means pointing to a route and declaring that a company-owned train will run on it. The Director must point to the starting city, show all track the train will use, which path it will take, which cities it will pass through, and which city it will end at. As he does this, he counts the revenue. (See Section ?? [sic: cross-reference left blank in the source]) Each train has an identification number on it which indicates how many cities it can visit. For example, a single "2-Train" can run between two cities on different hexes provided that they have been connected by track during this or a previous turn. Once placed, track does not belong to anyone. Existing track can be used by any train owned by any company. The rules for running trains are the following. (See Appendix D)
- A single train cannot visit more cities than the identification number on its card. It may visit fewer cities or none at all.
- The visited cities must be connected by smooth-running track. (No back-switching.)
- A train cannot skip a city on its route. (Exception: Express "E" trains can pass through Small Towns without stopping.)
- There must be at least one of the company's tokens somewhere on each route. The token could be at the start city, at the destination city, or the route could pass through a city containing a token.
- A single company token can be used for any number of its trains and routes.
- A train cannot pass through a city that is completely filled with tokens belonging to other railroads. Tokens block routes. However, if the city has an open station with no token on it, trains can run through it. Thus, trains can run through cities that (1) have at least one open station or (2) contain the company's own token. Trains can always stop and count revenue at a city completely covered by other companies' tokens.
- If the company is running more than one train, each train must use separate track. In other words, more than one train cannot run over the same sections of track. Trains may cross paths on a single tile provided that the incoming and outgoing tracks are different. Diverging track coming out of a single hex side is considered to be the same track. For example, trains cannot not use both tracks on the green #25 "Y" tile.
11.4. Count Revenue
As the trains are running, the Director announces the revenue and calls out the total so that everyone can verify that he is doing it correctly. He must try to score the highest amount of revenue possible. Players who own stock in this company may give advice. Other players are not required to do so (unless they can't help themselves.) The revenue amount is noted on the track tile itself by a number inside a small circle. For example, the green #12 tile pays $30 whenever a train runs to it or through it. All revenue is always collected from the Bank. Revenue counting rules are the following. (See Appendix D)
- The total company revenue is the sum of all its train runs.
- Revenue on a single hex can be counted only once by a single train.
- Revenue on a single hex can be counted once for each different train that visits it.
- Revenue on a single hex can be counted more than once if the stations are located on distinct and non-interacting sections of track. For example, this could happen in Fort Collins after a brown tile has been placed.
- A train may run to an "Arrow Destination" (such as Colorado Springs) and count the revenue as a station stop. These special off-board stations are noted by a long thin arrow pointing to three revenue amounts. The left revenue is collected during game Phases 2 and 3. The middle revenue amount is used during game Phase 4. Finally, the right-most revenue amount is counted in game Phases 5 and 6. Arrow Destinations can only be at the beginning and/or at the end of a train route.
- The 2x2E-Train doubles the revenue for the two cities it visits.
11.5. Dispose of Revenue
The Director must select one of the following ways to dispose of the earned revenue.
- Divide the total amount of money among all the shareholders, including yourself, as dividends: 10% of the money for each share of the company owned. Pay the company for each share that is on its mat. Pay the Bank for each share in the Bank Pool.
- Pay half the money to the shareholders as dividends and give half to the company by placing it on the mat. (If half the revenue is not divisible by 10, divide it as closely as possible into two equal parts, both divisible by 10, and pay the larger portion to the shareholders.) Pay the company for any owned shares in addition to the half given to it. Pay the Bank for shares in the Bank Pool.
- Give all the money to the company and stiff the shareholders.
11.6. Adjust Stock Price
The company stock price must now be adjusted based on the revenue distribution.
- One box to the right if the total amount of dividends paid out to the shareholders is greater than or equal to the current stock price, or
- One box to the left if (1) all earned revenue was given to the company or (2) there was no revenue because the company did not have any trains to run. (This will always happen on the first Operational Turn before the railroad is allowed to buy trains.)
Otherwise, the price token is not moved. If the stock price token should be moved to the left but happens to be located in the left-most column on the Stock Market board, move it down one box instead. If the stock price token should be moved to the right but is located in the right-most column on the Market board, move it up one box instead. If a token enters a box with other tokens already present, place it at the bottom of the stack.
11.7. Buy Trains
The last action taken by the Director is to buy one (and only one) train from the Bank. Trains must be sold in numerical order: 2, 2, 3, 4, 5. After the 5-Train is sold, the 2E, 3E, and 2x2E trains are available for sale in any order. Note that there are limits on the number of trains a single company can own based on the current game phase. (See the Phase Chart in Appendix B) Companies may buy trains from other companies during their turns for a mutually agreeable price providing the following conditions are met.
- Trains can be purchased, but not sold, by the company taking its Operational Turn.
- A company may buy trains from other companies in addition to one from the Bank.
- The total number of trains that a company owns cannot exceed the limit.
- The minimum sale price is $1.
- Trains cannot be voluntarily returned, destroyed, or sold back to the Bank.
11.8. Buy Private Railroads
At any time during the company turn after Phase 3, the Director may order the company to buy one or more Private Railroad (PR) certificates from any player (including himself) or from another company. He must use company money and place the PR certificates on the company mat. The price is half to double the initial PR cost and is printed on the certificate. (If the PR is owned by another player or company, the buyer and seller can negotiate the price within the designated range.) After the sale, any revenue gained each Operating Round goes to the company and not to the player. Once owned by a company, a PR cannot be owned later by a player. The special D&SL green tile can only be used when a company buys the Denver & Salt Lake PR. Using the tile closes the D&SL. (See the Transaction Chart in Appendix B)
11.9. Buy or Sell Company Stock
At any time during the company turn, the Director may sell any number of the company's own stock shares currently on the company mat at the current price on the Stock Market board. Sold shares are placed into the Bank Pool. The money is taken from the Bank and placed onto the mat. The stock price is then lowered one box straight down regardless of how many shares are sold (unless there is no box below it).
Alternatively, the Director may buy back any number of the company's own shares that are in the Bank Pool. The money from the company is placed into the Bank and the shares are transferred from the Bank Pool to the mat. The stock price does not change.
The Director cannot both buy and sell shares during the same Operational Turn.
11.10. The Corporate Bond
A Director may buy the corresponding Corporate Bond for $300 during an SDR. Once during each Operational Turn, the Director collects $50 dividends from the Bank. He may keep it all, give it all to the company, or split it in any amount with no stock price effect. Bonds are exempt from the limit. Players can sell Bonds to each other for $1-$300.
11.11. Bankruptcy
If a company has no trains, it must buy one at the end of its next Operational Turn. If it cannot buy one from another company and does not have enough money to get one from the Bank, the Director must sell stock from the company mat to pay for the train. If not enough money can be raised, the Director may use his own money and contribute to the cost. Other shareholders may also contribute if they wish. (Personal stock cannot be sold.) If there are any shares in the Bank Pool, the Bank will contribute 10% of the train cost for each share.
Otherwise, the company goes bankrupt. All company assets are returned, all tokens are removed from the boards, and all stock is returned to the Bank. Owners receive $10 per share. Owned Private Railroads are put into the Bank Pool for sale. The bankrupt railroad is then available for restart during the next Share Dealing Round. If a player has no railroads to run, he is not out of the game. He can still participate in future SDRs.
12. Game Phases
All 18xx games progress through a series of "phases" which change when certain trains are bought. In 1800, Phase 1 starts at the beginning of the game and Phase 6 is the last phase. Some rules change as new phases begin. (See the Phase Chart in Appendix B)
12.1. Phase 1
Phase 1 is the first Share Dealing Round when Private Railroad certificates are purchased and corporations are floated. Only yellow tiles are available.
12.2. Phase 2
Phase 2 begins when the first 2-train is purchased. The left Arrow Destination revenue amount is used. Corporations may own a maximum of two trains.
12.3. Phase 3
Phase 3 starts immediately after the purchase of the first 3-Train. Both yellow and green tiles are now available. Players may sell Private RR certificates to corporations or to each other. There are now two Operating Rounds between each Share Dealing Round.
12.4. Phase 4
The purchase of the 4-Train starts Phase 4. At this time, all 2-Trains "rust" and are removed from the game permanently without compensation. Trains now use the middle Arrow Destination revenue amount.
12.5. Phase 5
When the 5-Train is bought, Phase 5 begins. All Private Railroads close and are removed from the game permanently. If a company owns the D&SL, the green #800 tile may be kept and played later. However, if a player owns it, the tile must be returned. Brown tiles become available. For the rest of the game, there are three Operating Rounds between each Share Dealing Round. All E-Trains are now available for purchase in any order. Trains count the right-most (highest) Arrow Destination revenue amount.
12.6. Phase 6
The final phase begins when the first E-train is sold. Phase 6 cannot be initiated by a railroad that owns two trains. (See Section 12.7.) All 3-Trains rust and are removed from the game. The gray tiles are available. Railroads may own a maximum of three trains.
12.7. Phase Changes
A phase change occurs immediately after the purchase of the designated train. The next railroad to take its turn may take advantage of all new rules. However, when a phase change increases the number of Operating Rounds between each Share Dealing Round, the increase does not take effect until after the next Share Dealing Round. For example, when a 3-Train is bought, the number of ORs per SDR increases from one to two but it does not happen immediately. The two consecutive ORs begin after the next SDR.
13. End of the Game
The game ends when the Bank runs out of money. Finish the current round and keep a record of any additional income on a piece of paper. Each player calculates his net worth. Company assets do not count. The player with highest net worth wins.
- All cash on hand and additional recorded income plus
- $300 for a Corporate Bond plus
- The value of all owned stock shares according to the current price in the Market.
14. References
"1800", Rail Gamer Magazine, #17, January, 2003, pp. 23-36.
1800: http://www.boardgamegeek.com/boardgame/17132/1800
Blackwater Station: http://www.18xx.net/1800/1800.htm
FWTWR On-Line Play: http://www.fwtwr.com/fwtwr/18xx/1800/index.asp
Adam Romoth Map: http://www.adam-romoth.de/18xx/pdf/m00.pdf
1830: http://www.boardgamegeek.com/boardgame/421/1830-railways-robber-barons
Download the cut-out components and play the game. It's free!
Appendix A. Tile Upgrade Charts
| On Board | Yellow | Green | Gray |
|---|---|---|---|
| Plain | 7 | 18, 26, 27, 28, 29 | |
| Plain | 8 | 16, 19, 23, 25, 28, 29 | |
| Plain | 9 | 18, 19, 23, 24, 26, 27 | |
| Small Town (black dot) | 3, 4, 58 | D&SL 800 | 806, 807, 808 |
| Large City (circle) | 5, 6 | 12 | |
| Denver (circle) | 5, 6 | Denver 802 | |
| Fort Collins (two circles) |
| Green | Brown | Gray |
|---|---|---|
| 16 | 43, 70 | |
| 18 | 43 | |
| 19 | 45, 46 | |
| 23 | 41, 43, 45 | |
| 24 | 42, 43, 46 | |
| 25 | 40, 45, 46 | |
| 26 | 42, 45 | |
| 27 | 41, 46 | |
| 28 | 39, 43, 46, 70 |
Appendix B. Phase and Transaction Charts
| Phase | Start Trains | Max Trains | Oper. Rounds | Obsolete Trains | Notes |
|---|---|---|---|---|---|
| 1 | 1 | Yellow tiles available | |||
| 2 | 2 | 2 | 1 | Left off-board rev. | |
| 3 | 3 | 2 | 2 | Green tiles available; Sell PR to RRs | |
| 4 | 4 | 2 | 2 | 2 | Middle off-board rev. |
The Appendix B transaction diagram (Bank Pool, Bank Money, Player Area, Company Mat, and the flow of PRs, Bonds, Shares, Trains, and money between them) is a graphic in the source and is not reproduced here; see page 15 of the source PDF.
Appendix C. Three-Player Expansion
C.1. Components
The components for the 1800 Three-Player Expansion Version 3.2 are the following.
- 1 Expansion Map board with the extra Colorado Springs hex south of Denver
- 1 Railroad company "mat" for the new C&W Railroad
- 4 C&W Station tokens
- 7 C&W Stock certificates
- 6 Additional track tiles:
- One additional yellow #5
- One additional yellow #6
- One additional green #12
- One additional brown #804
- One new green #15
- One replacement green Denver #802 with reserved C&W station
- 5 Additional train cards: 2, 3, 5, 2E, and 3E
- 1 C&W Corporate Bond certificate
- 2 Replacement Private Railroad certificates: MT and D&SL
C.2. Colorado & Western
A third railroad, the Colorado and Western (C&W), starts in Colorado Springs which is a new Map board hex just south of Denver. One of the two stations on the green Denver #802 tile is now reserved for the placement of a C&W token. If no token is placed there, both stations on the brown and gray Denver tiles are open for all companies. If a C&W token is placed on Denver when it is yellow, the token is put onto the reserved station circle when the tile upgrades to green.
C.3. Small Towns
The Small Town hexes are no longer reserved. One of them can promote to the green #15 large city tile. The other can promote to a gray tile in Phase 6. Station tokens may be placed onto the #15 tile but it does not upgrade.
C.4. Private Railroads
The Midland Terminal (MT) Private Railroad now costs $25 and can be sold for $10-$50. The Denver and Salt Lake (D&SL) Private Railroad no longer comes with the special green #800 tile which is not used in this version. The player who owns this certificate may trade it for any share in the Bank Pool. This action closes the D&SL. The trade option may be exercised at any time but must be performed, if possible, when the railroad closes at the start of Phase 5. The option is lost if the D&SL is sold to a major railroad.
C.5. Game End
The game ends when (1) the Bank runs out of money or (2) a stock token reaches $225.
Appendix D. Train Route & Revenue Examples
The example map for this appendix is a photograph in the source and is not reproduced here; the table below is the printed example list. Key: Yellow (G,H) $10, Green (D,F) $30, Brown (E) $50, Gray (B) $60, Cheyenne (I) $70, Arrow (A,C,J) $30.
| Status | RR | Train# | Route | Revenue | Notes |
|---|---|---|---|---|---|
| OK | D&RGW | 2 | D-A | $60 | OK but not optimal |
| OK | D&RGW | 2 | D-E | $80 | Much better |
| Illegal | D&RGW | 2 | D-I | $100 | Cannot skip small G town |
| Illegal | D&RGW | 2 | A-D-E | $110 | Too many cities |
Appendix E. Track Construction Examples
The examples in this appendix are photographs of track placements in the source and are not reproduced here. Their printed captions are:
- D&RGW: Yellow large-city tiles can be placed on the D&RGW Home Base in different orientations but not so that track runs off the board.
- D&RGW: Yellow cross-bar tiles are placed on Small Town hexes. C&S: Plain track tiles go into plain hexes. It costs $40 to lay a tile on the river. The #3 crossbar tile is illegal because it does not connect to existing track.
- D&RGW: The Fort Collins green #59 tile goes into the Fort Collins hex in one of two possible orientations. The C&S cannot play this tile since it does not have a connection to the hex. C&S: Upgrades must contain some new track that company trains can run on with no existing track destroyed.
- D&RGW: The brown tile #64 upgrade for Fort Collins is illegal because it connects the two existing tracks together by a single track containing only one city. The other city is relocated to a track that is not connected to its original hex side. (However, two other rotations of this tile are legal.) The D&RGW places a token into Fort Collins. The C&S cannot place a token in that hex because the path to one city is blocked by the red token on the D&RGW Home Base and there is no connection to the other city. C&S: Only the C&S can lay a tile on its reserved hex.
- D&RGW: It costs $50 to blast the mountain and lay a yellow tile on the hex just south of Cheyenne. The C&S cannot lay a tile on this hex or upgrade it because both paths are blocked by red D&RGW tokens. The D&SL green tile upgrades the Small Town. C&S: After the start of Phase 6, the Small Town can upgrade to one of the gray track tiles and the brown Denver tile can be upgraded to gray.
- A totally maxed-out board.