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1886

1886 Rulebook

Table of Contents

Table of Contents

  • Initial Stock Round
    • Issue Starting Capital
    • Determine Turn Order
    • Initial Stock Round (Private Company Auction)
      • Placing A Bid
      • Purchasing The Currently Offered Certificate
      • Passing
      • End of ISR
  • Private Companies
    • Power of each private company
  • Public Information
  • End of Game
  • Game Winner
  • Floating Public Companies
  • Government Railroad (GRR)
  • Forced Sale of Shares
  • Certificate Limit
  • Mergers and Acquisitions
    • Merger / Acquisition Prerequisites
    • Merger / Acquisition Process
    • Merger Example
  • Phases
  • Stock
  • Operating Rounds
  • Public Company Descriptions
  • Scrip Manifest
  • Glossary

Initial Stock Round

Issue Starting Capital

[Establish a bank of 12,000 yen. From the bank, distribute starting capital to the players.]

PlayersStarting Cash
2 Players1200 each
3 Players800 each
4 Players600 each
5 Players480 each
6 Players400 each
7 Players350 each

Determine Turn Order

The game includes seven turn order cards, marked '1' to '7'. If there are less than seven players, remove high numbered cards until you have one card per player. Shuffle and deal out the remaining turn order cards. The player receiving the '1' card remains in his or her seat, and takes the priority deal card (marked [symbol did not extract from the PDF]). The other players seat themselves clockwise (in ascending order of card number) from the player holding the '1' card. Play proceeds clockwise.

Initial Stock Round (Private Company Auction)

In the initial stock round the private company certificates will be bought by players. Public company certificates may not be purchased at this time, and no certificates of any type may be sold during the initial stock round. The #4.5 private company is only used in a 7 player game, and should be removed from the game if playing with less than 7.

Arrange the private companies on the table in numerical order. The lowest numbered private company certificate that has not been purchased by a player is the currently offered certificate. This means that first certificate to be offered will be #1, the Gihoku Light Rail (GLR).

Beginning with the holder of the priority dealer card, each player in turn must either:

  1. purchase the currently offered certificate at face value, or;
  2. place a bid on another unowned private company certificate, or;
  3. pass

Placing A Bid

A bid may only be placed on an unowned private company certificate that is not the currently offered certificate. Only one bid may be placed on a player's turn. When a player places a bid on a private company certificate, the amount bid must be at least 5 higher than both the certificate's face value and the highest bid made for that certificate by any other player. A player may not bid twice on the same private company certificate. The amount of money bid must be set aside by the player until ownership of that particular private company certificate is determined. [I suggest placing the bid money near the certificate, on the side closest to the bidding player.]

Purchasing The Currently Offered Certificate

The active player may only purchase the currently offered certificate if no players have bid on it. In this case, the active player takes the certificate and pays the bank its face value, ending his or her turn.

If any players have bid on the currently offered certificate, all bidding players immediately participate in an auction for ownership of the certificate. Other players may not participate in the auction. The highest bid already on the certificate is the opening bid, and the other participating players in turn may either increase their bid, or pass. The winning player takes the certificate and pays his or her final bid into the bank, and the losing players return their bids to their personal cash. When a private company certificate is purchased in this manner, the active player is not considered to have taken a turn yet, and may take a turn as normal.

Passing

If all players pass in turn while the #1 Gihoku Light Rail (GLR) certificate is currently offered, reduce its face value by 5 [the currency symbol did not extract from the PDF]. [Suggestion: place 5 on the certificate as a reminder.] If the #1 Gihoku Light Rail (GLR) certificate is currently offered and its face value has been reduced to 0, the active player may not pass, and must purchase it for 0.

If all players pass in turn while a certificate other than the #1 Gihoku Light Rail (GLR) certificate is currently offered, the private companies pay out revenue (the revenue printed on each certificate is paid to the owner by the bank), then the initial stock round continues.

End of ISR

After all of the private company certificates have been purchased, the priority dealer card is given to the player to the left of the last player to buy a certificate. [The printed source reads "given the the player"; the duplicated word is read as "given to the player".] Now the first normal stock round (SR) begins.

Private Companies

No.NameAbbreviationFace ValueRevenueLocation
1Gihoku Light RailGLR205C4 Kurono
2Bisai RRBRR4010Tsushima (I6)
3Kagamigahara RRKGH7015Inuyama (D11)
4Nishisan TramwayNT11020Okazaki (L15)

Power of each private company

1. Gihoku Light Rail (GLR): Owning company may place a large city tile and / or a station marker for free in hex C4 Kurono, in addition to its normal placement. This closes the Gihoku Light Rail.

2. Bisai RR (BRR): Owning company may place a large city tile and / or a station marker for free in hex I6 Tsushima, in addition to its normal placement. This closes the Bisai RR.

3. Kagamigahara RR (KGH): Owning player may take a single share of the Mino Electric Tramway from the initial offering or the open market. A corporation owning the Kagamigahara RR cannot choose this option. Owning company may place an OO city tile and / or a station marker for free in hex D11 Inuyama, in addition to its normal placement. Using any of these abilities closes the Kagamigahara RR.

4. Nishisan Tramway (NT): Owning player may take a single share of either the Aichi Electric RR or the Mikawa RR from the initial offering or the open market. A corporation owning the Nishisan Tramway cannot choose this option. Owning company may place an OO city tile and / or a station marker for free in hex L15 Okazaki, in addition to its normal placement. Using any of these abilities closes the Nishisan Tramway.

4.5. Government RR Private (GRP): This private company is used in the 7 player game only. The director's share of the Government RR public company comes free with the Government RR private. Upon purchasing the Government RR private, immediately set the par value of the Government RR public company. The Government RR public company's starting capital is equal to twice its initial share price. The Government RR public company then immediately takes a free 2 train from the supply.

5. Sangū RR (SRR): An ordinary share of the Kansai RR from the initial offering comes free with the Sangū RR private. This share may not be sold until the Kansai RR has floated. The owning company may place a tile for free in hex O4 (labelled [label did not extract from the PDF]) in the southwestern board quadrant, in addition to its normal placement. This closes the Sangū RR.

6. Aichi Horsecar (AH): The director's share of the Nagoya Electric RR public company comes free with the Aichi Horsecar. Upon purchasing the Aichi Horsecar, immediately set the par value of the Nagoya Electric RR public company. The Aichi Horsecar immediately closes if a tile is placed in Nagoya, or if a station marker of the Nagoya Electric RR is placed anywhere.

[The ordinary share that may be taken by the owner of the KGH or NT follows the same rules as 1830 with respect to timing, with the explicit exception that the share may also be taken at any time during a merger or acquisition. Taking such a share does not count as a purchase, and the priority deal card does not change hands as a result of such a share being taken.]

Public Information

Player assets and company assets are both public. Cash of players and companies must be clearly separated.

End of Game

The game ends when either:

a) a player is bankrupted b) the bank runs out of money (play out the current set of ORs) c) the Pacific War begins (this happens when a full set of ORs have been completed since the beginning of Phase D)

Game Winner

The winner is the player with the highest value of combined cash and assets at the end of the game. A bankrupt player may win.

Floating Public Companies

The director's double share must be purchased first. This share counts as one certificate for the purposes of the certificate limit. When the director's share is purchased from the initial offering, the purchasing player sets the company's stock price.

Except for the Government RR, a company floats when 6 shares are sold. It immediately receives 6 x its par value as starting capital. It receives the remainder of its capital as the remaining initial offering stock is sold (or traded out from private companies).

When a company floats, place its marker on the stock chart. When a company floats, it places its initial station marker on its home base at the beginning of the next OR.

Government Railroad (GRR)

The Government RR floats when the director's share is purchased, and receives its capital piecemeal as each share of the initial offering stock is sold.

The GRR has two types of station markers: red and white. Red GRR station markers can only be placed in red hexes: hex A16 Gero, hex O20 Hamamatsu, or hex E20 Nakatsugawa. Only red GRR station markers may be placed in these hexes (white GRR markers, or the markers of other companies may not be placed in these hexes). The presence of a red GRR marker does not prevent other companies from obtaining revenue from a red hex.

The GRR may place red station markers on its reserved offboard hexes without needing a track connection, creating further railheads. These represent government track coming into the board from the Tokyo area.

White GRR station markers function normally.

At the end of the stock round in which it floats, the Government RR must place one of its red station markers on one of its red hexes: A16 Gero, hex O20 Hamamatsu, or hex E20 Nakatsugawa. This marker is not the GRR's home base; rather, it represents government railways from neighbouring areas building into the Nagoya region. At the same time, the GRR will place a white station marker on M10 Taketoyo, as its home base.

There will therefore be a total of two station markers placed by the GRR before it lays track for the first time: its free white station marker on Taketoyo (the GRR home base), and one of its free red station markers on one of the red hexes.

The red station marker placed by the GRR during this process does not require a track connection to any existing GRR track, and can be used as a railhead (to extend track from and run trains from).

At the end of each stock round, the GRR may lay as many yellow tiles as the number of shares (not certificates) that were bought from the initial offering during this stock round. Keep track of how many tiles the Government RR has placed this way. It may only place one tile per Government RR share sold from the initial offering, i.e. a maximum of ten tiles per game.

Laying tiles at the end of an SR does not prevent the GRR from laying or upgrading tiles in an OR.

Example: A player buys the GRR director's double share during a stock round. All players pass in turn, signalling the end of the stock round. As a final step before moving on to the OR, the GRR director places a free red station marker on Gero and its free white station marker on Taketoyo, then lays two yellow tiles. An operating round then begins. When the GRR operates, the GRR director does not place a home base token, since it was already placed at the end of the SR. The GRR may then lay one tile.

During the regular ORs, in its turn, the GRR can either lay 1 or 2 yellow tiles, or upgrade one tile.

Until the Tōkaidō line, Chūō line, and Kōzen line are all complete, the Government RR may only pay a half dividend [keeping the balance] or withhold and pay no dividend. When all three lines are complete, it gains the option of paying a full dividend, and the half dividend option remains available.

The Tōkaidō line is complete when there is track connecting hex F1 Maibara with hex O20 Hamamatsu. The Chūō line is complete when there is track connecting hex J9 Nagoya with hex E20 Nakatsugawa. The Kōzen line is complete when there is track connecting hex E6 Gifu with hex A16 Gero.

Station markers of other companies are ignored for the purpose of completing a line.

The Government RR cannot close due to entering the red region of the stock market. [If a stock movement would place its marker in the red region, it stops one square away.]

The Government RR pays half price when placing track tiles.

The Government RR may choose to lay two tiles in its operating turn, providing both tiles are yellow tiles.

The Government RR may only buy and sell trains at face value.

The Government RR can participate in a merger or acquisition, but it cannot be absorbed. It can only absorb other companies.

Forced Sale of Shares

If a player holds certificates in excess of the certificate limit, he or she must sell the excess certificates at the first opportunity (this will usually be the player's first action of the next stock round).

Certificate Limit

The certificate limit changes depending on the number of players, and on the number of companies currently in the game. At the beginning of the game, all 11 companies are in play, so the top row of the certificate limit table is used. The limit may change whenever a company closes due to merger, acquisition, or bankruptcy. When the limit changes, players over the limit must honour the new limit at the end of their turn during the stock round.

In phase 6 only, the certificate limit is calculated using only floated companies (i.e. don't include companies that haven't yet sold enough shares to float).

Companies2P3P4P5P6P7P
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Mergers and Acquisitions

Merger / Acquisition Prerequisites

  1. Both companies have floated
  2. Company whose director is proposing merger must have a home base marker on the board
  3. MERGER ONLY: Company to be absorbed must not have operated in the OR
  4. MERGER ONLY: Company to be absorbed has equal or lower share price than absorbing company
  5. ACQUISITION ONLY: Absorbing company has sufficient cash to acquire absorbed company
  6. Company to be absorbed is not the GRR
  7. Proposal accepted by shareholders

It doesn't matter which company is the absorbing company and which company is the absorbed company, as long as the proposed merger has sufficient shareholder support. Exception: If the Government RR participates in a merger or acquisition, it is always the absorbing company.

For each merger or acquisition company, 60% of the shares in each company must support the merger or acquisition, otherwise it does not go ahead. Stock in the initial offering is deemed opposed to the merger / acquisition, stock in the open market is deemed in favour of the merger / acquisition.

Merger / Acquisition Process

A merger or acquisition occurs when one company absorbs the assets of another, by reimbursing its shareholders with stock or cash from the absorbing company.

One company (the absorbed company) will be removed from the game, and the other (the absorbing company) will remain in the game.

Companies merge or acquire two at a time. If a group of 3 or more companies wishes to merge or acquire, the situation must be resolved as a series of two-way mergers and / or acquisitions.

Mergers and acquisitions may occur in phase 4 or later. Any public companies may merge or acquire during an OR (including the Government RR). A merger or acquisition must be proposed by the director of one of the participating companies, at any time during an OR, but in case of a merger, before the company to be absorbed has operated. In the case of a merger, the company to be absorbed must have a stock price equal to or lower than that of the absorbing company.

A track connection on the board is not required for a merger or acquisition, and a floated company may be absorbed without ever having operated. The company whose director is proposing the merger must have a home base token on the board before a merger or acquisition can occur.

If trains have been run by the absorbing company, the revenue must be withheld or paid out (as usual) before the merger or acquisition goes ahead.

The proposal will detail:

a) which two companies are participating b) which company is absorbing and which is being absorbed c) whether the absorbed company will be merged (reimbursing its shareholders with stock) or acquired (reimbursing its shareholders with cash) d) in the case of an acquisition, how much the absorbing company will pay for each share (50% to 200% of the absorbed company's current share value) -- the total amount to be paid must not exceed the value of the absorbing company's treasury.

Step 1. The stock price of the absorbing company increases after a merger or acquisition. Add the stock price of the two companies together to determine the new price. If the new price is not present on the stock market chart, or if it is present in multiple locations, move the absorbing company's stock marker to the leftmost number closest to the new stock price. The starting share price of the post-absorption company can never be more than the sum of the share prices of both participating companies.

Step 2.a. MERGER ONLY: Starting from the director of the currently operating company, and proceeding clockwise, shareholders place their shares of both companies in the open market, and take half as many 'Merger' shares from the merger box in exchange. Leftover shares that couldn't be exchanged (because of odd numbers) are placed in the open market, and the shareholders obtain half the price of the post-merger company per share, from the bank.

The 20% 'Merger' share certificate should be exchanged, if possible, with the director's share of the currently operating company. It is used to show who is the president of the post-merger company. Shares of both companies that are still in the initial offering are put in the open market, then the shares of the absorbed company are removed from the open market and put face down in their box in the initial offering. Finally, all players exchange their 'Merger' shares with the shares of the post-merger company, and the 'Merger' shares are returned to the merger box on the SPI. The 'Merger' shares are used as a player aid; it is possible to exchange directly with the shares of the post-merger company.

Step 2.b. ACQUISITION ONLY: All shareholders in the absorbed company are entitled to a cash payout from the absorbing company's treasury, at a price per share of half to double the absorbed company share price. The absorbing company must have enough cash to fully supply every shareholder, or else the acquisition does not go ahead. Shares in the open market and initial offering are paid to the bank.

Step 3. Transfer the treasury, trains, and private companies of the absorbed company to the charter of the absorbing company. The absorbing company now increases its train limit by one. (The limit can keep increasing as the company keeps absorbing other companies, and the companies inherit the train holding bonuses of other companies when merging/acquiring them). Remove the absorbed company's stock from the game.

Step 4. Determine the new director of the absorbing company. The new director is the player with the most shares in the absorbing company after Step 2 has been completed. If, as the result of a merger, two or more players end up with the same number of shares in the absorbing company, the director of the absorbing company is decided from among the tied players as follows. If one of the tied players is the former director of the absorbing company, he or she retains the directorship. Failing that, if one of the tied players is the former director of the absorbed company, he or she takes the directorship of the absorbing company. Finally, if neither former director is among the tied players, the tied player closest to the priority dealer in turn order takes the directorship.

Step 5. The director of the absorbing company may now choose to remove any of either company's markers from the board and return them to its charter. Any station markers of the absorbed company that remain on the board now count as markers of the absorbing company. If a hex has markers from both companies on it, at least one marker must be removed. At least one marker from either company must remain on the board at the conclusion of the merger / acquisition, so that track may be built and trains may be run.

Step 6. Transfer the unused station markers of the absorbed company (including any returned to the charter in the last step) onto the absorbing company's charter. Regardless of their original cost, these count as additional 100 markers. If the absorbing company has a 40 marker that it has not yet used, or a home base marker that it didn't get a chance to place, they also become 100 markers.

Step 7. The stock price marker of the absorbed company is removed from the stock market and placed onto the absorbing company's charter as an additional 100 station marker.

Step 8. The IPO (par value) price marker of the absorbed company is removed from the stock market and placed onto the absorbing company's charter as a reminder that the two companies have combined. [Or you can just slide the absorbed company's charter under the absorbing company's charter, so that both companies' names are visible.]

Note that the certificate limit may now change, as there is one less company in the game.

The absorbing company now has the option of paying a half dividend for the rest of the game, as per the Government RR.

Merger Example

Here is an example of a merger between the NER and the ARR in a three player game. The initial situation is as follows:

Nagoya Electric Railroad (NER) -- 70% in player hands -- 20% in the IPO -- 10% in the open market -- share price 125

Atsumi Railroad (ARR) -- 70% in player hands -- 10% in the IPO -- 20% in the open market -- share price 90

Player A has NER: 50% (director) for a total share value of 625 ARR: 40% (director) for a total share value of 360

Player B has NER: 10% for a total share value of 125 ARR: 30% for a total share value of 270

Player C has NER: 20% for a total share value of 250

Player A proposes a merger between NER and ARR, with NER absorbing ARR. As he owns 50% of NER and the 10% of NER in the open market must vote in support, the majority of NER stock backs the merger. Likewise, Player A's 40% stake in ARR and the 20% of ARR in the open market vote in favour. The merger goes ahead.

  1. The post-merger company will be NER, as per Player A's proposal.
  2. The price of the NER post-merger will be 200 (closest number to the left of 215 on the chart), so the NER share price token is moved to 200. The cash, trains and leftover tokens of the ARR are moved to the NER charter; the par price token of the ARR is also put on the NER charter as a reminder.
  3. Share exchanges:
    • Player A exchanges his 50% of NER and 40% of ARR with 40% of 'Merger' shares (the President certificate and 2 shares), and takes 100 from the bank. He then places all his shares of both companies in the open market.
    • Player B exchanges his 10% of NER and 30% of ARR with 20% of 'Merger' shares (two 10% share certificates). He then places all his shares of both companies in the open market.
    • Player C exchanges his 20% of NER with 10% of the 'Merger' shares. He then places his shares of the NER in the open market.
    • Shares of the NER that are still in the initial offering are put in the open market, and the shares of the ARR are put face down in their box in the initial offering. The ARR shares will not be used again.
    • All players now exchange the 'Merger' shares with the NER shares in the open market. 30% of NER remains in the open market.
  4. Train limit: If the NER has more trains than the limit (including the merger bonus of one extra train), it has to discard the trains in excess.
  5. Station markers: The director of the NER can now take back from the board to the NER charter as many station markers of either company he wants, and has to remove any illegal markers (at least one token from multi-slot cities with one token each of the NER and ARR).

The operating turn proceeds normally (if the merger was made at the beginning of the NER operating turn, then the NER can now lay a tile and operate normally.

As a result of the merger, the players' net worth changed as follows:

  • Player A had 985 prior to the merger, and 900 after the merger, losing 85.
  • Player B had 395 prior to the merger, and 400 after, gaining 5.
  • Player C had 250 prior to the merger, and 200 after, losing 50.

Phases

The phase table gives, for each phase, what triggers it, the tiles and trains available, the number of operating rounds (ORs), the train limit and the Government RR train limit. The notes are listed beneath the table, grouped by the phase row they sit beside on the printed table. Text extraction from the PDF does not preserve every row boundary exactly, so the grouping follows the printed layout as closely as the extracted text allows.

PhaseTriggered ByTiles AvailableTrains AvailableORsTrain LimitGRR Train Limit
1Start of gameNoneNone000
2End of initial stock roundYellow2144
3Purchase of first 3 trainYellow, green2, 3244
4Purchase of first 4 train

Phase 1 notes

  • Initial stock round
  • Certificates cannot be sold
  • Privates may not be purchased by public companies

Phase 2 notes

  • Mergers and acquisitions not allowed
  • Offboard areas use top revenue box
  • Privates may be purchased by public companies

Phase 3 notes

  • Mergers and acquisitions not allowed
  • Offboard areas use top revenue box
  • 2 trains rust

Phase 4 notes

  • Privates may be purchased by public companies
  • Mergers and acquisitions allowed
  • Offboard areas use top revenue box

Phase 5 notes

  • Privates closed
  • Mergers and acquisitions allowed
  • Offboard areas use middle '5' revenue box
  • 3 trains rust

Phase 6 notes

  • Privates closed
  • Mergers and acquisitions allowed
  • Offboard areas use middle '5' revenue box
  • Two-dot small cities may be upgraded
  • Diesels available (first diesel may be bought by trade-in)
  • If no diesel is bought during an OR in phase 6, finish the actual OR and move to the SR (when in phase 5, if one company buys a 6-train, and no D-train is bought during the same OR, finish the OR and move to the next turn's SR)
  • If a diesel is purchased during an OR in phase 6, play out the current set of ORs before implementing phase D
  • The Showa Depression occurs. During the Showa depression, shares can't be bought from the initial offering, and each time a share is sold, the price drops two rows instead of one. At the end of the stock round, any companies that have shares in the open market have their share price drop one row. If the price falls while the token is already on the bottom row during the Showa depression (for any reason), the counter is moved one row up and one to the left.
  • In phase 6 only, the certificate limit is calculated using only floated companies (i.e. don't include companies that haven't yet sold enough shares to float).
  • One OR only, due to reduced economic activity during the Showa depression

Phase D notes

  • 4 trains rust
  • Unlimited diesel (D) train cards available (re-use rusted cards as diesels if needed)
  • Privates closed
  • Mergers and acquisitions allowed
  • Offboard areas use bottom 'D' revenue box
  • Two-dot small cities may be upgraded

Stock

Similar to 1830. Players may sell-buy or buy-sell. Outside the period of the Showa depression (Phase 6), once a token hits the lowest row it cannot go further. [I take this to mean that shares that would drop below the ledge don't move left, rather than meaning that no companies can close by entering the red zone during the depression.]

Buy one share or player held private company at a time, plus any number of shares in the green zone. Players may purchase private companies from each other for any agreed price. [Public companies purchase privates as per 1830 (at 50% to 200% face value, during an OR).]

A fully subscribed company (all shares in player hands) rises one row on the SPI at the end of an SR. If it's already in the topmost row, it goes one row down and one column to the right.

Stock purchases from the open market are paid to the bank.

In the Showa depression, shares can't be bought from the initial offering, and each time a share is sold, the price drops two rows instead of one. At the end of the stock round, any companies that have shares in the open market have their share price drop one row. If the price falls while the token is already on the bottom row during the Showa depression (for any reason), the counter is moved one row up and one to the left.

Shares in yellow zone can be held in excess of certificate limit. Shares in green zone can be held in excess of certificate limit, and in excess of 60% ownership. Companies in the red zone close without compensation, and are entirely removed from the game (shares, markers, etc). Check whether the certificate limit has changed after a company closes in this manner.

Government RR can't enter the red zone.

You can't buy a share in a company and sell shares in the same company in the same buy-sell or sell-buy action.

Operating Rounds

Step 0. Must place home base free station marker, if company has just floated (exception: GRR).

Step 1. May place track or upgrade track. The placing company must be able to make use of the new track, as per 1856. There is no tile upgrade chart in the original Japanese, but most of the tiles are present in either 1830 or 1856, so catch a vibe from those. Small cities may be upgraded from Phase 6 onwards (as per 1856), but can't be downgraded. Remember that the Government RR has many special rules relating to track laying.

If a hex is marked with a letter (B, NY, or OO), it can only be upgraded using tiles with a matching letter. Letter tiles may not be placed in unlettered hexes.

Exception: L tiles work as per L tiles in 1856, i.e. unlettered yellow and green tiles may be placed in a L hex, but only brown L tiles may be placed in an L hex. Brown L tiles may not be placed in a non-L hex. In 1886, L stands for Large, and the tiles represent cities that have chosen to limit rail development to provide balanced land use (presumably in the form of high-density housing).

Step 2. May place station marker, unless doing so would block another company's home base. A company may not place a second station marker on a hex that already contains one of that company's station markers. The placing company must have a track connection to the city where the station marker is to be placed. Exception: The GRR may place red station markers on its reserved offboard hexes without needing a track connection, creating further railheads. These represent government track coming into the board from the Tokyo area.

Step 3. Must run trains. Same rules as 1830 (small cities count as stops).

Step 4. Must pay dividend or withhold. Check whether company can pay full dividend, half dividend, or both. Full dividend moves stock right one space. Half dividend, no change. Withholding, left one space. Shares held by the initial offering pay into the company treasury, shares in the open market pay into the bank.

Step 5. Must buy at least one train, if trainless. Otherwise, may buy any number of trains. The number of D (diesel) trains included with the game is not an intentional limit. [Rusted train cards may be reused as diesels if the supplied diesel cards run out.]

Public Company Descriptions

NameAbbreviationColourStation MarkersHome Base
Government RRGRRBlack4 white + 3 red (for offboard lines)M10 Taketoyo
Nagoya Electric RRNERLight Red4I8 Nishi Biwajima
Sangū Electric RailSERYellow4P3 Nakagawa
Mikawa RRMRRDark Blue3M12 Hekinan
Kansai RRKRRLight Green3

The printed table also has a Kanji Symbol column, whose entries did not extract from the PDF and are omitted here.

Scrip Manifest

12000 bank, comprised of:

  • 14 x 500
  • 30 x 100
  • 20 x 50
  • 30 x 20
  • 26 x 10
  • 20 x 5
  • 10 x 2
  • 20 x 1

Glossary

The Japanese-script terms did not extract from the PDF. Each entry gives the romanisation and English term as printed.

  • Director's Share: shuchuu kabu
  • Seki (B9): seki
  • Seto (H15): seto
  • Seto Electric RR (public): seto denki tetsudou
  • Taketoyo (M10): taketoyo
  • Tadotaija (J3): tadotaija
  • Tajimi (F17): tajimi
  • Kegon Temple, Mt. Tanigumi (B1): tanigumisan kegonji
  • Tarumi (A6): tarumi
  • Chiryū (K14): chiryuu
  • Chūō line: chuuou honsen
  • Tsushima (I6): tsushima
  • Tōkaidō line: toukkaidou honsen
  • Tōmi RR (public): toumi tetsudou
  • Tokoname (M8): tokoname
  • Toyokawa Inari Shrine (M18): toyokawa inari
  • Toyobashi (N17): toyobashi
  • Nakagawa (P3): nakagawa
  • Nakatsugawa (E20): nakatsugawa
  • Nagoya (J9): nagoya
  • Nagoya Electric RR (public): nagoya denki tetsudou
  • Nishisan Tramway (private): nishisan kidou
  • Nishi Biwajima (I8): nishi biwa jima
  • Hamamatsu (O20): hanamatsu
  • Bisai RR (private): bisai tetsudou
  • Hekinan (M12): hekinan
  • Maibara (F1): maibara
4.5Government RR PrivateGRP1300Taketoyo (M10)
5Sangū RRSRR16025O4 (mountain hex)
6Aichi HorsecarAH22030I8 Nishi Biwajima
13
11
09
07251814111008
06221512100807
05201310080706
04 - 00181008070606
Yellow, green
3, 4
2
3
4
5Purchase of first 5 trainYellow, green, brown3, 4, 5333
6Purchase of first 6 trainYellow, green, brown, grey4, 5, 6, D123
DPurchase of first D trainYellow, green, brown, grey5, 6, D323
M4 Yokka City
Aichi Electric RRAERDark Green3L9 Ōtagawa
Mino Electric TramwayMETDark Red3B9 Seki
Ise Electric RRIERPink2O6 Shin
Tōmi RRTRRLight Blue2D15 Kani
Seto Electric RRSRRGrey2H15 Seto
Atsumi RRARRWhite2P17 Kōji
  • Matsusaka (P7): matsusaka
  • Mikawa RR (public): mikawa tetsudou
  • Mino (A10): mino
  • Mino Ōta (C14): mino oota
  • Mino Electric Tramway (public): mino denki kidou
  • Yanagase (D7): yanagase
  • Priority Deal: yuusen baibai
  • Mt. Yuno Hot Springs (N1): yunoyama onsen
  • Yōrō (H1): yourou
  • Yokka City (M4): yokkashi
  • Aichi Electric RR (public): aichi denki tetsudou
  • Aichi Horsecar (private): aichi baja tetsudou
  • Atsuta Shrine (J11): atsuta jinguu
  • Atsumi RR (public): atsumi tetsudou
  • Iida (K20): iida
  • Ise Shrine (Q8): ise jinguu
  • Ise Electric RR (public): ise denki tetsudou
  • Open Market: ichiba
  • Ichinomiya (G8): ichinomiya
  • Inabe (L1): inabe
  • Inuyama (D11): inuyama
  • Ibi (C2): ibi
  • Iwakura (G10): iwakura
  • Yen: en
  • Ōgaki (F3): oogaki
  • Ōtagawa (L9): ootagawa
  • Ōbu (K12): oobu
  • Okazaki (L15): okazaki
  • Owase (Q4): owase
  • Kagamigahara RR (private): kagamigahara tetsudou
  • Kasugai (G12): kasugai
  • Kani (D15): kani
  • Government RR (public, also private in 7P game): kanei tetsudou
  • Kameyama (O2): kameyama
  • Kariya (L13): kariya
  • Kansai RR (public): kansai tetsudou
  • Gifu (E6): gifu
  • Gihoku Light Rail (private): gihoku keiben tetsudou
  • Kurono (C4): kurono
  • Kuwana (L5): kuwana
  • Gero (A16): gero
  • Kōji (P17): kouji
  • Kōzen line: kouzen honsen
  • Kōwa (O10): kouwa
  • Komaki (F11): komaki
  • Koromo (K16): koromo
  • Sangū RR (private): sanguu tetsudou
  • Sangū Electric Rail (public): sanguu kyuukou dentetsu
  • Shin (O6): shin