1817 is a railroad operations and share trading board game in the 18xx series with a distinct financial flair. It is named after the year the New York Stock Exchange opened at 40 Wall Street in New York.
1817 differentiates itself from other 18xx games with its sophisticated financial mechanics that simulate the laissez faire capitalism of early America. While all the familiar mechanics of an 18xx game are present, such as placing tiles, purchasing tokens, and running trains, the game is won or lost based on the financial decisions you make.
1817 includes financial mechanics seen in other 18xx games such as mergers, friendly takeovers, and conversions to different share structures. Beyond these basics, 1817 introduces several additional financial mechanics such as short selling, market driven interest rates, hostile takeovers, and corporate liquidations. The most unique is selling stock short. Short selling is the practice of selling stock you don’t own with the intention of buying the stock back at a later date. You hope to profit from a decline in the price of the stock between the sale and the repurchase. Conversely, you will incur a loss if the price of the stock increases before the repurchase. You are also liable for dividends paid while holding the short position.
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- The game offers deep strategic choices.
- The player interaction is engaging.
- The map building aspect is interesting.
- The game has a lot of replayability.
- The game is described as having 'heavy lifting' and being 'scientific'.
- The game has a complex ruleset that requires careful attention.
- Mistakes can be costly ('mistakes were made', 'collateral damage').
- The game can be 'brutal' and 'hard'.
Mechanics (from transcript analysis)
- Auction — Companies are auctioned off at the start of the game, with bids determining ownership.
- Company Mergers — Two minor companies can merge if their presidents agree, combining their assets and abilities.
- Route Building — Players lay track to connect cities and destinations, enabling company operations.
- Stock market — Players invest in companies, with stock prices fluctuating based on company performance.
- tile laying — The primary focus of the early part of the video is the players building the game map by placing tiles.
- Train Acquisition — Purchasing trains is a core mechanic, impacting a company's operational capabilities and train limits.
- Train Rust — Trains can 'rust' and be removed from play if certain conditions are met, impacting a company's train capacity.
Video topics + discussion points
Quotes (from this video)
- Mistakes were made.
- I hate 18xx so much.
- No, you don't hate it, it hates you.
- The rusted train does not count towards train lock.
- I'm going to sell and buy because I can do an Andor.
References (from this video)
- Big Euro
Mechanics (from transcript analysis)
- Cube rail — Mentioned as a mechanic in the game.
Video topics + discussion points
Quotes (from this video)
- I think it's fairly S tier stack for 90 bucks
- how do you rank this $90 spent?
- how do you think we did for 90 bucks?
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I think it's fairly S tier stack for 90 bucks
- how do you rank this $90 spent?
- how do you think we did for 90 bucks?
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- But out of that conversation, someone mentioned that when they're finished learning a game, then they said about trying to figure out how they're going to store all the bits and pieces back into the box.
- And this has really become almost a side hobby to our gaming hobby.
- The publishers don't always include a good insert or the right kind of storage material so that once you've got everything out of the shrink wrap, all the different pieces punched out, then you have a good way of storing it.
- So, it's going to be very easy to get all those pieces back out onto the table so you can start playing again as quickly as possible.
- So, for example, in this game here, 1812, there are different dice that go with different cubes and then also cards that go with these particular packages.
- So, when I'm ready to play, I can just say, "Okay, you're the blue player. Here's all your pieces. yellow. Here's all your pieces and off we go."
- Uh cards though, sometimes I will keep them separate from the pieces because I don't want them getting dinged up.
- So, I will sometimes sleeve them.
- The cost to sleeve a full game if it has a lot of cards can be almost as much as the game itself.
- So, I will really only sleeve things that I'm going to be using a lot.
- And so, this is a nice way to organize different sets of of uh cards.
- And once I've got all the sleeves out of it, sometimes I'll use this to store the cards as well.
- But I'd really like to hear what do you do?
- Have you come with some special solutions for certain games in particular or games in general?
- Maybe you don't do anything at all and you just throw everything back in the box.
- If so, I'd like to hear that too, to be honest.
- And listen, I would love to get video responses.
- If you have a special game in particular, you put some time into how you organize it, shoot a quick video and let me know. I'd love to see it.
- Maybe I have the same game and I can learn some tips from how you've done it.
References (from this video)
- Strong blend of hand management and area control
- Two-player friendly with a solo variant
- Clear programming motif with elegant and approachable design
- High abstraction level may deter casual players
- Strategic depth requires careful planning and long-term thinking
- coding/algorithm-inspired abstract strategy
- Abstract strategy about program lines and code-like structures
- neutral, puzzle-like
Mechanics (from transcript analysis)
- Area Control — Control lines on a program display to gain points.
- area_control — Control lines on a program display to gain points.
- hand management — Players manage a 16-card identical deck to influence future moves.
- hand_management — Players manage a 16-card identical deck to influence future moves.
- programming_theme_placement — Cards are placed to form a running program that determines scoring.
- run_and_score — Points awarded based on how the program runs and line control.
Video topics + discussion points
Quotes (from this video)
- Tango is a really fun trick taker
- Tango really shines ... two players although Tango really shines
- Players secretly select their role and create temporary alliances employing any tactics necessary to outwit their soon to be traitorous Partners
- The bottle imp will take your points away
- This revamped version features brand new and old roll cards as well as refined rules that enhance the gameplay experience
- Now you can enjoy the fun with up to nine players expanding beyond the original 3 to 8 players
- 101 is an abstract strategy card game that combines hand management and area control mechanics
- the game concludes in one of two ways