This 18xx game takes the basic mechanics from Tresham's 1829 and adds several new elements. Players seek to make the most money by buying and selling stock in various rail companies located on a German map. The board itself is actually a fairly abstract hexagonal system, with track tiles placed on top of the hexes. Players buy and sell stock in various share companies, whose actions are controlled by the majority stockholder. The stock manipulation aspect of the game is not as brutal as in 1830. Plus each 18xx title adds new and different elements to the game.
This game features minor rail companies, layered stock offerings, and the formation of the Prussian railroad from the minor companies. A game is finished when the bank runs out of money, and the player with the greatest personal holdings wins.
1930 - Learn While Playing
- investment in airlines, stock-based actions, and competitive growth
- set in the year 1930, focusing on early aviation and airline industry expansion
- instructional demonstration
Mechanics (from transcript analysis)
- bank, reserves, and bankruptcy — stocks liquidated at game end for current prices; bankruptcy occurs if certain conditions are met, removing stocks and gates/hubs from the board
- contracts — private contract cards provide targeted payouts or effects; require airlines to have gates in certain cities; impact stock values and incomes
- contracts and payouts — private contract cards provide targeted payouts or effects; require airlines to have gates in certain cities; impact stock values and incomes
- end of turn adjustments / stock market penalties — penalties applied if airlines do not fly; stock prices adjust at end of turn; penalties depend on city counts and technology differentials
- expand/gate placement — placing gates to increase income; gates come from the supply; cities have gate slots; expanding also depends on technology level
- fly action — the CEO of a company (largest holder) selects a reward/delivery option when a flight occurs; dividends, tech upgrades, gates, and hub implications may follow
- hub action — place hub tokens to boost airline efficiency and unlock hub-related benefits; hubs connect to cities with hub icons and gates
- operation phase — each stock token represents an action for the corresponding airline; up to seven actions per round per player pairwise; players must act if possible
- relocate gates — move gates to different cities with constraints; must not reduce overall income; hubs constrain relocation
- stock phase — players buy stocks for airlines; initial stock phase sets up starting conditions and prices
- tech track and upgrades — advancing technology increases reach to cities and enables upgrades; affects income and where gates can be placed
- upgrading cities — upgrade cities to higher technology levels; increases base income for all airlines with gates in upgraded cities
Video topics + discussion points
Quotes (from this video)
- the goal of the game is to make as much money as possible
- each Airline can fly a maximum of once per overall turn
- you must perform an action if you have a legal action to do
- the game ends after six full rounds