Summary
--------------
SR1:
P1 bought N&C@30, S&R@25, SAM@140
P2 bought SEW@30, S&D@30, ND@135
SR2:
P1 bought LN@120
P2 bought HS@120
OR2b:
ND&HS merge into NER@90
SR3:
P1 bought NB@145
OR3a:
NER bought the first 4 train.
SAM@LN merge into MR@100
NB not connected.
OR3b:
MR bought the first 5 train
NB merged into MR
].[At this point I didn't record at least one intervening SR because
nothing of note happened[
SR5?:
P1 started GCR in York@80
P2 started GNR in York@80
SR6?
At this point we bought into each other's companies
OR7a?
Game end
P1 = 4236, P2 = 3749.
Notes
--------
We used the new method of determining SR order. P1 started in most
rounds through having more cash left at the end of the previous
SR. We think this is a better rule than the previous one.
We played with four public companies instead of the three in the
rules. See below for comments about this.
The share holdings at the end were symmetrical: 6/4 MR, 4/6 NER & 3/3
GNR:GCR (The GNR & GCR had the same value). So the share prices of
the major companies were key. The NER started lower and never caught
up. In fact it withheld income once, but even if it had not done so
it would not have caught up. So a key point of the game was that P1
paid less for his private companies.
On the track front, the NB built to Darlington and by-passed York to
reach the south. The Darlington by-pass was not built until well
into phase 5 and York was only built when the 3rd and 4th public
companies were floated. The Settle-Carlisle route was built in OR3b
and provided the MR with a very profitable 3 route.
Apart from the usual #19, #23, #24 & #25, the only plain green tile
laid was a #30 to the north of Newcastle. That wasn't the best
option to connect to both Carlisle and Berwick but a lot depends on
how Newcastle upgrades. The only plain brown tile laid was a
#46. We didn't run out of #4 tiles (although we would have added
extra ones if needed). We didn't need the extra #58 tiles (above the
four provided with 1861).
P1 bought the extra 3 train and ran it successfully. P2 bought the
first 4. At this point P1 declined the option to buy the second 4,
as his 3 was just about holding its own thanks to the Settle-Carlisle
route and the +20 for Carlisle from the N&C. So P2 bought the second
4, reasoning that this would extend his lead in trains. P1 responded
by buying the first 5.
We spent quite a long time working out the options for where to start
the 3rd and 4th companies. If we'd planned ahead, we might have
upgraded more station tiles to give more options. There were some
interesting possibilities regarding Darlington and the effect of
opposing garrisons. Sunderland seemed worthless. Barnsley seemed
awkward (but in practice probably would have worked). The starting
price was largely determined by the need to get the right amount of
capital into the companies (although P2 missed the option of buying a
train from his other company).
Comments
----------------
This was an enjoyable game.
For us, the extra public company improved the game markedly because
it introduced more choice. Although we did observe that one reason
P1 did better was probably that he invested earlier in the NER than
P2 did in the MR, which corresponds to Ian's expectations. So
starting a second company isn't necessarily the best
tactic. However, we prefer to have the choice and the freedom to
experiment with these tactics, rather than the game imposing a
restriction. We intend to play with four companies in the future.
We perceived a sensitivity of the final share value on the initial
auction. If true, this seems to devalue the intervening game play to
an extent. We wondered whether it would help to introduce occasional
double-jumping, moving a company's marker two spaces on the stock
price chart if its income/share is, say, four times its current share price?
The N-S runs are obviously valuable; we wondered if they are a bit
too valuable, particularly in the early game? We were by-passing
major cities (York, Newcastle) in order to get the N-S runs. The
bonus could instead vary with phase, e.g. 40/50/60/60 (note that the
final 60 can be doubled by a 3+3E). On the other hand, this might
spoil some of the fun to be had from inventive route building. Has
this already been tried?
The 3 train wasn't poison in this game, but this was partly because
it was running a N-S route with an additional +30 from two
privates. Less optimal private companies would have weakened it,
possibly giving a stronger advantage to whoever bought the first
4. (And this argues against reducing the N-S bonus in early
phases). IMO, this remains an issue to keep an eye on.
In our next game, I plan to remove all the #17, #18, #21 & #22 tiles
and one each of the #26, #27, #28, #29, #30 & #31 tiles (14 in all)
and see whether that affects the game in any way. I view that as
quite conservative; I might also remove the other #26 and #27 tiles as well.
Dave.
| hi ian and all is 1812 supposed to be an 'introductory' type of 18xx for newbies to 18xx? but also supposed to be for good 18xx players to play quickly? if you went with an 1846 phased out type of train rather than the instant death of the 61 version, it would help newbies, and avoid 'poisoning'. if you had 'instant death' as an alternative, to be decided before playing, this would appeal to the more experienced type of player, who likes the 'hah! shot you down' type of financial finagling that danny does so well usually in 1861, when he produces a 4 train out of the hat to the bemusement of others who did not think he could do it just yet...... just a thought..... john b --- On Mon, 12/10/09, Ian D <ianwil...@btinternet.com> wrote: |