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[ GETTING READY TO LEARN 1861/1867 \

Learning to play an 18xx game from a rulebook can Track Tiles


be a bit intimidating! If you are new to 18xx, we re-
commend you read this quick start guide to get familiar
with high-level ideas before jumping into the rulebook.

Goal of the game


The players are a group of investors who each have the
same amount of starting money and are all aiming to be Track tiles will be placed on the map to build routes
the wealthiest player at the end of the game. During the for trains to run on. Track tiles will be able to upgrade
game, players will start, operate, and invest in railroad as the game progresses creating more connections and
companies to improve their net worth. improving the values of cities.

How 1861/1867 play Station tokens


1861 and 1867 are about how the two huge nations of
Russia and Canada developed their railway networks.
They did so by subsidizing many small railway com-
panies which later were consolidated into large railway
systems. 1861 and 1867 simulate this by starting the Station tokens represent where a company operates on
game with Minor Companies which are eventually used the map. Companies will place station tokens on the
to form Major Companies. map to establish and maintain their presence.

Getting familiar with the


components

Map

Above is a closer look at a map and its features. You


can see some track tiles and station tokens have already
been placed.

This is a double-sided map where companies will


operate. Like many of the included components, one
side is used for playing 1861 and the other for 1867.

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Stock Market Stock Certificates

Stock Certificates represent ownership in


The Stock Market is where the value of a company is companies. Minor Companies are represented by one
tracked during the game. There are two options to play certificate while Major Companies are represented by
with, the Grid Market and the Column Market. multiple certificates.

Trains & the Train Yard

Company tokens will be placed on the Stock Market


which represent their current value. When a company
does something that increases or decreases its stock
price, its token will move.

Company charters
Trains will be purchased by companies and used to
generate revenue by running routes that connect the va-
rious towns, cities, and off-board locations on the map.

Private Companies

A charter represents a company. Any assets that belong


to a company are placed on top of its charter and are
only owned by the company — not the player! You can imagine these as companies that are so small
they only operate within a single hex of the map.
The game starts with Minor Companies which will Instead of going through operating steps, a Private
eventually be used to form into Major Companies. Company pays a fixed revenue to its owner.
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Sequence of the game Trains & Game
Phases
Each train has a large number
in the upper-left corner. Trains
are grouped by this number to
form a rank. When purchasing
trains, only the lowest rank is
available. So in order to pur-
chase a 3-train, all 2-trains
must first be purchased.

The game is broken up into


phases. The game phase will
affect rules such as what tiles
are available, how many trains
a company may hold, or when
trains will “rust” (be removed
from play due to being
obsolete).

The game will start with a one-time Private Company A phase change happens when
auction and will then cycle through Stock Rounds, the first train of a new rank is
Operating Rounds, and Merger Rounds in a set order purchased.
until the game end trigger is met.

Stock Rounds
Players will use their money to start or invest in
Train Rusting
companies. At the beginning of the game, they will only
be able to start Minor Companies in a Stock Round. As
the game progresses, they will be able to also start or
invest in Major Companies.

Operating Rounds
Players will operate companies on the map to earn
revenue. Companies will lay and upgrade track, pur-
chase trains, then use those trains to run routes
for revenue.

Merger Rounds
Players will have the opportunity to upgrade
their Minor Companies into Major Companies.
As train technology moves forward, older models
become obsolete. A train rank will “rust” when a train
that is twice its number value is purchased (i.e. the
first 4-train rusts the 2-trains). When a train rusts, it is
immediately removed from play. Train ranks 5 or
higher do not rust and are considered “Permanent”.

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Building Track Running Trains

Track tiles will be placed on the map to develop routes


that trains will run on. The game starts with yellow
tiles which have simple track. Eventually, other co-
lors will open up which can be used to add more track
connections or increase city values. Companies will use trains to run routes to generate
revenue. The large number on the train indicates how
When placing or upgrading track, the newly placed tile many revenue centers (cities, towns, or off-board loca-
must preserve everything that was previously there. tions) it can count on its route. The revenue generated
is the sum of the values each train can run to without
reusing track. Towns may be skipped.
Distributing Earnings and
In the above example, KR has a 2-train and a 3-train.
Adjusting Stock Price It runs a 2-train route earning $80 and a 3-train route
earning $100. Even though the 2-train visited the town
between the two green cities, the train did not have to count
that town for its revenue. KR’s total earnings for the round
is $180.

Shuffling Trains

The revenue generated by running trains can


either be paid to shareholders or withheld into the The order companies operate in and how money is
company treasury. distributed between them can have big implications.
However, the only way money can be transferred
When a company pays dividends, shareholders are between companies is by purchasing trains. As a result,
happy and the share price will increase. When a a critical aspect of 18xx games, especially 1861/1867,
company does not pay dividends, shareholders are upset is buying trains between companies. If a player
and the share price will decrease. controls both companies in a transaction, they can set
whatever price they want for a train (that is at least $1).
This allows players to manipulate where money or
trains end up, which can then be used to orchestrate
game-winning maneuvers.

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National Railway Managing your portfolio

The National Railway has its own charter but is not


a company players may own. Instead, the National
Railway is an automated player that will purchase
trains and absorb companies from players through
Nationalization. In 18xx, you are first and foremost an investor. Even
though you will be operating companies, your end score
is determined by how valuable your portfolio is, so be
Nationalization sure to keep that as your primary focus.
Nationalization happens when a company is insolvent. Organize your tableau of stock certificates so you can
This is usually when a company does not own a train clearly track your ownership of the various companies
and cannot afford one. The player will “sell” their in play.
company to the National Railway at a discounted price.

Keeping the game moving


Converting/Merging Minors
18xx games are known for taking a long time to play.
While it is true 18xx games on average take longer to
play than most Euro-style games, a large reason they
take so long is that players are not actively advancing
the game by purchasing trains. A good rule of thumb
for beginners is to purchase trains as often as possible,
even if that means your existing trains will rust or
companies will nationalize! This will keep players on
their toes and will likely make for a more exciting game.

A defining feature of 1861/1867 is the Merger Round.


Players will start the game operating a plethora of
Minor Companies that will be used to form into just a
handful of Major Companies. If Minor Companies don’t
eventually Convert or Merge into Major Companies,
they are vulnerable to being nationalized.

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1861S Detailed Operating Round 1A
Example of Play Private Companies: Player 1 receives $30 for P5,
Player 2 receives $15 for P2, Player 3 receives $10 for
If you are new to 18xx, prior to playing your first game, P1, Player 4 receives $45 for P3 and P4.
we recommend you set up the board and follow through
the game example over the next several pages. Minor Companies operate:

Setup: N operates:

Set up bundles according to 1861S 4-player scenario. • Lays no track


• Does not run trains No track
Bundle 1: Private 5, N with $165, Bonus Cash $20 • Pays no dividends
• Stock price ← to 70
Bundle 2: Private 2, SPW with $120, RO with $100, • Purchases 2-train for $100
Bonus Cash $10 MK operates:
Bundle 3: Private 1, MK with $140, KR with $100, • Lays straight town (H10),
Bonus Cash $5 pays $20 to lay straight
track (H12)
Bundle 4: Private 3, Private 4, MNN with $130 • Does not run trains
• Pays no dividends
For this example of play, instead of bidding for bun- • Stock price ← to 65
dles, assign bundles to players in clockwise order such • Purchases 2-train for $100
that Player 1 receives Bundle 1, Player 2 receives Bun-
dle 2, etc. Each player receives $275 less than the nor- MNN operates:
mal starting capital in a 4 player game, so each player
should have $40 in addition to any cash they received • Lays gentle curve (I7)
with their bundle. Give the Priority Deal marker • Does not run trains
to Player 1. • Pays no dividends
• Stock price ← to 60
A Minor Company’s stock price is set to half the amount • Purchases 2-train for $100
that is placed on its treasury (rounded down). When a
token is placed is a space that already has tokens in SPW operates:
it, the new token is placed below. Using the Column
Market, this is how the tokens should be laid out.
• Lays tight town (B8),
pays $20 to lay gentle
track (B6)
• Does not run trains
• Pays no dividends
• Stock price ← to 55
• Purchases 2-train for $100
RO operates:
• Lays gentle “Y” city (B4),
pays $20 to lay straight
track (D6)
• Does not run trains
• Pays no dividends
Dealing out assets in this way lets us skip the Private • Stock price ← to 45
Company Auction and the first Stock Round. Play will • Cannot afford 2-train,
takes loan, adding $45 to
begin with the first Operating Round. treasury and purchases
2-train for $100
• Purchases 2-train from
SPW for $1

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KR operates: Merger Round 1A (skipped until Phase 3)
• Lays gentle “Y” city (G15),
pays $20 to lay straight
track (F14)
Operating Round 1B
• Does not run trains Private Companies: Player 1 receives $30 for P5, Player
• Pays no dividends 2 receives $15 for P2, Player 3 receives $10 for P1, Player
• Stock price ← to 45 4 receives $45 for P3 and P4.
• Cannot afford 2-train,
takes loan, adding $45 to Minor Companies operate:
treasury and purchases
2-train for $100 N operates:
• Purchases 2-train from • Lays no track
MK for $5
• Runs 2-train for $80
Major Companies would normally operate after Minor • Half Pays ($40 to N, $40 No track
to Player 1)
Companies, but none have been formed yet.
• Stock price → to 80
The National Railway would then operate after all
• Does not purchase train
Major Companies, but only in Phases 4 to 7. MK operates:
• Lays gentle track (H14)
The board state at the end of • Does not run trains
Operating Round 1A. • Pays no dividends
• Stock price ← to 60
• Cannot afford 2-train,
takes 2 loans, adding $90
to treasury and purchases
2-train for $100
MNN operates:
• Lays gentle track (J8)
• Runs 2-train for $70
• Half Pays ($35 to MNN,
$35 to Player 4)
• Stock price → to 65
• Does not purchase train
SPW operates:
• Lays no track
• Does not run trains
• Pays no dividends
• Stock price ← to 50
• Cannot afford train with
maximum loans and is
nationalized No track
• Stock price ← to 45 for
being nationalized. Player
2 receives $90. All SPW as-
sets are transferred to RSR.
SPW's station token is re-
placed with an RSR station
token. All SPW components
are removed from play.

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RO operates: The board state at the end of
• Lays gentle track (E7), Operating Round 1B.
pays $20 to lay tight city
(E9)
• Runs 2-train for $70, runs
2-train for $50
• Half Pays ($60 to RO, $60
to Player 2)
• Stock price → to 50
• Pays $5 loan interest, then
pays $50 to repay loan
• Does not purchase train
KR operates:
• Lays gentle town (E13)
• Runs 2-train for $60, runs
2-train for $70
• Half Pays ($65 to KR, $65
to Player 3)
• Stock price → to 50
• Pays $5 loan interest, then
pays $50 to repay loan
• Does not purchase train
Note on MK: Player 3 used KR to purchase MK's
2-train down in Operating Round 1A so that when
MK was trainless in Operating Round 1B, it could
take loans to purchase a 2-train. This was only possible
because MK had $25 in its treasury. This meant that if
MK took 2 loans to add $90 to its treasury, it could afford
the 2-train which cost $100.

Note on SPW: Player 2 used the RO to purchase SPW's Player 1: $160


2-train down in Operating Round 1A so that when SPW Player 2: $230
was trainless in Operating Round 1B it could not afford Player 3: $130
one and would be nationalized. This is because SPW only
had $1 in its treasury -- even if it took 2 loans to add $90
Player 4: $165
to its treasury, it still would not be able to afford a 2-train
for $100.

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Merger Round 1B (skipped until Phase 3) Operating Round 2A
Private Companies: Player 1 receives $30 for P5, Player
Stock Round 2 2 receives $15 for P2, Player 3 receives $10 for P1, Player
4 receives $45 for P3 and P4.Minor Companies:
• Player 1 puts KK up for auction starting at $160.
Player 2 bids $230 and wins the auction since all other KK operates:
players are forced to pass.
• Lays no track
• $230 is placed on KK’s charter, KK’s stock price is • Does not run trains
set to 110, and KK’s station token is placed on its home • Pays no dividends No track
station. • Stock price ← to 100
• Purchases 2-train from
• Player 3 puts up KB for auction starting at $130. RO for $230
Player 4 raises to $140. Player 1 raises to $160. Player 2,
Player 3, and Player 4 pass. N operates:
• Lays no track
• $160 is placed on KB’s charter, KB’s stock price is • Runs 2-train for $80
set to 80, and KB’s station token is placed on its home
station.
• Half Pays ($40 to N, $40 No track
to Player 1)
• Player 2 is forced to pass. • Stock price → to 90
• Does not purchase train
• Player 3 puts up OK for auction starting at $130.
Player 4, Player 1, and Player 2 pass. KB operates:
• $130 is placed on OK’s charter, OK’s stock price is • Lays straight track (C13)
set to 65, and OK’s station token is placed on its home • Does not run trains
station. • Pays no dividends
• Stock price ← to 70
• Player 4 puts up MV for auction starting at $120. • Purchases 2-train for $100
Player 1, Player 2, and Player 3 pass.

• $120 is placed on MV’s charter, MV’s stock price is MNN operates:


set to 60, and MV’s station token is placed on its home
station.
• Lays straight track (L8)
• Runs 2-train for $70
No more legal actions remain since green Minor • Half Pays ($35 to MNN,
Companies are not available until Phase 3. Even if there $35 to Player 4)
were Minor Companies available to start, no players • Stock price → to 70
have at least $100 and therefore would not be able to • Does not purchase train
put any up for auction. All players are forced to pass OK operates:
and Priority Deal goes to Player 1 since Player 4 took
the last action. • Lays gentle “Y” city
(D20), pays $20 to lay
straight track (D18)
The Stock Market state at the
end of Stock Round 2. • Does not run trains
• Pays no dividends
• Stock price ← to 60
• Purchases 2-train for $100

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MK operates: The board state at the end of
• Lays no track Operating Round 2A.
• Runs 2-train for $70
• Half Pays ($35 to MK, $35
to Player 3) No track
• Stock price → to 65
• Pays $10 loan interest and
repays 1 loan for $50
• Does not purchase train
MV operates:
• Lays gentle city (I13),
pays $20 to lay straight
track (I11)
• Does not run trains
• Pays no dividends
• Stock price ← to 55
• Purchases 2-train for $100
RO operates:
• Lays gentle track (F8)
• Runs 2-train for $70
• Half Pays ($35 to RO, $35
to Player 2)
• Stock price → to 55
• Purchases 3-train for
$225, immediately trigge-
ring a phase change
KR operates:
• Upgrades home (G15)
• Runs 2-train for $80, runs
2-train for $70
• Half Pays ($75 to KR, $75
to Player 3)
• Stock price → to 55
• Does not purchase train
Note on KK: Purchasing the 2-train up from RO
means it will not be able to run this Operating Round.
However, Player 2 did this to move money to a
company that would operate later. This is because Player 2
predicted they could buy a 3-train if other players purchased
the remaining 2-trains.

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Merger Round 2A MK operates:

Although some companies are eligible to Convert or • Lays gentle track (G9)
Merge, all companies decline to. Play continues with • Runs 2-train for $90
the Operating Round. • Half Pays ($45 to MK, $45
to Player 3)
• Stock price → to 70
Operating Round 2B • Pays $5 loan interest
• Purchases Private 1 from
Player 3 for $30
Private Companies: Player 1 receives $30 for P5, Player • Does not purchase train
2 receives $15 for P2, Player 3 receives $10 for P1, Player OK operates:
4 receives $45 for P3 and P4.Minor Companies:
• Lays straight track (D16),
takes 1 loan adding $45 to
KK operates: the company treasury and
pays $20 to upgrade Odessa
• Upgrades Kiev (D14) (D20)
• Runs 2-train for $80
• Half Pays ($40 to KK, $40 • Runs 2-train for $80
to Player 2) • Half Pays ($40 to OK, $40
to Player 3)
• Stock price → to 110
• Does not purchase train • Stock price → to 65
• Does not purchase train
N operates: MV operates:
• Upgrades Moscow (H8) • Upgrades home with K
• Runs 2-train for $90 city (I13)
• Half Pays ($45 to N, $45 • Runs 2-train for $80
to Player 1) • Half Pays ($40 to MV, $40
• Stock price → to 100 to Player 4)
• Does not purchase train • Stock price → to 60
KB operates:
• Does not purchase train
RO operates:
• Lays straight track (B12) • Upgrades home (B4)
• Runs 2-train for $80 • Runs 2-train for $80, runs
• Half Pays ($40 to KB, $40 3-train for $110
to Player 1)
• Stock price → to 80 • Half Pays ($95 to RO, $95
to Player 2)
• Does not purchase train • Stock price → to 60
• Purchases Private 5 from • Does not purchase train
Player 1 for $90
MNN operates:
• Purchases Private 2 from
Player 2 for $45
• Lays gentle curve (I9) KR operates:
• Runs 2-train for $80 • Upgrades town to chicken
• Half Pays ($40 to MNN, foot (H10)
$40 to Player 4)
• Stock price → to 80 • Runs 2-train for $80, runs
2-train for $90
• Does not purchase train • Half Pays ($85 to KR, $85
• Purchases Private 3 and to Player 3)
Private 4 from Player 4 for
$135 • Stock price → to 60
• Does not purchase train

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The board state at the end of Merger Round 2B
Operating Round 2B.
• KK converts into the MKN.
• All money, trains, Private Companies, and loans are
transferred from KK to the MKN charter. KK’s stock
token is replaced with the MKN stock token. KK’s
station token is replaced with MKN’s “Free” station
token. All MKN certificates are placed on the charter.
Player 2 exchanges the KK Minor Certificate for the
MKN President’s Certificate.

• Player 2 purchases 2 shares from the charter, adding


$220 to the treasury.

• Player 3 purchases a share, Player 4 and Player 1


decline purchasing a share.

• N declines to merge or convert.


• MNN merges with MV to form GR.
• All money, trains, Private Companies, and loans are
transferred from MNN and MV to the GR charter. MNN
(80) and MV’s (60) stock prices are added together to
get 140. GR’s stock price is set to the closest stock value
rounded down to 135. MNN and MV’s station tokens
are replaced with GR station tokens. All GR certificates
are placed on the charter. Player 4 exchanges MNN and
MV Minor Certificates for GR President’s Certificate.

• Player 4 purchases 2 shares from the charter, adding


$270 to the treasury.

• Player 1, Player 2, and Player 3 decline to purchase a


share.

• All remaining companies decline to Convert or Merge.

Player 1: $275
Player 2: $245
Player 3: $330
Player 4: $385

This is the end of the scripted playthrough. Hope-


fully you’ve now gotten a feel for the game.
Feel free to continue playing this scenario or to start
again with your own openings.

Happy gaming!

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