Posted by matt on 15 Nov 2007 8:59 pm. Filed under
games.
I hosted a game session at my house two Fridays ago. A number of us wanted to play some more 18xx, especially after a night of it at Chris’ recently. With some pre-game discussion via email, we decided on 18EU. The reasons included: we had 4-5 players, none of us had played it before, we all had played at least a couple of other 18xx games before, I could get it setup ahead of time as I own it and the rules were available online (so we could read them in advance). As it turned out this extra level of planning really made a difference to the length and pace of the game. The group ended up being: Kent, Mike, Eric, George and Myself.
18EU differs from many other 18xx variants in that there are no private companies. The opening auction is for the 15 minor companies. It’s similar to a dutch auction and they all have to be sold before the first operating round. Having not played before, it was difficult to judge the relative value of the different starting locations that the companies offered. I think everybody guessed that the ones that started in Paris, Vienna and Berlin were probably more valuable, but even those didn’t get bid up very high. We all ended up with 3, mine were all in France and their proximity worked out fairly well for me.
We all started building track and running our 2 trains. For the most part we were trying to maximize revenue and looking forward to merging our minors into corporations later. What we didn’t realize was that the minors are really just stepping stones to get the corps open. They are not very useful otherwise. This has a lot to do with their tile placement restrictions - they cannot upgrade tiles. They get yellows and that’s it. Not understanding the impact of that made for some challenges. If you hadn’t planned specifically for merging (often at the cost of some operating revenue), it got very difficult to connect your minors so that they can merge.
A couple of us opened corporations and we all started to figure out what needed to happen. We lingered in phase 2 for a long time as people made some decent money with their 2 trains. Finally, Mike killed the 2 trains and we all upgraded ok, but then he killed the 3 trains and that hit us hard as his company operated first and few of us had any trains.
From this point on, the phases moved at a quicker pace. Before long all the corporations had been started and the board was getting crowded. We all hit our certificate limits. There was a bit of stock selling and one corp. changed hands, but overall it was not an especially turbulent market. Generally we seemed to be optimizing our routes more than sabotaging others - this was true of token placement as well.
We were well into phase 8 when the bank ran out - or at least came within 100 pounds. Mike won by a good couple thousand, I came in second. We ended up finishing in about 4 hours with 5 players. That’s a very reasonable time for this game and happened because we had all reviewed the rules in advance and made a conscious to effort plan our next actions during other players’ turns.
This is a good 18xx game with several rule idiosyncrasies that I believe will make future plays a lot more interesting. There were several ‘ah-ha’s for me. I also want to note that the copy I have is from DeepThougt Games and the production is excellent - the board is well mounted and the laminated hexes and info cards are very nice.