Monday, April 23, 2007

I used a pretty heavy hand with Jacob last weekend in an attempt to get him to try out an 18xx game with me.  After witnessing my marathon game of 1825 at GameStorm he was convinced this was a game he would not like and that would be way too long.  I did my homework with my local group of resident 18xx experts and settled on 1889 as a nice intro 2-player game that could show him the true light of the 18xx gaming world.  Eric was nice enough to loan me his copy, another high-quality production from Deep Thought Games.

1889 takes place on Shikoku Island in Japan.  Plenty of challenging terrain, but a small board size and simplified rules made it perfect for a first game with Jacob.

Jacob organizes his companies in 1889

The game was very easy to teach despite this being the first game I've played without a more experienced player at the table.  Other than some of the quirky rules around laying tiles, I think the game system just makes sense if you have a basic understand of markets, banking, and business.  And if you don't know those basic concepts, what a great way to learn them.  Jacob caught on very quickly to the basics and even started to see some of the benefits of "synergistic" operation of his two companies.  With only two players involved there wasn't a significant amount of cross-company benefit.  Of course we also played a few rules wrong - significant rules that altered the course of the game but in the end didn't matter in terms of enjoyment and desire to play again.

What did we screw up?

  • We blew past the certificate limit one turn because we just weren't paying attention.  We knew the rule, had discussed it, but we just forgot.  Fixed it with a sell-off the next turn.
  • The bigger issue: we missed the 60% maximum individual ownership in a company rule.  I should have known this but missed it and this had a pretty big impact on the game.  You can see from the picture below how missing this affected company ownership.

1889 Game Board

This caused some companies to be fully sold out when they probably would have stayed with a few shares in the bank, pushing their stock up artificially.  Maybe it was a net no-effect on the two players, but it was still a pretty big mistake that we'll fix next time.

Speaking of which, there will definitely be a next time for Jacob as he loved the game and has brought it up a few times since we played.  I'm going to buy 18FL as I think it is similar scale with more familiar terrain and he's looking forward to getting into another game soon.

Tuesday, April 24, 2007 2:07:27 PM (Pacific Daylight Time, UTC-07:00)
What kind of effort did you put into learning and playing this version of 18xx? I'm vaguely interested in the idea, but completely scared away by the 18xx enthusiasts that play it exclusively as a lifestyle choice. So how much time did you spend in learning the rules, and then what kind of time effort was it for a first game?

Also interested to hear your thoughts on whether this or 18FL is the better 2-player intro game.
Wednesday, April 25, 2007 3:49:25 PM (Pacific Daylight Time, UTC-07:00)
Hmmm, tough to answer. I was taught 18xx by a few seasoned folks (Tim and Eric) so never had to go through the ordeal of teaching myself from a rulebook. Having played 4 times, I was more than prepared to read the 1889 rulebook myself and teach Jacob. It only took about 1-2 hours of reading and prep.

I think 1889 is probably the better beginner game (it even has beginner rules that simplify the private companies), but I certainly had a great experience learning from 18FL myself.
Wednesday, April 25, 2007 4:33:59 PM (Pacific Daylight Time, UTC-07:00)
I do find it kind of funny that Chris refers to me as "seasoned" as my first 18xx playing of any sort is still less than a year old. That said, I'm just shy of 20 18xx games under my belt. I'm completely hooked, as they hit a sweet spot for me in the complexity/depth/length triangle.

At its core, 18xx is actually very simple. You go around the table buying and selling stock until everyone's done, then each company (not player) in turn lays track and runs their trains (this part may happen up to three times). There's more to it than that, but not MUCH more.

The enthusiasts do get a bit carried away sometimes, and some of the practices put in place by the old hands certainly scare off new players. (Laptops at the table, for example.) The games do take a while, but (in all the good titles) the game builds tension as it goes. There are also distinct phases to the games that present a different set of decisions as you progress.

Teaching yourself an 18xx game should not be hard, particularly if you start with an easier game such as 1889, 18FL, or 18TN. There are a lot of little things in the rules that would be easy to miss, however. Examples are going to look something like this:

1: During a Stock Round (SR) you keep going around and around until everyone passes. The first player to pass in that final sequence gets the first player marker for the next SR. (People sometimes think you can only take one turn per stock round.)

2: Pay attention to limits. There are common limits such as 60% maximum ownership in one company, no more than 50% of a company's stock in the pool, and others.

3: Keep your company and private funds separate. When you first start playing, it can be easy to accidentally pay for something from the wrong source of funds. This will cause major problems.

4: You are not the company. It can be a very valid tactic to sell off a company and start a new one. Figuring out _when_ this is a valid tactic takes experience.

5: The phase of the game changes when the appropriate train is _actually_ purchased, not just when it's _available_ for purchase.

I recommend taking a look at the Moderated 18AL game that was played on BoardGameGeek. (http://www.boardgamegeek.com/thread/101877) There are comments from experienced players throughout, and it was run in a very explanatory manner. If you've got a game that you're thinking of trying and you're being expected to teach them, read through the rules and try it out solo. If there's auctions, just fake them. Get used to how the game flows. Then go through the rules again. It may seem like a bit of an initial time investment, but it will pay off in spades when you actually get the game on the table for real.

And, once you've learned one game, the others differ mostly in tweaked levers and dials. There's even a website called the "18xx Differences List" that goes through the major points of the rules and points out how each game handles each rule.

Oh, and use poker chips. Don't ask. Just do it. You'll cut the length of your games by at least 1/3. I will not play an 18xx with paper money. There is a TON of money shuffling during a game and using chips speeds things up tremendously. Having someone quick with basic math (things like multiplying 18x6) as the banker helps as well.

Expect your first playing to take nearly double what the box says if every player is new. Your second will cut the difference, and by your third session, you should be easily in the expected time range stated on the box, no matter which game you're playing.

Hope this helps. And if we ever find ourselves gaming together, I'd be happy to teach you an 18xx game.
Wednesday, May 02, 2007 6:24:04 PM (Pacific Daylight Time, UTC-07:00)
Thanks for the comments, guys. I think I may bite the bullet and order one of the easier games to play (still not sure on which one, though!) Then if the new wife will let me, plop it on the dining room table for a few days and run through a simulated game. And Eric, I'd gladly take you up on that teaching game offer someday. If you're in Dallas (or BGG.con specifically), look me up.
Sunday, May 20, 2007 1:03:59 AM (Pacific Daylight Time, UTC-07:00)
1825 Unit 3 is an excellent 2-player (only) 18xx game, and is simple enough that I would classify it as good for introducing people to the genre. The other 1825 Units are not as interesting, IMHO, without the extra kits. 18FL is a great intro game as well, as is 18Scan (though it is slightly more complex than 18FL). One of the things that make these all simpler is the flat, one-dimensional stock markets, as opposed to the two-dimensional stock markets in many 18xx games. Another plus for the latter two is the components are very clear, with most commonly used reference material available on the map itself or the company cards (whose name is escaping me).
Comments are closed.