After having had quite a few plays of 1862 online and in person, I decided to tackle a solo run through. The solo rules as provided by the game are fairly concise and require some clarifications. Thus, after scouring the BGG forums I decided to compile a quick and handy list for my next plays.
1822, the base game takes place on a map of Great Britain and it being a very popular title, has given rise to numerous variants, most of which switch some of the privates and/or the underlying map around. The defining feature of note in this game is that almost everything is up for bidding, from the private companies to the minor companies as well as the options to start the major companies (concessions). Another defining feature is a big map with a lot of randomized starting configurations which provides for a lot of replayability and is thus a very popular game!
18CO takes place in Colorado when there was a massive expansion of railways trying to head west through the mountains and the board reflects that. Most companies start in the east with the goal of heading to Salt Lake city in the West for a tasty $100 east-west bonus. 18CO is a very well designed game and features lots of shenanigans. Moreover, the game is also fairly imbalanced in certain aspects and requires a few plays to fully grasp the various strategies that can lead to either fiscal boom or ruin. In this article, we will go over some of the basic rules and thereafter look at some strategies and their counters. Note that while this article is intended for those that have some experience with 18xx titles under their belt, players new to the genre might also benefit from some general advice.
This is a follow on to the previous article about 1817, a strategic economic engine board-game set in the eastern United States featuring track building to accrue money. In this article we will look at the movement of money from a players hands into the company and from the company back to the player.