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Showing posts with label 1830. Show all posts
Showing posts with label 1830. Show all posts

Thursday, June 24, 2021

Game Design Thoughts - 18xx Games - Thoughts on Trains



Avalon Hills' 1830
The original box

The original 1830 board

I am a board game fan of long standing and my favorite genre are railroad games (well and Clue) of just about any type. Of those I would say that the Empire Builder series and the 18xx series are my favorites followed closely by the Ticket to Ride series. The first of the 18xx games was 1829 which I think was first published in 1974 by Francis Tresham. There would eventually be two versions 1829; the southern board and the northern board. I did not get involved with this style of game until 1830 was published by Avalon Hill in 1986, also designed by Tresham but heavily influenced by American players and while 1829 and 1930 share some common characteristics, 1830 has a more cut-throat feel to it in the stock market design. My first wife's father, Colin Barnhorst, was one of the early 1829 players in the US and always had a keen interest in the changes made by Tresham (I think there were 7 small expansions to 1829 eventually). Eventually this interest would move to game design and in 1996 worked on our own 18xx designs; 1869 The Golden Spike, 18GM Gamemaker and a version of Japan (which seems to have disappeared into the depths of Colin's computer). We self published the first two titles and Japan was never published, even the copy we were playing seems to have disappeared.

The basic concepts of players "floating" companies and operating those companies to generate the most wealth at the end of the game is pretty basic amongst the entire genre. There are other common concepts.  Once "floated" Companies buy and "run" trains. Those trains run routes which are created by placing track tiles between cities allowing the trains to run the routes built between the company's stations and those cities. A player can then choose to either pay dividends to players that own stock in the company (and thereby increase the share value) or hold the revenue and put it in the company's treasury (and thereby decreasing the share value).

Companies need money to buy trains, pay for the placement of station tokens and sometimes to pay to lay a track tile (usually in a mountainous area). The company's initial funding comes from stock sales when 60% of a company's stock has been purchased then the company has floated and the money used to buy the shares goes into the company's treasury as its starting capital. Trains are the driving force behind creating revenues for companies and players. A company without at least one train cannot generate revenue which will drop the value of the company's stock value as well as the player's wealth. If a company does not have a train it must purchase one, at least, from its own treasury. If it does not have enough money to purchase a train then the owner (i.e. the controlling player) must add his own money to the treasury until a train can be purchased. Forcing a player to use their own funds to buy a train is a pretty standard tactic either to reduce the player's wealth or even to force a bankruptcy which in 1830, and in most of 18xx games, ends the game and the players total up their wealth to determine the winner.

In their most basic form trains have two characteristics; the number of stations they can run to and the cost to purchase. In some 18xx versions the later trains are sometimes marked as permanent, the "rusting of older trains is another pretty standard concept of the genre. The smallest train and the only one available at the beginning of the game is the "2" train. The 2 indicates that the train can run to two stations, one of which must have a station marker from its company on it. Simply add up the value of the run and decide to hold or pay dividends. If the company pays dividends each players receives 10% for each share of stock that they own. If the company holds it then the full amount is paid into its treasury. In 1830 there are 2, 3, 4, 5, 6, (I'm looking at the most current printing of 1830 by Lookout Games, in which 7s are included for the expanded version but are not used in the "classic" version of the game so for our purposes there are no 7 trains) and "U" trains. The "U" train is a diesel and has unlimited range. There are a couple of restrictions; as stated a train's route must begin from a tile that holds one of the company's station markers, it cannot use the same track twice (i.e. if you have two trains they may share the station marker but they cannot use the same route) and it while its end point can be a station with another company's station marker it cannot pass through that station (it will be the end point of that train's run). The cost to buy it is simply printed on the card, whether it is a permanent train or not is sometimes printed there but there is always a chart that show when a train "rusts" out. 

In 1830 the first permanent train is the 5, however, a player can not just decide to buy a "5" train. All of the trains before it must be purchase first. This is a another basic concept. All of the 2s must be purchased before the first 3 train can be purchased.. All the 3 trains must be purchased before the first 4 train is available. Upon the purchase of the first 4 train all of the 2 trains are obsolete or "rusted" out and are removed from the game. There are lot of consequences about to ensue when that 4 is purchased as some companies may suddenly be without a train. A player, and hence companies they control, needs be in a position to acquire a permanent train or in a position to "dump" a cash strapped railroad with no trains on someone else (which leads us back to the stock market and all of the manipulation that can happen there). This "run" on trains in 1830 can be devastating if a player is not prepared for it and it can happen quite quickly. There are other 18xx games where this train run is more manageable.

That was a pretty quick introduction some of the basic 18xx concepts. The one I'm beginning to question is the concept of "rusting" or obsoleting trains. Is it really necessary to "rust" trains to drive the game forward? Over the last month or so I have been dabbling on a concept for an 18xx game based on Colorado, I'm not sure there is a gamer there yet but the research I have done has stirred up the train question in my mind.

The cover from the Mayfair Games edition of 1830. Note the 18XX label in the lower right hand corner

The components to the Mayfair 1830 edition. The calculator is not included, or really even necessary.

An 1830 game in progress.

Let's look at a little historical research around the Denver & Rio Grande Railroad to see if there is any real historical validity, at least for a Colorado game, to the rusting train concept. Again rusting is the concept of trains going obsolete. Let's see what the D&RG thinks about that concept. The information here is just for the standard gauge portion of the line.

The D&RG started in 1881 and initially laid rails south from Denver towards Colorado City (which if I remember correctly also helped finance the D&RG), only to stop short of that destination and build its own town of Colorado Springs (something that would become a pretty standard tactic for General Palmer and the D&RG). In the beginning it is equipped with 4-6-0 Ten Wheelers and it continued to purchase Ten Wheelers through 1908 (27 year time period). The original batch is removed or scrapped in 1906, but the rest remain in service until 1924 and some of the last Ten Wheelers purchased last until 1948 (either on the D&RG or sold off to other railroads). So what might start as a 2 train in 1881 continues in service for 60+ years. Let's also keep in mind that the D&RG would move completely to diesel locomotives in 1956 at which point it scraps or sells off all of its steam locomotives.

In concepts of service that means the two trains would operate when the 3 train comes into service (in this case let's say that is the 2-6-0 Mogul), in 1891 and most of which were scrapped or sold off in 1924. Our first 4 train would be the 2-8-0 Consolidation which first comes into service in 1888 some of which would last until 1956. With the basic idea being that the advent of the first 4 train should remove the 2 trains, pretty much gets tossed out the window with that bit of fact. Technically, at least in 1830, the first player to purchase a diesel locomotive can trade in a "4" train for a reduced price.

The first 5 train would most likely be the 2-8-2 Mikado first introduced in 1912 and staying until 1956, when they are removed from service with the advent of dieselization. That hardly makes them a permanent train in that respect. There are a couple of choices for a 6 train, either the 4-8-2 Mountain or the big 2-8-8-2 Chesapeake. The issue here is that the Chesapeake proceeded the Mountain class by 9 years. The first Chesapeakes began operations in 1913 and the first Mountains in 1922. And again both of these were out of service in 1956 with the switch to diesels. From an historical timeline our 4-6-0 "2" train lasts through the introduction of every other numbered train not truly being obsolete or "rusted" in the same way that they are treated in the game.

Research is still in the beginning stages at this point, I don't know how the other major (or minor) railroads will compare when I look at their steam locomotive rosters and when they dieselized their locomotive fleets. This could show that the D&RG (later the DRG&W) is an anomaly rather than the rule.

When we designed 1869 Colin and I introduced the concept of refurbished trains. As a steam locomotive went through its useful life cycle it did go through near continuous upgrades to extend its lifespan. There is little doubt that locomotives purchase in 1887 and lasting through to 1924 had to go through some kind of improvement to be worth operating for a 36 year period. In 1869 if you had a "2" train and the first "3" train has been purchased then all the "2" trains could be refurbished or upgraded to a "3R" train for half the price of a regular 3. A train could only be refurbished or upgraded once. We also allowed the upgrade of "3" trains to "4R" trains. By extension, and based on what the D&RG did, almost all or at least most trains could be upgraded to their "R" equivalent, with the possible exception of 6s and 7s. I think this would reduce the impact of trains rusting, making train "runs" less volatile. But would it move the game forward fast enough or just drag it out? These are already long games, is it worth possibly making it longer for any real added value?

The research will continue. Some of the other concepts for an 18xx game based on Colorado would be mountain passes and, of course, narrow gauge track. I'm not sure if there are any 18xx games out there that deal specifically with mountain passes but there are at least three that utilize the concept of narrow gauge track (or tiles in our case). So more muses to come.



Tuesday, June 5, 2012

Games that Define Us

I was reading AHunt's blog today (http://ahunt-dulceetdecorum.blogspot.com/2012/06/games-that-define-us.html) in which he talked about games that define us. That of course got me to thinking about the games that have shaped me over the years. These are certainly not all the games that I have played over the years, but they are the games that heavily influenced my personal interests and have moved me in directions that I would never have expected. I don't have a lot of pretty pictures to insert so (at least for now) you will have to use your imaginations to visualize box covers (Okay, now I have found cover shots of all the games, although I couldn't find a picture of the 1st edition Civilization game and had to use the AH version). I also realize that some of these games really date me.
And here is a link to the blog that started it off: Frontline Gamer

First up; Gettysburg by Avalon Hill
At this time I lived in Murray KY, a small college town in western Kentucky. If you watch college basketball during March Madness, this is the town were the Racers come from. My dad bought this for my birthday and I think regretted it ever since as it was definitely my gateway drug into this hobby. I still have my copy of this game. It also introduced me into the world of military simulation games and I would read that catalog over and over and wondering where I would ever even see a store that carried the likes of Panzer Leader and Luftwaffe.

Two; Dungeons & Dragons by TSR
By this point and sometime in 1975 or 76 after we moved to Boulder CO I found an article in the local paper (the Daily Camera, still in publication) about this new type of game being played by students at the University of Colorado. I found a copy of it at Three Wishes Toy store which actually carried games. For the next several years all my games came from there. I toyed with it until I found some new friends when I changed schools (we moved from the north end of town to the south end of town) and that was all she wrote. I still play every other week.

Three; Squad Leader by Avalon Hill
I was torn at this point because I loved Tobruk which was released in '76 but when Squad Leader was released in '77 that was pretty much it for Tobruk. My friends and I played constantly and typically would alternate between D&D and Squad Leader all the way through high school. I have all the supplements published for Squad Leader and I have some stuff for Advanced Squad Leader, but I lost heart with ASL pretty quickly. I think I had to choose between two complicated systesm, ASL and Star Fleet Battles and SFB won out in the end, probably because miniatures had loomed on the horizon for my historical gaming needs.

Four; Traveller by GDW
I know you were expecting different game here but '77 was a watershed year for the gaming industry and Traveller burst on the scene and we quickly gravitated to that and soon we were alternating between fantasy, history and science fiction games. We played lots of other boardgames during this period but these were the three dominate games other than Fight in the Skies by TSR (originally by Guidon Games). We played this at the high school club because it was quick and we could get 2-3 games in before they kicked us out.

Five; Tractics by TSR
Squad Leader kind of drove us to this in about 1978. We all had built 1/35th scale tanks at one time or another and we played Tractics with these for a while (scaling ranges up appropriately) this lead us to the discovery of Micro Armor from GHQ and we played many games of Tractics using micro armor. We played enough that we no longer even need to consult most of the charts. Our Tractics days went on for a long time as we meet other groups that played when the area's first game convention started up, Genghis Con in 1979 (and still going strong today).

Six; Fire and Steel and System 7 by GDW
We had toyed with Napoleonics a bit at this point but the investment in miniatures was a bit much for us back then. System 7 changed all of that and soon we were playing made up possible engagements and then even researching historical engagements and trying to play them out. This, of course, lead us directly to fully embrace tabletop gaming.

Seven; Empire Builder (1980) by Mayfair Games
I had always played and enjoyed Rail Baron by Avalon Hill, but it lacked something and seemed more akin to Monopoly. Empire Builder changed all that and I really love and still love what has become known as train gaming. In fact this would lead my wife and I (now ex-wife) to form the TGA (Train Gamers Association) in the late '80s.

Eight; Civilization by Francis Tresham
I heard about this game in the then new magazine Adventure Gaming (and long since defunct). I was at the Origins held in San Francisco that year and saw the game up close and personal. When I got home I managed to convince the owner of the FLGS to import some copies in and soon it was mine and expensive though $30! A lot of money at the time. Eventually AH would buy the rights to produce it in the US and it became another favorite game for many years. Its interesting to note that this game started off as a boardgame, then became an award winning series of computer games (now up to CIV V) and has since managed to spin off two more boardgames. For me the original is still the best.

Nine; Johnny Reb by Adventure Games (John Hill)
Adventure Games produced four games right off the bat, but Johnny Reb was by far their best. We tried it because we were interested in the period and how could you go wrong with a set of rules written by the designer of Squad Leader? Although they have long since been supplanted for me, this was a great set of rules that opened up yet another period of history for us and one that didn't require massive uniform research!

Ten; 1830 by Avalon Hill (Alan Moon)
1830 was Avalon Hill's attempt to use Francis Tresham's system for 1829 to simulate the robber baron railroad period in the US in the Northeast. In the end it became a very different game in some ways from 1829 and was more generally available to US gamers. Personally I prefer this style of what is now known as the 18xx system. The number of home published games that these have spawned off is truly amazing and the yahoo group is still very active. In fact during the heyday of the TGA by ex-father-in-law and I developed two self published 18xx games; 1869 the Golden Spike, and 18GM (GM for game master) which created kind of a generic 18xx game without a specific setting. The idea was to create something like a kit that you could use to help create your own 18xx variation or as an actual game on its own. I really like 18GM since every game is different and you get to decide what 18xx rules you want to use.

Now I couldn't stop at ten so I went to twelve with this, mainly because these are games that had a heavy influence on what I do today.

Eleven; Napoleon's Battles by Avalon Hill
This was the big break through game for us in table top miniatures and we were quickly re-basing our many units to play. Despite hundreds of Napoleonic rules that have been published since then, this is the game we still come back to play.

Twelve; Fire and Fury by Rich Hasenauer
For the ACW this was it for us and I have played Fire and Fury ever since it was introduced in 1990. No other system has been able to replace its simple mechanics which have lead to many great games being played over the years. This is another one that I keep coming back to time after time. It has also greatly influenced the other tabletop rule sets that I enjoy.

I have played and owned a lot of games over the years. But these are the games that shaped what I did after them. I find the list of publishers a little interesting as well; TSR, GDW and AH definitely dominate the scene. These also directly lead to my involvement with the Denver Gamers Association (DGA) and the local convention scene. In fact I managed Genghis Con from Genghis Con IX through Genghis Con XXI as well as Tacticon '89 through Taction '2000. I married a gaming girl (very, very rare) back then and since her father did the game auctions I ended up doing them starting with Genghis Con V, that's an aspect of the hobby that I really enjoy and I have been able to be an auctioneer for a number of other conventions other than my own. We also helped found the TGA with Darwin Bromley in '87 or '88 and published the TGA newsletter for a number of years (and each issue had a train game variant in it), through this I meet a lot of game designers like Alan Moon and Reiner Knizia. Johnny Reb lead me to Dave Bab and Stone Mountain Miniatures and I designed and sculpted Stone Mountain's award winning ACW building line (that's one of my truly treasured plaques from over the years). Although I'm not as active in the hobby as I was and have moved more towards the painting aspect of it that lead me over to Reaper Games and some really good friendships there.

So that's it, the twelve games that not only affected my gaming preferences but my life in general and it all started with a $5 game for my birthday from my father.

 Thanks Dad!