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1862
Steve edited this page May 7, 2021
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General Information
Rules Highlights
Rules Clarifications
Variants and Optional Rules
Implementation Notes
Known Problems
- Designed by Mike Hutton
- 2-8 Players
- Location: Eastern Counties, England
- Rules
- Map
- Tiles
- Market
- BoardGameGeek
Compare 1862 to another 18xx game.
- No player bankruptcy.
- Companies can be either full ("chartered") or partially ("non-chartered") capitalized.
- Not all companies are available at start.
- Before each stock round is a parliament round, where players can bid on starting a company with a charter.
- Players are penalized if a newly chartered company has not floated by the end of the following stock round.
- Flotation at 50%.
- Tokens are purchased at flotation.
- Three types of trains: freight, express and local, each with different rules.
- Can only run trains types that the company has a permit for.
- Companies that are connected can merge. This is how a company may acquire additional train permits and tokens.
- Companies can redeem (buy) shares from the market to place in their treasury, even full-cap ("chartered") companies.
- Companies must own a train. Will sell shares from treasure to pay. Failing that, will refinance (like a merge, but only one company). Failing that, the company will go bankrupt.
- Game ends via reaching terminal stock price, bank breaking, or at the end of full OR set after an H-train is bought.
- The rules are silent on what shares may be sold when failing to meet a parliamentary charter obligation. See below for how this implemented on 18xx.games.
- The rules are silent about what happens when a company taking its first OR is also in receivership. See below.
- The game logic will make no attempt to prevent you from bidding/winning a charter for a company that you won't be able to float. Bad things will happen to you when that happens. You have been warned.
- When an charter obligation has not been met by a player the end of the stock round after a charted company was started the following will occur: a fine is levied against the player. Cash will be deducted from the player, then shares will be sold starting with the company in question. The company will then close with no compensation to any stock holders. If the fine was not completely paid by this process, it is forgiven. Note, that it is entirely likely that the player will have zero assets after this occurs and will effectively be removed from the game.
- Since a revenue location can only be scored once, it will be assigned to the first train that visits it.
- All freight trains that connect end-to-end will be treated as a single, longer, train - not just non-permanent trains.
- The game logic will optimize "skipped" revenue locations for N/M trains across all routes. For example, it will attempt to skip revenue locations that are already visited by another train.
- When a company is forced to upgrade its home hex to make room for its home token (Rule 7.3), this build action will occur before the opportunity to merge is given. This satisfies the 3rd paragraph of this rule in the GMT edition.
- When a company in receivership is taking its first OR, it will not place its home token. This will be delayed until the first OR after it is out of receivership.