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18EU Special Rules Summary #792
Comments
May be worth implementing the Minor Powers Variants as well:
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Maybe someday, but most of the effort comes with coding private companies so an add on that is almost exclusively private companies is a lot of work compared to new games with simpler rules. |
closing for now |
Will there be an option to play with the minor powers draft variant? |
Wouldnt it make more sense to start with 1835 as the easiest for Minor handling and Merging and from there on tackle 18EU ? |
I don't know if you have rights for 18Ardennes but it may make sense to review those rules and look at it. 18Ardennes is 18EU v2 in a lot of ways. It may make sense to implement things in a way that is more easily reused in very similar games. |
Rules
http://www.deepthoughtgames.com/games/18EU/Rules.pdf
Setup
Each minor starts with a 2T (which uses up all 15 of the 2Ts)
Initial Sale Round
The game begins with this round which takes the place of an auction, it is a kind of dutch auction
PD goes first and selects a minor to sell (let’s call this player the auctioneer). Once that minor is sold, the next auctioneer is to the left round the table and so on.
PD does not actually move during this round. PD takes the first action in SR2.
The auctioneer, decides whether to bid on the minor in multiples of 5 (min 105) or decline to purchase. If they bid, it is a normal round the table
If they do not wish to bid on the item, they can decline to bid, and the next player can bid. If we get back around the table to the auctioneer, the price drops 10 to 90 and the auctioneer can now buy for 90 or decline and repeat the process of dropping the price by 10 per round. Once the price is zero, the auctioneer must buy it for zero.
After the current minor is sold, the turn passes to the next player after the auctioneer to auction another item.
Players must always select an item on their turn because they may be able to win it for zero (no passing being auctioneer).
Operating Rounds
Forced Purchase/EMR
Stock Rounds
Starting a Corporation
Pullmans
From phase 3, a minor or corp may buy one of the 5 Pullman cars from the bank per turn, pullman car doubles one revenue location on the run
Pullman adds to other train, avail ph 3, one buy per turn, may not buy from other corp, must have a train to buy, may not own more than one pullman
Doubles one city
May voluntarily discard
Final Exchange Round
Occurs once per game immediately before the first SR after Phase 5
Begins with the president that bought the train that started Phase 5, then round the table
PD doesn’t move
On their turn, player choose minor to dispose
If connected (or colocated) must merge
Resolve train limit at end of exchange round, must return pullman first, decide in CMV order
Pres decides to accept or decline token
It is allowed to have stations in same hex
May go over 60% but then must sell at first selling opportunity
These mergers may cause a corp to float (uncommon), and then it is capitalized as in post-phase 5 floatation.
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