18TN The Railroads Come to Tennessee Copyright 1996, 1997 by Mark Derrick Designer's Notes and Special Rules (Newer additions are in italics as of Jan. 8, 1997) I hope that 18TN will be the first in a new series of 18xx games that is smaller in scale and playable in 4 hours or less. I had hoped to create a game that captures the flavor of the 18xx system but is faster paced. To that end, there are only six railroad corporations and there is a maximum of five players. I hope this will lead to other designs that can be set in smaller geographic regions. Since I live here in Tennessee and already knew some about the railroad heritage around here, a game set in Tennessee seemed natural. I wanted to create a game that would somewhat simulate track building in Tennessee. For the most part, railroads built into Tennessee from outside of the State. There were a number of small railroads, now either absorbed into larger railroads or gone altogether. They are represented by the private railroads as in other 18xx games. The L&N Railroad was chartered in 1850 and began to build rail lines to connect Louisville, Kentucky to Nashville. Soon thereafter, the Nashville, Chattanooga and St. Louis Railroad began to connect Chattanooga to Nashville. After Atlanta was connected to Chattanooga, an efficient north-south route was begun. Two railroads for West Tennessee were chosen. They were the Illinois Central and the GM&O which generally built into West Tennessee from the north and built roughly south along the Mississippi River. The Southern Railway was chosen to speed up the rail building in southeast Tennessee. Finally, the Nashville based Tennessee Central was added to add balance in the middle Tennessee region. The L&N was chosen to have its president's certificate offered in the private company phase and created to operate regardless of how many shares are sold in the initial stock round. The map also represents some of the early major track building by the L&N railroad. I learned that there was a major east-west route through northern Alabama and Mississippi between Atlanta and Memphis, that may be used by the Southern and the NC & SL. I used tokens to limit the extent of corporation growth. Since the Southern and the L&N dominated Tennessee railroads, they were given the most tokens. The American Civil War is simulated very abstractly by the diversion of one train's income for one turn. Although the civil war cannot be ignored, some railroads actually prospered somewhat during the war years. For most railroads in Tennessee at least, rail building continued despite disruptions in service. The stock market chart has been changed in order to simplify stock rounds. For one thing, the length of the game has been shortened by the reducing of columns allowing a stock value to "max out" sooner. With less rows to the right of the starting columns, hopefully there will be less stock trashing than in some 18xx games. Also, with less corporations, I didn't see any point in having so many par values, hence there are now only four possible par values which should be enough. I limited trains to "8" trains and did not include diesels. With the small board, eight train runs seemed long enough. I'm not sure if there are enough "8" trains but left it at three to correspond with the number included in the 1870 game. If this is developed as a stand alone game kit, a few more eights or possibly 10 trains will be considered. Between the train mix and the limited amount of money at the start of the game, hopefully only three railroads will be started initially. Summary of Rules for Experienced 18xx Players I'm assuming that whoever is reading this has played 18xx games before and is familiar with the basic mechanics of play. At the moment, this is not a stand alone game as 1870 is required for the money and tiles. The rulebook for 1870 does a good job of explaining the basic concepts of tile laying and railroad operations and can be a good reference, although note that many concepts from 1870 are not used in 18TN and will be clarified in a later paragraph. For specific guidance an how to use this kit with materials from 1870, see the last paragraph in this section. The special rules below should clarify differences between 18TN and some other 18xx games. Starting money is equal to $1800 divided by the number of players. For example, a four player game each player would have $450 to start. The bank should be $7500. I would recommend borrowing the money from 1870 and remove nine of the 500 dollar bills to reach the proper mix of money. This paragraph deals with 18xx rules and which ones apply here. Only one tile may be played a turn except by a corporation that owns one or more private railroads as described below. Initially yellow tiles are available. After the first three train is bought, green tiles are available. After the first five train is bought, brown tiles are available. As in other 18xx games, trains become obsolete. The first four train purchased renders the two trains obsolete. The first six train purchase eliminates the three trains and the first eight train eliminates the fours. Trains are obsoleted immediately and do not get a final run. There are no trade ins of trains as in some other 18xx games. Train limits are similar to other 18xx games. There is a four train limit until the first four is bought when the limit is reduced to three. As soon as the first five train is bought, the limit is reduced to two where it remains for the rest of the game. All private companies are removed when the first five train is bought and they may be purchased by corporations after the first three train is bought. Purchasing corporations may pay between half and double the face value for private companies. Stocks can be bought then sold in the same stock round. Dividends of companies must either be paid out or withheld, there is no half dividends as in 1870. The maximum holding of any given corporation in the Open Market may not exceed 50% and shares in the Open Market earn dividend income for the corporation, not the unsold shares as in 1870. Privates: As in most 18xx games, tiles may not be laid in hexes containing private companies until they have been sold to corporations. In a manner similar to the C&SL in 1830, a corporation owning a private may lay an extra tile without paying any associated cost in hexes containing private companies that they own. The owning corporation does not even have to connect to the tile that can be played at no cost in the private company's hex. This can allow a player to lay more tiles in a turn than the normal limitation. Player money is open and must be disclosed if requested. Corporation money may be kept secret if the President wishes as in 1870. Remaining money in the bank can be briefly examined by counting the $500 and $100 bills only. Players should not unduly slow down the game by constantly examining cash reserves. The stock value does not go over and down if it is sold out at the end of a stock round as in 1870. Instead, it behaves as in 1830 in that stock value remains in the top row when it is sold out at the end of a stock round. Special Rules: The L&N floats with 100% capitalization regardless of how many shares are sold in the initial offering, just like the Frisco in 1870. The president sets the par value after the president's share is purchased. The Civil War: The American Civil War occurs after the third three train is bought. Beginning immediately after the third three train is bought, each corporation, including the one which triggered the civil war, will lose the income from one of its trains during its next operating round. For example, if a corporation had a two train and a three train after the civil war is triggered, one of its trains (presumably the two) would simply run for zero income next operating round. If an effected corporation has no trains when the civil war is triggered or has no route, there is no practical effect. Even if a corporation has only one train which has to run for zero income, it is still entitled to move forward on the stock chart. If for some reason, an effected corporation wants to move backward and only had one train, it could simply withhold but lose all the income the train earned and move one space to the left. It is suggested that some type of chit or marker be used to place on all railroads effected by the civil war. As each railroad experiences the effects, the markers can be removed. Nashville, Chattanooga, and Memphis are considered "P" hexes, so when brown tiles are available, the 170 tiles are available for their upgrading as in 1870. There are special green tiles for Nashville and Chattanooga only. There is also a special gray tile with three token slots. It may be played on either Chattanooga, Nashville, or Memphis to replace a brown "P" tile anytime after the first six train has been bought. All other standard tile laying rules are in effect such as no tile laying which would extend off the printed map, all upgrades must preserve existing track connections, etc. All tiles from the 1870 set are available except the two gray tiles and all yellow and green tiles with two small cities in them since there are no such cities on the map of 18TN. However, only one tile can be played per turn like in most 18xx games. Each railroad corporation may lay two yellow tiles during its first turn of operation only. The game ends at the end of the operating round whenever either the bank runs out of money or a stock value reaches the maximum value. If the bank runs out of money, each player will each contribute $500 or more each to the bank as needed to allow for continued operations until the end of the current operating round (not set of operating rounds). Of course, the game can also end due to a player bankruptcy. This would happen if the player as president of a corporation could not pay for a forced train purchase as in other 18xx games. To further clarify, the 1870 rulebook is being used for now as a guide to basic mechanics such as the stock market and track building. A complete rules document is not available at this time. Furthermore, rules exclusive to 1870 such as destinations, stock redemption, stock reissue as well as price protection are not employed in 18TN. Here is what you need to play 18TN from the 1870 game: The money (remember to remove $500 bills to create the correct bank size of $7500) The tiles (the two whistle stop tiles are not used, and only three of the brown P tiles are used) The train cards (refer to the train list for the exact mix of trains. Also note that two trains cost $100 each, not $80 as printed on the train cards). The seating order chits Version History: 1.0: August 1996: Original map includes Coastal Carolina as a red area to the east and no Tennessee Central corporation. The Tennessee Pacific private was included (it was a predecessor to the Tennessee Central) and the N&W corporation located in Roanoke Virginia. 1.1 September 1996: The Tennessee Central corporation replaces the N&W. The Mississippi River vicinity hexes are raised to $60 building costs. The Tennessee Pacific private is replaced by the Oneida and Western private. A Cincinnati off map area is added to give more historical routes for both the Southern and the L&N. The GM&O start hex is moved to Jackson from St. Louis. The Jackson hex is changed to a yellow hex to encourage historical track building. $60 minor mountain hexes are added to replace some $120 hexes. Little Rock off map area is added. Minor fixes to stock certificates are made. The Cumberland river is added from its mouth upstream to Nashville. 1.2 October 1996: The Asheville hex and nearby mountain hexes are removed from the map. Bristol and Johnson City hexes are moved one row west. Little Rock area is moved one hex closer to Memphis. The Civil War is now triggered after the third three train is bought. Other minor map changes are made. 1.3 November 1996: The stock market chart now allows four par values as follows: A110, B90, C70, and D55. As in the 18GA game now all corporations may lay two yellow tiles on the first turn of operations only. This is an exception to the one tile/turn rule and could allow for a new corporation that buys one or more privates to lay several tiles at once. The map has been changed to make Murfreesboro (the hex SE of Nashville) and Lexington into normal city hexes. Other minor changes will be added to this section later after further playtesting. 1.4 December 1996: The map (ver 1.3) will correspond to these rules revisions. TC now has a token to buy. Bank is further reduced by $500 to $7500. New Section - Planned similarities between 18TN and 18GA: Several special rules and components are planned to be the same between 18TN and 18GA. They are: The number of railroad corporations will be six in both games. The stock market chart will be identical The train mix will be identical The rule where a corporation gets two yellow tile lays on its first turn of operations The bank size will be the same The four par values will be the same. Certificate limits will be the same. A number of other basic game concepts such as train limits, ability to sell privates to corporations, etc., will remain the same. This is intentional and is designed to ease transition between games and encourage development of standard rules between 18xx "lite" games. Different 18xx rules and how they apply in 18TN (FAQ Section) Can a railroad corporation choose to pay half dividends? No Share redemption as in 1870? No Share reissue as in 1870? No Sold out railroads move over and down on stock market chart as in 1870? No Player money open to other players? Yes Railroad treasury open to other players? No Exact amount corporation pays for a train disclosed? Yes Can privates be sold between players at a mutually agreed price? Yes Is 50% the maximum amount of a given railroad in the open market (bank pool)? Yes Do unsold shares pay dividends to the corporation as in 1870? No Price protection as in 1870? No Destination runs as in 1870? No Is 60% always the minimum amount needed to float a corporation? Yes Do companies ever close? No Are obsolete trains always removed immediately? Yes Can stations ever be downgraded? No Can the game ever end during a stock round? No