clearclaw.bsky.social
@clearclaw.bsky.social
In the #18xx (generally), it is both the product of market activity (eg sales in SRs pushing the price down), and of company activity (eg payment or not of dividends). The two classes of price are usually of similar magnitudes over time, thus the resulting price at any time balances both factors.
January 7, 2026 at 5:16 PM
It also isn't true.
December 28, 2025 at 4:53 AM
In practice, almost all price movement devolves to two and a half questions: immediate benefits (this OR or this coming SR), endgame scoring considerations, (the half-question) affording upcoming trains.
December 23, 2025 at 2:34 AM
Took me a while to figure this, but in practice you'll find that the train rush is faster in 18Mex with the 4s soft-rusting. Reason: players are a lot more willing to buy them when they know they're guaranteed to run at least once. #18xx
December 23, 2025 at 2:27 AM
Without argument it is an #18xx game, you're breaking a core 18xx constraint: there are no more than two routes connecting any hex edge. The other base patterns include things like no more than 4 edges (for simple track) and 3-route tiles always having 3 edges vs 4 route tiles with 4.
December 17, 2025 at 3:33 PM
Yeah, getting in reps and frequent play helps a lot.

I agree handouts help players feel more comfortable, but I find without handouts, sink-or-swim, they internalise the rules more quickly and move faster from solo-optimisation to competing. But yeah, also rougher on the players.
November 28, 2025 at 7:45 PM
The hardest thing I find in teaching the #18xx is how all the little rules and trains and track and routes and market movements etc don't matter so much, and really, it is all about managing & exploiting liquidity.
November 28, 2025 at 9:13 AM
Alpha order:

1828 (mine)
1830
1839 (mine)
1841
1847
1850
1871
Fresh Fish (Plenary/Kyle's rules)
Lokomotive Werks
Quo Vadis?

Several things like Bridges of Shangri La, Die Dolmengotter, Kaivai, Pampas Railroads, Stephenson's Rocket etc are close calls.
November 16, 2025 at 1:54 AM
Nice train display: cute, but also really effective. I splay each rank vertically -- using the rust colour stripes so counts are obvious -- and then make a line of those down an edge of the map.
October 26, 2025 at 1:25 AM
Vaguely, arm-wavey, yes: 70 years to a little over a century is common. eg from somewhere in the earlyish steam age (say, shortly after fish plates) up into the diesel age.
October 6, 2025 at 6:39 AM
Operating round sets generally represent about a decade, with many games lasting ~7 sets, ie 70 years. Technologies changing, advancing and making prior technologies entirely obsolete within decade timeframes is pretty common/expectable and on-theme.
October 6, 2025 at 3:29 AM
While each game generally has its own map, that's usually a less significant difference. The important differences, important in terms of defining strategy, tend to be in how money, prices & shares move. The map is not irrelevant, but is largely incidental.
October 5, 2025 at 8:14 PM
Sure, but I'm also not considering the perceived tone of the game as significant to the game.
August 11, 2025 at 6:15 AM
I'm happy to limit my game design interest to multi-agent (player) algebraic systems. Not that dance instructors are bad, but I'm not interested. Not my bag. How to tie players into intractable knots with simple discrete logic? You betcha.
August 11, 2025 at 3:26 AM
So yeah, just the colours matter...in terms of what they can abrade from the players.
August 4, 2025 at 1:21 AM
Sure, for some, mechanism is king and many games support that; a focus on mechanical systems and their interest. There's also a third line that ignores narrative and mechanisms (except as a constraint) and focuses on the predatory management, exploitation & abuse of other players within the system.
August 2, 2025 at 10:03 PM
Sure, that may be the design basis or even the intent and presentation, but nothing requires the players to be aware of or engage those aspects, or for them to have any effect on the resulting game. You may decry that narrowness of focus and context, but they are playing the game per the rules.
August 2, 2025 at 9:58 PM
I'm not playing for emotional engagement. I'm playing to understand the system and how others understand it, to manage one against the other, and thus beat them. Gameplay.
August 2, 2025 at 9:48 PM
There are three ways 1860 can end, and yes, the bank breaking is one of them. In descending frequency, they are: nationalisation, topping the stock market, and bank breaking.

And at least here, or with nearby players, it is prone to blow-out wins.

#18xx
June 29, 2025 at 3:27 PM
Ended up with two systems: ACL+GC and SAL+N&W with, collectively, 6/6/10/12 and the ACL+GC at a $400 stock price.
June 21, 2025 at 4:12 PM
SR2 sell a GC to buy into GM&O and L&N. OR2 the GC withholds (so the London Investment would keep paying $6 difference to me). SR3 tapped the GC again -- which setup 5 ORs of the GC with a CMV well below IPO and paying out with 40% paying to treasury.
June 21, 2025 at 4:12 PM
Our bids on privates were so wrong. We didn't play well. 5 hours end-to-end.

I'm not going bother fitting the change list into BSky's inane short post limit, so see the geeklist entry instead:

- boardgamegeek.com/geeklist/507...
18xx weather forecast -- what is coming and why is it interesting?
2010 is turning into a particularly rich year for new 18xx games with many new titles in development or approaching publication. Well, if you happen to know about them that is -- they're generally no...
boardgamegeek.com
May 25, 2025 at 4:36 PM