INTRODUCTION - Version 29/1/01 [Note: Material in brackets, like this, is editorial matter which won't appear in the final version.] [This is a preliminary draft. All the rules described herein are subject to change. Except where noted, it's supposed to be complete, so I'd appreciate hearing about anything which is incomprehensible.] [For the moment, Credit Mobilier is so spelled. The accent doesn't survive text-WP transfers easily. The rather cruddy tables have the same root cause] 1848 is a member of the "18xx" series of games. The series is based on 1829, by Francis Tresham. 1848 is set in the western part of the US. Two to six players represent investors in railroad corporations, spending their initial capital to buy wholly-owned Private and Subsidiary Companies and shares in Public Corporations and the Credit Mobilier. The Public Corporations, each controlled by the largest shareholder (its President), build track and run trains in order to earn revenues. These can be paid out as dividends to shareholders or retained to fund further track and rolling stock. A key feature of 1848, as with all the other games in the series, is that the interests of the President and the interests of its shareholders are not identical, so minority shareholders need to be careful in their investments. Being a President is not without its difficulties, either; bailing out an insolvent Corporation is the sole responsibility of its President. 1848 is a long game, even by the standards of other 18xx games. Experienced, brisk players can expect to take up to eight hours to complete a game. Novices or more deliberate players might add several hours to that time. This document is divided into two sections. The components, and what can be done with them, are described in the first section. The second section is structured as a step-by-step guide to the course of a game. This means that most topics are covered twice. THE MAP The map shows most of the US west of Chicago. Superimposed on the map is a hex grid on which hexagonal track tiles may be laid. Coordinates are printed on the edges for reference purposes and postal play. [This may not be true of the prototype.] The top edge serves as an area to keep track of Corporate earnings. Cities are represented by large circles or black diamonds near the centre of the hex, or black wedges on the edges of the hex. City names are printed but they have no effect on play. Some cities bear a label (one of O, LA, SF, T, W, or YY) restricting the set of track tiles which may be played there. Some hexes bear the name of one or more Land Grant Corporations (AT&SF, CP, Katy, NP, SP, or UP) denoting Land Grants. Some hexes have yellow or green flashes on the edge of the hex, restricting the orientation of track tiles placed there. Finally, some hexes are edges in yellow, to indicate that yellow track may not be placed in those hexes. The map contains a number of rivers, lakes, swamps, and mountain ranges. Rivers are shown in blue and mountains are denoted by a black-outlined triangle in the middle of a hex. [Lakes and swamps appear only by implication on the prototype.] Building track in these regions, known as "difficult terrain" costs corporations building there a fee of up to $80, printed on the board. Mountains also slow the rate at which track may be constructed since usually no more than one may be built per turn. The map also shows two mining districts. They are used in conjunction with Private Companies; see below for details. THE STOCK MARKET The stock market is shown as a row of columns of varying depth. The value of a corporation's shares (also known as the share price) is indicated by the corporation's Stock Market Token on this chart. Each space shows the share value it represents. There are six red-outlined [solid red on the prototype] areas which are the initial positions allowed for a corporation's Stock Market Token. A corporation's Stock Market Token moves up, down, left, or right, dictated by actions of the Corporation and its shareholders. A summary of the circumstances when each of these happens is shown under the stock market chart; details are given in the appropriate parts of the rules. An area is provided for marking corporation par prices. The corporation's Par Price Token is placed here when it starts, and represents the price of shares bought from the Initial Offering. The amount of space in this area is not intended to constrain play; any number of corporations may start at any price. At the bottom right of the stock market is the bank pool. Shares sold to the bank and trains returned to the bank are placed in the pool, and may then be bought by players or corporations. A small chart to keep track of stock rounds and operating rounds is found above the bank pool. PRIVATE COMPANIES There are four Private Companies in the game, sold in the First Railroad Convention. These are: Chicago and Galena Railroad: $25: $10 Oregon River and Steam Navigation Company: $70: $10 Mesabi Range Mining District: $70: $10 Rocky Mountain Mining District: $70: $10 While owned by players, Private Companies pay their owners a fixed income at the start of each Operating Round. Under the conditions described below, Public Corporations may buy them from consenting players at any time during the Corporation's turn in an Operating Round. Once bought by a Public Corporation, Private Companies may not be traded further. All Private Companies close at the start of Phase 6 (see section ??, Phases), unless closed earlier. Private Companies confer special powers on their owners. The Chicago and Galena Railroad (CGR) may be bought by a Public Corporation from the start of Phase 3 for any mutually agreeable amount between $1 and $50 inclusive. The owning Corporation may take one further Station Marker Token unless it already owns five (the maximum possible). This action closes CGR. The Oregon River and Steam Navigation Company (ORSN) comes with a free 10% share of the Northern Pacific. ORSN may not be bought by a Public Corporation. It closes when the Northern Pacific buys a Train. The Mesabi Range Mining District (MRMD) may be bought by a Public Corporation from the start of Phase 3 for any amount between $1 and $140 inclusive, or, after the Second Railroad Convention, for any amount between $1 and $210 inclusive. The owning Corporation acquires Mining Rights in the Mesabi Range, whether or not it has a route to its edge. Once MRMD is owned by a Public Corporation, up to three other Corporations with routes to the edge of the Mesabi Range may buy Mining Rights there for $40, payable to the Corporation which owns MRMD before Phase 6, and to the Bank thereafter. Corporations without Mining Rights may not claim a route to or through the mining district. The earnings of a Corporation running a Train through a Mining District are increased by the amount (dependent on the phase) shown on the map. MRMD does not close when bought by a Corporation. The Rocky Mountain Mining District (RMMD) may be bought by a Public Corporation from the start of Phase 3 for any amount between $1 and $140 inclusive, or, after the Second Railroad Convention, for any amount between $1 and $210 inclusive. The owning Corporation acquires Mining Rights in the Rocky Mountain, whether or not it has a route to its edge. Once RMMD is owned by a Public Corporation, up to three other Corporations with routes to the edge of the Rocky Mountain may buy Mining Rights there for $40, payable to the Corporation which owns RMMD before Phase 6, and to the Bank thereafter. Corporations without Mining Rights may not claim a route to or through the mining district. The earnings of a Corporation running a Train through a Mining District are increased by the amount (dependent on the phase) shown on the map. RMMD does not close when bought by a Corporation. SUBSIDIARY COMPANIES There are seven Subsidiary Companies, listed below. They are become available in the Second Railroad Convention. While owned by players, they pay a fixed income, printed on the certificate, at the start of each Operating Round, and close at the start of Phase 5 (see section ??, Phases). These certificates do not count towards the number of share certificates held by their owners. S1: Buffalo Bayou, Brazos & Colorado Railroad: El Paso to Tucson: 3: $100 S2: Galveston, Harrisburg & San Antonio RR: San Antonio to El Paso: 3: $100 S3: New Orleans, Opelousas & Great Western: Houston to New Orleans: 3: $100 S4: Atlantic & Pacific Railroad: Albuquerque to San Bernadino to Los Angeles: 4: $150 S5: Los Angeles & Salt Lake Railroad: Los Angeles to San Bernardino to Ogden: 4: $150 S6: Oregon Short Line: Tacoma to Boise to Ogden: 4: $150 S7: California & Oregon Railroad: Portland to Eugene to Sacramento: 4: $150 At any time during Phases 3 and 4, Subsidiary Companies may be given, by their player owners and without immediate compensation, to any active Corporation with the consent of its President. This Corporation is known as the Parent Corporation. The Parent Corporation immediately places the appropriate Subsidiary Marker on the board in the Subsidiary Company's start hex, marked on the map. The Subsidiary Marker acts in most respects as a Station Marker for the Subsidiary Corporation. However, it does not occupy a space in a station and it does not serve to block access to a route by other Companies and Corporations. The Parent Corporation may lay one track tile or upgrade one yellow track tile to green each Operating Round on behalf of each Subsidiary Company it owns. This is done in the track-laying part of its turn, before, and in addition to, its own lays or upgrades. Track laid or upgraded on behalf of the Subsidiary Company must extend (or be a city on) a route of the Subsidiary Company. The Parent Corporation (or its President, if the Parent Corporation has insufficient funds) is responsible for any track costs for difficult terrain. The Subsidiary Companies owned by a single Parent Corporation operate in increasing numerical order. Tile lays and upgrades on behalf of the Subsidiary Company are subject to the usual restrictions in Land Grant hexes (see section ??, Land Grant Corporations), even if the Parent Corporation owns the Land Grant. Unless the Parent's earnings for the Operating Round are otherwise zero, its earnings are increased by $20 for each of its Subsidiary Companies which lays or upgrades track that turn. In Phases 5 and 6, a Parent Corporation may close any or all of its Subsidiary Companies instead of laying track for it or them. This action is done at the start of the Parent Corporation's turn in an Operating Round, before any of its Subsidiary Companies have operated. All Subsidiary Companies owned by Corporations must close at the start of Phase 7. When a Subsidiary Company closes, whether voluntarily or at the start of Phase 7, it pays a Golden Handshake to both its Parent Corporation and that Corporation's President. If the Subsidiary Company can run a notional Train, of the type shown in the table, on a route including the named cities with no intermediate stops (but possibly with other stations on one or both ends), the Parent Corporation receives $100 or $150, as shown in the table, and its President receives the value of the notional Train's route. Otherwise, the Parent Corporation and its President each receive $50. The notional train run by the Subsidiary does not receive any bonuses should its Subsidiary Marker be in a Classification Yard. Station Markers of other Companies and Corporations are ignored when running the notional train. CREDIT MOBILIER There is one share of the Credit Mobilier (CM) in the game for each player plus one extra. They become available in the Second Railroad Convention. CM earns $30 in bonds (see section ??, Bonds) each time UP (see section ??, Public Corporations) lays a track tile in its Land Grant. CM closes as soon as UP completes its Land Grant. CM certificates do not count towards the number of share certificates held by their owners. PIONEERING RAILROADS There are four Pioneering Railroads in the game, sold in the First Railroad Convention. These are: * Aurora Branch Railroad * Milwaukee & Mississippi Rail Road * Pacific Railroad * Rock Island Railroad Each Pioneering Railroad comes with a Charter for a non-Land Grant Corporation, which must be selected as soon as the Pioneering Railroad is purchased. Pioneering Railroads are discarded at the end of the first Stock Round. PUBLIC CORPORATIONS There are sixteen public corporations included in the game, divided into the normal Public Corporations (CB&Q, CMStPP, C&NW, CRIP, DRG&W, Frisco, GN, IC, MP, & T&P), and the Land Grant Corporations (UP, CP, NP, SP, Katy, and ATSF). Players may invest in these corporations by buying their share certificates. Each corporation's stock comprises 9 share certificates, one of which (the President's Certificate) represents 20% of the total share in the company. All other share certificates represent 10%. The President's Certificate is always owned by the majority stock holder in the Corporation. This player is called the President of that Corporation. If another player acquires more shares than the President, the President's Certificate is swapped for two ordinary certificates belonging to that other player. The President of each Corporation controls its actions. Each Corporation may build track on the map, build stations on cities, buy rolling stock, and run its trains. Its earnings may be paid, wholly or partly, as a dividend (paid to players) or retained (kept in the treasury). The actions of the Corporation may cause its share price to rise or fall on the stock market. There is a limit to the number of certificates representing shares in public Corporations which may be held by the players. This limit varies with the number of players, as shown in Table 1, Certificate Limits. No one player may own more than 60% of any one Corporation. CNW starts with a Station Marker in Chicago, and automatically has Track Rights there at no cost. If its Station Marker in Chicago is ever removed (which can only happen if CNW merges and the president of its successor elects to remove the Marker because it has too many) its Track Rights are lost as well. LAND GRANT CORPORATIONS Land Grant Corporations are constrained in their early tile-laying and placement of Station Markers. In exchange, they get considerable bonuses, either in Bonds or cash. Three of the Corporations (CP, Katy, UP) earn Bonds by laying track tiles in certain marked hexes, and these must be divided among the shareholders immediately. All six earn a Golden Spike as soon as they have laid track in all their Land Grant hexes. Golden Spikes paid in Bonds must be divided among the shareholders, while those paid in cash may be divided among the shareholders, retained by the Corporation, or half paid out and half retained. Whichever option is taken, there is no immediate effect on share price. Until it completes its Land Grant, each Land Grant Corporation must lay at least one track tile in its Land Grant each Operating Round. The only exception to this is if the Corporation and its President between them have insufficient funds to pay for the cheapest available tile lay in its Land Grant and in this case the Corporation may lay or upgrade no track at all. Until the Corporation completes its Land Grant, it may not lay or upgrade track outside its Land Grant. Several hexes are marked with two Company or Corporation names, and either may lay track there. In two further cases, the Land Grant Corporation's name is printed in parentheses. Any Company or Corporation may lay track in these hexes, but track must be laid in these hexes in order for the owner of the Land Grant to complete its Land Grant. Otherwise, no other Company or Corporation may lay track in another Corporation's Land Grant. Anyone with access may upgrade track in an incomplete Land Grant, but new track segments on the upgraded tile must, if possible, terminate against the edges of empty Land Grant hexes belonging to the Land Grant Corporation. A merged Corporation in which one precursor is a Land Grant Corporation with an unfulfilled Land Grant must lay track in that Land Grant if possible, and once it has done so it may use the rest of its build allowance elsewhere. A merged Corporation which is the successor to two Land Grant Corporations with unfulfilled Land Grants must lay at least one track tile in each, if possible. If it can, it may use its remaining build allowance. If it can't (because of a shortage of funds for difficult terrain, or because the only hex available for track in each is a mountain) it must lay track in one of them if possible and it loses the rest of its build allowance.. Land Grant Corporations may not place Station Markers or buy Track Rights until they meets the requirements listed below. Other Corporations may lay Station Markers in unfulfilled Land Grants but these Markers may not block, even temporarily, the Land Grant Corporation's access to the uncompleted part of its Land Grant. As soon as it can, ATSF must place a Station Marker in Albuquerque. Once it has done this it may place Station Markers elsewhere or buy Track Rights. The Station Marker in Albuquerque is free. ATSF's Golden Spike is $400 in cash. Until it completes its Land Grant, CP may not place any Station Markers or buy Track Rights. CP's Golden Spike is $500 in Bonds. As soon as it can, Katy must place a Station Marker in Dallas/Fort Worth. Once it has done this it may place Station Markers elsewhere or buy Track Rights. The Station Marker in Dallas/Fort Worth is free. Katy's Golden Spike is $200 in Bonds. NP starts with two Station Markers in play, in Tacoma and Minneapolis/St Paul, and until there is a route from one to the other along the NP's Land Grant, NP builds as if it were two separate Corporations. That is, it gets the normal build allowance from each of Tacoma and Minneapolis/St Paul, and must lay at least one track tile from each end. It may build in a mountain hex at each end. Until it completes its Land Grant, it may not place any Station Markers or buy Track Rights. NP receives a Golden Spike of $100 in cash when it lays track in each of Spokane and Bismarck, and a third Golden Spike of $400 in cash when it completes its Land Grant. As soon as it can, SP must place a Station Marker in Phoenix. Once it has done this it may place Station Markers elsewhere or buy Track Rights. The Station Marker in Phoenix is free. SP's Golden Spike is $400 in cash. Until it completes its Land Grant, UP may not place any Station Markers or buy Track Rights. UP's Golden Spike is $500 in Bonds. CHARTERS There are 16 charters in the game, one each for the 16 Public Corporations. Players may not buy Presidents' certificates directly. Instead, they acquire them by discarding the associated Charter (which they must already own, but see section ??, Hostile Take-overs). This action is called converting a charter. Converting a charter gives the owning player the right to buy the President's certificate and up to two more 10% shares in the same turn, and also provides a $100 discount on the price of the shares. Unused charters do not count towards the number of share certificates held by their owners. The Land Grant Charters pay their owners a fixed income at the start of each Operating Round. BONDS Some of the Land Grant Corporations (CP, KP, and UP) earn Bonds when they lay track in certain hexes (marked on the map) and when they meet certain objectives (laying "The Golden Spike"). These bonds must paid to the corporation's shareholders as soon as they are earned. In addition, Credit Mobilier pays Bonds to its shareholders whenever UP lays track in its Land Grant. At the start of the game, Bonds can be exchanged for cash at a rate of 10%. As trains are sold, the exchange rate rises in steps to 100%, and then falls gradually to zero. In their turn of a Stock Round, players may freely exchange any Bonds they hold for cash at the current rate. Players and Corporations may spend their Bonds, changed at the current rate, to meet expenditures in an Operating Round, but they may not spend more than necessary and receive no change in cash. For example, a Corporation spending $40 when the exchange rate is 30% may use $140 in Bonds, or some lesser amount and make up the difference in cash. If a Corporation earns Bonds after their value has fallen to zero, they are lost. See Table ?? for the points at which Bonds change value. TRACK As the game develops, Companies and Corporations in the game develop rail networks by placing track tiles on the map. Track tiles come in four colours - yellow, green, brown, and grey. Development proceeds in this order; initially, yellow track is laid onto the map, and it is successively upgraded to green, brown, and grey. Intermediate colours may not be skipped, except that green track is laid directly on to yellow-edged map hexes, and some map hexes are preprinted in yellow or green. Track is divided into two main types - city and plain. City track is divided into several subtypes. Small cities are represented on the map by black diamonds, and on yellow track by solid black small circles. When these are upgraded to green, they may remain as small cities, again with a solid black small circle, or they may convert to large cities labelled W. Small cities upgrade to classification yards in brown and grey. Large cities are represented by large open circles, and are either unlabelled or labelled with one of LA, O, SF, T, W, or YY. Except in the case of small cities being converted, large city tiles may be placed only on correspondingly-labelled large city hexes. Most cities are stations, at which Trains must stop if they visit the tile. Yellow, green, and brown YY city tiles have two stations. Tiles with stations have a value printed in a small circle. This is the amount of money earned by a train stopping in that hex. See section ??, Run Trains. Plain track is laid on map hexes which contain no city symbol. A train passing through a hex with such track does not stop there. . Classification yard tiles contain a side-branch bonus, indicated by a +1 or +2 printed in a small diamond. These tiles have room for two Station Marker tokens. Trains reaching or passing through such places when the active Corporation has a Station Marker there allow the Corporation to run an additional bonus Train, which must run to or through the classification yard and one or two additional cities depending on the size of the bonus.. ROLLING STOCK Trains come in several types, labelled 2, 3, 4, 5, 6, 7, and 8. The number represents the number of stops which that train may make. Palace Cars cannot run independently - they must be attached to another train owned by the Corporation. They serve to double the value of one station visited by that train. Corporations may never own more than one Palace Car, nor may Palace Cars ever be sold between Corporations. The purchase of trains serves to advance the game's phase. Each time a new type of train is purchased, the phase advances. Table ??, Rolling Stock, lists the various types of Rolling Stock with the quantity available and cost. STATION MARKERS Each Corporation has several Station Markers - always at least two, and no more than eight. When a Corporation is launched, it is given a number of Station Markers depending on its par price - two if the par price is $65, three if the par price is $70, four if the par price is $75, or five if the par price is $80, $90, or $100. The Chicago & Galena Private Company may be used to add one more Station Marker. Merged Corporations retain the Station Markers of their predecessors, to a maximum of eight. Station Markers control access to routes - every route must include at least one Station Marker on it somewhere, and routes can't reach or pass through stations completely filled with other Corporations' Station Markers. A Station Marker is placed on a Corporation's home city (or in some cases, cities) at the start of its first Operating turn, and the others can be placed in any city or classification yard which is on a route of that Corporation, for a fee. Each Corporation has three additional markers, to represent its Par Price, Stock Price, and Earnings. TRACK RIGHTS A Corporation must own Track Rights in order to visit the pre-printed cities of Chicago and St Louis. (Even with Track Rights, these cities cannot be in the middle of a route. [This clause may need some modification.]) Separate Track Rights exist for each city. There are six Track Rights available for each city. Track Rights are acquired much like Station Markers, and a Corporation must sacrifice a Station Marker in order to obtain them. (CNW is an exception; its home station is in Chicago, and it gets Track Rights there automatically, free of charge.) Track Rights differ from Station Markers in one important respect; a route of a Corporation must include, somewhere on it, at least one Station Marker on it, and Track Rights do not count for this purpose. SETTING UP THE GAME Lay the map board and Stock Market open on the table between the players. Place the share certificates and trains on the indicated board spaces. Each pile of share certificates should be arranged with the President's Certificate on top. Place the money and Bonds, sorted by denomination, and the track tiles, sorted into type, by the board. At the start of the game only the yellow track tiles will be used but the other tiles should be available for inspection. Place the Station Markers and the share price, par price, and earnings tokens for each Corporation by the board, near the share certificates. Place the public company charters nearby. Place the Round Marker on the operating round space marked Stock Round. Place the Certificate Limit Marker appropriate to the number of players in a corner of the Bank Pool. Place the Mississippi River tokens on the map hexes containing the Mississippi south of St Louis; these are marked $100. Each player should have enough room for several company charters and a couple of dozen or so certificates, and a pile of money. Most players will find writing materials and a calculator useful. Appoint one or two players Banker; they will bear responsibility for conducting transactions with the Bank. Arrange the Trains in order, with the 2-Trains at the top and 8-Trains at the bottom. Place the 10% Bond marker in the Bank Pool. Place the 30% Bond marker after the sixth 3-Train. Place the 40% Bond marker after the second 4-Train. Place the 50% Bond marker after the fifth 4-Train. Place the 60% Bond marker after the first 5-Train. Place the 70% Bond marker after the fourth 5-Train. Place the 80% Bond marker after the first 6-Train. Place the 100% Bond marker after the fourth 6-Train. Place the 0% Bond marker after the second 7-Train. [This is all wrong and needs updating.] Place the Private Companies, Pioneering Railroads, and Land Grant Charters in the middle of the board. These constitute the Start Packet which is sold in the First Railroad Convention. Determine seating order at random (the Subsidiary Company certificates or tokens can be used for this purpose) or by mutual agreement. Give the Priority Deal card to the first player. The game starts with the First Railroad Convention. OVERVIEW The game starts with the First Railroad Convention and proceeds in a series of alternating Stock Rounds and pairs of Operating Rounds. The Second Railroad Convention interrupts one of the Stock Rounds. During Stock Rounds, players buy Subsidiary Companies, the Credit Mobilier, and Charters, and buy and sell shares in the Public Corporations. Players may also merge Corporations and initiate hostile take-overs. During Operating Rounds Private Companies, Charters, and possibly Subsidiary Companies earn revenues, and the Public Corporations lay track, place Station Markers, operate rolling stock to earn revenues, and purchase more rolling stock. FIRST RAILROAD CONVENTION The game starts with the First Railroad Convention. Starting with the first player and proceeding clockwise, each player may either pass or offer one of the items in the start packet for auction by bidding some multiple of $5, at least the face value of the item and not exceeding his cash on hand. Once an item has been offered for auction, each player in turn may then pass or raise the bid by some multiple of $5, again not exceeding cash on hand. Once a player passes he may not bid again on that item. The auction ends when all players but the highest bidder pass in turn, and the item is sold to the highest bidder. The next opportunity to auction an item goes to the player to the left of the highest bidder. If all players in turn decline to auction an item before anything is sold, the game is declared a draw between all the players. If all players pass in turn when some but not all of the items in the start packet are sold, each Land Grant Charter and Pioneering Railroad pays its income (printed on the card) to its owner, and the First Railroad Convention resumes with the player to the left of the last purchaser. If everyone passes because there is nothing left in the start packet, the Priority Deal card is given to the player to the left of the last purchaser and the game continues with the first Stock Round. The start packet contains: * The four Private Companies * The four Pioneering Railroads * The six Land Grant Charters SECOND RAILROAD CONVENTION The Second Railroad Convention starts after the first Land Grant Charter is converted and everyone other than the player converting the Charter has had one more turn in the Stock Round. Starting with the player who converted the first Land Grant Charter and proceeding clockwise, each player may either pass or offer one of the items in the second public offering for auction by bidding some multiple of $5, at least the face value of the item and not exceeding his cash on hand. Each player in turn may then pass or raise the bid by some multiple of $5, again not exceeding cash on hand. Once a player passes he may not bid again on that item. The auction ends when all players but the highest bidder pass in turn, and the item is sold to the highest bidder. The next opportunity to auction an item goes to the player to the left of the highest bidder. The Second Railroad Convention ends when all players in turn decline to offer an item for auction. Any remaining items from the second public offering are placed in the Bank Pool. The game resumes with the remainder of the interrupted Stock Round, with the player who started the Second Railroad Convention going first. The second public offering contains: * The seven Subsidiary Companies * The six remaining Charters * The Credit Mobilier shares (one for each player, plus one) STOCK ROUNDS A Stock Round consists of a series of turns, starting with the holder of the Priority Deal card and proceeding clockwise. On each turn, the player may sell any number of certificates, subject to the constraints set out below, and then may perform one "buy" action - convert a Charter (or, exceptionally, several), buy one certificate, launch a Hostile Take-over, or initiate a Merger. A player doing nothing is deemed to pass. The player may also exchange Bonds for cash at the current exchange rate, but this does not count as an action (see section ??, Bonds). The Stock Round ends only when all players pass consecutively. Thus, a player buying or selling stock is guaranteed another turn in the current Round. At the end of a Stock Round the player to the left of the last player to perform an action in the Round takes the Priority Deal card; if there were no transactions in the Round the Priority Deal card does not move. All stock transfers in a Stock Round are done between a player and either the Bank or a Corporation. Players may never buy stock directly from one another. SELLING STOCK To sell shares, the player transfers any number of share certificates from his holdings into the Bank Pool, subject to the following constraints: * Private Companies, Subsidiary Companies, Charters, and Credit Mobilier may not be sold to the Bank * Shares in a Corporation which has not yet completed its turn in an Operating Round may not be sold * There may never be more than 50% of the shares of any Corporation in the Bank Pool as a result of sales * President's Certificates may not be sold into the Bank Pool * Stock covered by a Puff Marker may not be sold (see section ??, Puffing Stock) The player receives from the Bank the current share price for each share sold. If as a result of selling shares the holding of a Corporation President drops below that of another player (who must own at least 20% of the Corporation) that other player becomes the new President. If there is more than one eligible player, the new President is the player with the largest holding, or, in the case of a tie, the tying player closest to the outgoing President's left. The outgoing President exchanges his President's Certificate for two ordinary 10% shares of the affected Corporation belonging to the new President. This exchange is effected before resolving the rest of the sale. Selling shares normally causes the Corporation's price to drop. This is done by moving the Corporation's Stock Market Token vertically down by a number of squares equal to the number of 10% shares sold, or to the bottom of the chart if there is insufficient room for the full drop. If the token is already at the bottom of the chart ("on the ledge") it does not move. If the token moves to a square on the Stock Market which is already occupied by other Stock Market Tokens, it is placed at the bottom of the pile; if the token remains on its original square it retains its relative position in a pile. The player receives the original price for each of the shares sold. If the player sells shares in more than one Corporation in a single turn, he decides on which order to sell them; this will decide the order of Corporations whose Stock Market tokens drop to the same square. A player who owns stock in excess of the certificate limit (which can only happen legally if another player buys stock to cause a Presidency transfer) must sell stock, if possible, to bring himself within the limit at his first opportunity in a Stock Round. If he can sell some stock but not enough to bring himself within the limit then he must sell what he can. BUY ACTIONS In this phase, the active player may perform one of the following actions: * Convert a charter (or, exceptionally, more than one if subject to Hostile Take-overs) * Buy a certificate * Perform a merger * Attempt a Hostile Take-over These actions are described below. Once the player has done his action, or passed, he removes any Puff Markers from his own stock and the turn passes to the next player. CONVERSION OF CHARTERS A player may only convert a charter which he owns. The player sets the par price of the associated Corporation by putting the Par Price Token in the appropriate space by the Stock Market. The number of spaces at each price does not constitute a limit on play. The player also puts the Share Price Marker in the appropriate space on the Stock Market, underneath any Markers already there. The player then transfers the President's certificate and up to two further 10% certificates of the associated Corporation to his portfolio, paying the price of the certificates (twice the par price for the President's certificate, and the par price for the others), less a discount of $100 for the charter, to the Bank. Finally, the player closes the charter, discarding the certificate. Land Grant charters may not be converted in Phase 2 (see section ??, Phases). Late Corporation charters may not be converted until all of the Land Grant charters have been converted, nor may they be converted in the same Stock Round as the conversion of the fifth Land Grant charter. If 50% of the associated Corporation has been sold from the Initial Offering at this point (which can happen if the Corporation is the subject of a hostile take-over attempt, or for the Northern Pacific) it is floated at this point and the following actions performed: * The President receives the Corporation Charter and Station Markers * The Corporation Treasury receives ten times the par value * If the Corporation is CNW, it receives Chicago Track Rights * The Earnings Marker is placed on the zero space on the earnings track The number of Station Markers a Corporation receives depends on its par price - two if the par price is $65, three if the par price is $70, four if the par price is $75, and five if the par price is $80, $90, or $100. If more than one of a player's charters are subject to hostile take-over attempts, he may convert some or all of them in one turn. Otherwise, he may convert no more than one charter. BUYING ORDINARY STOCK To buy stock, the player whose turn it is transfers one certificate from the Initial Offering, the Bank Pool, or a Corporation Treasury, into his own holdings. If the certificate represents a Charter, Subsidiary Company, or Credit Mobilier it necessarily comes from the Bank Pool and its price is the cost printed on the card. Otherwise, the certificate must be a 10% share in a Corporation whose Charter has been converted and therefore has Par and Stock Market prices set. If a share certificate comes from the Initial Offering its price is the par price, and otherwise its price is the stock price. If the certificate comes from the Corporation Treasury then its price is paid to the Corporation; otherwise its price is paid to the Bank. The President of the Corporation concerned may not block the sale. Buying stock does not cause the current share price to change. Only one certificate may be bought per Stock turn. If the player buys the fourth certificate from the Initial Offering (making 50% sold altogether) the Corporation is floated, and the following actions are performed. * The President receives the Corporation Charter and Station Markers * The Corporation Treasury receives ten times the par value * If the Corporation is CNW, it receives Chicago Track Rights * The Earnings Marker is placed on the zero space on the earnings track The number of Station Markers a Corporation receives depends on its par price - two if the par price is $65, three if the par price is $70, four if the par price is $75, and five if the par price is $80, $90, or $100. If, as a result of a share purchase, the player's holding exceeds that of the current President, he becomes the new President, exchanging the President's Certificate for two 10% certificates of his own. A player may not buy stock in a Corporation if he sold stock of it or a predecessor earlier in the same Stock Round. No one player may ever own more than 60% of any Corporation. A player may not purchase any share certificate if his holdings already equal or exceed the certificate limit, even if the purchase would cause a change of Presidency and immediately reduce the player's holding back to the limit. MERGERS The player may merge two Corporations. He may only do this if: * It is Phase 5 or later * Neither Corporation has merged previously * A Station Marker of one Corporation is on a route of the other (this implies that each must have operated at least once) * At least one of the Corporations owns a Train * The Presidents of the two Corporations agree to the merger * The active player is the President of at least one of the Corporations * At least one player (not necessarily the active player or even one of the Presidents) owns at least four shares of the stock in the two Corporations combined * The Administration Fee (see below) can be paid One of the two Corporations is merged into the other. Either Corporation may survive at the choice of the active player; the choice is never important, though it's helpful to retain the one whose tokens are more readily distinguishable. All shares of the two Corporations in the Initial Offering are transferred to the Bank Pool. All shares in the two Corporation Treasuries are also transferred to the Bank Pool, and the surviving Corporation is paid the current market price of the appropriate precursor for each such share. (These are not sales, so the share price is not adjusted.) The current market price of the surviving Corporation is set at the sum of the two Corporations' current market prices, less one, rounded down to the next value available on the top row or left-most column on the Stock Market. For each of the precursor Corporations which does not own a Train of type 6, 7, or 8, the price is then moved one space to the left, or down if the price is already in the left-most column. Each 10% certificate of each precursor Corporation is swapped for a 5% certificate of the special Merger Corporation, and each 20% President's Certificate is swapped for two 5% certificates. Then, starting from the active player and proceeding round the table in Stock Round order, each pair of certificates of the Merger Corporation is then swapped for a 10% certificate of the surviving Corporation, except that the first player swapping two pairs (and there must be at least one) is given the President's certificate. Then, again starting from the active player and proceeding round the table in Stock Round order, each player left with a single certificate of the Merger Corporation may either pay to the Bank half the price of the surviving Corporation (rounded down) to convert his Merger certificate to a share in the surviving Corporation, or receive half the price of the surviving Corporation (rounded down) in exchange for his Merger certificate. Once shares in the surviving Corporation run out, further players must sell their Merger certificates. If any player owns more shares than the holder of the President's Certificate, the player with the most shares (or, in the case of a tie, the tying player closest to the left of the holder of the President's Certificate) swaps two of his 10% shares for the President's Certificate. All cash, Bonds, Track Rights, and Trains in the disappearing precursor Corporation are given to the surviving Corporation. If the surviving Corporation possesses more rolling stock than its limit, excess Trains are discarded to the Bank Pool and excess Palace Cars are returned to the Bank, both without compensation. If the Corporation possesses two like Track Rights markers, one of each such pair is discarded and removed from the game without compensation. Station Markers of the disappearing Corporation, whether on the map or as yet unused, are replaced by those of the surviving Corporation. If the surviving Corporation has two Station Markers in any hex, one is lost without compensation. The surviving Corporation may end up with no more than eight Station Markers and Track Rights altogether; excess ones are lost at the discretion of the President, but at least one Station Marker must remain on the map and one must remain in the home station (or each home station, in the case of the Northern Pacific) of a precursor Land Grant Corporation which has yet to complete its Land Grant. The surviving Corporation must pay an Administrative Fee equal to the distance in hexes between the closest Station Markers of the precursors (measured before any are removed) multiplied by $20. If the Corporation treasury is insufficient, the President must make up the difference and may not sell stock in order to do so. The disappearing precursor Corporation's company mat, share certificates, and share price, par price, and earnings markers are all discarded. A Corporation which has merged may not be merged further, and its Train limit is increased by one over the normal value. The price it pays for further Station Marker placements lower - see section ??, Station Markers, below. It behaves otherwise as a normal Corporation. Merged Corporations inherit the rights and responsibilities of its predecessors. If one of the predecessors had an incomplete Land Grant, it must continue to lay one track tile in the Grant each turn, though its other lays or upgrades may be elsewhere. If both precursors had incomplete Land Grants, the survivor must lay one track tile in each, if possible. HOSTILE TAKE-OVERS The active player may attempt a hostile take-over of another player's unclosed charter. To do this, he must have sufficient cash (and/or Bonds) as outlined below, and must own fewer share certificates than the limit. The active player ("the attacker") bids any multiple of $5, at least $100, for the charter, marking this by taking a 10% share of the charter's associated Corporation (but does not pay for it immediately) and placing it in front of him but not in his portfolio of shares. (The easiest way to mark this is to turn the certificate sideways.) The attacker must have at least $30 left over after deducting the amount bid. No further action takes place until the next stock turn of the owner of the charter ("the defender"). Intervening players may also launch hostile take-overs of the same charter, bidding any multiple of $5 over the highest bid on the charter; such players simply take, without immediate payment, a 10% share but do not place it in their portfolio, and must also have at least $30 left over. If, on his turn of the Stock Round, one of a player's charters is subject to a hostile take-over, he must either sell it to one of the attackers or convert it. If there is more than one attacker, they bid amongst themselves, in stock round order starting with the original attacker, in multiples of $5. Once the highest bidder is established, the defender may accept or refuse that high bid. The winning attacker may continue to raise his bid (in multiples of $5) if the defender chooses not to sell at the old bid. If the defender accepts the bid, the attacker takes the charter in exchange for the agreed bid, and must, in his next turn, convert the charter unless it is the subject of a further successful hostile take-over. (This is why the attacker must have at least $30 left over after each bid.) The defender then takes his turn normally. If the defender refuses to accept the attacker's high bid, he must convert the charter in the current turn (possibly after selling shares), using the procedure outlined above under Conversion of Charters. All of the unsuccessful attackers of the charter must pay the current par price for their 10% shares and move them into their portfolios at this time. If the defender has more than one charter subject to a hostile take-over, he deals with them in any order he chooses. Any which he does not sell must be converted in that turn; this is the only circumstance when he may convert more than one.. ENDING THE STOCK ROUND The Stock Round ends when all players pass consecutively. At the end of the Stock Round, if 100% of any Corporation is in players' hands (i.e. there is no stock in the Bank Pool, Initial Offering, or Corporation Treasury) the Stock Market Token for each such Corporation rises one space vertically on the Stock Market, if possible. If the price is already on the top row, it moves one space diagonally down and right, if possible. All affected Stock Market Tokens move simultaneously, and do not change relative order. If a Corporation's token moves to a square which is already occupied, it goes to the bottom of the pile. The Round Marker is moved to the green Operating Round space to indicate that there will be two Operating Rounds before the next Stock Round. OPERATING ROUNDS In each Operating Round, every Land Grant Charter, Private Company, Subsidiary Company, and floated Corporation operates once. The Private Companies, Land Grant Charters, and Subsidiary Companies owned by players, operate first, by simply paying their fixed incomes to their owners. The Corporation whose stock value is highest operates next, then the highest unoperated Corporation, and so on. If the stock values of two or more Corporations are equal, then the one whose Stock Market Token is furthest to the right operates first. If two or more Stock Market Tokens are on the same square on the Stock Market, the one on top operates first. The decision about which Corporation is to run next is deferred until the end of the previous Corporation's operations; sales of stock during an Operating Round (which in practice rarely occur) may affect this order. When a Corporation operates, it performs the following activities. Most are optional, but if done they must occur in this order: * Place its home Station Marker (compulsory on the first turn of operation) * Operate any owned Subsidiary Companies (compulsory) * Lay or upgrade track * Place one Station Marker or buy Track or Mining Rights * Run Train(s), if any, to establish earnings (compulsory) * Pay, split, or withhold dividends * Buy rolling stock (usually optional but sometimes compulsory) * Puff stock * Issue or redeem Corporate stock These activities are described in the next paragraphs. In addition, in Phases 3 and 4 the Corporation my buy any Private Company from any consenting player. All decisions made on behalf of the Corporation are made solely by its President. At the end of each Operating Round the Round Marker is moved, following the arrows, to the next space. ROUTES Many of the activities of Corporations revolve around routes, an important concept which deserves its own section. A route of a Corporation is a continuous unbranched length of track, including on it at least one city or classification yard with a Station Marker on it belonging to the Corporation. A route may not reach or pass through any city or classification yard more than once. Note that the two cities on yellow, green, and brown "YY" tiles are separate, and a route may pass from one to or through the other. The same applies to the San Francisco green tile. A route may not pass through or terminate in any station completely filled with Station Markers belonging to other Corporations, although it may use a track segment leading up to such a city. Station Markers in brown and grey classification yards do not block routes. A route may not enter Chicago or St Louis unless the corporation has Track Rights in the city (see section ??, Track Rights). A route may not enter a Mining District unless the corporation has Mining Rights in the district. A route may not use any segment of track more than once. It may use the junction in the centre of plain track tiles multiple times, although the track segments leading to the edges of such tiles may be used only once each. PLACE HOME STATION MARKER In its first turn of operation, each Corporation must place its free Station Marker on its home city, marked on the map. NP has two home cities (Tacoma and Minneapolis/St Paul) and must place one free Station Marker in each. OPERATE SUBSIDIARY COMPANIES If the Corporation owns any Subsidiary Companies, it operates them. Each Subsidiary Company may, optionally, lay one track tile or upgrade one yellow track tile to green. If the Company does so, the earnings of the parent Corporation are increased by $20 provided that they are otherwise non-zero. The parent Corporation (and its President, if the parent Corporation has insufficient funds) is responsible for any terrain costs. The rules for laying or upgrading track are as outlined in the next section, except that the track laid must form part of a route of the Subsidiary, not of the parent Corporation. The Company may not lay track in hexes reserved to other Companies or Corporations, not even those of its parent. LAY OR UPGRADE TRACK In Phase 2, a Corporation may lay a single yellow track tile per Operating Round. Thereafter, it may: * lay three yellow track tiles, at most one of which may be in a mountain hex * lay one yellow and one green track tile * lay one yellow track tile and upgrade one yellow track tile to green * lay one yellow track tile and upgrade one green track tile to brown, if brown track is available * lay one yellow track tile and upgrade one brown track tile to grey, if grey track is available * lay two green track tiles, if brown track is available * lay one green track tile and upgrade one yellow track tile to green, if brown track is available * upgrade two yellow track tiles to green, if brown track is available * upgrade one yellow track tile to green and one green track tile to brown (in either order) if grey track is available * upgrade two green track tiles to green, if grey track is available. Brown track tiles are available from Phase 5, and grey track tiles are available from Phase 7. All tiles laid or upgraded in a single turn (including those by Subsidiary Companies) must be in different hexes. Corporations may build less than their full allowance. As a special case, NP may build the normal allowance from each of its railheads, either until a route connects the railheads along the line of NP's Land Grant or NP merges. Corporations with incomplete Land Grants must lay at least one track tile in their Land Grants each turn, and the last three options are therefore unavailable to them. Yellow tiles are placed on and aligned with one of the pale green hexes on the map. Similarly, green tiles are placed on and aligned with yellow-edged hexes. While there is no track in the Corporation's home hex, the Corporation may lay any suitable city tile there, and may not lay a tile anywhere else. Otherwise, some of the track on the tile must form part a route of the Corporation. Tiles may not be placed so that track runs off the hex grid or into the blank side of a grey hex. If the map hex has yellow or green triangles on one or more of its edges, the first track laid in that hex must connect to such edges. If the hex is labelled with a sum of money, representing difficult terrain, the Corporation must immediately pay that sum to the Bank. If the Corporation has insufficient funds, its President may make up the shortfall from his own funds, but may not sell stock in order to raise the required amount. This prohibition of stock sales overrides the usual requirement for Corporations with incomplete Land Grants to lay track tiles in their Land Grants.) The type of tile laid must match the type of hex. If the map hex is marked with a black diamond or large open circle, representing a city, then the tile must have a corresponding symbol. Labels (one of LA, O, SF, T, W, YY, or blank) on the map and tile must match. Map hexes marked with neither diamond nor a circle must have plain track laid on them. Yellow, green, and brown track tiles upgrade to green, brown, and grey track tiles respectively when available. Green and brown track tiles, when available, may be laid directly on pre-printed yellow and green hexes respectively, and these actions are also upgrades. Track tile upgrades in yellow, or green hexes may require a payment for difficult terrain. When upgrading track, the old tile, if any, is removed and is available for reuse. All track on the old tile or the preprinted map hex must be represented, in the same orientation, on the new. Some of the track on the new tile (not necessarily track which is not present on the old tile) must form part a route of the Corporation. Tiles may not be upgraded so that track runs off the hex grid or into the blank side of a grey hex. If the map hex has triangles on one or more of its edges which match the colour of the new track tile, track placed in that hex must connect to such edges. Plain track and city tiles must be replaced with corresponding tiles, and in the case of large cities the labels must also match. If two or more tiles are being laid or upgraded, the route extended by later tiles may include track on earlier ones, but need not. Plain grey track tiles are available in 5- and 6-segment forms. When brown plain track tiles are upgraded to grey, a 6-segment form must be used unless that is illegal for the hex or none are left. The supplied quantity of yellow track is intended to be sufficient for most games; if it runs out more should be constructed. The tile mix of all other track is intended to limit play. If a vital tile is in play, then it must first be upgraded in order to free it. PLACE STATION MARKER A Corporation may place one of its Station Markers per Operating Round on a vacant city or classification yard space which is on a route of the Corporation. Station Markers may not be placed on the track of an uncompleted Land Grant if that would block the Land Grant Corporation from its Land Grant. A Land Grant Corporation which has not yet completed its Land Grant or laid its second free Station Marker, as appropriate, may not place a Station Marker. Corporations may place no more than one Station Marker per turn (in addition to its home station(s)). One space on each Corporation's home hex is reserved to that Corporation; other Corporations must leave a space free if that Corporation has not yet had its first Operating turn. (Note that there must really be space there; it is not sufficient to claim that the track tile might be upgraded to create a space.) NP has two reserved hexes, and both must be left clear until its first turn. ATSF, Katy and SP have two reserved hexes; the additional ones must have a space left vacant until the Corporation concerned has laid there. No more than one Station Marker of any Corporation may be placed in any hex. Once placed, Station Markers may not be moved, although Station Markers can be lost in mergers. Each unmerged Corporation has between two and five Station Markers, one of which is placed on its home hex. Merged Corporations inherit the Station Markers of their predecessors, to a maximum of eight. Station Marker placements must be paid for. The cost for Corporations which have not merged is $20 multiplied by the distance in hexes between its home station and the new Station Marker. NP, ATSF, Katy, and SP, which have two home stations, use the distance from the nearer home station. The cost for Corporations which have merged is $20 multiplied by the distance in hexes between the new Station Marker and its nearest existing Station Marker. If the Corporation has insufficient cash in its treasury, its President may make up the shortfall but may not sell stock in order to do so. ATSF, Katy, and SP must place a Station Marker in their secondary home stations as soon as they can. These Station Markers are free. If these Corporations merge before they place these Markers, the obligation passes to their successors. If a Corporation can establish a route to the edge of Chicago or St Louis, it may purchase Track Rights in that city unless all have been sold or the Corporation already has Track Rights there. The cost is the next available Station Marker token, which must be paid for as usual. Land Grant Corporations which have not completed their Land Grants may not purchase Track Rights. Corporations may buy only one set of Track Rights per turn, and may not place a Station Marker or buy Mining Rights in the same turn. A Corporation which can establish a route to the edge of a Mining District and the Mining District Private Company is either closed or owned by a Corporation may buy Mining Rights in that District unless it already has them or all have been sold. The cost is $40, paid to the Corporation which owns the Company or to the Bank if the Company is closed. A Corporation may buy only one set of Mining Rights in a turn, and may not place a Station Marker (other than its home station(s)) or buy Track Rights in the same turn. RUN TRAIN(S) If the Corporation has one or more Trains, it runs them to establish earnings. The route used by each Train must include at least two stations but no more stations than the number of the Train. Intermediate cities may not be skipped. If a Corporation owns more than one Train, each must be run on a separate route. The value of a route is equal to the sum of the values of the stations, classification yards, and Mining Districts it passes through or reaches. The value of a station etc. is the number printed in the small circle, for constant values, or the rectangle, for values dependent on the current Phase (see section ??, Phases). If the Corporation owns a Palace Car, the value of one station or classification yard is doubled for one of its Trains. If the route reaches or passes through a classification yard which has on it a Station Marker of the Corporation, the Corporation may run a Bonus Train, of type 2 if the classification yard is brown or of type 3 if it is grey, for each such classification yard. The Bonus Train must include, as one of its stations, the classification yard from which it was earned, and the route on which it runs must be separate from those of all other Trains. A Palace Car may not be attached to a Bonus Train. A Corporation's earnings are the sum of the values of the route run by its trains, plus $20 for each of its Subsidiary Companies which laid or upgraded track provided that its earnings from running trains are non-zero. The highest legal earnings announced by any player must be declared, but players are not obliged to announce earnings higher than those declared by the President. The Earnings Marker should be placed on the dividends track to reflect the amount earned. This step can be omitted, but it serves to remind players later what each Corporation's earnings were and hence speed up the game. PAY DIVIDENDS The Corporation may keep all of its earnings, pay its earnings as dividends, or pay half (rounded up to the next multiple of $10) and keep the rest. 10% of the dividend is paid to the holder of each share. Payments for shares in the Initial Offering or Corporation treasury go to the Corporation, while payments for shares in the Bank Pool are lost. If the Corporation keeps all of its earnings, or if the earnings are zero, its price marker is moved one square to the left on the Stock Market, or one square down if the current square is marked with a downwards-pointing arrow. Note that a Corporation's price must fall in this manner during its first turn of operation, since it necessarily has no train. If the price marker is already at the bottom left, it does not move. If the Corporation pays all its earnings as a dividend, the price marker is moved one square to the right, or up if the current square is marked with an upwards-pointing arrow. If the price marker is already at the top right, it does not move. If the Corporation retains half of its earnings and pays the rest, the price marker does not move. In any case, if the price marker moves to a square which is already occupied, the marker goes to the bottom of the pile, and retains its position in a pile if it does not move. PURCHASE ROLLING STOCK If the Corporation has fewer Trains than the current limit, then it may purchase a Train. Except in Phase 2, the Train may be from another Corporation with the consent of its President; the price is any amount, at least $1 and not exceeding the active Corporation's treasury. (Bonds may be exchanged for cash at the current rate to raise funds for the purchase, but unexchanged Bonds may not be part of the purchase price.) The Train may be any from the Bank Pool, or the cheapest new Train in the Bank; the price paid must be the face value. (Trains only get into the Bank Pool through Corporations discarding excess Trains when the Train limit falls or on mergers, and because this does not happen often in practice, there are usually no Trains there.) The Corporation may buy multiple Trains each Operating Round if it has the room and resources, but the effects of each Train purchase apply immediately after each is bought. A Corporation currently below its Train limit may purchase a Train even if this triggers a phase change which causes the Corporation to be over the limit. A Corporation may discard a Palace Car if by doing so it would make room for a Train and it then buys a Train. If the Corporation has a route on which it could legally run a Train, but it has no Train, it must buy one even if it has insufficient resources. If it does have the resources, it may arrange to buy a Train from another Corporation, or it may buy any Train from the Bank Pool or the cheapest new Train from the Bank. Otherwise, it must buy the cheapest Train from the Bank (or, at its option, any train from the Bank Pool) and the President must make up the shortfall. A Corporation is not compelled to buy a Train from another Corporation even if its price is lower than one from the Bank or Bank Pool. The Corporation first uses its own money; stock in the Corporation Treasury is useless at this time. Then the President uses his own cash (and Bonds, if he has them). If this is insufficient, he must sell stock. These stock sales are done immediately. The normal constraints on stock sales apply; additionally, the President must retain the President's Certificate of the active Corporation. The sales may be done in any order, and must stop as soon as the necessary cash is raised. As with sales in a Stock Round, the President receives the full value of each share sold (i.e. its value at the start of the Train-buying action), even if the price drops as a result of those sales. If the President is unable to raise the purchase price of the Train, he is bankrupt and the game is over. If the purchase of a Train lowers the Train limit, Corporations with more rolling stock than the new limit must discard the excess without compensation. Discarded Trains go into the Bank Pool, and Palace Cars are returned to the Bank. If more than one Corporation has excess rolling stock, they decide which to discard in descending order of price. Of Corporations having the same price, those whose price is furthest right on the Stock Market discard first. Of Corporations with prices on the same square on the Stock Market, those whose tokens are on top discard first. A Corporation currently at the Train limit may not buy one, even if the purchase would trigger a phase change and eliminate enough rolling stock to make room, If the purchase of a Train from the Bank uncovers a Bond Marker, place it in the Bank Pool covering the one already there. The new exchange rate for Bonds is effective immediately. PHASES [The Phases table gets inserted here.] The game starts in Phase 2. At the start of the second pair of Operating Rounds, any remaining Trains of type 2 are discarded and replaced with the same number of Trains of type 3. Phase 3 starts at this point. Phases 4, 5, 6, 7, and 8 start with the purchase of the first Train of types 4, 5, 6, 7, and 8 respectively. PUFF STOCK A Corporation may "puff" its stock, by moving its share price token one space to the right, or one space upwards if the share price token is at the end of a track. If the new space is occupied, the token is placed at the bottom of the pile. The Corporation must pay, to the bank, ten times the difference in stock price between the old and new locations. The money paid must come from the Corporation treasury; the President may not contribute his own funds. When the Corporation puffs its stock, its President must place a Puff Marker on his shares of the Corporation. While the Puff Marker remains, the player may not sell shares in the Corporation though he is not thereby prohibited from selling odd shares in mergers. The Puff Marker will be discarded at the end of its holder's next turn in a Stock Round. If the Corporation merges, its Puff Marker (or Markers, if there is more than one) is (or are) transferred to shares of the successor Corporation held by the same player. If the Corporation changes President other than by merging (i.e., some other player purchases more shares to make his holding exceed that of the President) then the Puff Marker held by the outgoing President is discarded. ISSUE OR REDEEM STOCK The Corporation may either issue or redeem its own stock, but not both in one turn. Issued stock is transferred from the Corporation treasury to the Bank Pool, and the Corporation receives from the Bank the current price for each 10% sold. Issuing stock may not cause more than 50% of the stock to be in the Bank Pool. As with sales, issuing stock normally causes the Corporation's price to drop. This is done by moving the Corporation's Stock Market token vertically down by a number of squares equal to the number of 10% shares issued or to the bottom of the chart if there is insufficient room for the full drop. If the token is already on the ledge it does not move. If the token moves to a square on the Stock Market which is already occupied, it is placed at the bottom of the pile; if the token remains on its original square it retains its relative position in a pile. Redeemed stock is transferred from the Bank Pool to the Corporation; the current price must be paid from the Corporation treasury to the Bank. More than one certificate can be redeemed in a single Operating turn, but no more than 50% of the stock may be in the Corporation treasury as a result of redemptions. Redeeming stock does not cause the Corporation's price to change. ENDING THE GAME The game ends immediately if any player goes bankrupt or if the First Railroad Convention ends with nothing sold. Otherwise, the game ends at the next end of a set of Operating Rounds after the Bank runs out of money. The game still ends at that point even if the Bank subsequently becomes solvent. The Bank continues to pay demands due of it even when broken; players should record these (on paper or some more modern equivalent), or each lend the Bank some money. Each player's total wealth is the value of his stock, at current prices, plus his cash on hand. Subsidiary Companies, Charters, and Credit Mobilier, if they are still open and held by players, count face value. Corporation assets, including treasury and Trains, count for nothing. The richest player wins. It is possible, though unlikely, for a player to go bankrupt and still win. ETIQUETTE Players should attempt to speed play as much as possible. Determining what share to buy, and which tile(s) to lay should preferably be done in other players' turns. The Banker(s) especially should remain awake at all times. All personal and corporate assets are public knowledge, and must be disclosed to any player on request. Assets should be kept neatly so that the need for explicit requests is minimised. Players may negotiate with other and strike deals. Such deals are not binding. GLOSSARY City - type of map hex or track tile which has a population centre. Cities can be developed as stations or classification yards. Classification yard - a type of city which allows Corporations to run bonus trains. Lay Track - place a yellow tile on a pale green, or place a green tile on a yellow-edged hex. Palace Car - a type of rolling stock which increases the value of one station when attached to a train. Rolling stock - either a Train or a Palace Car. Station - a city or classification yard which counts as a stop for a train running through it, and which contributes towards earnings. Train - a type of rolling stock which can be run on a route to earn money. Upgrade Track - replace a yellow, green, or brown tile with a green, brown, or grey tile respectively, or place a green or brown tile on a preprinted yellow or green hex. DESIGN NOTES 1848's most immediate ancestor is 1869: The Golden Spike, by Colin Barnhorst and Kris Marquardt. That game, while interesting, was clearly unbalanced, and many of its rules were overly complex. The map wasn't true to the geography of the region, nor was likely track development true to history. Also, the later stages of the game bogged down through the over-generous provision of classification yards and the ease of building track. So we (Chris Lawson and Steve Thomas) modified the game extensively. Bonds were reduced in value, track building was curtailed, the unwieldy margin, growth share, and reorganisation rules dropped, and many other small changes were made. The result was a more balanced game, but imbalances remained, the opening was very stylised, and there were many rough edges to the game. These didn't seem to bother the playtesters much, but they did bother the developers. 1848 was born early in 2000 as a major redesign, mostly done by Chris. Four more companies were added, together with the charter rules and hostile take-overs. The old first, second, and third railroad conventions disappeared. The map changed completely, though some minor liberties with the geography of the region are still taken. Early versions were troubled by excessive revenues at all stages of the game. After flirting with trains which only earned half revenues, we fixed matters at source by reducing the values of the cities. Compulsory double-heading was aimed mainly at cutting revenues, but, crucially, it also reduced the difficulty of running trains in the late game and speeded play. (It is moderately difficult to run a 15-Train efficiently through a complex network of track. It is almost impossible to do so for two or even three such trains.) Making brown and grey classification yards not block and not count as stations led to a very open network of routes which should have speeded up play but in practice didn't, so double-heading was dropped and classification yards trimmed back. A lack of development in critical areas of the board led to the introduction of the Subsidiary Companies. By serendipity, the cost (to the players) of these solved some of the problems of an early rush into the Land Grant Corporations, and hence a rush through the trains so severe that even the first 4-train purchased often rusted before its owner could operate it. CREDITS 1848 was developed by Chris Lawson and Steve Thomas from an idea by Colin Barnhorst and Kris Marquardt. Steve Thomas wrote these rules. Playtesters include Richard Appleton, Mark Ashfield, Simon Cutforth, "Young" Jeff Edmunds, Mark Farbus, Mark Geary, "Old" Geoff Hardingham, Peter Hawkins, Paul Heald, David G D Hecht, Chris Lawson, Tom Lehmann, Keith Loveys, Dane Maslen, David Nash, Ken Simpson, David Smith, Don Smith, Steve Thomas, Dave Thorby, Peter Vogelzung, and Ian D Wilson. Many of the rules of 1848 are freely adapted from those of other games. The basic concepts of stock ownership, track laying, trains, and much more are taken from 1829 and its many successors. Classification yards, Bonds, Land Grants, Palace Cars, merging, Puffing, and Golden Spikes are taken, in more or less modified form, from 1869: The Golden Spike. The rules covering redeeming and issuing stock are taken, ultimately, from Federico Vellani's 1849. But there are still plenty of original rules in here! TABLE 1 - CERTIFICATE LIMITS Number of players: 2: 3: 4: 5: 6 Certificate limit: 42: 28: 21: 17: 14
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