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18ZOO
General Information
Rules Clarifications
Implementation Notes
Known Problems
This is still under test (alpha) so games may be archived if new bugs are found
- Designed by Paolo Russo, implemented by Carlo Russo
- Rules
- BoardGameGeek page
- Tiles
- Stock Market
You will find 18ZOO familiar and at the same time revolutionary - it has many different ideas compared to a more typical 18xx game, such as 1846. Please read the rules.
It is like a distant grandson of 1860 and 1846, with some relative in the mix from 18CZ, 18AL and 1849.
The monetary system of 18ZOO is made of quantity of 25$, so when you get/spend/have 1$N it's equivalent to a 25bills of a normal 18xx game. Almost everything is quantized in 25$ so you won't notice playing the game. The only thing detailed to the dollar is the run: when you run 100 you are running like other 18xx and then company distribute kind of 4-5$N. Math is working I assure you.
- There is not a initial bid but it's a pass or buy private initial round, going anti-clockwise from last player to first player. Then game starts in the first SR, from the player with priority.
- They have a price between 1$ and 3$; you may sell them for a price from 0$ and their costs.
- There are 20 powers in the game, 4 appears in the initial draft; 4 more in each SR, so a total of 16 powers in the game. Future powers are shown in advance (cannot purchase them yet), and they are available in the following SR.
- Players or companies may own maximum 3 POWERS at any time, so you need to sell them or use them in order to acquire more.
- Only the HOME of the three 2 tokens companies (GIRAFFES, TIGERS and BROWN BEARS) can be upgraded till gray; other HOMEs go up to the brown.
- Share are 20% type of share, so 5 shares per company.
- There is a reserved share for each company, the sixth one, that appears only in the third SR.
Each cell of stock market has 3 values
- share value
- threshold to move forward
- revenue
i.e. the yellow cell with share value 6, has also a red 1 and a threshold of 100, it means that
- to buy or sell a share it cost 6$N;
- to move one tick forward the company needs to collect a run of at least 100N.
- if the company run and divide to the shareholder, each shares gets a 1$N;
PRESIDENT BONUS: There is a row with a blue color area (the row 10-15 value): when you get revenue in that area there is a bonus for the president. i.e. if revenue is 3$, each share gets 3$ and president 3$ more as bonus.
- Shares in the market give 2$ to the company at the start of each OR.
- Shares from the market can be bought over the 80% limit; so it's possible to buy 4 shares the first SR and then sell 1 share, next SR buy 1 share more from IPO and then buy the last share from market and own 100%.
- When you launch a company you put immediately the home track if available; there are only 2 yellow of each type.
- When in green or brown phase, you launch a company, you may put a green or brown track on the home straight away + 2/4 yellow tracks + treasury gets 5 or 10 $ bonus.
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Companies are sorted from H1 to H8 and the first player can launch any company. The second player then can launch only a neighbour one, i.e. if the first player opens H3 then only H4 or H2 are available. The following players can only launch the next in line (like aring) company, i.e. after H3 and H4 the player can only open H5, then H6 and so…
- ZOOTicket are a growing value from 4 to 20 as illustrated in the timeline. So if you keep it till end a ZOOTicket values 20 final score.
- Anytime during a company turn you may exchange a ZOOTicket for the total amount and give part or entire to the company and keep the change. i.e. in the 2nd OR of the 2nd SR you may exchange a ZOOTicket for 9$ and give to the company just how much need for that permanent train.
- To move forward on the stock board a company should run at least the threshold. So it is important to have growing revenue, not maximum at all time.
- Villages (water pond) are very important. They don't count as a stop for the trains, so you may run a 2T for 2 stops and all water pond, even after or before the stops (i.e. run 3 water pond then 2 stations and 5 more water ponds).
- Each water pond gives 10 to the run and 1$ into treasury.
- Water pond cannot be upgraded, unless you use some power with illegal upgrades.
- Y green tracks come in two kind, one station or two stations. So you may token fully a green Y tracks if you go there first.
- A company can put two yellow tracks or a yellow and a upgrade, in any order.
- [BONUS1] If a company in a OR buys at least one new train, it moves one tick forward.
- [BONUS2] If a company in a OR buys a NEW PHASE train (first 3S, 4S, 5S, 4/2J) the company moves one tick forward.
- 5S rust 3S, train rust can be dangerous and fast
- 3S Long and 4S run once more after they are obsolete.
5 players VARIANT
- only 2 ZOOTickets per player
- no NEARBY FAMILY RULE: companies can be launched in any order
NUMBER OF COMPANIES IN THE GAME
There are 1-8 companies in the game and it's possible to play with one only, or all eight of them, and change and create the map at will.
The implementation on 18xx.games instead has only 6 standard MAPS called
- A-B-C with 5 families each, and
- D-E-F with 7 families each.
POWERS: some powers are slightly simplified to work on the platform
- HOLE is created as an out of map connection between two points, so sometime to choose the run you must click few times and select according to your will if you want the run to pass through and not to the offmap.
- BANDAGE/PATCH in theory let you run one only station and all water pond before and after (no limit), but for now it works only as a ONE STATION + ONE VILLAGE (water pond).
- Open Issues
- Name of many powers are changing to be aligned with the manual