{"id":3954,"date":"1989-10-31T12:00:00","date_gmt":"1989-10-31T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/1989\/10\/31\/sharp-practices\/"},"modified":"2026-07-06T17:28:18","modified_gmt":"2026-07-06T15:28:18","slug":"sharp-practices","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/1989\/10\/31\/sharp-practices\/","title":{"rendered":"SHARP PRACTICES"},"content":{"rendered":"<p class=\"c2\" style=\"font-style: italic;\">(This article was originally published in &#8220;Games<br \/>\nInternational&#8221;, issue #9 (September 1989) and is reproduced here with the permission of the<br \/>\nauthor)<\/p>\n<h2><span class=\"c1\">SHARP PRACTICES<\/p>\n<p><\/span><\/h2>\n<p class=\"c3\" style=\"font-style: italic;\">by Steve Jones<\/p>\n<p>1830 is a game for two to six players, designed by Francis Tresham and published by Avalon Hill.<br \/>\nLike its classic predecessor 1829 (Hartland Trefoil), 1830 is a railroad business game.<\/p>\n<p>For those familiar with 1829, there are two major differences in 1830. The first is the locale:<br \/>\nwhereas 1829 covers the Railroad Era in 19th century Britain, 1830 covers the growth of the<br \/>\nrailroads in the north-eastern United States and south-eastern Canada from the early part of the<br \/>\n19th century to the present day. The second difference is one of emphasis. 1829 concentrates more<br \/>\non the mechanics of running the railroad companies for high profits and less on manipulating the<br \/>\nstock market. In contrast, 1830 concentrates more on manipulating share prices and less on running<br \/>\nthe railroad companies; indeed, the opportunities for swindle and sharp practices are many and<br \/>\nvarious for the unscrupulous investor. It is not an easy game to play. While its mechanics are<br \/>\nfairly straightforward, there are many elements involved during play, and the interplay between<br \/>\nthem is both complex and subtle. If one were searching for an appropriate single sentence to<br \/>\ndescribe 1830, it would be &#8220;This is a sharp game for sharp players&#8221;.<\/p>\n<p><b class=\"c4\">PORTFOLIOS<\/b><\/p>\n<p>The game consists of a sturdy fold-up board of which about one-half depicts the north-eastern<br \/>\nUnited States and part of south-eastern Canada. This map has superimposed upon it a grid of 4cm<br \/>\nhexagonal spaces; hexagonal railroad track tiles are placed in these spaces during the course of<br \/>\nplay, and a railroad network is gradually built up. Around the edge of the map are marked-out<br \/>\nspaces for the Stock Market (where the current corporation stock prices are indicated), the<\/p>\n<p>Bank Pool (for sold stock and trains), the initial stock offerings, the Par Stock Price list, the<br \/>\ntrains on offer, and various explanatory tables.<\/p>\n<p>The object of the game is to make money; when the game ends, the player with the most money wins.<br \/>\nThe players achieve this by buying and selling stock in an attempt to build up a stock portfolio<br \/>\nwith a high revenue and profit potential. The value of the stock certificates in an individual<br \/>\nportfolio is determined by two things: the revenue per certificate, and the current Stock Market<br \/>\nprice per certificate. The six private railroads pay a fixed revenue, and are not quoted on the<br \/>\nStock Market; they have poor long term prospects, but have considerable short term value, of which<br \/>\nmore anon. The eight railroad corporations, on the other hand, have both variable revenue and Stock<br \/>\nMarket prices. There are many subtle undercurrents associated with the valuation of the available<br \/>\nstock certificates, which become more apparent with experience.<\/p>\n<p><b class=\"c4\">OPERATING ROUNDS<\/b><\/p>\n<p>There are no player turns as such in the game. Instead, play proceeds in a sequence of stock rounds<br \/>\nand operating rounds until either the Bank runs out of money or a bankruptcy occurs.<\/p>\n<p>In the stock rounds, the players buy and sell stock certificates; there is one certificate per<br \/>\nprivate railroad, and nine certificates per corporation (one president&#8217;s certificate worth two<br \/>\nshares, and eight single share certificates).<\/p>\n<p>In the operating rounds, the private railroads earn revenue for their owners, and the president (or<br \/>\nthe largest stock holder) of each corporation performs its operations. These consist of laying a<br \/>\ntrack tile, buying corporation tokens (or garrisons, as they are popularly called), conning train<br \/>\nservices (and thereby earning revenue), buying (and sometimes selling) trains, and choosing whether<br \/>\nor not to pay a dividend to the stockholders. This last decision affects the stock price of the<br \/>\ncorporation&#8217;s stock: the price rises upon payment of dividends, and falls otherwise.<\/p>\n<p>A corporation earns revenue if it has at least one train and one route between two or more cities<br \/>\n(the revenue earned is equal to the sum of the city values of the city stops on the route); this<br \/>\nroute must include at least one city occupied by the corporation&#8217;s token.<\/p>\n<p>The number of operating rounds between stock rounds depends upon whether the game is in Stage One,<br \/>\nTwo or Three, and is equal to the current stage number at the end of each stock round. The game<br \/>\nstarts in Stage One, and proceeds to Stages Two and Three respectively when the first type 3 and<br \/>\ntype 5 trains are purchased by any corporation.<\/p>\n<p><b class=\"c4\">CORPORATIONS<\/b><\/p>\n<p>To those readers who have played 1829, this is all familiar stuff. However, five major rules<br \/>\nchanges were introduced into 1830 which have touches of genius and fumed what would have been a<br \/>\ngood game into a great game. The first rule change is that the eight corporations can be floated at<br \/>\nany time, and in any order. Furthermore, the player who buys the presidency certificate gets to set<br \/>\nthe par value of the shares; the allowable par values lie between $67 and $100.<\/p>\n<p>The second rule change concerns the corporation garrisons. In both 1829 and 1830, garrisons enable<br \/>\ncorporations to diversify their routes. A garrison in 1829 prevents rival corporations from using<br \/>\nthe station. However, a garrison in 1830 only prevents rival corporations from passing through the<br \/>\nstation; they can still run services to the station. This difference introduces a whole new<br \/>\ndimension to the planning of routes in 1830. Basically, short routes are relatively secure, and it<br \/>\nis the longer routes which are in danger of being chopped.<\/p>\n<p>The third rule change is connected to the dividend payments. Dividends are also paid to shares in<br \/>\nthe Bank Pool, with the payments being made into the corporation&#8217;s treasury. This implies that<br \/>\nthere are times when the corporation president will feel less pressure to plough back in order to<br \/>\nincrease its treasury. This rule can be particularly helpful to the weaker companies. There are<br \/>\nsubtle implications to this rule which will become more obvious after several playings.<\/p>\n<p>The fourth rule change concerns the purchasing of trains by corporations: if a corporation has a<br \/>\nroute and no trains, it must buy one. If it has not got sufficient funds in its treasury, the<br \/>\npresident must make up the shortfall out of his own resources. This requirement can easily break a<br \/>\nplayer&#8217;s financial resources, and will give any aspiring corporation president nightmares in<br \/>\nthe later stages of the game. These nightmares are partly due to the technological obsolescence<br \/>\nbuilt into the trains, and partly due to the fact that there is no official receiver, as in 1829.<\/p>\n<p><b class=\"c4\">TRAINS<\/b><\/p>\n<p>There are six classes of trains available in the game: types 2, 3, 4, 5 and 6, and the diesels. The<br \/>\ntype N trains run between N consecutive city stops along a specified route; the diesel is unique in<br \/>\nthat there is no upper limit to the number of stops along its specified route. Initially, there are<br \/>\nonly type 2 trains available. Each successive class becomes available when the previous class runs<br \/>\nout. The catch is that when the first type 4 is sold, the type 2 Trains are removed from the game.<br \/>\nThe type 3 trains are removed when the first type 6 is sold, and the type 4 trains are removed when<br \/>\nthe first diesel is sold.<\/p>\n<p>Consequently, a corporation might look healthy, with several trains and good revenue earnings, only<br \/>\nto find itself foundering with no trains when another corporation buys a new type of train that has<br \/>\njust become available. And if you should be so unfortunate as to find yourself running a<br \/>\ncorporation possessing no trains, you cannot just sell out. To sell out of a corporation, there<br \/>\nmust be another player with at least two shares to whom the presidency can be passed;<br \/>\nunfortunately, this &#8216;easy&#8217; route out is not always available. Clearly, these corporations<br \/>\nare not limited liability companies! The good player will be aware of this, and should plan his<br \/>\nlong term strategy accordingly.<\/p>\n<p>This awareness should include becoming thoroughly familiar with what happens when each new type of<br \/>\ntrain comes into play, and the implications of this on long term strategy. The solution of the<br \/>\nproblems associated with this unlimited liability rule tends to dominate play in the middle and end<br \/>\ngame. Particularly critical periods requiring great care and attention occur when there is one type<br \/>\n3 left, and when only one type 4 remains; the former event signals the imminent demise of the type<br \/>\n2 trains, and the latter event signals the imminence of Stage 3 and the consequent maneuvering<br \/>\nwhich occurs when the players attempt to secure the limited number of permanent trains in the end<br \/>\ngame.<\/p>\n<p><b class=\"c4\">STOCK MARKET<\/b><\/p>\n<p>The fifth rule change affects the Stock Market and its operation, which is where the game is won<br \/>\nand lost, so it is well to discuss the Stock Market in some detail. The Stock Market, unlike the<br \/>\nlinear track found in 1829, is a two dimensional matrix of stock price slots printed on the game<br \/>\nboard. Low prices are found in the bottom left hand comer, and high prices are found in the top<br \/>\nright hand comer. Within it both vertical and horizontal movements representing stock price changes<br \/>\nare possible; the price increases if the movement is vertically upwards or a horizontal shift to<br \/>\nthe right, and decreases if the movement is vertically downwards or a horizontal shift to the left.<br \/>\nThe change in price associated with each movement is variable, with relatively high changes<br \/>\noccurring at the extreme ends, and relatively small ones in the middle.<\/p>\n<p>Vertical share price movement takes place during the stock rounds. Every time a player sells a<br \/>\nshare, the price marker of that corporation moves down one slot. At the end of each stock round,<br \/>\nthe share price of every fully subscribed corporation moves up one slot. Horizontal movement takes<br \/>\nplace during each operating round. When the president of a corporation declares a dividend, the<br \/>\nshare price marker of that corporation shifts one slot to the right; if he\/she ploughs the money<br \/>\nback into the company, the share price marker shifts one slot to the left.<\/p>\n<p><b class=\"c4\">FINANCIAL KILLING<\/b><\/p>\n<p>The positions of the corporations on the Stock Market also serve one very important function: they<br \/>\ndetermine the order of play in each operating round, from highest to lowest. This use of the Stock<br \/>\nMarket to determine the order of play in the operating rounds is of particularly vital importance<br \/>\nin the middle game just before the first type 5 train comes out. The good player will deliberately<br \/>\nbuy and sell specific stock in an attempt to manipulate the order of play to his advantage; if he<br \/>\ngets it right, he can ensure that corporations in which he has a good holding will be in the best<br \/>\npositions to acquire the limited number of types 5 and 6 trains available.<\/p>\n<p>Another important feature associated with the Stock Market is the priority deal: the possessor of<br \/>\nthis gets the first option to buy and sell in the next stock round. This can be very important,<br \/>\nparticularly when a player president has asset stripped his corporation and has somebody to dump it<br \/>\non. It is also important early on when the first corporations to be floated have increased their<br \/>\nmarket values by a healthy amount. The player who can ditch his shares first has a double<br \/>\nadvantage: he will make a financial killing at the expense of his fellow shareholders by selling<br \/>\nout just before the share price crashes, and he can choose which corporation to float next.<\/p>\n<p>There are many other subtle features associated with the Stock Market, but there is no room to<br \/>\ninclude them all in this article; players new to the game should look upon it as a challenge to<br \/>\npick them up in as few playings of the game as possible.<\/p>\n<p><b class=\"c4\">STRATEGY<\/b><\/p>\n<p>Now that you have an idea of how the game is played, how do you develop a winning strategy? One of<br \/>\nthe beauties of 1830 is that there is no single winning strategy as such. The closest thing to one<br \/>\nis to gain control of two corporations, but the hitch is that they both need to be good, strong<br \/>\ncorporations; if you achieve that, you will be well on the way to winning. However, there are<br \/>\nplenty of things that your opponents can do to upset your plans. Another useful strategy is gaining<br \/>\ncontrol of a corporation with a potentially good diesel route, and get a diesel train into it; if<br \/>\nyou can achieve this without excessive expenditure, you could be on to a winner.<\/p>\n<p>One of the tricks to playing 1830 is anticipating problems before they arise and taking the<br \/>\nappropriate evasive actions; equally useful is knowing what to do to limit the damage if you find<br \/>\nyourself in trouble. The most useful overall advice is to be flexible, and ruthless. Don&#8217;t form<br \/>\nany fond attachment to your corporations. Many players invite disaster because they let themselves<br \/>\nbecome emotionally attached to the corporations) they founded. They should be viewed as a means to<br \/>\nan end, and nothing more. If you have a corporation that is headed for the rocks and you have a<br \/>\nchance to get out, do so. Don&#8217;t stay around because you think you can rescue it; leave that<br \/>\ndubious distinction to someone else.<\/p>\n<p>There are a number of useful rules of thumb to be aware of in general play. Always be aware of who<br \/>\nis sitting where, and take the appropriate action. For instance, don&#8217;t buy more than one share<br \/>\nof any corporation whose president is sitting to your immediate right unless it has a<br \/>\n&#8216;safe&#8217; train, and even then, think hard about it. The reason for this is that, in a later<br \/>\nstock round, your chances of getting rid of the excess &#8216;dangerous&#8217; shares before he dumps<br \/>\nthe corporation on you are virtually non-existent. Contrariwise, it is much &#8216;safer&#8217; to<br \/>\npurchase more than one share in a corporation if its president is sitting to your immediate left.<br \/>\nIn this case, he can only dump the corporation on you if you let him have the priority deal.<\/p>\n<p>Another useful dictum is to avoid being excessively &#8216;greedy&#8217;. The number of times are<br \/>\nlegion when players have bought that extra second share on the expectation of a quick short-term<br \/>\nprofit, only to find the corporation dumped on them later, the risk is usually not worth it.<\/p>\n<p><b class=\"c4\">DIVIDENDS<\/b><\/p>\n<p>On the question of declaring dividends, the best policy is almost invariably to declare. This<br \/>\napplies even in the case where your corporation has a vulnerable train and a low treasury. The<br \/>\nreason is that declarations will generally increase the values of your portfolio, and this will<br \/>\nimprove your chances of weathering a bankruptcy crisis. In addition, if your corporation is that<br \/>\nweak, it will probably have shares in the Bank Pool, in which case the treasury will increase in<br \/>\nvalue even when you declare; this reduces the pressing need to plough back. The only time in which<br \/>\nit is cost effective to plough back is when this will gain your corporation an additional train in<br \/>\nthe end game, or will ensure that it obtains a &#8216;safe&#8217; train. For example, you may have a<br \/>\ntype 5 train, and a plough-back will give you enough money in the treasury to purchase a type 6<br \/>\ntrain; if your corporation has the routes on which to run both trains, it can be a winning move.<br \/>\nEqually, a plough-back which gives you enough money to trade in a type 4 train for a diesel is<br \/>\nalways worth doing.<\/p>\n<p>One other general consideration worth mentioning is to try to build up as large a portfolio as<br \/>\npossible; if you have more shares than anyone else, your chances of winning are that much better.<br \/>\nOne way of achieving this is to get one of your corporations into the yellow, orange or brown<br \/>\nsections of the Stock Market where its shares do not count towards the share limit for each player;<br \/>\nif you do manage to achieve this, you will have to keep the extra Shares in the yellow at least,<br \/>\nand that is as good an excuse to go for a diesel train as any.<\/p>\n<p>The good player will also become thoroughly familiar with the different types of track tiles<br \/>\navailable, and the attacking and defensive options associated with upgrades. In particular, get to<br \/>\nknow the different types of station tiles and how they can be placed to build up highly profitable<br \/>\nroutes.<\/p>\n<p>One tactic with which you should become familiar is the laying of certain strategically important<br \/>\ntiles in order to deny another player their use. Included in this category are the yellow type #57<br \/>\nand the green type #59 station tiles. There are only four of the former and two of the latter in<br \/>\nthe game. They are particularly important when corporations are attempting to build their first<br \/>\nroutes; removing these tiles from play can delay that first route and cripple the affected<br \/>\ncorporation.<\/p>\n<p><b class=\"c4\">THE PRIVATES<\/b><\/p>\n<p>Following on from the general considerations discussed above, I shall continue the discussion of<br \/>\ngame strategy by considering the six private railroads and the eight corporations, and finish up<br \/>\nwith some observations about the beginning, middle and end games.<\/p>\n<p>Although the private railroads have a limited lifetime, they are vital because of their potential<br \/>\nto provide a large influx of cash to the players later on in the game. This potential exists<br \/>\nbecause of the rule which allows the players to sell the private railroads to the corporations for<br \/>\nbetween half and double their face value; the only exception to this is the B&amp;O private. This<br \/>\nrule effectively allows the president of a corporation to embezzle funds from the corporation&#8217;s<br \/>\ntreasury.<\/p>\n<p>If he times his move correctly, a player can strip the corporation of its cash and dump it on<br \/>\nanother player possessing at least two shares in it; often, when this ploy is pulled off, the<br \/>\ncorporation possesses plenty of trains which are in danger of being made obsolete in the near<br \/>\nfuture. In addition to throwing a potentially disastrous problem into someone else&#8217;s lap, the<br \/>\nlarge infusion into the player&#8217;s cash reserves puts him in a good position to float another<br \/>\ncorporation which will be in a better position to obtain the new trains.<\/p>\n<p>Let us now consider the six private companies in ascending order of price.<\/p>\n<p><b class=\"c4\">Schuylkill Valley Railroad &amp; Navigation Co.<\/b><\/p>\n<p>The Schuylkill Valley Railroad &amp; Navigation Co. is a bit of a joke. Its low face value and<br \/>\nrevenue make it of little value to anyone. Even its location in a mountain hex (G15) to the west of<br \/>\nNew York possesses little strategic value apart from being an obstacle. Its one asset is a<br \/>\nrelatively high revenue for little outlet in the early stages. Don&#8217;t break your neck in the<br \/>\nlush to pick it up.<\/p>\n<p><b class=\"c4\">Champlain &amp; St. Lawrence Railway<\/b><\/p>\n<p>The Champlain &amp; St Lawrence Railway is a slightly better prospect. Its main asset arises after<br \/>\nit has been sold to a corporation: the owning corporation can then lay two tiles in one turn, its<br \/>\nnormal lay and one in the C&amp;StL hex located at B20. This can be of particular value to the<br \/>\nCanPac in its efforts to break through to the lucrative routes near New York; but it should be<br \/>\npointed out that this is a long shot, and if it is to be played at all, it should be early.<\/p>\n<p><b class=\"c4\">Delaware &amp; Hudson Railroad<\/b><\/p>\n<p>The Delaware &amp; Hudson Railroad is starting to hit the big money. In addition to its trade in<br \/>\nvalue being as high as $140, it has a potentially high strategic value in its location near to New<br \/>\nYork in hex F16. The owning corporation can lay a station tile and garrison in F16 even if this<br \/>\ndoes not connect into its network. This gives corporations like the C &amp; O, the Erie, and the<br \/>\nCanPac the potential to set up lucrative routes to New York. This one should be watched.<\/p>\n<p><b class=\"c4\">Mohawk &amp; Hudson Railroad<\/b><\/p>\n<p>The Mohawk and Hudson has a potential double value. In addition to its relatively high revenue of<br \/>\n$20 and trade in value of up to $220, it can be traded at any time for a NYC certificate. This last<br \/>\ncapability means that even if you never get the chance to use it to asset-strip a corporation, you<br \/>\nwill never lose its capital value since it can be traded in for an NYC share at any time before the<br \/>\nfirst type 5 train is brought in. But don&#8217;t hold on to it too long, particularly if the NYC<br \/>\ncomes out fairly early on.<\/p>\n<p><b class=\"c4\">Camden &amp; Amboy Railroad<\/b><\/p>\n<p>The Camden &amp; Amboy Railroad is a potential gold mine. Worth up to $320 cash in an asset-strip,<br \/>\nit also has attached to it a free Penn certificate. This latter feature makes it easier to float<br \/>\nthe Penn early on, and makes an asset-strip even more likely. Even if you don&#8217;t get to use it<br \/>\nto asset-strip a corporation, its location in H18 is potentially valuable in the struggle to<br \/>\ncontrol the approaches to south New York. Its high potential value will mean that there will be a<br \/>\nlot of competition in the rush to acquire it; whoever gets it should be made to pay well above the<br \/>\nasking price for it.<\/p>\n<p><b class=\"c4\">Baltimore &amp; Ohio Railroad<\/b><\/p>\n<p>The Baltimore &amp; Ohio Railroad is a bit of a mixture. On the plus side is its high revenue of<br \/>\n$30 and the automatic acquisition of the B&amp;O corporation presidency. On the negative side is<br \/>\nthe fact that it automatically closes down when the B&amp;O corporation buys its first train.<br \/>\nTherefore, it is not as valuable as the Camden &amp; Amboy, and as such, it is rarely worth paying<br \/>\nmore than $S over the odds to purchase it. The most critical decision which the purchaser has to<br \/>\nmake is the par value of the B&amp;O corporation. In most cases, it is best to set it to the<br \/>\nmaximum possible value of $100; this value ensures that the capital loss from the relatively fast<br \/>\ndisappearance of the B&amp;O private is a minimum. The par value should only be set at a lower<br \/>\nvalue if you have a partner who is willing to help buy out all the shares in the first stock round,<br \/>\nthereby ensuring that the price rises steadily in the early stock rounds; even then the decision is<br \/>\nmarginal, and better terms might need to be set.<\/p>\n<p>The eight railroad corporations are not all equal; some have better potential than others.<\/p>\n<p><b class=\"c4\">Pennsylvania Railroad<\/b><\/p>\n<p>The Pennsylvania Railroad (PRR) is potentially one of the best long term corporations, partly<br \/>\nbecause of its relatively close starting position near New York, and partly because of its five<br \/>\ntokens. The latter also implies that the PRR is a good corporation to put a diesel train into, if<br \/>\nonly because all those tokens give it the capability to defend the long routes which a diesel<br \/>\nrequires to be cost effective.<\/p>\n<p>The PRR is usually one of the first corporations to be floated, because only five shares need to be<br \/>\nbought instead of the usual six; the sixth share is already owned by the owner of the C&amp;A. The<br \/>\none drawback of the PRR is its low revenue growth rate; even with two trains in it, it rarely gets<br \/>\nabove $6 a share early on.<\/p>\n<p><b class=\"c4\">New York Central Railroad<\/b><\/p>\n<p>The New York Central (NYC) is potentially the best long term corporation, better even than the PRR.<br \/>\nThis is because its home base has a better revenue and track switching potential than the<br \/>\nPRR&#8217;s. However, it also suffers from poor initial revenue growth rates, and because of this it<br \/>\nrarely comes out early on. It usually comes out in the middle period of the game. Like the PRR, it<br \/>\nhas excellent potential as a diesel corporation, particularly if it can get through to south New<br \/>\nYork via G 17, and into the PRR network. However, its one weakness is that it needs a yellow type<br \/>\n#57 tile to build its home base; therefore, any prospective president should make sure that there<br \/>\nare plenty of these about when he floats the corporation.<\/p>\n<p><b class=\"c4\">Canadian Pacific Railroad<\/b><\/p>\n<p>The Canadian Pacific (CPR) has a poor long-term potential despite its five tokens. Its starting<br \/>\nposition in Canada is isolated by river and mountain barriers from the lucrative routes in the<br \/>\ncentre of the board If we add to this the relatively poor revenue growth rate, it is not difficult<br \/>\nto conclude that it is probably a lame duck corporation. The only chance it can have to become a<br \/>\ngood long term prospect is either through early access to New York via a garrison in the D&amp;H<br \/>\nhex in F16, or through outside help in route building.<\/p>\n<p><b class=\"c4\">Baltimore &amp; Ohio Railroad<\/b><\/p>\n<p>The Baltimore &amp; Ohio Corporation (B&amp;O) is another potential diesel corporation. This is<br \/>\nparticularly so if it gets<\/p>\n<p>staved early, and gets to H16 before the PRR; in this case, the world is its oyster. Even if it<br \/>\ncannot break out of its comer to become a diesel corporation, it still has a good potential to be<br \/>\none of the strongest of the medium corporations. But its president must be prepared to make things<br \/>\nhappen. And there is no harm done if it is not floated early in the game; just sit back and rake in<br \/>\nthe revenue from the B&amp;O private. Another advantage associated with a late flotation is that<br \/>\nthe par value of $100 ensures that there is plenty of cash in its treasury with which to buy a good<br \/>\nTrain.<\/p>\n<p><b class=\"c4\">Chesapeake &amp; Ohio Railroad<\/b><\/p>\n<p>The Chesapeake &amp; Ohio (C&amp;O) is another good medium corporation with an outside chance of<br \/>\ngaining good diesel routes. It has excellent revenue growth potential because of its close<br \/>\nproximity to Chicago. Consequently, it is a popular choice for flotation in the first stock round<br \/>\nIts one drawback is its relative isolation at the western edge of the board This can be partly<br \/>\novercome by its early flotation, which can give it the time to build up its routes.<\/p>\n<p><b class=\"c4\">Erie Railroad<\/b><\/p>\n<p>The Erie (&#8216;Erie&#8217;) is one of the poorer corporations. It should never be floated early on<br \/>\nbecause its home base can never be built until Stage 2; the only legal tile that can be placed in<br \/>\nE11 is a green type #59 tile. Great care should also be exercised in laying its home base tile and<br \/>\ntoken; it is dangerous to locate its home base on the north-west edge of E11 facing D10 because<br \/>\nthere are only two green type #59 tiles in the game, and if the second one goes into H18, the Erie<br \/>\nwill be crippled until Stage 3. These disadvantages usually lead to the Erie being one of the last<br \/>\ncorporations to be floated. It is strongest as the second corporation in a player&#8217;s portfolio.<\/p>\n<p><b class=\"c4\">New York, New Haven &amp; Hartford Railroad<\/b><\/p>\n<p>The New York, New Haven &amp; Hartford (NYNH) is an excellent New York based corporation which<br \/>\npossesses good revenue growth potential. While it is not common to see it floated early on, it can<br \/>\ndo well when it is. The one drawback to the corporation is its three tokens; this low number of<br \/>\ntokens means that it is a poor choice to put a diesel train into. As one player observed, &#8216;If<br \/>\nthe Hartford had an extra token it would be a cracking company!&#8217;<\/p>\n<p><b class=\"c4\">Boston &amp; Maine Railroad<\/b><\/p>\n<p>The Boston &amp; Maine (B&amp;M) is a corporation with mixed potential. If it is floated early on,<br \/>\nit can do very well. It suffers from two drawbacks. The first is its geographical isolation from<br \/>\nthe bulk of the map by the Appalachian mountains and the river in F22. The second is its three<br \/>\ntokens, which give it very little route flexibility. It is therefore hardly surprising to see it<br \/>\nusually doing well only when it is floated early on. If it is one of the last to be floated, it<br \/>\nwill need friends if it is to do better than moderately well.<\/p>\n<p>There is no ideal strategy to be pursued at the beginning of the game apart from being flexible.<br \/>\nThe one thing to keep in mind is that it is not vital to buy a presidency and float a corporation<br \/>\nin the first stock round. However, if you are going to do so, the vital figure to keep in mind is<br \/>\n$402; this is the amount of cash you need to float a corporation on your own. The only exception is<br \/>\nthe PRR for which you need only $335 in order to float it by yourself, because of the free share<br \/>\nthat goes with the C&amp;A private. If you do have this amount available after all the private<br \/>\nrailroads have been sold, well and good; pick the corporation you want and get going. If you<br \/>\ndon&#8217;t have the cash, you will need to strike a deal with another player in order to get his<br \/>\nhelp to float a corporation The one thing to keep in mind when striking such a deal is not to be<br \/>\ndogmatic. Certainly, try to strike the best deal that you can, but remember that the other guy<br \/>\nshould be offered something to entice him into the deal in the first place. And when you make such<br \/>\na deal, stick to it; as a general policy, it is counter-productive to welsh on agreed deals.<\/p>\n<p>The only other thing to keep in mind in the first stock round is to make sure that the other<br \/>\nplayers don&#8217;t get their private railroads too cheaply. This applies particularly in the case of<br \/>\nthe C&amp;A; it is criminal to let a player get this for $165. A useful rule of thumb to keep in<br \/>\nmind is whether the price reduces the player&#8217;s cash reserves to less than $402, or in the case<br \/>\nof the bidder for the C&amp;A, to less than $335.<\/p>\n<p>It is difficult to pinpoint exactly when the beginning game ends, and the middle game starts.<br \/>\nProbably the best definition is when the second set of corporations is floated. Generally speaking,<br \/>\nthe players who are floating these corporations are doing so out of their own resources, and so it<br \/>\nis probably a good bet that they are doing well. If a player is floating his second corporation, it<br \/>\nis invariably a sign that he is doing very well indeed, and the other players should be thinking of<br \/>\nways of tripping him up. There are many ways of doing this, but the most common means involves<br \/>\nhitting his share prices, and attempting to remove from circulation specific tiles which he may<br \/>\nrequire.<\/p>\n<p>Once into the middle game, you should be devoting all your efforts to ensuring that your<br \/>\ncorporation gets at least one of those valuable type 5 trains. This will usually involve keeping a<br \/>\nclose watch on the share price trends on the Stock Market, and attempting to predict which<br \/>\ncorporation is likely to be able to buy the first type 5 train. This includes taking whatever steps<br \/>\nare required to manipulate the share prices so that the trends go the way you want them to go. The<br \/>\ntrick then is to ensure that your corporation buys the first type 5 train, or failing that, has its<br \/>\noperating round immediately afterwards. In the former instance, you should be trying to ensure that<br \/>\nyour closest rivals do not get the good trains.<\/p>\n<p>The middle game usually ends and the end game begins when the first type 5 train is brought. This<br \/>\nusually triggers a mad rush for the type 5 and type 6 trains, and more often than not the game<br \/>\nsettles down to an uneasy period during which someone is usually saving up for a diesel train. If<br \/>\nyour corporations are &#8216;safe&#8217; with their type 5 or type 6 train, and your prospects for a<br \/>\ndiesel are poor, you should be thinking about closing up the game, and making sure that any diesel<br \/>\nroutes are not very lucrative. On the other hand, if you are saving up for a diesel, you should be<br \/>\nbuilding, or have already built, your diesel route, and be taking whatever steps are required to<br \/>\nprotect it. The question of going for a diesel can be critical, especially since it will usually<br \/>\ncost you something to get it. If you think you are already in front, it is probably not worth going<br \/>\nfor it. On the other hand, if you are coming second it is certainly worthwhile going for it; the<br \/>\nonly consideration that you might need to take into account is whether there will be enough time<br \/>\nleft once you have the diesel for its extra revenue to wear down the lead. The only other reason to<br \/>\ngo for a diesel is to force a bankruptcy, and in the ensuing share price chaos, to come out in<br \/>\nfront.<\/p>\n<p>In conclusion, 1830 is an excellent business game which requires considerable thought and quickness<br \/>\nof mind, and provides endless hours of enjoyment. I&#8217;ll leave you with a final recommendation:<br \/>\ndo not play with the optional extra type 6 train; that version is for wimps!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>(This article was originally published in &#8220;Games International&#8221;, issue #9 (September 1989) and is reproduced here with the permission of the author) SHARP PRACTICES by Steve Jones 1830 is a game for two to six players, designed by Francis Tresham and published by Avalon Hill. Like its classic predecessor 1829 (Hartland Trefoil), 1830 is a &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/1989\/10\/31\/sharp-practices\/\" class=\"more-link\"><span class=\"screen-reader-text\">SHARP PRACTICES<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[966],"tags":[],"class_list":["post-3954","post","type-post","status-publish","format-standard","hentry","category-artikel"],"views":5,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3954","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3954"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3954\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3954"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3954"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3954"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}