The Importance of Multiple Trains in
1825 by Lou Jerkich
In common with other 18xx games, a player in 1825 wins the game by
having more cash and stock assets than any other player when the game
ends. One maximizes his or her cash holdings by maximizing
dividend income. The final value of one's share holdings depends
on where the individual components of one's stock portfolio have ended
up on the stock market on the last turn of the game. In
most 18xx games, the corporations which attain the highest values on
the stock market are not necessarily the ones that are paying out the
highest dividends. For example, it's possible for a company
formed early in the game to rise high in market value yet be paying low
dividends because the company ended up owning only one small permanent
train and has a poor route to run. On the other hand, a
corporation formed later that has withheld earnings several times in
order to save cash to acquire two large permanent trains may ultimately
pay fantastic dividends but consequently lag behind on the stock
market. The player who manages to be heavily invested in a
company that ends up among the highest in stock values and that
simultaneously is paying among the highest dividends has an obvious
advantage in an 18xx game, and if such a player owns many shares in
several such companies he or she will probably have the winning edge.
In 1825, those companies paying the highest dividends tend to be the
ones that are also valued the highest. The reason has to do with
the way the stock market value is adjusted at the end of each company's
turn. In most 18xx games, a company paying out dividends advances
one
space to the right on the stock market, resulting in a higher market
value. In some of the more recent 18xx games, this rightward
advance
may be increased by more than one space. This is also the case in
1825. If the total earnings are at least twice the current share
value, the marker token on the stock market will advance two spaces to
the right. Similarly, if the total earnings are three times or
more than the current market value, the marker will advance three
spaces. The maximum rightward advance is four spaces when the
earnings equal or exceed four times the current market value. The
flip side of this is that a company whose earnings do not at least
exceed half its current share value will remain in place on the market,
unless it has no revenues or pays no dividends, in which case it's
marker moves left on the market to decrease the company's value.
The result of this market adjustment process in 1825 is that a company
with several trains which together earn a high revenue will normally
advance rapidly on the Stock Market, often becoming one of the
top-valued stocks.
Obviously, a large leap forward on the Stock Market by a company in a
single Operating Round is good for increasing both the cash received
from dividends and for stock value appreciation. A player of 1825
soon learns that it literally "pays" to retain earnings to buy one or
more additional trains if one has the routes upon which to run more
trains. For example, suppose a company's token is plodding along
advancing one market space per turn. Eventually, it may cease to
advance altogether if it reaches a stock value more than twice the
current revenues being earned. Let's suppose the company can
advance two spaces and then must remain in place. Now
imagine the same company deciding to retain its earnings in order to
buy a larger train. After three turns backing up on the market to
retain its earnings, assume that it buys a train. Then on the
fourth turn it finds it can advance four spaces on the stock market,
and three more on the turn thereafter. Thus in five turns it has
a net gain of four spaces forward from its starting point.
Compare this to the alternative of advancing two spaces and then being
stuck in that place for the next three turns. Clearly, the second
train helps attain sufficient new revenues so that the drop in the
stock market value is quickly recovered. Moreover, if that
greater sum of cash from the revenues of two trains is used to buy yet
another train, the amount of dividends that company pays out and the
ability to make large leaps on the stock market will increase even more.
The ability of a company to achieve high revenues from running its
trains thus depends in part on the number of trains it can run.
Obviously it also depends on the availability of suitable routes, and
perhaps even more on the quality of those routes.
Example
Let's follow an actual Unit 2
game (played 22 January 2006) which used the advanced trains of Kit K2
but did not use the Phase
Four
Kit K3. In this sample game we will especially compare the
performance of three companies. The game begins with the LNWR and
the NER being
floated. Both companies start off buying two 2-trains and backing
up on the Stock
Market to £90 and £76 respectively. The NER player
now belatedly
realizes that he cannot run his trains because their routes cannot end
at a small town. Oops! So for the next two rounds while he
lays track, the NER
continues to back up, reaching the £67 spot. Meanwhile, the
LNWR
has gone forward to £100 and then £112. In Operating
Round (OR) 3,
the Midland also begins operating, backing up to £76 before
buying
a 2-train and a 3-train. Over OR4A and 4B, all three companies
pay out dividends, with the LNWR and the Midland each advancing one
space per turn to end at £142 and £90 respectively.
The LNWR also
buys a 3-train in OR4A, as does the NER which advances one spot to
£71
in OR4A. On the strength of running three trains and earning
£190
in revenues in OR4B, the NER is then able to advance two spaces to
£82.
At this point, the LNWR Director begins retaining earnings for three
successive ORs (5A, 5B, and 6A) so that it returns on the Stock Market
to its original
starting point at £100. It also buys the first 5-train in
OR6A
which then eliminates all 2-trains from play, leaving the LNWR with one
3-train and one 5-train. Meanwhile, the Midland has
retained
earnings in ORs 5A and 5B, dropping back to £76, but it bought a
4-train
at
the end of OR5B. Earning £230 in OR6A, it now jumps forward
three
spaces from £76 to join the LNWR token at the £100
spot. The
NER chooses to pay dividends of £210 in OR5A which thus allows it
to
leap
forward two spaces to £100. It then backs up twice to
£82 again
while retaining revenues to purchase a U3 train at the end of
OR6A. All three companies now have two trains each (LNWR 3,5;
Midland 3,4; NER 3,U3). In OR6B, all three companies then pay out
dividends. The LNWR can only advance one space to £112; the
Midland two spaces to £126, and the NER two spaces to
£100. At this
point, in terms of market value appreciation from their respective
starting points, the LNWR has gained £12, the Midland £44,
and
the NER £18.
In the following turn this changes dramatically as the LNWR with
earnings of £260 can advance two spaces to £142.
Meanwhile, the
Midland and the NER each retain earnings, dropping back to £112
and £90
respectively. In OR7B, all three companies retain earnings
so as to each buy another train. The LNWR is at £126 with
trains
3, 5, and 3T; the Midland is at £100 with trains 3, 4, and
5; and
the NER is back to its original £82 with trains 3, U3 and
U3. In
the meantime, these three players and a fourth one have been floating
other companies and buying trains for those companies. The LNWR
player owns no other company, but the Midland player also has control
of the North Staffordshire Minor and the NER player is running the
GCR. A fourth player controls the L&Y and the Furness
Minor. The GCR, which has a 5-train, runs after the NER and buys
one U3 train from the NER, leaving the latter with only one 3-train and
its other U3 train. Both the NER and the GCR are at a
Market value
of £82 at this point.
So, at the end of 11 turns, the three original companies and the GCR
have advanced only one or two spaces forward from their starting
value. The Furness and North Staffordshire are at £112 and
£100
respectively, the same points from which they began. The L&Y
has advanced the most--four spaces--from £71 to £100 over 6
ORs and
despite backing up twice. This is a lot less progress in Stock
Market Values than may be seen in other games. There has been
considerable focus on acquiring multiple trains, but the players have
alternated retention of revenues with payments of dividends. This
is due to the need to acquire sufficient stock certificates to fill
one's hand. Failure to do so will result in diminished income
compared to those who have more shares bringing them greater total
dividends and price appreciation in their shares. In addition,
shares bought while their prices are low are obviously going to be a
better deal than those bought when their value (and thus the cost to
purchase
them) has multiplied several times. Thus one cannot merely retain
earnings every turn and allow the company's stock price to fall too
severely, even if the subsequent earnings will allow advances at
the pace of four spaces per turn on the Market. If one does so
the other players may buy up the bulk of the best shares, and then leap
ahead themselves at a more profitable rate.
With the two exceptions of the L&Y which retained earnings to buy
one last train in OR7C and the North Staffordshire which held back in
OR8A to buy a 6-train, from this point on in this sample game, all
companies paid out dividends each turn. By upgrading routes and
placing an occasional token, some companies improved their
earnings. At game end in OR9A after five more ORs, the current
earnings and final Stock Market Values had reached the following
points. The final sum is the total appreciation of each company's
market value per share over the course of the game:
LNWR - £540, to value 320 (an advance of 9 spaces);
£220
Midland - £560, to value 340 (an advance of 12 spaces); £258
NER - £260, to value 205 (an advance of 8 spaces);
£123
GCR - £340, to value 230 (an advance of 9 spaces); £159
L&Y - £510, to value 300 (an advance of 10 spaces); £229
Furness - £290, to value 205 (an advance of 5 spaces); £93
N. Staffordshire - £300, to value 180 (an advance of 5 spaces);
£60
The winning player owned 80% each of the Midland and the N.
Staffordshire, 10% L&Y and 20% Furness. Stock (5170) +
cash (2621) = £7791.
Second was the player with a mix of shares headed by directorship of
the LNWR. Stock (4180) + cash (2783) = £6963.
Third came the Director of the L&Y and the Furness. Stock
(4630) + cash (2211) = £6841.
Fourth was the Director of the NER and the GCR. Stock (3615) +
cash (2712) = £6327.
Observations on the example
The three companies owning three trains each had the highest earnings
(£560, £540, £510) respectively. The player who
came in fourth only
had two trains in each company, which resulted in smaller earnings and
less stock value appreciation than in the other three large
companies. Had even one of his two companies had a third train,
the impact on his position could have been considerable. Two
companies (Midland and L&Y) gained value in the last five ORs at a
rate of two or more spaces per turn. This was only possible due
to having multiple trains. Both of these started at
£100 in
OR7C, so were able to make faster gains initially over the LNWR which
began that turn at £126.
Another interesting point is that the winning player trailed in shares
held during the earlier part of the game. His focus was a bit
more on gaining the multiple trains and less on gaining stock.
However, in the end game, he managed to acquire the Directorship of a
Minor, which provides 4 shares for one certificate. Ultimately,
by acquiring 80% of the top-performing Midland, and 80% of a minor, he
had the equivalent of 19 shares in a game with a certificate
limit of 13. His opponents, in order of finish, held 15
shares, 17 shares, and 16 shares respectively. The fact that the
player who came in second had the fewest shares yet the most cash says
much about the earnings provided by her three LNWR trains and also from
her 20% share of the Midland Railway Company. The fourth
player was second in cash assets, but had he managed to get at least
one more train in one of his own companies, he would probably have led
in cash assets and would have increased the value of his stock to make
him a stronger contender. Had he acquired more shares in Minors
to increase his number of shares, he would have also fared
better. Note that the winner had 10 shares of Minors, the
third-place player held 6 shares, and the other two held 2 shares each.
Conclusions
For a game with a linear stock market there was considerable action in
that market. Each turn some of us were
retaining revenues in order to buy additional trains while others were
paying out to buy more stock. Share values moved up and down
constantly on the market track, but near game end the multiple trains
powered major market price shifts. In addition, players reacted
throughout the game to market activity and company prospects by selling
off stocks and buying new ones. On the board, players were
actively placing tokens to maximize route possibilities for their
trains and to prevent loss of routes. The Minor shares were
eagerly bought up by some of us, even though their initial route
prospects looked poor. By end game their routes had improved
considerably. We all had to weigh the decision to pay more
dividends so as to buy more stock or to
delay the stock purchases in order to buy additional trains. (I
won, a bit to my surprise, by a stronger focus on the latter
strategy. I was the last to fill my hand to the certificate
limit.) All in all, it wasn't the 'bits' so much as the player
and company interactions and strategies that made the game fun and
interesting. It was definitely not dull.
For anyone who feels that 1825 lacks sufficient excitement, I wonder
whether it is being played with too few
people (four or more is probably best), or perhaps the players haven't
had enough experience to plumb the depths of its
strategic possibilities. If at least one person focuses on
retaining cash
to buy more trains for his companies it is essential that the other
players consider doing likewise or they may possibly be strongly
out-performed in the
end game.
1825, more than any other 18xx game in my experience, rewards the
acquiring of multiple trains. In fact, in the final phase of this
game,
the Phase 4 of Kit K3, companies may hold an unlimited number of
trains. It is quite a
delicate
balancing act to both obtain those trains yet acquire additional stock
at the
correct pace.
If your games have not been like this, then I suggest that you've
missed out on the real joys of 1825 and should try it again. If
your
games were as I've described above yet you still found them dull, then
I wonder what constitutes an
exciting 18xx
game for you and which games those would be?
Caveat
Having argued for purchasing multiple trains, I must now add a caveat
gained from experience. The multiple trains strategy works very
well in games employing Kit K3's Phase 4 which permits companies to own
an unlimited number of trains in the phase. It also
requires a reasonably large bank, and this factor is even more
significant than using Phase 4. Games that have small banks
and/or no Phase 4 need to be played very carefully. One could
conceivably retain earnings for two or three rounds so as to buy a
larger train, only to have the game end too soon due to a small bank
that has been depleted by the paying out of dividends to companies that
kept moving forward on the market and didn't bother with saving to buy
more trains. In my experience, a bank of £9,000 or more
will allow the multiple train strategy to successfully
work. It works extremely well with all Units and all Kits
and a bank of £24,045. But in any single Unit basic
game using the original bank sum (Unit 1 = £5,011; Unit 2 =
£4,984, Unit 3 = £4,050), a player must be very mindful of
the current bank level and the pace of the game to be sure that he or
she doesn't overdo the withholding of earnings while others march ahead
at a steady pace to win the game. In the end, it comes down to a
delicate balancing act based on potential earnings and market value but
tempered by the activities and strategies used by the
competition. In a game with a small bank (£4,000 to
£5,000 and perhaps up to £7,000 or £8,000), the
earlier your company can buy a second or third train the better.
Just be careful that you don't find yourself with too many trains, too
late.
Nevertheless, when the opportunity presents itself to plan for the long
haul and you have the routes to run them on, multiple trains are a very
satisfying means to a successful winning strategy. Try it.
Return to
Lou's
Game Corner: Rail Game Links. Return to the 1825 game
page.
This page created on 15 July 2008. Updated with a "Caveat" on
March 25, 2009
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