Introduction
David G. D. Hecht's 18EU game is thoroughly enjoyable as
designed.
After a few playings, however, one realizes that the northwest region
of
the board tends to be the most profitable, while the south is something
of a backwater. The high (M) mountains are a major reason for
this,
for at they are too costly (at £120 per hex) to be crossed
except
occasionally at their western end (Frejus, Lötschberg, and perhaps
Simplon).
Sometimes they may not be crossed at all. Game strategies are
accordingly
determined with no serious expectation of any north-south crossings of
the Alps occurring between Basel and Vienna, where an extra hex
of
£60 rough terrain must also be crossed in addition to the
£120
cost for the high mountains.
Historically, however, the Alps were crossed in numerous places to facilitate trade between northern Italy and its neighbors to the north. This led me to consider several variant notions in order to provide incentive for players to lay track across the Alps. In the end I settled on a small group of variant rules and play-tested them. After two very successful games using these rules, I now offer them to the 18xx community at large for both comments and further play-testing by those so inclined to give them a try. I have found that this variant lasts about as long as the normal game length for 18EU, which in my circle typically lasts for six pairs of ORs.
Rules
for the Alpine Variant
1. Modification to Rule 4.2.1 -
Minor Company Initial Sale Round:
The
amount paid in order to take possession of a Minor Company is placed in
the Minor Company's treasury, rather than the bank,
2. Modification to Rule
4.4.1 - Lay or Upgrade Track: The
placement
of each and every tile incurs construction costs as shown below:
Open, clear hex
£30 per yellow tile; £10
per any upgrade/tile promotion
Rough hex
£60 per
yellow tile; £10
per
any upgrade/tile
promotion
3. Modification to rule
4.4.3 - Train Operation and Earnings
Calculation:
When
calculating the revenue for a train whose route crosses a Mountain
(£120) hex, the train gains an
additional Alpine Bonus of
£10
per City or Red Off-Map Location that is included in that
train's
run. To gain this Alpine Bonus, the train must run
to at least
one
City or Red Off-Map Location on each side of the mountain. Towns
and Ports are not eligible for these bonuses, although they still earn
their normal revenue amounts for the train's run.
If the same train crosses a mountain hex more than once, add an extra £10 per additional Mountain (£120) hex crossed. This extra £10 bonus is not received when the route merely runs along the "spine" of a mountain without crossing to a City or Red Off-Map Location.
Example #1: A route that ran from Strasbourg via the Lötschberg Pass to Milan, Genoa and Turin would gain an additional Alpine Bonus of £40 over its normal revenue amount. If the train from Strasbourg ran the same route but extended it beyond Turin through the Frejus Mountain to Lyon it would gain a total bonus of £50 for the five cities, plus £10 more because it had crossed the Mountains twice. (It would have crossed at Lötschberg and then again at Frejus.)
Example #2: A Route that ran from Trieste via the Brenner pass to Munich and then recrossed the Mountains at Albula to continue to Rome would gain a total Alpine Bonus of £30 for Trieste, Munich and Rome, plus £10 more for having crossed the Mountains twice in one run. If the train had instead run from Trieste to the Brenner Mountain Pass and then directly to the Albula Mountain Pass before continuing on to Rome via Bologna, it would have gained a bonus of only £20 (£10 each for Trieste and for Rome) since it merely ran along the spine of the mountain without crossing to another City in between, such as Munich.
Salzburg Special Rule: Any route that connects Vienna to Salzburg and from there continues to Munich, Strasbourg, or Frankfort, shall be considered eligible for the Alpine Bonus. Since a route through the two Rough hexes of M10 (northwest of Vienna) and N9 (Salzburg) would cost a total of £120 to build, such a route is to be considered equivalent to a Mountain crossing. [Note that this special case is included because otherwise there is little reason to ever build track to Salzburg.]
Notes on 18EU Strategy with these
Alpine Variant Rules
Minors #5 and #10 become much more significant in this variant, since
they are in excellent positions to cooperate with and link up with
another
Minor north of the mountains. The bidding for these companies
should
become more active, along with that for Minors # 13, #14, and #15 which
will also tend to be valued more highly, since they are most likely to
provide the route for the track connections that bridge the high
mountains
from the north and west. Even Minors #11 or #6 may make
attempts
to reach Salzburg and beyond to gain the Alpine bonus. The income
from these trans-Alpine routes should compete favorably with the
revenue
from those companies that are dominant in the northwestern portion of
the
map.
Design
Note
All hexes were given construction costs in order to level the playing
field a bit. The mountain and rough terrain costs are quite high
in the regular game, but having to pay £30 for each clear hex now
makes for comparatively less of a burden on those who wish to climb the
mountains. In fact, it makes a shorter, direct route more
appealing since the route through the mountain should also eventually
provide bonus revenues. So that early in the game the Minors can
commence building track, especially Alpine routes, they now
begin with cash in hand according to what was paid for them by the
player who bought them. The Alpine routes are obviously more
valuable
the longer they are in play, so this is a useful feature. By the
time the 8-trains appear, this could mean an extra £80 per turn
in revenues for a company using an Alpine route. The northwest
won't tend to dominate the game as it
does in the original rules.