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18ZOO

18ZOO Rulebook

Table of Contents

Table of Contents

  • Companies in 18Zoo
  • 1.0 Introduction
    • 1.1 Overview
    • 1.2 Winning the Game
      • Games in the "18xx" series
    • 1.3 Components
    • 1.4 Abbreviations
    • 1.5 Game Etiquette
    • 1.6 Important Notes
      • Advice for your first games
      • 1.6.1 Materials
    • 1.7 Strategy
  • 2.0 Setup
    • 2.1 Preliminary Setup
    • 2.3 Game Setup (2-5 players)
      • 5-player game
      • 2.3.1 Companies in Play
      • 2.3.2 Starting Capital and Limits
      • The currency of 18Zoo
      • 2.3.3 Guild Assets
      • 2.3.5 Vapor-Trains
      • 2.3.6 Turn Order
      • 2.3.7 Reserve
      • Example: 3 players
  • 3.0 Game Phases
  • 4.0 Using the Components
    • 4.1 Map
      • 4.1.1 Plain Areas
      • 4.1.2 Areas with Stations
      • 4.1.3 Terminal Areas
    • 4.2 Building Railway Track
      • 4.2.1 Plain Areas
      • 4.2.2 Stations
      • 4.2.3 Terminal Areas
    • 4.3 Inventions
    • 4.4 Guild Assets
  • 5.0 Sequence of Play
  • 6.0 Initial Draft
  • 7.0 Stock Round (SR)
    • 7.1 Reputation
      • 7.1.1 Moving Reputation markers when other markers are present
    • 7.2 Selling Certificates
      • 7.2.1 Limits and obligations
      • "Wait and sell in turn order"
    • 7.3 Buying the President's Certificate
      • 7.3.1 Starting track and/or bonus
      • 7.3.1 Adjacent Companies
    • 7.4 Buying 1 Certificate
      • 7.4.1 Limits
  • 8.0 Operating Round (OR)
    • Inventions
    • Guild Assets
      • 8.0.1 Beginning of the Operating Round (OR)
      • 8.0.2 Play order
    • 8.1 Company Turn
    • 8.2 Laying Track Tiles
      • 8.2.1 Placing up to two yellow track tiles
      • 8.2.2 Placement restrictions
      • 8.2.3 Replacing one track tile and placing one yellow track tile
      • 8.2.4 Limits on track tile replacement
      • 8.2.5 Placement cost
  • 9.0 End of the Game
  • 10.0 Summary of Game Phases
    • Phase 1
    • Phase 2V
    • Phase 3V
    • Phase 4V
    • Phase 4V+
    • Phase 5V
    • Phase 4SV/2SV
  • 12.0 Designer Notes
  • Appendix 1: Inventions
    • A1. Inventions with Blue Background
    • A2. Inventions with Green Background
  • Appendix 2 and Appendix 3: Not in the Source File

Companies in 18Zoo

There are 8 Companies that players may use as capital investors from the beginning of the game. Each Company holds 4 Certificates: one 40% Certificate and three 20% Certificates. During the game, a fourth 20% Certificate is added.

Abbr.Reference family of the Company
H1Crocodiles, the Builders
H2Giraffes, the Vision
H3Zebras, the Mediators
H4Penguins, the Gang
H5Lions, the Royals
H6Tigers, the Officials
H7Brown Bears, the Collective
H8Elephants, the Advisers

1.0 Introduction

1.1 Overview

In 18Zoo, players take the role of 2–5 Squirrel Inventors from the Squirrel Guild, managing the investments of the Great Families of ZooCity after the presentation of the Railway. They must invest in the development of the transport network in order to earn Reputation for the Great Families. Players alternate Stock Rounds (SR), in which they trade investments in the Great Families, and Operating Rounds (OR), in which they act on behalf of the Great Families to gain Reputation by developing the Railway network and running Vapor-Trains.

Players use their initial capital to create Companies in the name and on behalf of the Great Families. These Companies must develop the network and generate Reputation for the Great Family they represent. During Operating Rounds (OR), Companies extend the Railway by creating stops and modifying the natural routes between the different areas of the city. Along these new routes move the astonishing new inventions of the Squirrel Guild: the Vapor-Trains. These must keep pace with the development of the network, becoming faster and more efficient.

To achieve this, the Guild has set itself a strict development program: in 3 months the Railway must be complete and efficient!

Each month, greater effort will be required to extend the network and increase the Reputation of the Families.

1.2 Winning the Game

At the end of the game, each player's final score is determined by the total amount of the following:

  • the sum of W$ in their personal treasury;
  • the W$ value of each Certificate they own, as shown by the Company's Reputation on the Financial Chart (Stock Market);
  • the current value of each uncashed Guild Asset (20 W$).

Any debt incurred through a Forced Purchase must be subtracted from this final total.

In the event of a tie in final score, the winner is the tied player with the lower turn order marker.

Games in the "18xx" series

If you are familiar with games in the 18xx series, you will find a rules summary at the end of this rulebook. 18Zoo is one of the many games in the 18xx series, all inspired by Francis Tresham's 1829 and set in different countries and regions. These games share many mechanisms, but they also differ significantly in their details.

1.3 Components

  • 1 Mounted mapboard (double-sided)
  • 8 Company charts
  • 100 Track tiles
  • 40 Company Certificates (5 per Company)
  • 34 Station and Reputation markers (3-5 per Company)
  • 12 Guild Assets
  • 140 Coin markers (values 1 W$, 5 W$, 50 W$)
  • 5 Priority markers
  • 23 Vapor-Train cards
  • 20 Invention cards (blue background for SR, green background per OR)
  • 1 Turn marker
  • 1 Arrow marker
  • 16 Brown markers [M e MM]
  • 14 Blue markers [O]
  • 16 Invention markers
  • 2 Player Aids and Tiles Manifesto
  • 1 Rulebook

1.4 Abbreviations

This rulebook uses the following abbreviations:

  • 2V, 3V, 3V+, 4V, 5V – "V" = Vapor-Trains
  • 2SV, 4SV – "SV" = Super Vapor-Trains
  • AG – Guild Assets
  • OR – Operative Round
  • SR – Stock Round
  • W$ - Wal-Dollars

1.5 Game Etiquette

To help the game move quickly, players should try to do all their planning when it is not their turn. All game transactions are open and public.

All game information, such as personal money and player holdings, Family Company Treasuries, and so on, is visible to everyone and must be provided upon request. However, it is better not to ask the current player for such information: wait until they have finished their turn. Player and Company resources should be displayed clearly in order to minimize such requests.

A polite player does not try to influence, distract, or give unsolicited advice to the other players at the table.

Verbal agreements between players are allowed, but they must be open and public. Players are not required to keep their word.

Remember that 18Zoo is an individual game, not a cooperative one.

1.6 Important Notes

In 18xx titles, it is always necessary to distinguish between the personal wealth of the players and the wealth of the Family Companies (represented in 18Zoo by the total W$ they own). To do this, it is suggested that everything belonging to a Company (W$, Stations, purchased Inventions) be kept on that Company's board. A Company's total W$ is its Treasury.

Players should keep their own W$, Company Certificates, Guild Assets, and owned Inventions in a separate area.

Players and Companies operate in different rounds:

  • players use their own assets (Certificates, Inventions, W$, and Guild Assets) during Stock Rounds, called SR;
  • Companies use their own assets (Vapor-Trains, Inventions, Stations, and W$) during Operating Rounds, called OR.

Players use their wealth to buy and sell cards during an SR, or to buy Inventions. They gain wealth when Families decide to distribute the revenue from runs, according to the number of animals they own in that Family.

Players may never contribute their own wealth to Companies, except in the case of a Forced Purchase (see 8.7), as detailed later, or by using Guild Assets (4.4).

The Directorate is used to track Companies that still have Certificates available for players to purchase. The cost of each Certificate is paid to the Treasury of that Family's Company.

The Chancery contains the cards available for purchase by players, whose cost is paid to the common reserve.

Advice for your first games

To try all the mechanisms present in the game (yellow, green, brown, and gray Vapor-Trains) and to have the most complete possible experience, it is recommended that you buy at least one green Vapor-Train in the first two ORs of the game and found at least one Company with the green bonus in the second SR.

1.6.1 Materials

All components are limited in number in order to create competition in their use and purchase. The only elements that are not limited are:

  • the gray Super Vapor-Trains, the 4SV/2SV (even though only 9 are included among the components); if they run out, you may use Vapor-Train cards removed from the game as substitutes for the trains;
  • the W$; if they run out, you may use substitute markers of your choice.

1.7 Strategy

18xx titles in general have a duration determined freely by the players. For example:

  • it is possible to play with only one Company per player;
  • it is possible for each Company to buy only two Vapor-Trains from the beginning to the end of the game;
  • it is possible to buy all Companies in the first SR, reach the Vapor-Trains by the fourth OR, and not have enough money to cover scrapping expenses.

18Zoo compresses the duration of a typical 18xx into less than two hours without limiting these freedoms.

2.0 Setup

2.1 Preliminary Setup

Each player chooses a place at the table where they will sit. The order is not important, since it will change during the game.

Shuffle the Priority markers according to the number of players (from 2 to 5) and deal one to each player. The player who received Priority marker number 1 is the First Player.

2.3 Game Setup (2-5 players)

To set up a game of 18Zoo, follow these steps, which are explained in greater detail in the following sections.

a) Choose a map suitable for the number of players in the game. Each map is printed on two sides: one for 2–3 players and one for 4–5 players, as indicated in the upper left corner.

b) Select which Companies will be in play, according to the number of players, and place the Certificates on the board in the space dedicated to each Company, with the President's Certificate (40%) on top of each stack.

c) Separate the Vapor-Trains according to the number shown in the upper left and place the 2V trains, equal to the number of players (see 2.3.5), in the available Vapor-Trains space.

d) Place the Turn marker on space 1, corresponding to the first month of play.

e) Separate the Railway track tiles by type and shape, and create a common reserve beside the board.

f) Create a reserve of W$ beside the board, easily accessible to all players, and give each player their starting amount of W$.

g) Finally, prepare the Initial Draft (see 6.0) by revealing 4 Invention cards and the same number of cards (4) in a parallel upper row, showing the future Inventions in the draft (exception: 5 players, see below).

The game then begins with the Initial Draft (see 6.0).

5-player game

Modify setup and rules as follows:

  • each player begins with only 2 Guild Assets;
  • add one 2V Vapor-Train to the reserve;
  • in the Initial Draft, draw and reveal 6 Inventions; continue revealing 4 Inventions each SR;
  • do not use the adjacent Companies restriction (see 7.3.1): new Companies may be founded even if they are not adjacent.

2.3.1 Companies in Play

Each Company consists of 5 Certificates: one 40% Certificate and four 20% Certificates. One of the 20% Certificates has a circled 3 in the upper right corner, indicating that it is added at the beginning of the last SR (of the third month). Depending on the map chosen according to the number of players, a reduced selection of the 8 Companies may be available.

Place the Certificates of the Companies in play in the Directorate and leave empty the spaces for Companies not in play. Create each stack by placing the three 20% Certificates (excluding the one with the circled 3) underneath, and the 40% Certificate on top. Set aside the 20% Certificates that become available only in the SR of the 3rd month.

Example: In the case of map A, the Giraffes (H2), Zebras (H3), Penguins (H4), Lions (H5), and Tigers (H6) are in play.

2.3.2 Starting Capital and Limits

Depending on the number of players, the following table indicates the number of cards each player may hold during the game. Guild Assets do not count toward this limit. The table also shows the W$ each player receives as a starting amount at the beginning of the game.

PlayersCompaniesStarting W$Card Limit
254010
35287
47277
57226

The currency of 18Zoo

18Zoo uses the Ticket Booklet as its monetary currency, with a value of 1 Wal-Dollar – indicated as 1 W$ and represented by yellow tokens. A booklet contains up to 25 Tickets. The equivalence with games in the 18xx series is that each Ticket corresponds to 1 dollar. In practice, 18Zoo is played in blocks of 25 dollars.

2.3.3 Guild Assets

Each player also receives 3 Guild Assets as starting equipment (2 in 5-player games). Guild Assets are a "money reserve" that can be converted during the game at different values depending on when the conversion is made.

2.3.5 Vapor-Trains

Create an ordered stack of the Vapor-Trains that Companies will purchase. Starting from the bottom, place:

  • 9 gray 4SV/2SV
  • 2 red 5V
  • 1 light red 4V+
  • 2 dark green 4V
  • 1 light/dark green 3V+
  • 3 light green 3V
  • 2–5 yellow 2V*

* The number of yellow 2V trains equals the number of players in the game (2, 3, 4, or 5): these are the first trains available for purchase.

2.3.6 Turn Order

Randomly assign each player a Priority marker (numbered tokens from 1 to 5).

2.3.7 Reserve

The Reserve consists of all elements not yet in play: W$, Trains, and Invention Cards.

Example: 3 players

Each player begins the game with a Priority marker, 28 W$, and 3 Guild Assets. The chosen map is on the table, on the 2–3 player side. On the map are shown the Directorate with the Certificates of the Families in play, the Financial Chart used to record the Companies' Reputation, and the turn track. The track tiles reserve has been created, separated by color, as has the reserve of game coins (W$). The Vapor-Train deck to be purchased has been created, with the first yellow 2V trains on top. Finally, the Initial Draft has been prepared, showing the first 4 available Inventions and the 4 future Inventions (see 6.0).

3.0 Game Phases

The game begins in the 2V Phase. From the first SR, the first 2V train is available on top of the Vapor-Train deck.

The only Railway tiles initially available are the yellow ones. Each Company may own at most 4 Vapor-Trains. The starting Reputation value of the Companies may only be 5/6/7 W$, as shown in yellow on the Financial Chart, and R Areas are worth exactly 30 W$.

The purchase of the first 3V Vapor-Train will change the phase, as will the first 4V, 5V, and the first 4SV/2SV.

Immediately upon entering each new phase, check whether Companies own Vapor-Trains that have become obsolete and must be removed from the game.

Example: obsolescence. The Lions buy a 5V, making 3V trains obsolete. Immediately, all Companies that have 3V Vapor-Trains must discard them.

With the transition to Phase 3V (purchase of the first 3V Vapor-Train), green Railway tiles may also be used, in addition to yellow ones. The starting Reputation value of 9 W$ may also be used.

The last available 3V is always the 3V+: its different feature is that it becomes obsolete at the first possible occasion like the 4V trains, while the other 3V trains are scrapped with the 5V.

With Phase 4V (purchase of the first 4V Vapor-Train), the train limit per Company immediately becomes 3. Any Company with 4 trains must remove the excess and place it in the Chancery for possible later purchase. 2V Vapor-Trains become obsolete and are removed from the game.

The last Vapor-Train of this phase is called 4V+ and is the first permanent train, representing the basis of the final technological step that the Guild has reserved for transport in ZooCity. It is also possible to use the brown railways (in addition to the yellow and green ones).

With the purchase of the first 5V Vapor-Train, the game enters Phase 5V. The train limit per Company immediately becomes 2. Any Family with 3 or more trains must remove the excess and place them in the Chancery for possible later purchase. 3V Vapor-Trains become obsolete and all 3V trains are removed from the game (exception: 3V+).

With the purchase of the first 4SV/2SV Vapor-Train, the game enters Phase 4SV/2SV. The 3V+ and 4V trains become obsolete and are removed from the game. It is also possible to use the grey railways (in addition to the yellow, green and brown ones).

  • The Company that buys the first 4SV/2SV Vapor-Train must immediately decommission all its 4V trains and, if applicable, its 3V+.
  • The other Families that own 4V trains or the 3V+ rotate them upward; these will run one final time before being decommissioned. Rotated trains are decommissioned after the first run they perform while their card is rotated upward.

4V trains and the 3V+ that are rotated upward may not be sold to other Families and do not count toward the Company's train limit.

When buying each 4SV/2SV Super Vapor-Train, choose whether it is being purchased as a 4SV or a 2SV. This choice cannot be changed later.

The differences between the two sides are as follows:

  • 4SV trains run to a maximum of 4 stops, and consider both Stations and Populous DIscrict as stops (so a 4SV may run to at most one Station and 3 Populous Districts).
  • 2SV trains run to a maximum of two stops, and consider both Stations and Populous Districts as stops (so a 2SV may run to one Station and one Populous District).

4SV/2SV trains double the final value of the run. Example: a 2SV makes a run from the brown House worth 40 to a Mining Area worth 60, for a Ticket total of 100; doubled, this is 200. The bonus from the Fast Food Invention is also doubled (see Appendix 1).

4.0 Using the Components

4.1 Map

The game map is divided into hexagonal spaces, differentiated by color:

  • Plain Areas
  • Areas with Stations
  • Terminal Areas

4.1.1 Plain Areas

Several types of hexes fall into this category.

District: shown in light brown. It has no special restrictions.

Suburbs and Outskirts: shown in pink and brown, with a -1 W$ or -2 W$ indicated inside. These are inconvenient areas compared with the vital core of ZooCity, with few services and difficulty extending the Railway to them. The value (-1/-2 W$) indicates the cost in W$ required to build the Railway inside it (place a track tile). Once built, place a marker on it to remember that beneath it there is a Suburb or Outskirts area and therefore the Railway may only be replaced with an Invention.

Populous Districts: shown in light blue, with a printed O. These indicate the most populated districts of ZooCity, and therefore those where the greatest number of inhabitants may access the Railway. The number indicates the Tickets that a Squirrel collects by having a Vapor-Train pass through them. Once a track has been built on an O hex, place a blue marker on it to remember that beneath it there is an O area and therefore the track grants 10 Tickets per run.

Important: These districts never count as Terminuses, only as Stops.

4.1.2 Areas with Stations

These areas represent the most important places in ZooCity, where space must be prepared to build Stations for the Railway. Both types of areas represent, for the Railway, both a Terminus and a Stop.

Business Districts: shown in green, with a printed Y. They indicate the business and commercial centers of ZooCity, where many Tickets often circulate. Only track tiles with a Y may be placed on these hexes.

Family Residence: shown with a printed H and the corresponding Family number. Each Company has a starting area from which it may begin building its routes. Only Station track tiles without a Y may be placed on these hexes.

4.1.3 Terminal Areas

These areas are the outermost boundary of ZooCity. At the edge of the city there are only two types of districts: mining areas and areas inaccessible because of ruins and vegetation.

Mining Area: shown in fuchsia, with a printed R and the two Ticket values collected when using this area (30 at the beginning and 60 from Phase 4V onward). It is considered an exit to the outside of the map. It counts as both a Terminal and a Stop.

Ruins: shown in dark gray. This is considered an inaccessible area outside the game.

4.2 Building Railway Track

In 18Zoo, Railway tracks of different complexity are built. To identify them more easily, they are printed on hexagonal tiles with different background colors. Depending on the game Phase, only one type, some types, or all types may be built. From simplest to most complex, they are:

  • Yellow
  • Green
  • Brown
  • Gray

At the beginning, there will be no tracks on the map of ZooCity and only yellow track tiles may be placed. During Vapor-Train runs, the income collected depends on the areas crossed through the Railways that have been built.

Note: Track tiles #80, #81, #82, and #83 are available only to the Family with the New Switches Invention; these tracks may never be replaced.

In the rest of ZooCity, green track tiles may be replaced only with brown track tiles, and always while respecting the routes already present.

[The track-tile replacement table printed on page 7 (tile numbers, counts and the replacement arrows for each colour) is a graphic in this PDF and is not reproduced in text here. Consult the printed Tiles Manifesto included with the game.]

4.2.1 Plain Areas

  • In Suburbs and Outskirts, the indicated number is the cost in W$ that the Companies must pay to build a track in that area.
  • In Populous Districts, each run grants +10 Tickets when calculating revenue during the Operating Round.
  • On all Plain Areas, only yellow tracks may be built (track tiles #7, #8, #9).

Important: After building on a Suburb or Outskirts hex, place a brown token to indicate that the area is highly exploited. On a Populous District, place a blue token. In these areas, no further building is possible: for this reason, yellow track tiles cannot be replaced with green ones, unless an Invention is used, such as Robot Prototype.

The original tile manifest shows the possible replacements for track tiles #7, #8, and #9.

4.2.2 Stations

In Y Business Districts, only track tiles #201, #202, and #621 may be built, while in Family Residences only track tiles #5, #6, and #57 may be built.

These track tiles have one or more printed circles indicating how many areas have been dedicated to building Stations.

If all spaces are occupied, only the Vapor-Trains of a Family with a Station built on the tile may travel along the Railway track and continue beyond it, except for some Inventions.

[The Station-tile examples and replacement lists printed on page 8 (tile numbers with their counts and the replacement arrows) are graphics in this PDF and are not reproduced in text here. Consult the printed Tiles Manifesto.]

Replacements follow the order YELLOW – GREEN – BROWN.

There are only 3 GRAY tracks, used in the Residences of the Giraffes, Tigers, and Brown Bears.

4.2.3 Terminal Areas

Railway track may never be built on Mining Areas or Ruins. Some Mining Areas have pre-printed arrows or paths and remain in play for the entire game. A tile may be placed in areas adjacent to these arrows only if the side that connects has a path or arrow toward the tile being placed.

4.3 Inventions

Invention Cards are differentiated by color: blue or green. Appendix 1 contains the list with descriptions of their use. The color indicates when they may be used:

  • blue Inventions are used exclusively by players during the Stock Round (SR);
  • green Inventions are used exclusively during the Operating Round (OR).

Some Inventions have one or more X symbols in the upper left corner. After using their ability, these cards must be discarded.

During the Stock Round, on their turn, a player may use one or more Inventions they own.

Using an Invention does not count as taking an action.

4.4 Guild Assets

At any time during the game, a player may convert Guild Assets they own into the current W$ monetary value, as indicated on the Asset itself or directly on the turn track.

In an Operating Round, during the Company's turn, the player may convert an Asset into W$ and decide to give all or part of the converted amount to the Company that is operating. Any portion they decide not to pay to the Company goes into the player's Personal Treasury. At the end of the game, unused Assets are worth 20 victory points each.

[The Guild Asset values on the printed Asset cards and on the turn track are graphics in this PDF.]

5.0 Sequence of Play

A game of 18Zoo follows the Calendar shown in the original board, over the course of 3 months (turns). The first phase of the game is the Initial Draft. This is followed by a series of Stock Rounds, each interspersed with 2 or 3 Operating Rounds. At the end of the third month, the winner is calculated.

Within the Operating Rounds, phases follow one another according to the purchase of trains. These phases also determine the possibility of using different track tiles and scrapping obsolete trains.

6.0 Initial Draft

To carry out the Initial Draft, perform the following procedure:

a) Shuffle the 20 Inventions and place the resulting deck beside the board, face down.

b) Reveal 4 cards to form the available Inventions and place them on the board (6 in a 5-player game).

c) Reveal 4 more cards to form the future Inventions and place them beside the board.

d) Starting with the last player and proceeding in reverse order of the Priority markers, each player may buy only one Invention by paying its cost, or pass.

Note: Future Inventions are not immediately available for purchase, but only from the next Stock Round (SR). Players can, however, see what will be available in the next Draft.

At the end of the Initial Draft, players will have at most 1 Invention in hand each.

After all players have decided whether to buy an Invention or pass, the Initial Draft ends. Move the 4 future Inventions to the available Inventions area and reveal 4 new future Inventions. The game continues with the Stock Round of the first month.

Note: Inventions that are not purchased at the end of the Initial Draft or a later Stock Round always remain available for purchase – they are never discarded.

7.0 Stock Round (SR)

During a Stock Round, starting with the player who has marker no. 1 and proceeding in numerical order, players take turns buying and selling Company Certificates, buying Inventions, and opening new Family Companies.

The player with Priority marker 1 begins the round by choosing at least one of the following three possible actions:

  • Sell one or more Company Certificates;
  • Buy one Certificate of a Company, whether already existing or not yet present on the map, or buy one Invention;
  • Pass.

If a player chooses to take multiple actions on their turn, they must be performed strictly in the order listed above.

It is important to remember that playing an Invention is not considered an action and may therefore always be combined with one of the three possible actions in the Stock Round.

An SR ends when all players have passed consecutively.

A player who has passed during their turn may, if all other players do not pass consecutively, take another turn.

At the end of the Stock Round SR (see 7.9), the turn order for the next SR is determined and share prices are adjusted.

At any time during their turn, the player may:

  • use one or more Inventions they own; this use does not count as taking an action;
  • convert one or more Guild Assets they own into the current W$ monetary value, indicated on the Asset itself according to the current round, SR or OR.

7.1 Reputation

The Financial Chart is used to track each Family's Reputation value according to how its Company is operating.

Each space on the Financial Chart has 3 numbers:

  • at the top, the W$ cost per share of the Family Company (the Reputation value);
  • in the middle, in red, the W$ income per run;
  • at the bottom, the Ticket threshold that must be reached to move Reputation 1 space to the right.

Example: The space 9/2/150 means that it costs 9 W$ to buy or sell one Share of the Penguin Company, that after a run in the OR it earns 2 W$ per Share, and that the run must collect at least 150 Tickets to move Reputation one space to the right.

The colored squares (yellow, green, brown, blue) are the spaces where the value markers of new Family Companies are placed when they become operational (see 7.3.1). Some spaces have arrows; these indicate that when markers at the end of a row of the Stock Market are moved, they move upward instead of right, or downward instead of left.

The actions of selling and buying Company Certificates affect the Reputation of the Families, tracked by one Reputation marker for each Family.

This marker may move as follows:

  • Up: when all Certificates of a Company are owned by players, the corresponding marker moves up one row;
  • Up: if a Company distributes its revenue among all holders of its Certificates and its marker is on a space with an upward arrow, pays its dividend in OR, its marker moves one space up (see 8.5.1);
  • Down: for each Certificate of a Family sold, the corresponding marker moves down one row;
  • Down: if the player decides to retain the revenue in the Company Treasury and its marker is on a space with a downward arrow;
  • Left: if the player decides to retain the revenue in the Company Treasury;
  • Right: if the Family distributes the revenue among all holders of Company Certificates, pays its dividend in OR, its marker moves one space to the right (see 8.5.1);
  • No movement: if the total Tickets collected is lower than the value shown below the space, Reputation remains the same.

Note: There is one Invention, "Propaganda", that allows you to increase your Reputation by one space.

7.1.1 Moving Reputation markers when other markers are present

Reputation markers are moved often during the game, so the following criteria must be observed:

  • when the President's Certificate is purchased and the Family Company becomes operational, the marker is placed below any other markers already present in that space;
  • whenever the marker is moved to a different space, it is placed below any other markers already present in the destination space; this is used to determine the play order of the Families in the next OR;
  • if during the SR the marker remains in the same space (for example, selling an animal card when Reputation is already on the lowest row), it remains in the same order relative to the other Families;
  • if during the OR the Reputation marker remains in the same space (for example, revenue below the threshold), it is placed below all markers already present;
  • if the marker is in the far right or far left column and there is an arrow, the movement must follow the direction of the arrow, upward or downward;
  • when multiple markers are moved during a phase (for example, at the end of SR because all Certificates are in players' hands), the order in which they are moved is always from the highest value / furthest right, then gradually to the lower values / left.

7.2 Selling Certificates

One or more Certificates may be sold with a single action. Sold Certificates are placed in the space marked Chancery on the board. There is no limit to the number of Certificates that may be present in the Chancery. For each Certificate sold, move the Family's Reputation down one row, placing the marker below any others already present in the destination space.

The sale of one or more Certificates is performed as a single action during the turn, in a block. It is therefore not possible to sell 1 Crocodile Certificate, then 2 Lion Certificates, and then 1 additional Crocodile Certificate in order to modify the order of the Reputation markers.

The player receives the sale value indicated before carrying out the sale action.

Generally, the President's Certificate (double card) may not be sold unless another player has at least two other Certificates of the same Family (see 7.5).

Example: A player sells 1 Penguin Certificate with Reputation on space 8. The marker moves down to space 7. The player gains 8 W$.

7.2.1 Limits and obligations

During an SR turn, a player may sell any number of Certificates, subject to the following restrictions:

  • each Certificate sold causes the corresponding Family marker on the Stock Market to move down (see 7.1.1). If that same Certificate is bought from the Chancery and sold again in the same SR after its first sale by a player who is not the holder of the President's Certificate, it does not cause another value decrease; see the box below, "Wait and sell in order";
  • a player may sell a President's Certificate only if there is another player who owns at least two Certificates of the same Family;
  • Mandatory sale: if on their turn in an SR a player has more Certificates than the limit (because of a Presidency change), they must immediately sell enough to return within the limit;
  • Chancery: there is no limit to the number of Certificates of a Family that may be present in the Chancery.

"Wait and sell in turn order"

To prevent a sold Certificate from later being bought and sold again by other players in order to lower Reputation value, use the technique known as "wait and sell in turn order": when a Certificate is sold by a player who does not hold the President's Certificate, place the newly sold Certificate face down to remember that this card cannot decrease Reputation again in this same SR. Conversely, if this card is bought and sold by a player who holds the President's Certificate, Reputation decreases normally.

7.3 Buying the President's Certificate

If the President's Certificate (double card) is available in the Directorate, it must be bought before the other single Certificates can be purchased. Perform the following operations in sequence:

  1. Choose the starting Reputation value by placing the Reputation marker on the Stock Market (below any other tokens present) on the yellow spaces with value 5, 6, or 7. During the game it will also be possible to choose 9 (from the Green phase) or 12 (from the brown phase).

  2. The player takes the Company board and pays from their personal treasury double the value indicated as starting Reputation, since the Presidency is worth double. The cost paid by the player is placed on the Family board and forms the Company's starting Treasury.

  3. Immediately place the first Station on the map, in the hex that corresponds to the Company's starting code.

  4. Gain any bonus depending on the starting Reputation chosen.

  5. Take the Stations from the reserve and place them on the 2 W$ and 4 W$ values on the board.

7.3.1 Starting track and/or bonus

When the Presidency is purchased, the Company also gains benefits in terms of placing Railway lines and Treasury, depending on the Family's starting Reputation.

  • If the starting Reputation is 5, 6, or 7, and the Home does not have a yellow Station track tile, the player must immediately place one with a Station, if available; otherwise nothing is placed.
  • If the starting Reputation is 9, the Company receives a +5 W$ bonus in Treasury from the reserve. If the Home does not have any Station track tile, the player must place a yellow or green Station track tile. If the Home already has a yellow Station track tile, the player may replace it with a green one. Then the Company may immediately place up to 2 yellow track tiles starting from the Home. It is legal to build also on Suburbs and Outskirts MM, paying the cost.
  • If the starting Reputation is 12, the Company receives a +10 W$ bonus in Treasury from the reserve. If the Home does not have a Station track tile, the player must place a yellow, green, or brown Station track tile. If the Home already has a yellow Station tile, the player may replace it with a green or brown one. If the Home already has a green Station tile, the player may replace it with a brown one. The Company may immediately place up to 4 yellow tracks starting from the Home. It is legal to build also on Suburbs and Outskirts, paying the cost.

The Company is now operational until the end of the game.

7.3.1 Adjacent Companies

In 18Zoo, the order in which Companies enter play follows this rule. In the Directorate, Companies are adjacent to one another and enter play following this order. The first player chooses the Company, determining the starting point. The second player may choose only between the two adjacent Companies, effectively determining the direction (clockwise or counterclockwise) of future choices. Subsequent players must choose the Company adjacent to the last one chosen.

This order is maintained in later SRs as well. If a Company is missing from the game, continue with the next one. For example, in a game without H8, after H2 and H1 are bought, H7 will be available.

Example: The first player to buy the Presidency of a Company, being able to choose freely among all those available, chooses H2.

The next player who wants to buy a Company Presidency must select an adjacent one by number (for example H1 or H3), so they may choose only between two options. Use the green arrow as a reminder. Once the first two Companies are selected, the direction (clockwise or counterclockwise) in which later Companies may be bought is fixed. Thus after H2 and H1 are bought, only H8 may be bought; after H2 and H3, only H4 may be bought.

7.4 Buying 1 Certificate

If available in the Directorate or the Chancery, the player may buy one Certificate of an operational Company. When buying a Certificate from the Directorate, payment goes into the Company's Treasury. When buying from the Chancery, payment goes to the bank. In both cases, the purchase price is always the Market Value of the Certificate / Reputation (the top value). Therefore, Certificates purchased from the Directorate may cost a different amount from the Company's initial flotation price.

If, after buying a Certificate, a player now holds the largest participation in a Company, they become the new President. The old President gives them the Presidency in exchange for two of their Certificates of that Company. If the buyer is the same player who holds the Presidency, the Certificate does not change hands.

If the President of a Company sells their Certificates in such a way that another player has a larger participation, they give that player the President's Certificate in exchange for two of that player's Company Certificates.

Example: Paolo owns the Presidency and one Giraffe Certificate, while Carlo owns 3 Giraffe Certificates. Paolo decides to sell the Presidency, so he first exchanges the double card with Carlo for two Certificates, then sells. Carlo now controls the Giraffes, so he takes the Giraffe board with everything owned by the Company: Vapor-Trains, Treasury, Inventions, and so on.

If 3 players each have 2 Certificates of the same Company, the Presidency is exchanged with the next player in turn order.

Example: Paolo (player 2) has the Presidency, Carlo (player 1) has two Certificates, Sara (player 4) has none, and Andrea (player 3) has 2 Certificates. The Presidency goes to player 3.

Note that in order to change control of a Company by selling Certificates, there must be at least one other player who owns at least two single Certificates of that Company.

7.4.1 Limits

  • Company limits: If a player already owns 80% of a Company (President's Certificate and two single Certificates, for a total of 80%), they may not buy more cards of that Company from the Directorate. Exception: when buying from the Chancery, it is possible to exceed the 80% limit, even owning all available Certificates of that Company.
  • Overall limits: A player may buy a new Certificate only if they do not exceed the limit defined in 2.3.3. Exception: if by buying a Certificate they obtain the majority of a Company, the Presidency is exchanged immediately, without the limit having been exceeded.
  • Already sold: If during an SR a player has sold one or more Certificates of a Company, they may not buy Certificates of that Company again until the end of the entire SR. They may buy them again only from the next SR.

Example: Paolo owns 7 Certificates, including 2 Elephant Certificates. If he bought another Elephant Certificate, he would exceed the current limit of 7 Certificates. Carlo, however, has only the Elephant President's Certificate, so Paolo buys an Elephant Certificate and immediately exchanges two of the three he owns for the Presidency, returning within the limit of 7 Certificates.

7.5 Change of Presidency

The Presidency of a Company does not change until another player exceeds the participation of the player who holds the President's Certificate by at least 1 Share. Remember that the Presidency is 1 Certificate composed by 2 shares.

7.6 Buying 1 Invention

At the beginning of each SR, 4 new Inventions are available for purchase (already shown in the previous SR as future Inventions), in addition to any Inventions not purchased in the previous SR. The purchase cost of Inventions is shown in red in the upper right corner (for example, Gallery costs 2 W$).

In the SRs of the First and Second Month, also show the 4 future Inventions, which will be available in the SR of the following month. Keep these cards separate from the available ones.

  • Move the 4 future Inventions to the available Inventions and reveal the next 4 future Inventions.

NOTE: On the turn track of the Third Month, "a Certificate arrives" is indicated: before beginning the Stock Round of the Third Month, add one Certificate for each Company in play to the Directorate.

7.6.1 Limit: 3 Inventions

Each player may have at most 3 Inventions in hand. After buying an Invention into hand, the player may only sell it to Companies (green Inventions, during OR), or use it (blue Inventions, during SR). Inventions may never be voluntarily discarded.

Each Company may have at most 3 Inventions. After buying an Invention from a player, the Company may remove it only by using it, if provided by the card. It may never voluntarily discard Inventions.

7.7 Passing

If a player does not sell Certificates and does not buy Inventions or Certificates, they may take the Pass action. They may convert Guild Assets or use Inventions even if they take the Pass action.

7.8 Playing a Blue Invention

Playing an Invention is not an action and may therefore be combined with one of the three possible actions during the Stock Round. In this phase, the only Inventions that may be played are blue ones. The player may choose to play one Invention among those they own.

7.8.1 Limit

Even though it is not an action, it is always paired with an action and therefore must be performed either before or after that action is carried out.

Example: If the player has three Inventions in hand (the maximum limit), they cannot buy and then play a blue Invention among those they own. They must first play an Invention (therefore one they already have in hand) and then buy a new one.

7.9 End of the Stock Round

When all players have passed in sequence, the Stock Round ends. Before moving to the Operating Round, evaluate any Companies that have been fully purchased and determine the player turn order to be used in the next SR.

  • For each Company whose Certificates are all in players' hands (that is, none are present in either the Directorate or the Chancery), Reputation moves up one row. If it is already in the highest row, it remains in place.
  • Turn all Company Certificates face up again (see 7.2.1 "Wait and sell in order").
  • Turn order: evaluate each player's wealth, that is, the sum of the W$ they own, not including any Inventions or Guild Assets. The richest player receives turn marker 1; the second-richest receives turn marker 2, and so on. Ties are resolved by the previous turn order.
  • Advance the Locomotive on the turn track to the next Operating Round.

8.0 Operating Round (OR)

At the end of each Stock Round (SR), a series of 2 or 3 Operating Rounds (OR) are played, during which the players who own President's Certificates control the corresponding Companies.

Inventions

At any time during its turn, a Company may buy one or more green Inventions from players, paying an amount from 0 W$ up to the maximum value indicated on the Invention itself. At any time during its turn, a Company may use one or more powers it owns.

Guild Assets

At any time during a Company's turn, except during Forced Purchase, the player controlling the Company may convert one or more of their Guild Assets and assign all or part of the Asset's current value to the Treasury of the Company in play. The rest remains with the player.

Example: During the first Operating Round of the Second Month, the player converts an Asset into 8 W$ and uses it by placing 5 W$ on the Company in play while keeping 3 W$ for themselves.

8.0.1 Beginning of the Operating Round (OR)

Check whether there are Company Certificates in the Chancery: for each of them, the corresponding Company immediately gains 2 W$ in its Treasury.

8.0.2 Play order

Companies take their turns in Reputation order, according to the position of their markers on the Financial Chart:

  • first, the Companies with the highest Reputation;
  • in case of a tie, the Company in the rightmost column;
  • if two Companies are in the same space, starting with the one that arrived first (on top of the stack).

Example: The Lions and Penguins both have Reputation 9, but the Penguins are in a column further to the right, so the Penguins play first.

The Lions and Tigers are on the same column, but the Lions are worth 9 and the Tigers 8, so the Lions play first, followed by the Tigers.

Both the Crocodiles and Giraffes are worth 7 and are on the same space. The stack, however, has the Crocodiles on top, so the Crocodiles play first, followed by the Giraffes.

8.1 Company Turn

A Company's turn consists of a series of operations, some optional and some mandatory, which, if played, must be performed in a certain order.

Exception: buying and playing green Inventions.

The order of playable operations is as follows:

  • place track tiles [optional] (see 8.2);
  • place a Station [optional] (see 8.3);
  • collect Tickets [mandatory] (see 8.4);
  • decide whether to distribute Tickets or keep the Tickets in Treasury [mandatory] (see 8.5);
  • buy Vapor-Trains [must own at least one Vapor-Train by the end of the turn] (see 8.6);
  • buy and play green Inventions (playable at any time, even separately from each other).

Important: Buying new Vapor-Trains may cause a change in game Phase. This happens when the first 3V, 4V, 5V, or 4SV/2SV is purchased. With the first purchase, some Company limits and new possibilities for building track change (see 3.0). These changes are immediate, so an Operating Round that began in one game phase may, as a result of a Vapor-Train purchase, move into a new game phase.

8.2 Laying Track Tiles

On its turn, a Company may:

  • place up to 2 yellow track tiles; or
  • replace one track tile and place one yellow track tile.

8.2.1 Placing up to two yellow track tiles

A Company may place one or two yellow track tiles. The tiles may also be consecutive to one another, provided the placement rules are respected.

Placed track tiles must obey some important rules:

  • track tiles must be placed and aligned so as to extend an existing line already available to the Company placing the tracks;
  • the new track tile must be definitively connected to an existing Station of the Company. The length of the line is not determined by the Vapor-Train the Company owns, but Stations of other Companies may block this line. If a tile has two separate routes, only one of them needs to form a legal extension as described above.

Some TERMINAL AREAS have pre-printed arrows or paths and remain in play throughout the game.

Note: The available track tile mix is intended to limit play. If the tile the player wants is present only on the map (all track tiles of that type have been used from the reserve), then in order to have one available in the reserve, a replacement must first be made to return it to the reserve.

8.2.2 Placement restrictions

A track tile may not be placed:

  • if it has a route toward a side of a Mining or Ruins Area that does not have a route or arrow toward the track being placed;
  • if it has a route that connects off the game map;
  • if a Y track tile is used on a hex that does not contain the Y symbol;
  • on Mining Areas or Ruins.

Example: The Giraffe Company correctly places first track tile #7 and then track tile #9, connected to the Giraffe Residence.

Errors shown in the printed diagrams:

  • ERROR 1: curve #7 is not reachable from the Residence.
  • ERROR 2: track tile #9 connects to a side of the GRAY AREA that is not reachable.
  • ERROR 3: yellow track tile #5 with the Residence was placed toward a side of the R AREA without an arrow.

8.2.3 Replacing one track tile and placing one yellow track tile

Starting with the green phase, instead of placing 2 yellow track tiles, it is possible to place one yellow track tile and replace one track tile on the map. These two actions may be performed in any order. Replaced track tiles return to the reserve of available tracks.

Note: There are only 3 gray tracks, used in the Residences of the Giraffes, Tigers, and Brown Bears.

8.2.4 Limits on track tile replacement

The following limits apply to replacing track tiles:

  • a track tile with a Suburb, Outskirt or Populous District marker may never be replaced (exception: Robot Prototype and New Switches Inventions);
  • all routes already present must be preserved by the replacement;
  • a yellow track tile placed in the same turn may not be replaced (exception: Robot Prototype, New Switches, Automated Worksite Inventions);
  • at least one new route of the replacement tile must be reachable by a route starting from one of your Stations, or the value of the replaced Station must be higher.

Example: This is the starting situation.

Replacement #1: Error! Green track tile #20 preserves the previous routes, but no new route is reachable from the Giraffe Residence.

Replacement #2: Error! Green track tile #31 preserves the previous routes, but the new route is not reachable from any Station of the Giraffe Company.

Replacement #3: Correct! Green track tile #31 preserves the previous routes and the new route is reachable from a Station of the Giraffe Company.

Replacement #4: Correct! Green track tile #31 preserves the previous routes and the new route is reachable from the Giraffe Residence through the Tunnel Invention.

8.2.5 Placement cost

To place a tile on a Suburb or Outskirts hex, the Company must pay respectively 1 W$ or 2 W$. This cost is paid only for the first track tile placed on these hexes. Terrain costs are written inside the hex.

8.2.6 Hexes with limited development

It is not possible to replace track tiles with green or brown track tiles in the following two cases:

  • on a Suburb or Outskirts hex on which a yellow track tile has already been built, that is, where an "exploited area" marker is present;
  • on a Populous District on which a yellow track tile has already been built, that is, where a "guaranteed access" marker is present.

In these special hexes, replacement takes place only through the use of the Robot Prototype and New Switches Inventions.

8.2.7 Reserved gray track tiles

The game includes only 3 gray track tiles that may be placed. These tiles are used exclusively in the Residences of the Giraffes, Tigers, and Brown Bears, replacing a brown tile present on the map.

8.2.8 Gray hexes on the map

There may be two types of gray hexes on the map:

  • a first type that is entirely gray;
  • a second type on which lines already in play are drawn, connecting different sides of the hex. These hexes may never be replaced with other pieces. Gray hexes with drawn lines may therefore be used in Vapor-Train routes.

8.3 Placing a Station

Stations are necessary for Companies to collect W$. Each route made by a Vapor-Train must therefore pass through at least 1 Station of that Company.

When a Company becomes operational (after the President's Certificate is purchased in the Stock Round), the first Station is immediately placed at the Residence.

Example: When the President's Certificate of the Lion Company is purchased, track tile #5 is built on the Lion Residence and the starting Station is immediately placed.

In addition to the Residence Station, a Company will have 1, 2, or 3 additional Stations:

  • 1 Station: Giraffes (H2) and Tigers (H6);
  • 2 Stations: Lions (H5) and Brown Bears (H7);
  • 3 Stations: Crocodiles (H1), Elephants (H8), Zebras (H3), and Penguins (H4).

During its Operating Round, a Company may place one and only one still-available Station on a reachable Station tile, if and only if that Station tile has at least one empty space and the Company has not already placed a Station on that tile.

If the Station placed is the first taken from the Company board, 2 W$ must be paid from the Treasury. The other Stations cost 4 W$, as indicated on each Company board.

8.3.1 Reserved Residence

Station track tiles placed on the Residence of Families that are not yet operational may not be completely filled with Stations of other Companies; they must always leave one empty space reserved for the Company of the Family that owns the Residence.

Example: In the first OR turn, the Company builds simple track tile #9 and another track tile (#5) on the Tiger Residence. The Lion Company may not place a Station there because the only space is reserved for the Tiger Residence.

Example: In a later turn (in Phase 3V), the Lion Company replaces the Tiger Residence with a green track tile. Now, by paying 2 W$, the Company may place its Station, since a space remains available for the Tiger Company.

Example: In a later turn, the Lion Company places track tile #9 on the MM, paying 2 W$ (the brown token reminds players that it cannot be replaced), and a Y track tile #202. The Lion Company may place its second and last available Station on the Y tile, paying 4 W$.

8.4 Collecting Tickets

For each Vapor-Train owned by the Company that is not disabled (see the Phonograph Invention), the player indicates the route that the Vapor-Train will make.

Here are some important definitions, which are explained further below:

  • TERMINUS: Used by V Vapor-Trains. For the purposes of a run, the Terminus of Vapor-Trains are Station tiles (placed on Business Districts and Residences) and Mining Areas.
  • BLOCK: a Station tile that has only Stations of other Companies on it (no empty space). It may be used only as the start or end of a run.
  • STOP: Used by 2SV and 4SV Vapor-Trains. For the purposes of a run, STOPS are Terminus, Stations, Mining Areas, and Populous Districts.

8.4.1 Choosing the Route

The player may choose the route they consider most advantageous, following these rules.

Each V Vapor-Train that runs:

  • must reach at least two Terminuses with its run (exception: New Engine);
  • must start from or pass through at least one Station of that Family's Company;
  • may travel through at most a number of Terminuses equal to the capacity of the Vapor-Train itself. A 2V Vapor-Train may run only to two Terminuses, a 3V may use 3, and so on;
  • may end or begin its run in Populous Districts.

Each SV Super Vapor-Train that runs:

  • uses STOPS instead of TERMINUSES;
  • with its run, must reach (start from or pass through) at least one Stop containing one of its Stations;
  • may travel through at most a number of STOPS equal to the capacity of the Vapor-Train. A 2SV Vapor-Train may run only to two STOPS, a 4SV may use 4;
  • may end or begin its run in Populous Districts.

Note: SV Vapor-Trains use Stops instead of Terminuses.

In the case of multiple Vapor-Train runs:

  • they may pass through a STATION track tile – or Populous District – already used by another Vapor-Train, using a different route; both Vapor-Trains will collect the indicated Tickets;
  • different Vapor-Trains may run in different areas of the map, even if they are not connected to one another;
  • one Vapor-Train may end its run in a Populous District and a different Vapor-Train may begin its run in the same Populous District, always using a different route, obtaining double Tickets and the Treasury bonus.

Example: route errors

With only one Station track tile, no run can be made.

Example

The Lion Company may run a 3V Vapor-Train along the light-blue/purple route [Y] - [HOME] - [GREEN] - [blue O], collecting 30 + 20 + 30 + 10, for a total of 90 Tickets.

It is also possible to run two 2V Vapor-Trains (light blue and purple) and count the Lion Residence twice:

  • first 2V: [Y] - [HOME] = 30 + 20 = 50 Tickets;
  • second 2V: [HOME] - [GREEN] - [O] = 20 + 30 + 10 = 60 Tickets.

The total revenue is 110 Tickets. If there were additional track tiles starting from the Tiger Residence toward another Station tile, the Lion Company could run a third Vapor-Train thanks to the Station present there.

8.4.2 Route limits

The chosen route for one of your Vapor-Trains must respect the following restrictions:

  • it may not touch the same Terminus twice;
  • it may not touch the same Populous District twice;
  • it may not touch the same Mining Area twice;
  • it may not pass twice over the same route or part of it;
  • it may not go backward on a curve (backtracking);
  • it may not pass through a Mining Area, because these are considered terminal points of a run and therefore cannot be reversed through (exception: Tunnel);
  • it may not use a route – or part of a route – already used by the run of another of your own Vapor-Trains during the same turn;
  • it may not pass beyond a BLOCK.

A run cannot be made if it would require going backward (no backtracking) on the curve of track tile #31.

IMPORTANT: Remember that 4V and 3V+ Vapor-Trains made obsolete by the purchase of the first 4SV/2SV Vapor-Train run one last time before being decommissioned.

8.4.3 Calculating Tickets

Tickets are calculated by adding all the values of the Stations, Populous Districts, and Mining Areas reached by the Vapor-Train.

Remember:

  • for Stations, the values are 20–30–40–50, as indicated on the tile;
  • for Mining Areas, the values are 30–60;
  • for each Populous District through which each Vapor-Train passes, begins, or ends, add 10 Tickets to the run and 1 W$ directly to the Company Treasury.

Note: There is no limit to the number of Populous Districts a Vapor-Train may travel through.

8.4.4 Calculating additional incomes

For each Vapor-Train, additional income is also calculated for each Populous District through which it passes, begins, or ends its run. The Company immediately receives 1 W$ in its Treasury, except for 4SV/2SV Vapor-Trains, which do not receive 1 W$ for each Populous District traveled through.

Note: During a Company's first Operating turn, since it does not yet have Vapor-Trains, there will be no run and the Company collects 0 Tickets. Its Reputation value decreases by one space.

8.4.5 Card bonuses for revenues

Several green Inventions allow bonuses during calculating revenues. We recommend consulting the following Inventions in the appendix:

  • Expanded Carriages
  • Revolutionary Drinks
  • Experimental Fuel
  • Transit Track
  • Fast Food.

8.5 Decision in Tickets

After calculating the optimal route, the player decides whether the accumulated Tickets will be distributed among the Company's shareholders or instead kept in the Company Treasury for current expenses.

Zero Tickets

A Company may have collected zero Tickets in these cases:

  • if it has only one Vapor-Train, but it is disabled (see the Phonograph Invention);
  • if the Family owns no Vapor-Trains;
  • if there is no route of at least two STATIONS;
  • if the player controlling the Company decides not to collect Tickets.

If there are no Tickets to distribute, the consequences are the same as choosing to keep the Tickets in Treasury, and Reputation moves one space to the left.

8.5.1 Distributing tickets

The effects of this decision concern two aspects: the Financial Chart and the amount of W$ collected for each Certificate.

  • Financial Chart. In each space of the Financial Chart, there are some numbers. The value written at the bottom center represents the minimum number of Tickets that our Vapor-Trains must collect in that Operating Round in order to advance the Reputation marker.

Example: The Company marker is on a space with Reputation 10 and 200 Tickets. Compare the Tickets collected with this value:

  1. if the total Tickets collected (for example 150) is less than the value shown below the space (200), Reputation remains the same (in this case, the same for values between 0 and 190);

  2. if the total Tickets collected is equal to or greater than the indicated value (for example 210), Reputation increases and the marker advances 1 space to the right (in the example, Reputation moves to value 11).

  • Player income. The total value of the Tickets collected in the run matters only for deciding whether Reputation increases or remains still, but it does not affect the division of proceeds.

After moving (or not moving) Reputation, check the value indicated in red on the space. All players who own share Certificates of the Company receive the amount of W$ for each Certificate (double for the President's Certificate).

Example: space 11 shows the value 2. The player who owns the Presidency, which counts as two Shares, and one other Certificate of the Company receives 6 W$: 4 W$ for the Presidency and 2 W$ for the other Certificate.

Directorate and Chancery. Share Certificates present in the Directorate provide no income to the Company Treasury.

Instead, for each Certificate present in the Chancery, the Company gained 2 W$ in its Treasury at the beginning of the Operating Round (see 8.0.1).

Note: The President's Certificate always counts double and therefore always earns double what is earned by a single Certificate.

Better and better routes. Since it is only necessary to equal the minimum threshold, it is enough to show that the run reaches the indicated amount, without needing to find the best possible route. As Reputation grows, richer routes will be required.

Presidency Bonus (blue row). The Stock Market includes a blue-colored row that indicates a bonus awarded to the player who holds the Presidency. The first value indicates the income for each Certificate, while the second value after the "+" indicates the bonus awarded to whoever holds the President's Certificate.

Example: in the space with the blue number "3+2", players earn 3 W$ for each Certificate, and an additional 2 W$ bonus is earned only by the player who owns the Presidency.

Reputation Level 24. If a Company reaches Reputation value 24, the game ends at the end of the current OR of play; all Companies will therefore take their turns in order and the game will then end with final scoring.

8.5.2 Decision: keep the tickets

If the player decides to retain the Tickets, the Company's Reputation on the Stock Market moves one space to the left.

In the Treasury, instead, the following steps must be performed:

  • note how many Tickets the players collected in that run. In this case it is worthwhile to calculate the best run, not merely the one that would satisfy the threshold;
  • convert Tickets into Booklets. Each booklet contains 25 Tickets. Calculate how many booklets are needed to distribute those Tickets (Tickets / 25 = booklets). Round the result up. The number of booklets represents the amount of W$ the Company places into its Treasury, taking it from the bank.

Each Company chart includes a conversion table.

Example: if the run totaled 110 Tickets, 5 Booklets are needed, since 100 Tickets are contained in 4 Booklets and the remaining 10 Tickets require one additional Booklet. 5 Booklets therefore correspond to 5 W$.

8.6 Buying Vapor-Trains

Each Company is required to have at least one Vapor-Train at the end of its turn. A Vapor-Train with New Engine or disabled because of Phonograph counts for this requirement.

Vapor-Trains are purchased with W$ from the Company Treasury.

If, after the first purchase, there are enough W$ for a second purchase, the Company may continue buying additional Vapor-Trains up to the limit allowed by the current game phase.

The player may not contribute their own wealth to the purchase of Vapor-Trains (exception: use of Guild Assets).

8.6.1 Overview of Available Vapor-Trains

  • Vapor-Train #V: these are Vapor-Trains that, during their run, may touch a maximum of # TERMINUSES. Remember that among the Terminals of their run there must be at least one Station of that Family's Company.
  • Vapor-Train 3V+: this is a Vapor-Train 3V in all respects and is placed as the last available 3V. Its special feature compared with other 3V trains is that it is scrapped like a 4V.
  • Vapor-Train 4V+: this is also placed as the last Vapor-Train in the 4V Vapor-Train deck. Its feature compared with the 4V trains is that it is permanent and is not scrapped.
  • Vapor-Trains #SV: these are permanent. The feature of SV trains is that they may touch a number of Stops equal to the indicated number, 2 or 4. Unlike TERMINUSES, a Stop means a Station tile and a Populous District. Thus a 4SV may use at most 4 Stops, for example 3 Stations and 1 Populous District. These trains do not obtain 1 W$ in Treasury for each Populous District traveled through. Another very important feature of SV Vapor-Trains is that the value of their run is doubled.

Note: The New Engine Invention may be used to delay scrapping.

8.6.2 Buying Vapor-Trains from the Reserve

A Company may buy Vapor-Trains, one at a time, from the Reserve by paying the cost shown on the card on top of the "Available Vapor-Trains" pile. Vapor-Trains are purchased from the Reserve in increasing order of size. The smallest, the "2V", are purchased first. When all of these have been sold, the "3V" become available, then the "3V+", and so on.

If the Vapor-Train purchased from the Reserve is the first of a new train type, a new Game Phase begins immediately (see 10.0).

Note: If 4SV/2SV Vapor-Trains are available, the Company may choose to force the purchase of the 47 W$ 4SV even if it already has in Treasury the 37 W$ needed for a 2SV.

8.6.3 Buying Vapor-Trains from another Company

Vapor-Trains may be purchased from another Company. The price is freely negotiated from 1 W$ upward and is decided between the two owners, meaning the players who hold the Presidencies.

8.6.4 Buying Vapor-Trains from the Chancery

A Company may buy one or more Vapor-Trains from the Chancery at the value shown on the card, if any are available.

8.6.5 Vapor-Train limit

During the game, the maximum number of Vapor-Trains a Company may own changes depending on the Game Phase. A Company at its Vapor-Train Limit may not buy another Vapor-Train, even if purchasing that Vapor-Train would later cause scrapping and therefore bring the Company below the Vapor-Train Limit (see 2.3.2 and 8.6.7).

8.6.6 Scrapping

When the first Vapor-Train of certain classes is purchased (4V, 5V, 4SV/2SV), older Vapor-Trains (respectively 2V, 3V/3V+, and 4V) are immediately removed from the game (3V+ and 4V make one final run before being removed) without compensation to the Companies that owned them, as indicated on the Vapor-Train cards. This process is commonly called "scrapping".

8.6.7 Excess Vapor-Trains

If, as a result of buying a Vapor-Train, the limit decreases, a Company with excess Vapor-Trains must immediately place the excess trains in the Chancery without compensation. Vapor-Trains in the Chancery follow the Scrapping rules (8.6.6).

Example: A Company with two 4V trains buys its 3rd legal Vapor-Train, which is the first 5V. Immediately, the train limit drops to two; therefore, the Company must return one Vapor-Train to the Chancery and chooses a 4V. If there were Vapor-Trains of different types, the President would choose which one to remove. Any Company may later buy this 4V instead of buying one from the available pile.

Example: The Giraffe Company owns two 4V trains. During the Operating Round, the Bear Company buys the first 5V and reduces the limit to 2. The Giraffe Company therefore may not buy a 5V, because it is already at the limit of 2 Vapor-Trains.

8.6.8 Active bonuses when buying Vapor-Trains

Some bonuses interact with train purchase.

  • "1 NEW" BONUS: if a Company buys at least one new Vapor-Train on its turn (from the reserve of available trains), its Reputation moves one space to the right. Vapor-Trains bought from other Companies, or additional trains from the deck bought in the same turn, are not considered for this bonus.
  • "NEW PHASE" BONUS: if one of the Vapor-Trains bought from the reserve is the first of a new phase (the first 3V, the first 4V, the first 5V, the first 4SV/2SV; not the first 2V, nor 4V+), Reputation moves one additional space to the right. In this case, any new limits from the new phase must be applied immediately, for example Vapor-Trains scrapped by the purchase of a 4SV/2SV.

8.6.9 No Vapor-Trains and Too Few W$

If a Company has no Vapor-Trains and the W$ in its Treasury are insufficient to buy the first Vapor-Train on top of the deck or the cheapest one present in the Chancery, and after verifying that no other Company is willing to sell one of its Vapor-Trains at a price considered acceptable by the player (there is no obligation to buy or sell between different Companies), the Company must make a Forced Purchase.

8.7 Forced Purchase

(The heading is printed as "FORCED PURCHAES" in the source.)

A Company is required to own a Vapor-Train at the end of its Operating turn. If it does not, it must proceed to buy one from the Vapor-Train deck, from the Chancery, or from another Company. If no agreement is reached with the other active Companies and if it does not have enough W$ to buy one from the available train deck, the Family enters Forced Purchase.

During the entire Forced Purchase action, the Company and the players may not use Inventions or Assets.

Once the Forced Purchase is completed, the Company's Operating turn ends immediately. Its Treasury must therefore necessarily contain 0 W$.

8.7.1 Forced purchase procedure

a) The Company pays all W$ in its Treasury. The Treasury therefore remains at 0 W$.

b) The President pays the missing W$ from their personal wealth.

c) If the amount paid is still insufficient, the President sells their share Certificates one by one to raise the necessary amount. Remember that each single Certificate sold moves the Reputation of that Company down by 1 space. During this phase it is forbidden to sell the President's Certificate of the Company making the Forced Purchase; there can therefore be no change of control of that Company (see 7.5). It is instead possible to sell the Presidency of another Company controlled by the player, respecting the rule for Change of Control of a Company, meaning that another player must have 2 single Certificates (see 7.5).

d) If the sales are not enough to cover the purchase, the bank covers the expense and the Company obtains the Vapor-Train. The player marks that they have an end-game debt equal to double the amount paid by the bank.

Example: forced purchase. The Lion Company has 8 W$ in Treasury and the first available Vapor-Train is a 5V (cost 30 W$). The other players decide not to sell trains from their Companies. Carlo, owner of the Lion Company, also owns the Tiger Company, which has two 3V Vapor-Trains, but he decides not to sell one of his 3V trains. Therefore, the Lion Company must make a Forced Purchase, buying a 5V for 30 W$. All 3V trains in play are immediately removed (Phase 5V).

Carlo decides to sell the Presidency of the Tiger Company, which has Reputation 6 W$, first exchanging the card with Francesco, who had two Certificates of that Company and becomes the new owner. Carlo sells the first Tiger Certificate for 6 W$, and Reputation moves down, then sells the second for 5 W$. He then sells one Penguin Company Certificate for 12 W$, raising the 22 W$ needed to pay 30 W$. Carlo remains with 1 W$, while the Lion Company has exactly 0 W$ in Treasury.

Example: debit. If the Lion Company and Carlo had raised only 24 W$, the bank would have paid the remaining 6 W$ to reach the 30 W$ needed to buy the 5V Vapor-Train. Carlo uses the debt marker to indicate that he has a debt of 12 W$ at the end of the game, double the 6 W$ paid by the bank.

8.8 Buying and Playing Inventions (Green)

Each Company may own at most 3 Invention Cards (green).

These may be bought at any time during that Company's turn and played during any phase of the turn, with the exception of Forced Purchase of Trains (see 8.7).

Invention Cards may also be bought at multiple moments within the same turn.

Example: If Francesca had reached the limit of Inventions in her Company's hand, she could play an Invention, buy another, play one again, and so on.

Invention Cards may also be played at different moments within the same turn.

Exception: Invention Cards may not be played during Forced Purchase of a Vapor-Train (see 8.7).

9.0 End of the Game

A game of 18Zoo may end in two ways:

  • when a Company reaches Reputation level 24; all active Companies still complete that Operating Round (OR); or
  • at the end of the last Operating turn (the third OR of the Third Month).

At the end, the player with the most Reputation wins.

To calculate the final Reputation of all players, add:

  1. The total Reputation level the player has obtained on the Financial Chart. To do this, multiply the Reputation level reached by each Company by the number of Certificates of that Company owned by the player; the Presidency counts double.

Example: Paolo owns the Presidency and one other Certificate of the Giraffe Company, and one Certificate of the Bear Company. The Giraffe Company has Reputation 18, while the Bear Company has Reputation 20. Paolo therefore has total Reputation of 18 x 3 (54) + 20 x 1 (20), for a total of 74.

  1. The W$ held by the player, not those in Company Treasuries.

  2. 20 W$ for each Guild Asset still owned by the player and not used.

From this total, subtract any debt incurred through Forced Purchase (8.7).

The player with the highest value is the winner, and the other players are ranked by descending value.

In the event of a tie in final score, the tied player with the lowest turn order marker number wins.

10.0 Summary of Game Phases

Below is an overview of the Game Phases. For ease of reading, each phase lists what is new compared with the previous one.

Phase 1

This is the game setup phase, including choosing player turn order (2.3.6) and the Initial Draft (6.0).

Phase 2V

Phase 2 lasts until the purchase of the first 3V.

  • Companies must open with a market value of 5, 6, or 7, indicated by the yellow area on the Stock Market table on the game board.
  • Only yellow track tiles may be used, except through Inventions.
  • The Vapor-Train limit is 4.
  • During the Stock Round, Power Cards may be purchased.
  • Invention Cards may be purchased during the Stock Round.
  • Blue Invention Cards remain in the player's hand and may be played only during the Stock Round.
  • Green Invention Cards may be bought and/or played by the Company in turn during the Operating Round.
  • Off-map spaces are worth 30.

Phase 3V

Phase 3 lasts from the purchase of the first 3V to the purchase of the first 4V.

  • Families may open with a market value of 5, 6, 7, or 9, indicated by the yellow and green areas on the Market table on the game board.
  • Yellow track tiles may be upgraded to green track tiles.
  • The first 3V Vapor-Train purchased from the reserve triggers the "NEW PHASE" BONUS.

Phase 4V

Phase 4 lasts from the purchase of the first 4V to the purchase of the 4V+.

  • 2V trains are scrapped.
  • The Vapor-Train limit is 3.
  • The first 4V Vapor-Train purchased from the reserve triggers the "NEW PHASE" BONUS.

Phase 4V+

Phase 4V+ lasts from the purchase of the single 4V+ to the purchase of the first 5V.

  • Families may open with a market value of 5, 6, 7, 9, or 12, indicated by the yellow, green, or brown area on the Financial Chart on the game board.
  • Yellow tiles may be upgraded to green tiles, and green tiles to brown tiles.
  • Off-map spaces are worth 60.

Phase 5V

Phase 5V lasts from the purchase of the first 5V to the purchase of the first 4SV/2SV.

  • The Vapor-Train limit is 2.
  • 3V trains are scrapped.
  • The first 5V Vapor-Train purchased from the reserve triggers the "NEW PHASE" BONUS.

Phase 4SV/2SV

Phase 4SV/2SV lasts from the purchase of the first 4SV/2SV until the end of the game.

  • Yellow tiles may be upgraded to green, green to brown, and brown to gray, with gray tiles reserved for some starting Stations of the Family Companies.
  • 4V trains and the 3V+ make one final run before being scrapped; after the final run they are scrapped.
  • 4SV/2SV Vapor-Trains do not count Terminuses, but Stops.
  • The first 4SV/2SV Vapor-Train purchased from the reserve triggers the "NEW PHASE" BONUS.

12.0 Designer Notes

The need behind the creation of this title was to simplify some components of games in the 18xx family without compromising the game mechanisms or the enjoyment of the title itself, and to make it possible for less experienced players to approach the game – and the 18xx series – in under 3 hours.

The monetary and economic management of the game has been simplified by reducing monetary exchanges. In addition, dividend results have already been pre-calculated to avoid constant percentages and divisions. Only 20% shares have been used, reducing the financial complexity of the game.

The other compressed parameter is the minimum duration of the game. There are many wonderful 18xx titles, but they are almost impossible to get to the table in the evening, perhaps after dinner, within a 2-hour window.

The narrative arc of 18xx games is created by the complex construction of railway routes over a large geographical area, while Companies are launched, grow, and are exploited and/or closed. To preserve the game's narrative – that is, to allow a sufficient number of actions and decisions – 18Zoo uses a fixed set of SR-OR rounds and a threshold for dividends. Players are not required always to find the most efficient route, but rather to work on an effective route that reaches the required collection threshold and allows the market value of that Company to increase. This mechanism works because it is paired with a pre-calculated dividend and is not directly linked to the value of the run itself.

Private Companies (Inventions) allow the game map to be modified extensively and locally change some rules. The powers are described in such a way as to make the game very enjoyable: "I want to try another one!".

Map interaction is high, thanks to the adjacent Families mechanism that forces players to launch Companies in neighboring areas, unlike titles where the order is fixed, grouped, or financially obvious.

The choice to make 3V trains obsolete with the 5V trains, which are few in number, makes the game exciting, mean, and demanding.

The theme of trains and railways is common to almost all titles in the series. In designing this game, an alternative theme was preferred in order to reach a broader audience of players.

Appendix 1: Inventions

Note: Power titles in red indicate powers that are discarded after use.

A1. Inventions with Blue Background

These Inventions may be used only by players and are activated during the Stock Round. They may not be sold to Companies.

01. Personal Mint – Cost: 1 W$

At the end of the Stock Round (SR), before assigning turn order markers, take priority marker 1. Discard this Invention at the end of the SR.

02. Financial Forecaster – Cost: 1 W$

After playing your turn in the Stock Round (SELL and/or BUY), discard this Invention and immediately take another turn.

03. Artificial Gold – Cost: 1 W$

Immediately receive 3 W$ once. Discard this Invention after use.

04. Propaganda – Cost: 3 W$

Increase the Reputation of one Company of your choice by one space, then discard this Invention.

05. Secret Safe – Cost: 2 W$

Immediately gain 2 W$; in addition, gain 2 W$ at the beginning of each later Stock Round (SR).

06. Phonograph – Cost: 3 W$

If a Company you control has enough W$ in its Treasury to buy the first available Vapor-Train, within the limit (see 10.0), discard this Invention and buy that train with that Company. The Family's Reputation advances one space (this is the "1 NEW" BONUS; it does not receive the NEW PHASE BONUS).

The purchased Vapor-Train is DISABLED (place it vertically as a reminder) but counts toward the limit of owned Vapor-Trains and satisfies the obligation to own at least one Vapor-Train.

In case of purchase of the first 5V - even if deactivated - the phase change to 5V will occur with consequent immediate scrapping of the 3V at the time of purchase, during the SR.

During the Company's Operating Round (OR), it may not be used. It becomes ACTIVE at the end of the Operating Round. Even while DISABLED, it may be bought by other Companies.

A2. Inventions with Green Background

These Inventions may be used only by Companies and are activated only during their Operating turn, except for New Engine. They may be sold by players to Companies.

07. Expanded Carriages – Cost: 2 W$

The Company may choose not to collect the 1 W$ Treasury bonus from Populous Districts and instead double their value (they count as +20 instead of +10 Tickets) for all Populous Districts traveled through by all its Vapor-Trains during Ticket collection. The Company gains 0 W$ regardless of the Populous Districts traveled through.

On the first use, discard one Expanded Carriage marker; on the second use, discard the other Expanded Carriage marker and the Invention. It is FORBIDDEN to combine this with REVOLUTIONARY DRINKS.

08. Revolutionary Drinks – Cost: 3 W$

The Company takes 3 W$ if at least one Vapor-Train travels through a Populous District. It is FORBIDDEN to combine this with EXPANDED CARRIAGES.

09. Contract – Cost: 2 W$

Reserve one empty space on a STATION track tile, anywhere on the map, even if not reachable, which remains open for the runs of all Companies, by placing the corresponding marker in the space. If the Company that reserved the STATION can reach the reserved space by a route, it may replace the marker with one of its own depots by paying the cost: remove the marker and discard the Invention. If the Company that reserved the space has run out of Stations, the space remains reserved (open for all runs) until the end of the game, and the Invention is not discarded.

It is FORBIDDEN to reserve the RESERVED space in the RESIDENCE of Company not yet operational.

10. Work in Progress – Cost: 2 W$

Place the corresponding marker in an empty space of a STATION track tile, anywhere on the map, even if not reachable, and discard the Invention. That space may never be occupied by a Station; the track tile is "impassable". By replacing it with a better track tile, it will be possible to open the route again. It also BLOCKS the TRANSIT TRACK Invention.

It is FORBIDDEN to block the RESERVED space in the RESIDENCE of a Company not yet operational.

11. Favorable Contract – Cost: 1 W$

If you build on a Suburb, you do not pay 1 W$ but instead gain 2 W$. If you build on Outskirts, you do not pay 2 W$ but instead gain 1 W$.

12. Automated Worksite – Cost: 2 W$

Build, once only, two YELLOW track tiles in addition to the normal track tiles placed during the turn, then discard the Invention.

13. New Switches – Cost: 2 W$

The Company has 4 special track tiles (#80, #81, #82, #83) that it may use to replace reachable plain track tiles (#7, #8, #9), respecting the normal placement restrictions. These replacements are in addition to the track placement/replacement action of the Operating Round. A YELLOW track tile with a Suburb, Outskirts, or Populous District marker may be replaced. The marker remains on the new track tile as a reminder that it cannot be replaced.

After using all 4 track tiles, discard this Invention. These 4 special track tiles may never be replaced.

14. Robot Prototype – Cost: 3 W$

You may perform 1 additional replacement by discarding one marker from this Invention. After discarding the second marker, discard this Invention as well. This special replacement allows FORBIDDEN or IMPOSSIBLE replacements.

  • FORBIDDEN REPLACEMENT: you may replace any track tile before the phase normally required to do so. You may use both markers to replace a YELLOW track tile with a GREEN first and then a BROWN.
  • IMPOSSIBLE REPLACEMENT: you may replace a YELLOW track tile with a Suburb, Outskirts, or Populous District marker with a GREEN track tile; the marker remains on the new tile as a reminder that it cannot be replaced. In the case of a Populous District, both the new and old routes have the Populous District feature.

It is FORBIDDEN to replace the special tracks provided by NEW SWITCHES (#80, #81, #82, #83).

15. Experimental Fuel – Cost: 2 W$

One of your Vapor-Trains may travel to one additional TERMINUS, for example a 2V runs as a 3V, a 3V runs as a 4V, and so on. This Invention cannot be used with 4SV/2SV Vapor-Trains. It is FORBIDDEN to use it with a Vapor-Train with NEW ENGINE.

16. Tunnel – Cost: 2 W$

Discard this Invention to mark any two Mining Areas on the map with the corresponding markers. These two track tiles become connected for all Companies and they become a single joined Mining Area.

When building track, routes connected through the JOINED MINING AREA are reachable, meaning entering one MINING AREA with the TUNNEL and exiting the other MINING AREA with the TUNNEL. During runs, Vapor-Trains may pass through the JOINED MINING AREA as if it were an unblocked STATION track tile, with the restriction that each Vapor-Train may use it only once and may not enter and exit again from the same one. Different Vapor-Trains may pass through the JOINED MINING AREA only if they enter and exit through different exits.

17. Overpass – Cost: 1 W$

The Company may place a Station in addition to the spaces allowed on a Station track tile. Place the Station to the side as a reminder that it is always in addition to the maximum number of possible Stations on the track tile, and discard the Invention. The Station remains to the side even after any future replacements of the Station track tile.

You may not place an additional Station beyond the one and only one allowed each Operating Round.

18. Transit Track – Cost: 2 W$

During a run, one Vapor-Train of your choice may skip a BLOCKED track tile, meaning all spaces on the Station track tile are occupied by Stations of other Companies, without counting the Ticket value provided by that track tile.

You may not skip a Station track tile with one of your Stations or with an empty space. A Station track tile with only one space, blocked by WORK IN PROGRESS, may not be skipped.

19. Fast Food – Cost: 2 W$

Discard the Invention and place the GRAIN marker on a Station track tile with one of your Stations. Each run of the Company that placed the marker and that passes through or ends at the Station with the GRAIN marker collects +30 Tickets. 4SV/2SV Vapor-Trains double this bonus.

20. New Engine – Cost: 2 W$

Place the marker on a Vapor-Train of your choice that should be scrapped, even if the Invention is owned by the player and even if outside that Company's Operating Round. If the owner of this Invention is a player, that player receives no compensation from the Company that owns the Vapor-Train.

The selected Vapor-Train makes a run from one of the Company's Stations and through all Populous Districts before or after that Station. It becomes a 1V Vapor-Train that runs only 1 STOP.

The selected Vapor-Train may not be sold and continues to count toward the Vapor-Train limit (see 10.0).

As long as the Vapor-Train has the corresponding marker, this Invention remains active. The Company may decide to remove it and discard the Invention, also discarding the Vapor-Train if a phase has occurred that would require it to be scrapped. As long as one of its Vapor-Trains has the marker, the Company may not buy new Vapor-Trains.

The marker may be assigned to a 4V or 3V+ Vapor-Train even when they would make only one final run in Phase 4SV/2SV. In this case, after their final run (4 or 3 TERMINUSES), apply the benefits granted by this Invention and the Vapor-Train becomes a 1V that will never be scrapped.

Appendix 2 and Appendix 3: Not in the Source File

Gap in this transcription: the source PDF (official English rulebook, version 1.0, 27 pages, footers 10–26 and 34) ends after Appendix 1. The printed table of contents lists Appendix 2 ("Sintesi delle regole per giocatori esperti della serie 18XX", a summary of the rules for experienced 18xx players, printed p. 27) and Appendix 3 ("Glossario", printed p. 32). Neither appendix is present in the PDF, so neither is transcribed here. The Italian copy (rules-it.pdf) has the same gap and was not needed for any word in the English text. Do not treat this file as complete for those two appendices.

Omitted by house rules: the credits page (11.0 Credits), the acknowledgements (13.0) and the thanks (14.0), together with the Italian credits page at the end of the PDF.

  • 7.5 Change of Presidency
  • 7.6 Buying 1 Invention
    • 7.6.1 Limit: 3 Inventions
  • 7.7 Passing
  • 7.8 Playing a Blue Invention
    • 7.8.1 Limit
  • 7.9 End of the Stock Round
  • 8.2.6 Hexes with limited development
  • 8.2.7 Reserved gray track tiles
  • 8.2.8 Gray hexes on the map
  • 8.3 Placing a Station
    • 8.3.1 Reserved Residence
  • 8.4 Collecting Tickets
    • 8.4.1 Choosing the Route
    • 8.4.2 Route limits
    • 8.4.3 Calculating Tickets
    • 8.4.4 Calculating additional incomes
    • 8.4.5 Card bonuses for revenues
  • 8.5 Decision in Tickets
    • Zero Tickets
    • 8.5.1 Distributing tickets
    • 8.5.2 Decision: keep the tickets
  • 8.6 Buying Vapor-Trains
    • 8.6.1 Overview of Available Vapor-Trains
    • 8.6.2 Buying Vapor-Trains from the Reserve
    • 8.6.3 Buying Vapor-Trains from another Company
    • 8.6.4 Buying Vapor-Trains from the Chancery
    • 8.6.5 Vapor-Train limit
    • 8.6.6 Scrapping
    • 8.6.7 Excess Vapor-Trains
    • 8.6.8 Active bonuses when buying Vapor-Trains
    • 8.6.9 No Vapor-Trains and Too Few W$
  • 8.7 Forced Purchase
    • 8.7.1 Forced purchase procedure
  • 8.8 Buying and Playing Inventions (Green)