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1870: Railroading Across The Trans Mississippi From 1870 box art

1870: Railroading Across The Trans Mississippi From 1870

Players

2-6

Time

?-?

Age

14+

Weight

4.19

Rating

7.45

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.7

More strategic control

Table feel

Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but there is limited emphasis on cooperation.

Replay value

The game has a high level of variability in the gameboard, expansions available, and strategic depth. It offers a consistent and engaging experience with good scalability. While it may not be the easiest game to learn, it provides a rewarding and replayable experience.

Luck profile

The final luck score for 1870: Railroading Across the Trans Mississippi is 7.333, indicating a moderate level of luck influence in the game. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

This 18xx game takes the basic mechanics from Tresham's 1829, and adds several new elements. Players seek to make the most money by buying and selling stock in various rail companies located on a map of central United States. The board itself is actually a fairly abstract hexagonal system, with track tiles placed on top of the hexes. Players buy and sell stock in various share companies, whose actions are controlled by the majority stockholder. The stock manipulation aspect of the game is widely-regarded as one of the best. Plus each 18xx title adds new and different elements to the game. This game features private companies with special money-making capabilities and sizeable map which encourages most (if not all) share companies to become profitable. A game is finished when the bank runs out of money, and the player with the greatest personal holdings wins.

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