Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation.
In 1880: China, based on 1829 by Francis Tresham, the players become railway barons in the far east, experiencing China's railway history in a game that was designed to represent related historical events as correctly as possible within its own game mechanisms. Being a classic 18...
Players
3-7
Time
?-?
Age
13+
Weight
4.2
Rating
8.04
Should this hit the table?
Moderate level of interaction with a good balance between direct and strategic confrontation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct and strategic confrontation.
1880: China offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has a moderate learning curve. Overall, it provides a solid replayability experience.
1880: China has a moderate level of luck influence. While random elements like dice rolls and card draws have a notable impact on the game outcome, players have substantial ability to mitigate this randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a significant role in determining the game outcome. Overall, luck plays a minor role in the game, making it suitable for players who enjoy a blend of luck and strategy.
Overview
In 1880: China, based on 1829 by Francis Tresham, the players become railway barons in the far east, experiencing China's railway history in a game that was designed to represent related historical events as correctly as possible within its own game mechanisms. Being a classic 18xx game, the players compete to become the richest. In order to gain money, they buy and sell shares of China's historical railway companies, build and expand their railway network, and let trains travel on the networks. Shares of successful companies are worth more, and owning them will increase the chance to win the game. In the end, the player with the highest wealth combined from cash and shares wins. 1880: China innovates on the 18xx model as follows: Turn order for companies doesn't change with the evolving stock prices; it is set along with the par price when a player opens a company. The game includes a player-manipulated ratio of stock rounds and operation rounds. For example, a new stock round occurs when the last of a type of train is bought.
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