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18zoo box art
2018 Ranked #16,352

18zoo

An economic railway game has players open companies, buy shares, lay routes, and run them efficiently to grow value. A modular map, ring-order openings, rule-bending powers, and changing train pressure make every network unfold differently.

Animals Economic Hexagon Grid Modular Board

Players

2-5

Play time

90-120 min

Age

10+

Complexity

3/5

Rating

6.84

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

18ZOO is an 18xx game set in a fictional ZOO, designed for 2-4(5) players and playable in about 100 minutes: - it is playable as a welcoming 18xx game, since many convention/rules are already in place, to let enter new players comfortably into the genre (i.e.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

18ZOO is an 18xx game set in a fictional ZOO, designed for 2-4(5) players and playable in about 100 minutes: - it is playable as a welcoming 18xx game, since many convention/rules are already in place, to let enter new players comfortably into the genre (i.e. they will find villages, dits, cities, shares, tokening, etc...) - it is playable as the quickest knife fight among veterans/pro 18xxers: poisoned trains, few tiles, token battle, lot of incentives in buying train (+rust). It's like 1860 and 1849 had a son which married the daughter of 18DIXIE and 18CZ. "Sweet like mommy and a bad boy like daddy" said the fairy godmother 1846 There are many features that makes it high ly distinguishable: Map is modular- it can be combined and customized All money of the game are multiple of 25$ (called a Bag of 25 Nuts). No need to compute any division or percentage during the game POWERS (privates) bend some rule in a FUN and exciting way - 16 out of 20 appear throughout the game Companies are opened in a sort of ring order - first choice (and second choice) will set the game RUN have a growing threshold in order to increase the stock value - the goal of route building is to be efficient throughout all ORs, instead of trying to achieve a local best run Revenue of a RUN is pre-calculated - best run is an efficient run Villages are called O (water pond), and their revenue is high since they give money into the treasury and to the run Villages and Hills/Moutains (M and MM) are not upgradable (generally) so that route building is different in each game. The goal of the design of 18ZOO is to have a game that last only 90-120 minutes, with the full narrative of a 18xx (both Stock Shenanigans and Operative Shenanigans), approachable by a wider audience (low calculus involved).

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
1–5
Play time
90–120 min
Age
10+
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Paolo Russo

Artists

1
Paolo Russo

Publishers

2
(Web published) Aleph Game Studio

Linked items

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