by Colin Barnhorst Winter 1995/Vol 2, no 4 1829. The Small Cities. These are those single and double-dot hexes
that you invariably find in just the wrong places and try to work
around in all the North American 18XX games. They tend to be a
pain. In 1829, they play a more important role. Junctions. These are the double-dots. They accept yellow #1 tiles
(two gentle curves with dashes) and #2 tiles (sharp curve and
straight line with dashes). 1829 permits #1 and #2 tiles to upgrade
to #14 and #15 green tiles (the familiar "K" and "X" tiles). However,
1829's K and X tiles do not upgrade further. Analysis of the trackage
that can lead into and out of these tiles suggests why. K and X tiles represent junctions where two lines may enter from
one side, meet and/or crossover, then continue beyond in their
same general directions. These double-dots represent "places along
the way to somewhere else." The K and X tiles serve as control
points, having two tangent stations where the two companies passing
through to other places may place "base markers" (station markers).
They never grow beyond a value of 30 and so are not principal
revenue sources. Industrial Towns. Although it seems strange at first glance, single-dot
cities can be more valuable than double-dot cities (one would
think that two dots are better than one!). Single-dots accept
yellow #3 tiles (sharp curve with dash) and #4 tiles (straight
line with dash). #4 tiles, like #1 and #2 tiles accept only K
and X green upgrades and upgrade no further. #4 tiles are therefore
also "points along the way to somewhere else." E tiles have track on three adjacent sides. They are not at all
suitable for through routes. E tiles represent places where three
lines meet and terminate. They are the "places where railroads
are going." The other end of a line that terminates at an E tile
is often a major city such as London or Birmingham. Es are the
early manufacturing centers seeking markets for their goods. One
characteristic of E tiles is that, as they upgrade through russets
to greys, they tend to be surrounded by complex track forming
"rotaries" of flyovers (#45 and #46 russets, etc.). Because these
cities are destinations, as opposed to control points, E tiles
provide only a single station. E tiles are designed to be exploited
by a single company in the early stages of the game. The Large Towns. These are the hexes with one open circle (the
twin open circle cities are discussed under "terminals"). In most
18XX games, a large circle or major city is the only place to
be. In 1829, open circles and major cities are only some of the
places to be. 1829 provides both the #12 ("E") green tiles mentioned
already and the #13 ("Y") green tiles to upgrade these towns.
Like E tiles, Y tiles provide only one station. Market Towns. The single, open circles on the 1829 map represent
regional centers that grew to substantial cities over time. These
hexes accept #5 (sharp curve with open circle) and #6 (gentle
curve with open circle) tiles. Both tiles can upgrade to junctions
(K and X greens), but, if so upgraded, upgrade no further. Open
circles are more useful if upgraded to industrial towns (E and
Y greens), since these tiles upgrade to #38 russets and #51 greys.
While E tiles serve as upgrades for both single dots and single
open circles, Y tiles only upgrade open circles. The choice of green upgrades can win or lose the game in 1829.
A railroad which controls E and Y tiles will ultimately control
the #51s. It is better to patiently plan how a railroad will serve
a region than to immediately push for through routes. In general,
through routes only become practical with the russets, along with
the trains which can exploit such routes. Terminals. 1829, like many of its descendants, has hexes with
two open circles. These hexes are yellow and players may not lay
yellow tiles on them. During the period represented in the game
by phase one, companies were growing in different regions and
did not connect. The railroad map consisted of disjointed segments.
The railroads built towards each other and entered cities from
different directions. Instead of connecting at these cities, companies
built large terminals and ended their tracks. Travelers continuing
beyond a company's terminal had to use local transportation to
get across town from one company's terminal to another's. This
period of the growth of terminals is represented in 1829 by phase
two. This also was a period when companies sometimes used different
gauges of track and could not easily interconnect (nor did they
want to). The cities which were these companies' ends-of-line are represented
by #10 green tiles. These are similar to the more familiar (to
North Americans) #59 ("00") tiles. #10s have track entering at
opposites sides (180 degrees). #59s have track entering at oblique
angles (120 degrees). #59 tiles encourage through routes better
than #10s, as can be seen by their respective russet upgrades.
The much longer distances American railroads had to cover encouraged
American companies to establish through routes more aggressively
than companies in England. During the period represented by phase
three (russets), these companies began pushing on through the
large cities into competitors' territories beyond. They still
did not connect at the larger cities. Only in phase four can these
cities have "union stations" in the form of #51 tiles, representing
a time when intra-urban tracks finally connected the different
terminals. 1830 and its descendants. 1856. 1856 makes a valiant effort to revive player interest in
small cities by permitting their upgrading to open circle cities
or "paving" them out of existence late in the game. This is not
a return to a differentiation of function, but a treatment of
small cities as "removable dinks." Having only K and X tiles results
in the same economics as 1830, although the ability to upgrade
dots is a great improvement. 1870. 1870 treats small cities as dots throughout the game by
providing green and russet dot upgrades which increase the value
of dots from 10 to 20 and restores their functionality as junctions.
Players still prefer to bypass them, especially since they provide
no stations with which to control the junctions. K and X tiles
remain the only upgrade paths to #63 and #170 russet tiles (1870's
version of 1829's #38's). Kansas City and St. Louis have grey
upgrades which are reached by way of normal yellow, green, and
russet tiles and are reminiscent of 1829's #51s. 1870 does not
have "00" tiles, correctly placing the period covered by the game
in the era of through routes. 1832. This delightful 18XX game by Bill Dixon has been purchased
by Mayfair Games and is scheduled for 1996 publication. 1832 permits
four of the small single dot cities to upgrade to open circles.
While similar to 1856 in this respect, the four dots are specific
and upgrade much earlier. While this is better than in other games,
it reveals the designer's view that the issue is economic. Again,
only Ks and Xs are available as an upgrade path. So What's Been Lost? Possibly, the best interpretation of single
dots, double dots, and open circles is that they are primarily
map symbols and not indicators of size. The elimination of green
destination city tiles (the Es and Ys) leaves only the Ks and
Xs (green junction city tiles) as upgrade paths. The treatment of all cities as junctions misses the flavor of
railroads in the 1830s and early 1840s. These railroads established
cheap transportation between existing producing and consuming
cities. The railroad's ability not only to find markets but also
to create them did not appear until after this. This was not a
period of through routes, but the North American variants have
blurred this. More importantly, the clarity of purpose in 1829's tile scheme
is lost in the North American games. As long as K and X tiles
are the only green upgrade tiles for cities, there will be no
way for designers to utilize both open circles and dots and still
feel satisfied with the result. No one seems to feel that a single
or double dot should be permitted to upgrade to as large a city
as an open circle (or as soon), but tiles are not available to
adequately differentiate the two classes. They were at one time. As has been noted before, Colin Barnhorst is a train gamer of
two decades and has watched the growth of 18xx variants over that
time. He stands in a unique position to comment on the evolution
of 1830 and its descendants and would like to invite other gamers
to reply to his thoughts on their development. Home | The Manifest | All Aboard | Train Gamers Gazette Questions or comments? Email tgatrains@aol.com. The contents of this Web Site are copyright © 1998 by The Train
Gamers Association, Inc. All rights reserved. Designed by Scott Lininger. Last modified Tuesday, 16-Jun-1998 12:39:55 CDT
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Where Have All the Cities Gone?
1829's City Tiles Revisited
1829's city tiles differ in important ways from those in succeeding
18XX games. 1829 treats cities as functional parts of railroad
systems while 1830 and its descendants treat cities only as revenue
sources.
It's the #3 tiles that are handled very differently in 1829 than
in the North American games. #3 tiles will accept K and X tiles
and, if so upgraded, will upgrade no further. However, #3 tiles
also accept #12 green tiles ("E" tiles, not available in other
games). These promote to russet #38s and grey #51s, with values
of 40 and 50 respectively. This is the same promotion path as
for open-circle cities!
1830. Small cities do not upgrade in 1830. Whatever the design
constraints of 1830 in order for it to achieve its "robber baron"
theme, 1830's approach to small cities can only be described as
draconian. 1830 also reverses the upgrade paths for open circles
and uses K and X tiles as general purpose upgrades. Way points
and endpoints are all the same. An ambivalence in handling the
small cities and the omnibus use of K and X tiles has plagued
North American designers since. Now, few players considers dots
as anything but "dinks" to build around as soon as possible. #57
yellow tiles (straight with open circle) appeared in 1830. Yellow
open circle tiles in 1829 are potential destination tiles. A #57
tile could have only become a junction tile in 1829, since it
cannot upgrade to a green destination tile (E or Y green) as do
1829's other open circle yellows. At the very most, a #57 would
have been a redundant way to a K or X.
#58 yellow tiles (gentle curve with dash) also first appear in
1830. In the 1829 scheme, a #58 would have upgraded to a K, X,
or Y. But Y tiles were reserved in 1829's tile scheme for upgrading
destination cities, not junctions. The upgrade rules for tiles
in 1829 are meant to be inherent in the tiles and therefore intuitive.
#58 would have confused things.
I829 does not encourage an interchangeability between junctions
and destinations until the russets, while 1830 would have done
so in the greens had the concept survived. #58 tiles do serve
to promote through routes early, but players hate having to use
them since they do not upgrade. Few players willingly include
in their routes dashes valued at 10 until late in the game (when
they have access to diesels). That reverses the 1829 philosophy
of dealing with dots in phases one and two and building on the
result throughout the game. Additionally, while these tiles appear
designed to upgrade into junctions, without such upgrades, they
are reduced to "dinks on the way to Chicago." Clearly, any distinction
between city tile functions are irrelevant in 1830. Economic growth
is the only measure of an 1830 city tile's function. All open
circles are future junctions which make money. This is perfectly
acceptable in 1830 because of the game's theme. It is a severe
and cutthroat game and can only be played that way. It is the
classic of the genre because of its simplicity. The problem is
that 1830, not 1829, became the standard for 18XX game design
in North America.
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