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18Ireland Rules Notes

Private Auction

  • 1830 Style waterfall auction
  • Bids in $5 increments (can skip)
  • If all pass before P1 is bought, $P1 = $P1 - $5
  • If all pass after P1 is bought, auction ends

Stock Market

  • No Par prices
  • Stock value moving left from lowest value space results in company closure
  • Stock round actions:
    • (Optionally) Sell -> (Optionally) Buy (from either company charter or bank)
    • Start a new company from scratch
    • Pass
  • Players may own up to 60% of a 5-share company and 70% of a 10-share company
  • Players buy company charter shares from company (money to charter), bank pool shares to bank
  • $100 in available cash required to start a 5-share company
    • Current player takes top charter from pile and places it up for auction starting at $100 ($5 multiples) (clockwise by player)
    • Winner takes director's share and places share price marker at highest outlined space that is not more than 1/2 final bid, remaining shares in charter
  • Starting in Phase 6 players can start a 10-share company instead
    • Must be an unreserved space on a city track tile for the company's home marker
    • No auction, player chooses initial share price from outlined spaces, pays twice that amount and takes director's share.
    • Home station marker is immediately placed in an unreserved free space on any city tile
  • Share round ends when all players pass in turn. If no 5-share company started, remove the top 5-share company from the pile.

Operating Rounds

  • Companies run in descending order of share price, regardless of 5-share/10-share
  • Privates may be sold in between half and double
  • Lay 1 with optional second lay for $20, or upgrade one tile.
  • Yellow tiles comprised entirely of narrow gauge avoid terrain costs
  • Semi-restrictive tile lays
  • Some privates block hexes
  • Hex trains
  • Trains only run along broad gauge track. Narrow gauge track serves to add value of town stations to the first broad gauge station they're connected to (at either/both ends)
  • Director's must run the most lucrative route pointed out to them by any player.
  • Company shares pay company, bank pool shares pay bank, player shares pay players.
  • Dividends on earnings >= $SharePrice move price marker right one square.
  • For 5-share companies only, Dividends on earnings >= 2 * $SharePrice move price marker right an additional square.
  • Dividends on earnings 0 < $SharePrice do not move share price marker.
  • Withold or $0 earnings move left one space.
  • Companies may purchase one or more trains
  • During phases 10 and D, companies may trade in trains (once an OR) for a face-value reduction on a new unsold train. (available even when at train limit!)
  • Director is liable for providing companies a train (Emergency Fund Raising)
    • Director may choose to buy train from bank pool or stock

Merger Round

  • Takes place at the end of each set of ORs starting from phase 4
  • Starting with PD, players:
    • Propose a merger of two or three operating 5-share companies into a 10-share company
    • Pass (may yet propose this round)
  • Player must own at least one share in an involved company
  • Shareholders in all merging companies proceed to vote
  • Legal proposals:
    • Require an unstarted 10-share company
    • Station marker of each merging company must be connected by broad gauge (including through otherwise blocked cities)
    • Must be possible to replace all issued shares (in player or bank holdings) with new company shares.
    • Final disposition of shares must be legal (no player with >70%, bank with no more than 50%)
  • Voting:
    • Starting with proposer, moving clockwise, participants vote in favor or against merger.
    • Shareholders have one vote for each share they own in merging companies.
    • Votes must be cast as a block (no splitting or abstaining)
    • Shares in the bank pool vote last, and vote in favor of "bank's interest"
      • Vote in favor if and only if they will be exchanged for shares worth more money per share.
    • Majority of votes required to merge.
  • Effect of mergers:
    • New 10-share company formed. Director is player with the most shares closest to the proposer.
    • Players receiver one 10% share for each 20% share they previously held. (Bank analogous)
    • 10-share company share price marker is place in teh square with the leftmost company's column and topmost company's row.
  • Merger round ends when all players pass, PD does not move

Important Phase Changes

  • Mergers start in phase 4
  • Companies may buy in privates in phases 4 and 6
  • Players may open 10-share companies "from scratch" starting in phase 6
  • Privates close in phase 8

End of game

  • Game ends when one player remains, end of OR in which company reaches $260 value, or end of OR set after $4,000 bank breaks.

Trains and Rusting

  • 6H rusts 2H trains, they become 1H trains and are placed in the bank pool.
  • 8H rusts 4H trains, they become 2H trains and are placed in the bank pool.
    • 1H trains rot (remove from game)
  • 10H rusts 6H trains, they become 3H trains and are placed in the bank pool.
    • Rusty 2H trains rot
  • D train causes rusty 3H trains to rot (but does not rust any other trains).
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