18Tokaido
Designer: Douglas Triggs
An 18Chesapeake expansion set on Japan's Tokaido corridor, with no auctions and exported trains.
18Tokaido
Contents
How it works
- ¥820 (2 players), ¥550 (3) or ¥480 (4)
- 7 companies; with 2 or 3 players one is removed at random (the [YSL] always stays)
- 5 privates for sale at their printed price: there's no auction
- Certificate limit: 8 × companies ÷ players
- Sell, then buy one certificate per turn
- Buying a private counts as that turn's purchase
- Start a company: par price 70, 80 or 95
- The company floats at 60% sold and receives 10 × the price
- Max 60% of a company per player
- Private income
- Each company, highest share price first:
- 1. One tile (mountain: ¥40)
- 2. One station
- 3. Run trains
- 4. Pay out (right) or withhold (left)
- 5. Buy trains; from phase 3, privates at printed price
- At the end of the set: the next train in the bank is exported
- No bank to run out: the D train triggers the end
- D exported: the game ends after the next set of operations
- D bought: one more stock round and a final set of 3 operating rounds
- Bankruptcy: the game ends immediately
- Most cash plus shares wins
Components
- Cash
- Shares (max. 60% of a company)
- Privates bought in the stock round
- [YSL], San'yo, Kansai, Aichi, Nippon, Shinano, Nanao
- Full capitalisation: 10 × the price on floating
- Trains, stations and purchased privates
- Kyoto (¥20), Sasago (¥40), Fish Market (¥60), Stationmaster Tama (¥60), Sleeper Train (¥80)
- Close with the first 5-train
- Fish Market and Sleeper Train never close if a company owns them
- Unlimited money
- New trains, which also get exported
- [IPO] and open market shares
- The Tokaido corridor, from Osaka to Tokyo
- ¥40 mountains
- Ports and off-board connections that rise with the phases
Where the money goes
- Players Bank Buying shares and privates
- Bank Companies Capital on floating (10 × price), withheld revenue
- Bank Players Dividends, private income, share sales
- Companies Bank Trains, mountains and stations
- Companies Players Buying a private at printed price (from phase 3)
Phases
- At the end of every set of operations a train is exported even if nobody buys one: trains rust on their own.
- Privates aren't auctioned: they're bought at printed price and compete with shares for your turn.
A round, step by step
Illustrative example with the real rules and map (18xx.games implementation), 3 players with ¥550 each. We follow [P1] and the Yokohama-Shinbashi Line [YSL] from the first stock round to the second operating round.
-
Stock round 1 A private instead of an auction Phase 2
There's no opening auction. On their first turn, [P1] buys the Fish Market at its printed price, ¥60. That uses up their purchase for the turn.
In 1830 privates are auctioned before the first stock round.
- [P1] cash
- ¥490
- [YSL] treasury
- —
- [YSL] share price
- —
- [YSL] trains
- —
-
Stock round 1 Starting the [YSL] Phase 2
On their next turn they start the [YSL] at ¥80 and buy the president's certificate (20%) for ¥160. It doesn't float yet: it needs 60% sold.
Possible par prices: ¥70, ¥80 or ¥95.
- [P1] cash
- ¥330
- [YSL] treasury
- —
- [YSL] share price
- ¥80
- [YSL] trains
- —
-
Stock round 1 Up to 50% Phase 2
Over three more turns they buy three 10% shares at ¥80. They now hold 50%.
Nobody can own more than 60% of a company.
- [P1] cash
- ¥90
- [YSL] treasury
- —
- [YSL] share price
- ¥80
- [YSL] trains
- —
-
Stock round 1 The [YSL] floats Phase 2
[P2] buys 10% of the [YSL]: 60% is now sold and the company floats. It receives ¥800 in one go (10 × ¥80) and places its station in Yokohama. Then everyone passes.
Full capitalisation: [IPO] shares bought later pay the bank, not the company.
- [P1] cash
- ¥90
- [YSL] treasury
- ¥800
- [YSL] share price
- ¥80
- [YSL] trains
- —
-
Operating round 1 Fish Market income Phase 2
In phase 2 there's just one operating round per set. Privates pay first: [P1] gets ¥10 from the Fish Market.
- [P1] cash
- ¥100
- [YSL] treasury
- ¥800
- [YSL] share price
- ¥80
- [YSL] trains
- —
-
Operating round 1 Track in Yokohama Phase 2
The [YSL] lays a yellow city tile in Yokohama, with exits towards Tokyo and Tokyo Bay. No mountain: it's free.
Mountains cost ¥40; the Sasago private cuts that by ¥20.
- [P1] cash
- ¥100
- [YSL] treasury
- ¥800
- [YSL] share price
- ¥80
- [YSL] trains
- —
-
Operating round 1 No trains, move left Phase 2
No trains yet: no revenue, and the share price drops one space left, from ¥80 to ¥75.
- [P1] cash
- ¥100
- [YSL] treasury
- ¥800
- [YSL] share price
- ¥75
- [YSL] trains
- —
-
Operating round 1 Two 2-trains Phase 2
At the end of its turn it buys two 2-trains at ¥80 each.
In phase 2 the limit is 4 trains per company.
- [P1] cash
- ¥100
- [YSL] treasury
- ¥640
- [YSL] share price
- ¥75
- [YSL] trains
- 2 + 2
-
End of set Export Phase 2
The other companies have bought four more 2-trains. At the end of the set of operations the next train in the bank is exported: the seventh and last 2-train disappears. Now the first available train is a 3.
If the exported train were the first of a new type, the phase would change just as if it had been bought.
- [P1] cash
- ¥100
- [YSL] treasury
- ¥640
- [YSL] share price
- ¥75
- [YSL] trains
- 2 + 2
-
Stock round 2 The Sleeper Train Phase 2
[P1] buys the Sleeper Train private for ¥80. It pays ¥15 income and, owned by a company, will add ¥10 for each city on one of its trains.
- [P1] cash
- ¥20
- [YSL] treasury
- ¥640
- [YSL] share price
- ¥75
- [YSL] trains
- 2 + 2
-
Operating round 2.1 Income and a station in Tokyo Phase 2
[P1] collects ¥10 from the Fish Market and ¥15 from the Sleeper Train. The [YSL] places its second station in Tokyo for ¥40.
- [P1] cash
- ¥45
- [YSL] treasury
- ¥600
- [YSL] share price
- ¥75
- [YSL] trains
- 2 + 2
-
Operating round 2.1 The trains run Phase 2
One 2-train runs from Yokohama (20) to Tokyo Bay (40 in the yellow phase): ¥60. The other runs from Yokohama to Tokyo (30): ¥50. Total: ¥110.
Two trains can leave from the same city if they don't share track.
- [P1] cash
- ¥45
- [YSL] treasury
- ¥600
- [YSL] share price
- ¥75
- [YSL] trains
- 2 + 2
-
Operating round 2.1 Paying out Phase 2
The [YSL] pays ¥11 per share. [P1], with 50%, collects ¥55. The share price moves one space right: back to ¥80.
- [P1] cash
- ¥100
- [YSL] treasury
- ¥600
- [YSL] share price
- ¥80
- [YSL] trains
- 2 + 2
-
Operating round 2.1 The first 3-train Phase 3
The [YSL] buys the first 3-train for ¥180. Phase 3 begins: green tiles, two operating rounds per set, and companies can now buy privates.
- [P1] cash
- ¥100
- [YSL] treasury
- ¥420
- [YSL] share price
- ¥80
- [YSL] trains
- 2 + 2 + 3
-
Operating round 2.1 The Fish Market goes to the [YSL] Phase 3
The [YSL] buys the Fish Market from [P1] at its printed price, ¥60, and assigns it to Tokyo Bay: from now on every route of theirs reaching it adds ¥10.
Owned by a company, the Fish Market pays no income but never closes, not even with the 5-train.
- [P1] cash
- ¥160
- [YSL] treasury
- ¥360
- [YSL] share price
- ¥80
- [YSL] trains
- 2 + 2 + 3
-
Towards round 2.2 What now? Phase 3
A second operating round comes before the stock round. [P1] could also sell the Sleeper Train to the [YSL]. Every export brings the 4-train closer, and it'll rust both 2-trains.
- [P1] cash
- ¥160
- [YSL] treasury
- ¥360
- [YSL] share price
- ¥80
- [YSL] trains
- 2 + 2 + 3
18Tokaido — Summary
Capitalization type
- Full capitalization: on floating (60% sold, or 50% with the "Limited Express" variant), the corporation receives its entire capital (par price × 10) into the treasury at once.
Floating percentage and per-player share limits
- Floats once 60% of shares are sold (single threshold for every corporation); drops to 50% with the optional "Limited Express" variant
- No player may hold more than 60% (6 of 10 certificates) of a single corporation, no exceptions
- Certificate limit per player: 2 players — 24; 3 players — 16; 4 players — 12
Starting cash by player count
- 2 players: ¥820 starting cash
- 3 players: ¥550 starting cash
- 4 players: ¥480 starting cash
End game triggers
- No ending tied to the bank running out: the game doesn't use that trigger
- The trigger is the D train: the game ends 3 operating rounds after the first D train appears (bought or exported)
- A company goes bankrupt and can't complete payment for a mandatory train: immediate end
Number of phases
- 6 phases (2, 3, 4, 5, 6, D), triggered by the purchase of the first train of each type
- At the end of each set of operating rounds (up through the first D train), the oldest train type still available in the bank is exported (removed), even if nobody bought one
Train list and prices
- 2 train — ¥80 (7 units, or 8 with 4 players; rusts on the first 4-train)
- 3 train — ¥180 (5 units; rusts on the first 6-train)
- 4 train — ¥300 (4 units; rusts on the first D-train)
- 5 train — ¥500 (3 units); buying it closes the private companies
- 6 train — ¥630 (3 units, or 2 with the "Limited Express" variant)
- D train — ¥900 (20 units, ¥1,100 with the "Limited Express" variant); available from phase 6; triggers the end of the game when bought or exported
List of private companies
- Kyoto Railway Company (KRC) — ¥20, revenue ¥5 — blocks hex D8
- Sasago Railway Tunnel (SRT) — ¥40, revenue ¥10 — ¥20 discount when laying mountain tiles
- Fish Market (FM) — ¥60, revenue ¥10 — assigns a port (C13/E3/F10/G1/J10) that adds ¥10 to every route reaching it; never closes
- Stationmaster Tama (SMT) — ¥60, revenue ¥10 — grants an extra station token (¥40 cost) when bought by a corporation
- Sleeper Train (ST) — ¥80, revenue ¥15 — adds ¥10 for every city visited by one of the company's trains; never closes
List of corporations
- Yokohama-Shinbashi Line (YSL) — home at I9
- San'yo Railway Co. (SRC) — home at B12
- Kansai Railway Co. (KAN) — home at C11
- Aichi Railway Co. (ARC) — home at F8
- Nippon Railway Co. (NRC) — home at J8
- Shinano Railway Co. (SHI) — home at J2
- Nanao Railway Co. (NAN) — home at F4
- All float at 60% (50% with the "Limited Express" variant); in 2-3 player games, one is randomly removed at the start (unless the "No Discard" rule is used)
Game-specific mechanics
- Requires the components of another game (18 Los Angeles) to play; not a fully standalone title
- No initial private auction by default: privates are bought directly during the stock round, always at face value (an optional classic auction or snake draft variant exists)
- Trains export every set of operating rounds (up through the first D train), not just when a new one is bought
- Game end calibrated precisely around the D train, unrelated to the bank running dry
- Several optional variants: "Newbie" (extra tiles, no yellow market zone), "Limited Express" (one fewer 6-train, 50% float, 1882-style market) and alternate priority/discard rules
Emergency sell
Matches the 1830 baseline exactly, with no overrides: treasury, then the president's personal cash, then a forced sale of any shares the president holds. One unrelated quirk worth noting: at the end of every set of operating rounds, the next available train is automatically "exported" as if bought, which can accelerate obsolescence and add extra pressure to buy trains, though it doesn't change how a cash-short purchase itself gets resolved.
Comparison with 1830
1. Depends on another 18xx title's components
18Tokaido (All-Aboard Games) requires the components of another game (18 Los Angeles) to play, a concept that
doesn't exist in 1830, which is fully standalone.
2. No initial private auction
In 1830, privates are auctioned off at the start of the game. In 18Tokaido, by default, there's no auction:
players can buy a private directly during their stock round turn, as just another buy action, from the very
first round; the price is always the printed face value.
3. Seven companies, one fewer with low player counts
The game includes seven railroad corporations; in 2-3 player games, one is randomly removed at the start.
1830 doesn't reduce the number of available companies based on player count in the same way.
4. Trains "export" instead of all rusting at once
After each set of operating rounds (up through the first D train), the oldest train type still available in
the bank is removed ("exported"), even if no company bought a new one. In 1830, a train type is only removed
once the next generation is bought.
5. No bank-driven ending
Unlike 1830, where the game can end once the bank runs dry, 18Tokaido doesn't use that mechanism: the ending
depends only on D trains and possible bankruptcies.
6. Game end calibrated around the D train
The game ends 3 operating rounds after the first D train appears; if the D train gets exported before being
bought, it ends right after the following set of operating rounds; if a company buys it, there's still one
stock round and one final set of operating rounds. 1830 has no such specific schedule tied to a single train
type.
7. Small box, built for quick games
With a reduced tile manifest and without the extra components of a full 18xx game, 18Tokaido is positioned as
a lighter, faster experience than 1830.
8. Set on the Tokaido corridor, from Osaka and Kyoto to Tokyo
While 1830 takes place in the Northeastern USA, 18Tokaido moves the system to one of Japan's most iconic
railway corridors.
Related games
Expansion of
A term you do not recognise? They are all explained in the 18xx glossary. Glossary →