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18ZOO

Designer: Paolo Russo

An 18xx starring anthropomorphic zoo animals, with an innovative stock market design and games of about two hours.

18ZOO — Summary


Capitalization type


Floating percentage and per-player share limits


Starting cash by player count


End game triggers


Number of phases


Train list and prices


List of private companies


List of corporations


Game-specific mechanics


Emergency sell

Follows the same order as 1830 — treasury, then the president's personal cash, then a forced sale of the president's personal shares — but with two twists: once a share of a given corporation has been sold, no further shares of that same corporation can be sold in the same emergency, forcing the president to spread sales across different companies; and if the president still can't raise enough after selling everything sellable, they can take an actual personal bank loan as a genuine last resort, something 1830 doesn't offer.

Comparison with 1830

1. Setting, map and length
1830 covers the northeastern USA for 2-6 players, in games of 3-4 hours. 18ZOO moves the action to a zoo populated by anthropomorphic animals, and cuts the length drastically: the game requires choosing one of six available maps (A-F), with 5 corporations for 2-3 players or 7 for 4-5, and always runs for exactly 3 fixed turns.

2. 20% shares, not 10%
In 1830 each company has 10 shares of 10% each. In 18ZOO companies start with just five 20% shares, and later (in the final round) a sixth share is added. Capitalization is incremental throughout the game, not delivered in one lump sum at flotation like in 1830.

3. A stock market that does the math for you
In 1830 the market chart only shows the share price: players have to calculate the dividend and check whether the price should rise. In 18ZOO every market cell shows three values at once: the current price, the revenue threshold a run must clear to advance to the next cell, and the fixed dividend paid out.

4. Privates become "Powers": rule-benders, not income streams
1830's six privates basically just pay a fixed revenue each turn. 18ZOO replaces them with around twenty "Powers/Inventions," priced at only $N1-3 each, each one bending a specific rule of the game; they're also not all available at once, but revealed in batches.

5. You can only found a company "neighboring" the last one launched
In 1830 a player can found any of the available companies as long as they can afford its president's certificate. In 18ZOO, after the first company is chosen freely, the "neighbour" rule requires every subsequently launched company to be numerically adjacent to one already in play (except in 5-player games).

6. A shorter train progression, with two special car types
1830 runs the progression 2-3-4-5-6-Diesel. 18ZOO's basic progression only goes up to the 5S-train, but adds 4J/2J trains (which multiply a route's revenue by 2) and a 4S Perm train that never rusts — mechanics with no equivalent in 1830.

7. Fixed terrain that can never be upgraded
In 1830, virtually any tile can eventually be upgraded as new colors become available. In 18ZOO, villages/dits and hills/mountains are deliberately never upgradable at all, permanently constraining the routes that pass through them.

8. No bankruptcy: the bank covers the debt with a penalty instead
In 1830 a company that can't pay for a mandatory train can end up bankrupt. In 18ZOO bankruptcy doesn't exist (BANKRUPTCY_ALLOWED = false): if a player can't afford a mandatory purchase, the bank covers the cost and the player takes a penalty equal to twice that amount at the end of the game.