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1880: China

1880: China image
1880: China
Age : 13+ |
No. of Players : 3-7 Players |
Playing Time : 300-300 Minutes

In 1880: China, based on 1829 by Francis Tresham, the players become railway barons in the far east, experiencing China's railway history in a game that was designed to represent related historical events as correctly as possible within its own game mechanisms. Being a classic 18xx game, the players compete to become the richest. In order to gain money, they buy and sell shares of China's historical railway companies, build and expand their railway network, and let trains travel on the networks. Shares of successful companies are worth more, and owning them will increase the chance to win the game. In the end, the player with the highest wealth combined from cash and shares wins.

1880: China innovates on the 18xx model as follows:

  • Turn order for companies doesn't change with the evolving stock prices; it is set along with the par price when a player opens a company.
  • The game includes a player-manipulated ratio of stock rounds and operation rounds. For example, a new stock round occurs when the last of a type of train is bought.
₹ 7,500.00
Ex Tax: ₹ 7,500.00
BGG Link: BGG Link
Game Type: Strategy Games
Game Categories: Economic | Trains
Game Mechanisms: Auction/Bidding | Network and Route Building | Stock Holding | Tile Placement
Game Family: Cities: Beijing (China) | Country: China | Series: 18xx
Game Designer(s): Helmut Ohley | Leonhard "Lonny" Orgler
Game Artist(s): Sofia Zhong
BGG Rank Overall: 2793
BGG Weight: 4.21
BGG Weight Filter: 4 to 5

In 1880: China, based on 1829 by Francis Tresham, the players become railway barons in the far east, experiencing China's railway history in a game that was designed to represent related historical events as correctly as possible within its own game mechanisms. Being a classic 18xx game, the players compete to become the richest. In order to gain money, they buy and sell shares of China's historical railway companies, build and expand their railway network, and let trains travel on the networks. Shares of successful companies are worth more, and owning them will increase the chance to win the game. In the end, the player with the highest wealth combined from cash and shares wins.

1880: China innovates on the 18xx model as follows:

  • Turn order for companies doesn't change with the evolving stock prices; it is set along with the par price when a player opens a company.
  • The game includes a player-manipulated ratio of stock rounds and operation rounds. For example, a new stock round occurs when the last of a type of train is bought.


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