Out first game of 18Ardennes


We played 18Ardennes for the first time yesterday. Although my dad claims we've played it once before, but I have no recollection of that.


The game was fun, and in many ways an improved version of 18EU (from the same designer, David Hecht). Much more going on on th board, and it feels more balanced and dynamic.

The main downside is that maybe there's a bit too much going on, and everything has its own custom rules. You can get bonus income from mines, from ferries, from collecting fort tokens and from east-west and north-south runs, and everything works slightly differently, so it's easy to mix up and forget something.

I'm not sure why Hecht loves using so many minors; 1861 works great with far less minors. 1861 is by a different desiger (Ian Wilson), but feels similar to 18EU and 18Ardennes in scope, starting with minors and later turning them into majors.

I like that 18Ardennes keeps minors viable until the end; you don't have to merge them into majors. And they first turn into 5-share companies before you can convert to 10-shares, which makes the switch from minor to major more attractive, and that conversion is really just about issuing more shares to attract more money, which feels realistic and appropriate, giving the game a smooth progression. Downside is that it took a while before we started buying each other's shares. I think the game could have used more stock rounds; one after each operating round, instead of two.

Oh yeah, my son won. This is starting to become a regular occurrence. Once upon a time I used to be the most common winner of these games in our family, but those days increasingly seem to be behind us.

#18xx #18Ardennes #boardgames

Als Antwort auf Martijn Vos

hey, yeah sorry, my bad. My client didn't show it but it popped up in my #18xx subscription, so I should have realized you're using it.

22 is named after 1822, which spawned a lot of successors, like 1822MX, 1822CA, 1822PNW etc. They all start with lots of minors which you can later merge. Another big McGuffin is that tons of privates are auctioned with different powers, like Pullman and you try to build combinations of Minors/Majors with the best fitting Private Powers.

#18xx

We played I think our third game of 1861 this year. It's still my favourite 18xx game, although it's possible the fact that I won again is a factor in that.


We all definitely played much better, less naive, followed coherent strategies, abused loans as much as possible, etc.

A setback was that I couldn't save Nikolaev from nationalisation, so immediately after losing it, I created Ekaterinin which turned into an amazingly good company that dominated the end game. My brother thought I created it just to use it to buy a train and then dump it (a valid strategy), but I just really wanted another company.

My real leap ahead happened when I could convert Ekaterinin from minor to major just before a new stock round, but decided not to. Instead, I kept it as a minor for one more operating round, used my money to buy the other players' shares instead, and used the revenue from that to convert Ekaterinin one round later. That put me ahead in shares at a critical moment when several companies were running 3 train routes and making ridiculous revenues, which helped me buy more shares than anyone else, and that's ultimately what wins the game.

#18xx #1861 #boardgames

Als Antwort auf Martijn Vos

Also, if you pay attention to the board, you may see two routes from Moscow to Siberia. My son was very eager to build that route (he came in second), and my brother helped him, but I locked everybody (except my son) out of Siberia during the mid game (which denies them a nice bonus for Moscow-Siberia runs) and I used the secondary route quite a lot.

(I'm just pretending everybody understands what I'm talking about as if it's not a fairly obscure game. Feel free to ask anything about it.)