There's an initial sale of private companies at face value; buy any one or pass. One provides a cut on train sales; one is the director's share of a particular major, "L"; three ("quarries") provide some map special ability and come with a share of L; one effectively is the Director's certificate of a particular major, "Saar"; three can be exchanged later (when the 3+3 trains break) for 10% shares in minors; and one (also a quarry) provides income only like the 1889 Shikoku ferry. Only once all that is sold can the other shares be bought; you float at 50% so once all the privates are sold L will have floated. If the privates don't all sell there's a short OR where people collect their private income and L runs if it has floated, then privates sell again, and potentially so ad infinitum. This is presumably bad if you don't have the most income. You're allowed to sell quarry certificates to other players in a stock round but God knows if 18xx.games even implements that. Can't sell more than 50% into the bank. There must be a Director. Move down one row on sales, up when sold out right on payout, left on no payout. You can own 100% of a company. If you own 70% or more, you can as a stock buy action force purchase a certificate from another player at 150% stock price. The majors come out in tranches; L and Saar first, then HLB when Saar floats, M, N, NDB, RNB when HLB floats. Saar, HLB, M have one extra 20% certificate like that Italian title; N, NDB, and RNB have two. Incremental capitalisation. You collect income only on shares in the bank, not unsold IPO shares. You lay one (or two yellow tiles in early phases) or promote one. In your first OR (any phase) you can lay two yellow or lay one and promote one. During the yellow phase each company is restricted to a specific area of the map, shown on the 18xx.games map with little Gs, Bs, or Ps. Ignore the rules in 6.6.1 and 6.7.3 about hexes B9 and E16. These are shown pretty normally on the map as C9 and F16 and they just work as you'd expect from what 18xx.games shows you. Some trains are + trains; an N+M can visit N+M places of which at most N can not be towns. The 6E counts only cities and offboards and skips towns altogether. There's a bonus 40M from running from offboards A to offboards B, or 70M from hexes Y to offboards Z. You must buy a train if you have a route. You can buy only one train from the bank's new trains, but any number from other companies (at any positive price) or the discards. There are forced train purchases with the Director's money in a normal way. Bankruptcy ends the game. Otherwise game ends when the bank breaks, playing on until the end of a set of ORs.