18 Alabama is about how the railways came to Alabama, presumably in a merciful attempt to make it easy for people to leave Alabama. It's one of those games where IPO shares are always sold at the original par value, no matter the market price. Companies earn dividends on shares in the market, but not in the IPO. Pretty normal "buy the first or bid" Private auction. Privates are removed when the first 5 is bought (brown phase); the Brown and Sons special tile remains; the S&NA tokens remain, but are removed when the first 6 is bought. No sales in first stock round. No sales that put more than 50% in the market. Companies must have Directors. Move down one on stock sales, up one if sold out. Float at 60% of IPO sold, full capitalisation. You can buy privates from other players for any positive amount, and you can also sell them (what I mean is the player whose stock turn it is can be buyer or seller). Can't own more than 60% of a company. Cert limit doesn't apply to stock in the yellow section of the market. Privates provide an income to the owning player or corporation, and a special ability to an owning corporation. You can lay or upgrade only one tile. You must be able to trace a connection to new track or to a station. Companies have a "historical objective"; they receive a one-off payment of $100 when laying a token there. Towns do not count against a train's size, but do pay revenue. 4Ds double cities and offboards. Pay out or withhold. You move one right on a payout - no double-jumps. You can only buy one train an OR until the first 4 is purchased. 4 trains go obsolete, rusting after one opportunity to run them. Other trains rust. There is a requirement to own a train. You can buy in privates only once a 3 train has been purchased (green phase), and at 50% to 150% face value. The game ends at the next end of an OR if the bank breaks or a company reaches maximum stock price; it ends immediately if a player is bankrupt.