18Ardennes is set in northwestern Europe. There are a lot of minor companies. They can't lay brown tiles, aren't obliged to own a train, and the Director's certificate represents half the company with the other half not for sale. Public (what I'd usually call "major") companies start at 5 shares and can convert to 10 shares from phase 3. Minors are auctioned one at a time with a f. 100 starting bid. If no player has f.100, the player with the most money picks one to buy for all their money. The starting value of a Minor is half the sale price rounded down; f.50 in the case where no player had f. 100. The starting cash is twice this value. Minors lay a tile immediately if their starting hex is empty. The "Giullaime-Luxembourg" is basically a private; face value always f. 100, can be sold to market, pays flat f. 25 income. There's a 60% limit on ownership only when buying from the IPO or Treasury. You can get up to 100% by other means, most obviously buying from the markert. No more than 50% of a company that's started can be in the market. Companies must have Directors. Share price drops one for each share sale by a Director; one for shares in market at the end of a stock round; one for a withhold; one for each share issued during operations. It goes up one for a dividend above stock price. Minors and 5-shares can double-jump if they are valued f.50 or more. To the left of the f.50 space there's an f.0 space. Minors can enter this; they're worthless, can't form or merge into public companies, don't count against cert limit. As far as I can tell, since minors can't do emergency money raising, this space is just here to collect a minor that has no train. Public companies don't seem to be able to hit f.0 (or close?) at all. Sell, then buy. You can only sell a company that's operated. Purchases and sales are always at the current market price. You can attempt to buy a share of a public company by merging a connected minor into it using the rules for 5-share company formation (which we'll get to) - with the public company's Director's consent. If that is withheld, you can discard the minor and all its assets for a market share of that public company. From Phase 3, at the start of stock rounds where at least one player has f.280 and a "qualifying" minor company, all such players can bid to open a public company. 5.2.1 says a minor company is "qualified" if it has a token in one of the public company's "qualifying cities"... but this restriction only applies during the stock round in which the first public company starts. So then are all minors "qualifying"? I dunno. This auction doesn't change the priority deal. Players then bid on public companies to open until all players pass. I dunno if this is a fierce fight, or player A says "I bid 0F on company A" and B says "I bid 0F on company B" and that's that. Maybe it's a fight after that first time now all minors are "qualifying"? After having won the right to open one you must do so in lieu of a normal stock turn in the stock round. If you can't, you're bankrupt (which can happen as a result of making up a difference, see next paragraph); so beware of bidding if you have little excess money over 280F. You open one by selling stock if desired (I think, only if the resulting cash is used to increase the starting stock price?), picking an initial stock price, paying twice that to the Treasury for the Director's certificate, exchanging your qualifying minor company for one more share (and making up the difference if the minor is worth less, but _not_ getting change if it's worth more). The public company inherits the minor's assets - trains, money, and tokens. Players who want to exchange minors for shares of the public company do so in a similar way except the Director can decline assets they don't want. It looks like also the minor's value counts as double its share price here, but only 1x share price in the initial formation. Why? I don't know. Two ORs to every SR. 5-shares can convert to 10-shares other than in their first turn of operating. They don't get any extra capital immediately. The Director can buy shares immediately (including by merging in minors). You can't run a train you acquired by such a merger in the current OR, but you can part-exchange it for a 4D train (before you check if you are over train limit? I think so). Other than in your first turn you can issue stock, selling it to the market. Minors lay one or upgrade one (never to brown). Public companies lay two or upgrade one. Some printed hexes have "railheads", connections that must be preserved in yellow. You must extend a route, or increase the value of a city on an existing route. Plain yellow track is unlimited. Tokens cost f.40 for minors and f.100 for public companies. Some hexes start with bonus tokens, which block routes just like ordinary tokens, but can be removed as below. Some cities start with ferry rights bonus tokens and arrows into the sea (the W hexes?). When you token that city you can take one and then you get a bonus (increasing with train size) for running a train with that city as the endpoint (implicitly down the arrow and into the sea). Some of those cities get a second arrow into the sea with upgrades; this adds a second bonus token which can be claimed by another company, and a company with either token can then claim two ferry bonuses if it can run a train to each of the arrows. You can't get two bonuses from running one train between two ferry cities. Mining rights tokens are more or less the same but double the city value regardless of train size. You _can_ get the bonus for both mining cities with one train, and you can get the bonus for any one city for as many trains as you can run to it. Fort tokens can be collected as soon as they are on a route of yours, no need to token the hex. You get a f.10 bonus to your total revenue (not to any given train) for each fort token if you own a train and have a connection from one of your tokens to Paris; ditto for Strasbourg. (The train doesn't have to be big enough to run such a route.) Dits are just good. 4Ds are the special trains, running a route of any length (overlapping your other train freely) and scoring any 4 cities. Bear in mind to score a ferry bonus you have to make the ferry city the endpoint, and to score any bonus you have to score its city. You can't visit two cities in the same hex but you can run from the city to the dit in Ruhr (B16). You can run W-E routes and N-S routes. You can run through the N/S/E cites but the W ends are ferries which you must score the ferry bonus on. Such a route scores a bonus f.30 per _token_ on the route. A 4D must score the token city to get the bonus. A train could potentially run a route which is both N-S and W-E scoring f.30 per token. You can't half-pay. Treasury shares earn dividends; market shares do not. (The rulebook says "Initial Offering" shares do not pay but this is never defined, and the 18xx.games implementation only has market and treasury shares). 2-trains rust when phase 4 starts... but they get to run one last time in the OR when it does start if they haven't already run. Only 10 share companies can buy 4Ds and they can part-exchange a 4/5/6 for a f.200 discount. A public company must own a train. You can't issue Treasury shares in emergency money raising even though you could have done so beforehand. You _can_ sell personal shares to raise cash for a more expensive bank/market train than the cheapest available (this is unusual) but not in order to buy a train from another company. Bankruptcy doesn't end the game and is apparently pretty unlikely.