Where numbers of things vary by player count I'm just going to give the number for 4 players. For "cert" read "certificate" because oh boy do I have to type it a lot. Companies don't have to start by buying the Director's cert, you can buy 10% certs. A company where any 10% certs have been bought but not the Director's cert is a "Managed Company". You can hold two (or more) 10% certs and they don't automatically convert to the Director's cert. Being the Manager of a Managed Company transfers pretty well like being a Director - it's first come first served amongst players tied for the most shares - except that if everyone sells all their shares, the existing Manager continues in that role. A Managed Company becomes operational when 3 10% shares have been bought from the IPO (and it has a Manager, implying one share was bought by a player, which is not a given, even if they are in the Bank Pool and not currently held by players. If someone buys the Director's cert (and I don't think you can do so with a 10% cert and the money for another) it becomes a Directed (normal) Company... but the buyer might not become the Director because they still might not have the largest shareholding (eg I hold 3x10%, ceb with nothing buys the 20% Director's cert). Of players who do have the largest shareholding (specifically in this "Managed Company becomes a Directed Company" situation) the tiebreaker is the player who bought the Director's cert; failing that, the Manager; failing that, in order of play from the Manager. Capitalisation seems to be incremental but at IPO price. There are nine (relatively) ordinary companies in a game. Three of those companies get Guaranty Company Warrants during setup (which expire at Phase IV). If the company does not pay a dividend, the Bank will pay a dividend of 5% of the current market value of the company and the stock market price will not change. The tenth company is the Great India Peninsula Railway. It has 10 10% certs (so is always Managed) and also there are 10 Royal Bonds convertible to 10% certs in the GIPR from Phase IV. This means the company may have 20 10% certs in play which all pay 10% dividends... It cannot operate until Phase II. Its first token is placed on any open station by the Manager... or it can upgrade a dit (town) to a "special" green city tile. It starts with 3 "exchange tokens"; if a railway closes, the GIPR replaces the closed railway's home token with one of these (if it has one) and the Manager may opt to replace other tokens of the closed railway. It can't have two tokens in one city. Privates are not bought from players by companies, but companies may buy them from the IPO or the Market. A player who owns one can use its special power on behalf of a company they are operating. A Private closes when its special power is used, repaying the owner the face value. They can be sold to the Market for face value. In setup, all the 10% share certs and Privates are shuffled together. 11 of these are dealt to each player, representing shares they have the exclusive right to buy. Your hand of certs should be kept secret. Most of the remaining certs are arranged in 3 rows of 13 certs to form the IPO. The 2-5 leftovers are immediately put in the Market; they are considered to have been bought (ie, the company gets money for them and they count towards a Managed Company being able to operate). Each player then examines the certs they were dealt, decides on six to keep, and discards the rest facedown into the centre of the table. The rulebook suggests a company that's sold 40% or more of its shares is more viable because it can buy two 2-trains, so you want to keep certs where 40% of the company is available to purchase, either from your own hand or in the IPO; failing that, consider the odds of picking up more during the coming draft. The discarded certs are then shuffled and placed face up. The Director's Certs are added to them. Players pick certs one at a time from this "draft" into their hand - one round in reverse turn order, then in normal turn order. When they have all been picked, the first stock round begins, with the player next after the last player to pick one having the priority. 18xx.games card counts the certs your opponents pick in Info. Stock rounds begin with a round of sales. This is the only time you may sell during a stock round. Sales do not change the price. There is no limit on the number of certs of a company in the Market. You can't sell the Director's Cert if the company would have no Director. You are not prohibited from buying shares in a company you sold in the same stock round. Then there are purchasing rounds. On your turn you can do one of the following: Purchase any number of certs in one company from your hand at face value. Purchase any number of Privates from your hand at face value. Purchase one or two certs from one row of the IPO, which must come from a specific end of the row (which on 18xx.games seems to be the left, but Entities lets you see them in columns, top first). Face value. Purchase one cert from the Market. Market value. Purchase a Royal Bond (R100). These pay income, like Privates. After Phase IV has started, convert a Royal Bond into a cert in the GIPR by paying the difference between the R100 face value of the Bond and the current GIPR market price, if higher. If the GIPR has not yet started, its nominal market value is R112. The GIPR always gets R100 when such a conversion is done. The cert limit changes if companies close. Bonds do not count against the cert limit. Certs in your hand don't either, because you haven't bought them yet (and are never obliged to). You can own any amount of a company. The play order for the next stock round is in order of who passed first, not clockwise from the first player to pass. There are two ORs per SR. You can lay four yellow track tiles, upgrade one track tile, or from Phase IV remove one Gauge Change marker. However, when laying yellow tiles you can only extend track on one route - they have to connect to each other or through preprinted track (or existing tiles? Rules seem contradictory...) Private 2's special power to lay an extra yellow tile is not restricted by this. There are special FERRY tiles for J37 which are laid as yellow tiles but cannot be upgraded. When the OO tiles are placed on Delhi and Calcutta, the company laying the tile immediately decides where the home stations in those tiles are, even if it is not one of the two companies based there. Track upgrades are not restricted by phase, but still go in the normal yellow-green-brown-grey sequence. You can upgrade a tile if you can reach some of the new track or if you upgrade a city. Dits can be upgraded to "special" green City tiles - these are #205 and #206, but not the other green City tiles. Dits are just good; they don't count as stops - but you can't make a route without two cities. Dashed yellow lines on the map represent changes of gauge, which are predetermined. When you lay track that crosses one, a Gauge Change marker is placed; this counts as a zero-revenue stop. A train cannot begin or end its route at one. From Phase IV (NB this is a later phase than the one that begins with the purchase of the first 4-train) they can be removed. Two companies have two possible starting locations. It is permitted for another company to token one of these forcing the company with two locations to start in the other one. There are a lot of weird trains in the later game. "x2" and "x3" trains double or triple the route income. "E" trains run a route of any length scoring N cities, but can't score dits at all. You can visit both the stations on an OO tile, but not the multiple stations in D23 Bombay or M10 Nepal. The red offboard cities (eg D3 Lahore) are "variable value", scoring their listed modifier plus the highest non-variable city on the route (nominal R20 if all the cities are variable value). There are some predesignated pairs of cities that give a flat bonus to a train that runs a route including them. A E train must actually score those cities to get the bonus. The bonus is scored after doubling/tripling. There are commodities in the game, each of which has a home hex and destination location(s). The first company to run a train which passes through home hex and destination location takes the commodity's "concession marker" and gains that commodity's bonus revenue to this run and any subsequent runs meeting that criterion. Only the company with the concession may ever get this revenue. It is not doubled or tripled. An E train does not have to score the cities to get the bonus. You can't half-pay. You can quadruple-jump. The train limit is two, but at most one of them can be a Phase IV train. Trains do not rust, but you can sell trains to the Bank (exception: the 4x3 and 4x3E cannot be sold to the Bank). Some trains are double-sided; you pick a side when buying them the first time, but if resold to the Bank are stuck on the side you originally picked. You can't sell a train you bought in this OR. There's no obligation to own a train (and no Director liability at all), but you move one space left if you are trainless at the end of the OR. You can buy trains from other companies at any price from R1. Companies can own certs and Bonds, and convert Bonds. They sell before buying. They have a cert limit of three. They can only buy one cert from the IPO at a time, never two, and can't buy their own IPO shares. They can never be Directors or Managers. Company assets - cash, purchase value of trains, and value of certs owned - _do_ count for winning the game, with 10% of the Company's assets being added to the Company's stock value. List of Privates: Swedish East India Company: costs R25, income R5, no special Portuguese EIC: costs R35, income R5, one extra yellow track lay Dutch EIC: costs R60, income R10, one extra upgrade French EIC: cost R75, income R15, R40 discount on terrain costs during one OR. (Does not grant the jewellery concession as the rulebook suggests, editing error). Danish EIC: cost R115, income R20, free token placement (not in addition to normal placement), this can teleport (no route) and be put in a city with no token space (if the city is upgraded, it will move into any new empty spot). British EIC: cost R150, income R25, gain jewellery concession, place jewellery commodity in any hex with no station, can deliver jewellery to any commodity's destination location for R20 revenue bonus.