18ZOO This is an attempt to figure out 18ZOO, mostly by putting it in conventional 18xx terms. It doesn't try to be a complete rules manual, just a guide to the oddities. Currency is "bags of nuts", which represent $25 in a normal game. Once a company's run is complete, if it withholds its income is divided by 25 and rounded up (if it pays out the payout per share depends only on the stock price space it's on), and the rest of the game deals with whole bags of nuts. Squirrels are trains, except that the players are also chubby capitalist squirrels. The last 3 train and 4 train to be sold are special; the 3 rusts with the normal 4s, and the 4 is permanent. The last 4 brings out brown tiles and increases the possible company par price, but the first 5 does the rest of the phase change, rusting 3s and reducing the train limit. The final trains are 4J/2J (run 4 or 2 routes for double value), and the 4s (and the last 3) go "obsolete" a la 1846 rather than rusting right away - except for the company who triggered the phase change. Reputation is stock price. Animal families are railway companies. They're divided into 5 certificates, one double-size Parents (the Directorship), 3 ordinary-size Children, and one Cousin. You can't get more than 3 certificates in a company by buying from the IPO (the Lounge), but you can from the Bank (the Kitchen). You _can_ buy a share which puts you over the cert limit but immediately causes a Directorship change which puts you back under it. The Cousin cards are added to the IPO shares on Wednesday; they're not available until then. Power cards are private companies. They generally have some special ability which lets you break the normal game rules more dramatically than typical private companies. "Power" is a term of art in these rules. The game is a fixed length; 3 SDRs and the corresponding ORs. The map consists of jigsaw pieces, but there are some predetermined layouts which 18xx.games uses. M and MM hexes (corresponding to hills, with a construction cost) and O (water) hexes can't be upgraded past yellow without the use of powers. Non-home stations are marked Y. Off-map areas, R. Home stations have a different set of tile upgrades, with the three grey tiles reserved for specific companies. Track is curvilinear, except that one power lets you place Lawsonian green tiles which can't be upgraded. Zoo tickets don't seem to correspond to anything from other games, but increase in value as the game goes on, and can be cashed in for their current value pretty well any time you're not in a forced train purchase. This can let a player donate money to a company. The first choice of company to float is free, but thereafter it is constrained to two and then one. Companies float as soon as the Director's share sells. The stock chart shows an explicit run amount to move right, rather than it being a direct function of the stock price. It also shows a payout to be made to stockholders, rather than this being done by dividing the run amount. Companies get an income of 2 from sold shares in the Bank. O tiles increase a run's value (and give some Treasury income) but don't count against the number of stops. Train purchases can move the stock price right. There are no bankruptcies, but you get an endgame penalty equal to twice any unavoidable shortfall in a forced purchase.