The Depot: 1825: Initial Thoughts

Stuart Dagger and David Allsop provide with some initial thoughts on the new 1825.

Stuart: The game is very definitely a revised 1829 rather than something radically new. Since I like 1829 and since the changes that have been made do look to be improvements, I am quite happy with this.

2-5 players, and it looks to me like 3-4 would be best.

Playing time estimate on the box is 2-4 hours. I find that Francis's estimates are not over the mark and so I would guess it would be the lower end of this with my lot.

6 companies (LNWR, GWR, LSWR, GER, SECR, LBSC) each with a standard 20% director's share plus eight 10% shares. 4 private companies (the same ones as in 1829 southern board).

The map is the same scale as the one in 1829. If you get out the southern board from that game and do some imaginary surgery on it, you will get a first approximation to the 1825 board. The top row of hexes in 1825 is the one immediately to the north of Birmingham. The westernmost column is the one through Cardiff. There have been some minor changes to some of the hexes, the most important one being a couple of hexes to the south-east of Birmingham. The LNWR had its main base in Crewe (as on the 1829 board) but, as its name implies, it was always one of the main players in London, as well as in the North West of England. As a result it had a second important base at Wolverton, to the SE of Birmingham. This hex is now its main base. (When you put this board and unit two together, the LNWR will start with two bases.) London starts green and with 6 stations, which means that all the companies will have a London interest.

Survey parties are now optional and the rules for track laying and promotions have been tightened up: you can now only build from railheads; you can only promote track if part of the new track on the tile is track that your company could access (given a sufficiently powerful train) and you can only promote a station if it is one that you can reach with a train that you own. There are also a few hexes where the first tile on the hex has to be laid by a particular company. So, for example, the hex immediately adjacent to the LSWR's London base is reserved for the LSWR. The effect of this is that companies can not be strangled at birth by a hostile tile lay. In fact all the changes have been made to shift the emphasis towards constructive rather than destructive play.

The share price chart is 1829 style, rather than 1830, but interest has been added by bringing in a rule which rewards big payouts with big share price rises. The rule is now

  1. no payout = go back one;
  2. a total payout of less than half the current SP = no movement;
  3. a total payout of at least half the SP but less than double it = go forward one;
  4. a total payout of more than double = go forward two;
  5. a total payout of more than three times the SP = go forward three;
  6. a total payout of more than four times the SP = go forward four.
Trains are 2, 3, 4 and 5, with the fives rusting the twos. Tiles go as far as brown only. Extra trains and grey tiles are planned as one of the optional expansion kits. There are two expansion kits already available and one of them was included with the game by way of apology for the long wait. Neither is needed if you have a copy of 1829. The one that was included contained some extra green and brown tiles of patterns that are not in the basic game. However, they are patterns that exist in 1829 and so it is simpler and cheaper to borrow the tiles from there. I don't have the list to hand but shall send it to you later. The other expansion kit is extra money for those who want a longer game. Again, you could just use some of the money from 1829, as the pattern is the same.

David: I'm sure you're all aware that 1825 is out and has been played, so here are some of my impressions. These may be coloured by the fact that I haven't managed more than a 3-player game yet.

MONEY. The bank is very small, and you're unlikely to get much use out of the 5-trains with the standard amount. I'd recommend another £2000. However, if you add much more than this you'll probably just end up running out of things to do on the board.

PRIVATE COMPANIES. There are some interesting changes here. The companies may be sold back to the bank at £30 less than face value, which is a useful way of realising a spot of cash. The companies are:

Cost

Pay Out

Swansea & Mumbles

£30

£5

Cromford & High Peaks

£75

£12

Canterbury & Whitstable

£130

£20

Liverpool & Manchester

£210

£30

The L&M is interesting, combining the highest payout with the second shortest payback time on the cost. It's the most expensive of course, but that £180 for selling it can be very nice. One of our games was won by someone having C&W and L&M. The cost is a big bite out of the £830 you get in a 3-player game, but the £50/turn revenue stream is very useful in the early stages. S&M doesn't do much, but what do you expect for £30?

PUBLIC COMPANIES. In terms of sheer size and money making power through the game, LNWR and GWR dominate. I won one game by more than £1500 by having 5 shares in each. However, the others are worth having. LSWR and GER can both do double London routes without trouble, which can make a lot of money with small trains. In the later game, LSWR can pay £300/turn with just two 3-trains. The thing to beware is the SE corner of the map, where 3 companies (LSWR, SECR, LB&SC) have their homes, and GWR can get a look-in. Token wars in this area spell certain death for these companies, while LNWR and GWR laugh all the way to the bank. Also, GWR/LSWR cooperation can freeze out the two smaller companies. Then again, if they all cooperate on track and upgrades and don't cut one another's throats, they can make more than enough money to make it worth selling LNWR/GWR shares.

STOCK MARKET. This is basically the placid 1829 stock market, but the rule about multiple advancements is the saving grace of the small companies. I've seen LSWR advance 8 spaces in 3 ORs, going from a share price of £76 to £180. Adding dividends in, that's a gain of £194/share, which is serious money.

OVERALL. It's a good, short game. None of the games I've played has gone above 3 hours, even with newbies and slow players, and all the games have gone differently. It's also simple enough to be a good introduction to the series. I can't wait for Unit 2 (Midlands) and the Regional Kits.

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dmreed@bihs.net last updated 24 January 1996