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More Ways to lose ’22

18. November 2025 um 20:36
  1. Merge minors in too fast, leaving your company under capitalized when the permanent train rush starts (because those shares weren’t earning for the company). Unless you need to absorb the minors to handle a train disappearance, they typically earn fine.
  2. (Related) — Too many minors and no privates to bump up company income. Privates are a good way to stuff some money into the company (without taking stock out).
  3. Start your company too early — You get slightly better money at 50% of a minor instead of (say) 40% of a major, but nobody can buy into your minor. “Second mouse gets the cheese.”
  4. Forgetting that the train limit is 2 during brown phase. (aka “Too much 1846 muscle memory“). The solution is to start a minor & buy the locked train1 (and infuse extra cash into your company). It can be worth taking a big hit on paper (since you lose value if you par the company over $200) because if you don’t your company is going to back up anyway and you’ll still eat the $$$ out of pocket.
  5. Not noticing that a minor can open and block your connection — Particularly early in phase 2 a minor can start before your minor goes without losing any value2 to put down a critical lumber space (or even just a yellow3), typically in the second OR of the batch (the first to take their home, the second to block).
  6. Not adjusting your bids to the presence of blockers — As mentioned in the last comments, you want to up your certificate count. But if a ‘bad’ minor4 is coming up in the next round, there is going to be one less cert available next round, which means that next rounds auctions will be bid up a bit more …. which means (since you can see it coming) you should be willing to bid up this round (either to win or at least drain some money out before next round).
  7. (In the mid/end game) Placing bids before snapping up the juiciest stock shares.
  1. The problem is noticing during the OR, instead of during the SR … when you could have corrected it. ↩
  2. Typically bidding 140 so as to buy and L and upgrade it automatically, which lets the company start at 70, which will be before all the companies opened in SR1 if they had <= 3 ORs ↩
  3. Since you won’t be able to upgrade to green until phase 3, which can be a delay of several ORs. ↩
  4. Usually a regional (in PNW) when it’s too early; but also a minor that won’t be able to merge in time ↩

Time value of minors in 1822

08. November 2025 um 20:53

I’ve been thinking about this for 1822(MX, PNW, etc): How much is running your minor for an extra Operating Round (at the beginning of the game) worth?

For simplicity — Let’s assume that all the minors are identical1. They will run for $30 (20+10) with an ‘L’ train and $40 (20+20) with a ‘2’. So getting your minor in an earlier stock round is worth at least $15 more. After all, you will get one extra round of payment ($15), plus the company will also pocket $15 more. Additionally you will also make the jump from $15 to $20 one OR earlier; but as Barbie says “Discount rates are hard, let’s go shopping for rolling stock.”

Any company requires 3 ORs to convert it’s ‘L’ to a ‘2’ (The company has $40 after purchasing a train, and keeps $15, so $55 after 1 OR, $70 after 2 ORs, and $85 after 3 ORs, which lets it convert). But that assumes that you have time before the L-trains rust. Starting in SR 1 will be fine, SR 2 should be fine, SR 3 is a bit touchy and depends how many trains are exported. But we can safely say the longer you wait, the bigger the risk of losing the ‘L’, which is presumably catastrophic and (at a minimum) a waste of money.

(Minors started after the first ‘2’ comes out can keep extra money over the $100 minimum bid, which mitigates the risk, but also costs the president extra money anyway).

Other benefits:

  • The extra OR means one extra track build (or building cube) to head towards a concession/associated minor/destination/anything of interest. This build could also be aimed at annoying other nearby minors before they start, but we’ll focus on positive goals.
  • Minor companies always move up in stock price, which means they will be worth more when absorbed. This seems more like a positive than negative, but I’d have to think about ’22 MX vs ’22 PNW more concretely.
  • Your strategy is more “concrete” and crystalized. (This could be a downside as well, but it often isn’t).
    • You could snap up the concession you want cheaply because its speculative for anyone else.
    • You might be able to use a private company instantly instead of simply keeping it as potentially useful (you could have a ‘2’ that could attach a pullman, or run an permanent L trains, or use some building cubes/port/special build) and your opponent would get less value from the thing, which might let you win something more cheaply.

There costs are mainly the opportunity cost of any auctions you cannot win (and these can be significant), as well as the loss you take from bidding over face value.

But just labelling these, how much should we see. If we assume a 5p game and 4 starting minors, it is seems clear that they should all have a premium of at least $15, and probably more2.

Similarly, how much should a ‘better’ minor be worth? Let’s assume it simply starts at a $30 city. This is not simply an extra $5 per OR; this minor can upgrade its ‘L’ into a ‘2’ train in 2 ORs instead of three, which will bump it up $10 one OR faster. (There’s that pesky discounting again). So again, this clearly should go for at least $5 more (since you’ll break that even in the first OR), but probably at least $10 or $15 (and maybe much more). It also places later companies more at risk of not upgrading their ‘L’ trains, so the mere fact that this company is in the first SR affects the rest of the companies.

A surprisingly complex problem … still thinking about it.

  1. Assume each carriage is pulled by a perfectly spherical cow. ↩
  2. Since companies could be shared “evenly” with four players, whether there is a premium depends on group think. In theory in 5p only one player might be willing to pay more, which would put them ahead of those who didn’t get a minor in OR 1, but behind those he didn’t bid up. Hmmm. ↩

How to Lose in 1822 (MX, PNW, etc)

20. Oktober 2025 um 17:08

As of this writing I only have a few games in each of them, so I don’t have enough info on how to win; but I feel like I have some good advice on how to lose. I figure these are probably “more true than false” but not 100% true. As in anything, it’s situational.

  1. Undervalue the special trains — The 1822 family is all about the auctions, so if you get the auctions wrong that’s a problem in any case; but the special train privates are valuable. They (usually) don’t count against the train limit, they let you pay out on your first OR. You can withhold all the other trains and pay out the special (or vice versa) to effectively withhold without taking the stock hit. Getting the SR1 “5” train private should cost …. but means you can run your first major company balls out — you’ve got a permanent coming!
  2. Too few minors — Early money is always good and these are the best early money around, but …
  3. Too many minors — The minors are much better “bang for the buck” than concessions, but also ticking time bombs. If you can’t absorb them in time you’ll be on the hook for a five train for each (or at least one to shuffle around, losing stock value). Instead of “Too Many Minors” you may also suffer from “One minor that’s very out of the way and you can’t link up with.”
  4. Running out of cubes — Particularly at 5p, putting a cube on a private “just in case” may be a problem. Sure, some things are better than others, but seeing someone win a minimum bid (or two) because you are out of cubes hurts. (There is a secondary thought to sometimes start a bid high not only to speed up the game, but to make sure that others have an extra cube which will ensure that nothing else goes cheaply).
  5. No money in SR2 — It’s not so bad if its just one person, but if multiple people spend it all in SR1, there will be bargains galore.
  6. Build a great company but only get 30-40% of it — Usually the result of “too little early money.”
  7. No E Train — These allow for huge end game jumps. Getting a permanent 5/6/7 by itself usually isn’t enough. The special trains allow for a non-stock killing withhold (as do mail routes, etc).
  8. Timing Oopsies — Mis judging how long it will be until Ls die, or not pulling in your private companies and accidentally missing out on a certificate slot. (The major timing oopsie is the “Too many minors” having to eat an extra train).

I’m sure there are more …. perhaps I should do a roundtable on ’22, but for now just post them in the comment.

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