Why Shikoku 1889 — quick to learn, a lifetime to master

Joshua Starr
Grand Trunk Games
Published in
4 min readDec 10, 2021

As I continue playing and learning about 18xx games, how I value certain things in a game and my opinions about the overall decision space of each game are regularly shifting. Candidly, a big part of this is realizing just how bad I am at these games and how little I actually understand them. I’ll go in with a set of assumptions that are inevitably proven wrong and I have to reassess how I approach the game.

For years, I really looked at 1889 as a teaching game and nothing more. 1889 was an easy way to teach the 18xx system with interesting private companies, simple math, and a quick playtime. Most players pick up the game and start enjoying themselves pretty quickly which can be an important aspect of wanting to come back for another play. For these reasons, 1889 was my go-to game for introducing players to 18xx.

I was nearing my 20th play of 1889 when my opinion about the game shifted. Before I talk about that though, I have to quickly explain some things about 1830 and 1889. I suppose I should also give a spoiler warning in case you would prefer to discover these things through your own play. So I guess proceed at your own risk...?

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Train roster, train limit, train rusting, and train slots: 1889 (like all 18xx games) is a derivative of 1830, but it is even closer to 1830 than many other 1830 derivatives in that its train roster is exactly the same. There are 6x 2-trains, 5x 3-trains, 4x 4-trains, 3x 5-trains, 2x 6-trains, and unlimited Diesel trains. A company is not permitted to own as many trains as it wants, it is limited to a certain number of trains based on the game phase. A game will typically start with a train limit of 4 for all companies and will drop to a train limit of 3 and then 2 at some point.

Probably one of the most unique aspects of 18xx is its “rusting” mechanic. Trains are always purchased in ascending value order, and when newer trains are purchased, old trains become obsolete and are immediately removed from play. The 4-trains rust the 2-trains, the 6-trains rust the 3-trains, and the Diesels rust the 4-trains.

In Phase 5 of 1830, the train limit is 2 and there are a total of 8 companies available, meaning there are a total of 16 train slots. Once all the 5-trains have been purchased but before the first 6-train has been purchased (which would rust the 3-trains) there are 5x 3-trains, 4x 4-trains, and 3x 5-trains (12 total) in play. Without going into too much detail, having an extra 4 train slots and the extra capital provided by the 8th company makes it pretty easy for the first 6-train to be purchased.

However, in 1889, there are only 7 companies, meaning there are only 14 train slots total (only 2 slots more than the number of trains in play) and there is less total available capital without the 8th company. Given these conditions, it can actually be pretty challenging to purchase the first 6-train. So the question then becomes: how do we get the 6-train out?

An unsuspectingly sophisticated feature: There are plenty of games that add all kinds of chrome that ostensibly would create a more interesting decision space, yet those changes often only add a superficial layer of depth that can be uncovered after a handful of plays.

At first glance, why would 1889 be different from 1830? The rules are mostly the same. The trains are the same. It’s just 1830 on a different map with easier math, isn’t it? And yet, this subtle change of removing the 8th company has a staggering impact on how one approaches the game.

When the table is staring at the first 6-train, if the 2 available train spots are on different companies, the 6-train cannot be force purchased. This means one of the companies will need to have ¥630 in its treasury. How will it find that money if the company doesn’t have it? If both train spots are on the same company, then the company can have less than ¥630 as the president can force purchase the 6-train from their personal cash/shares. How can both train slots end up on that one company? This is a situation all players should be planning around because if the 6-train never comes out, then the 3-trains become permanent and the game is easily decided for the player who has invested the most in those 3-trains. (And that player is very happy for the 6-train to never pop, so you must be sure that their greed is punished!)

Even experienced players struggle when their heuristics from 1830-style games break down when faced with the question that 1889 asks. It takes a true understanding of the game state, who is winning, who is losing, and how the trains will fall to answer it.

To me, it is the perfect game to start learning 18xx on, but it offers depth for learning more advanced 18xx concepts as you improve your skills as a player. This is a game that belongs in every 18xx player’s collection and that is why I am beyond excited to get Shikoku 1889 in your hands. I strongly encourage you to spend time with this game, explore it, and try to find your answer to the question that it asks.

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