Dear Geek: Please insert the wittiest comment you can think of in this text pop-up. Then times it by seven.
The Coat of Arms of Clan Montgomery - Scotland. Yes, that's a woman with the head of a savage in her hand, and an anchor. No clue what it means, but it's cool.
I thought as much, too good to be true if I could. One coal counter will have to do.
In a game where only one player runs rampant buying up coal and he owns 70% or more of the company doing it, a runaway leader situation can develop. There should be either some competition for the coal, or some competition for the shares of the company likely to buy the coal.
The PRR is generally in the best position to purchase coal. They start off having to build a line to it! And they have enough cubes to build into lots of the coal areas.
I had thought about making some house rules on coal hexes, but I haven't played the game enough to suggest any changes, and I generally rely upon the designers to make a game balanced - so I assume that if something in a game seems out-of-balance I might be missing a key way to play the game.
Cheers! This is a fun game for those that like train games - it's not hard to run a "good" company and have a shot at winning the game and there's less screwage than in 18xx.