A nail-biter of an AoS expansion if there ever was one. Zombies gravitate towards goods cubes destroying towns and cities in the process and increasing the cost of building and moving goods. An advanced Age of Steam expansion - not for the faint of heart!
Some people call this game '18xx meets Wabash Cannonball'. The network building is simple and straight forward, a la Wabash; no cornfield junctions here, just drop a cube in a hex and your company has built there. This is probably the single closest aspect related to Wabash Cannonball.
The majority shareholder is the president and determines how the company expands in the 'Business Rounds', whether train technologies are purchased and whether dividends get paid out to shareholders. The 'level' of trains that have been purchased determines game phases and is a major impact on the game in more ways than one.
There are a lot of differences to 18xx though. Comparable elements are more streamlined (2D stock market, no 60% restrictions, simple track building) but there are definitely many elements unique to Baltimore and Ohio. In B&O, the companies have a different number of cubes available for laying track; companies have different options for where and how far they can expand.
The dance surrounding the train technologies mechanism is brilliant. The current Tech Level (whatever the latest purchased train's level is) and trains have ever-increasing maintenance costs. Why keep that old 2-train when it costs you more in maintenance than the money it's making servicing different cities? The descending cost of newer, same-level trains pushes the players to purchase newer trains, driving the game forward and causing you to question your turn order position.
In order to increase a company's value, it has to be more profitable than the previous round. This is a very interesting dynamic - you don't want to push your runs too fast because you may not be able to keep up in the future. Sometimes it's beneficial to run a less-than-optimal run one round in order to ensure your company will be more profitable in the next round.
Playtime is in the 3-4 hour range but the game is engaging and riveting. Baltimore and Ohio is a work of art!
Imperial is an excellent, brain-melty game where the majority share-holders take micro-actions for each company (country) around the rondel. This is foremost an economic game but with elements of a war/area control game.
Simple rules but Indonesia is a complex economic game. Multiple auctions, area influence, portfolio management, pickup and deliver; but this game is about the mergers. Perfect information and brain-burning decisions.
Texas & Pacific is the closest relative to Wabash Cannonball / Chicago Express. It features the 'Go West' mechanism and the Development action has been replaced by Ranch. Instead of using Development to manipulate turn order and benefit a company, Ranch shifts the incentive to the player (cash in pocket). Mechanically, the games are very similar but in reality, T&P plays out quite differently.
I expect T&P to get a lot of playtime around here and the rating to go up.
Traders of Genoa is a remarkable negotiation game with very high player interaction; years ahead of its time! Negotiate everything. Get those 1:1 cards and make other players move the merchant to where you want it to go.