Guarda il post di JC Lawrence qua (non so se conosci JC Lawrence, è uno noto su BGG, per fare un paragone di "rispettabilità" Agzaroth sta alla Tana come JC sta al mondo 18xx ... a parte l'attitudine che è più simile a quella di Galandil che a quella di Agzaroth, per cui le sue opinioni sono sempre sensate e interessanti ma sono esposte in post spesso al vetriolo):https://boardgamegeek.com/article/22229944#22229944
A proposito della durata di 1889 dice "Usually 6 SRs, sometimes 7 SRs; 5 SRs is possible but uncommon. Bankruptcies are a factor, but are not common -- not like '30 where I see an 80% bankruptcy rate in 4-player games."
Qua consiglia il suo ordine per imparare (tutto quel thread è interessante):https://boardgamegeek.com/article/11225587#11225587
"My normal recommendation is to start with 1889, then move up to 18Mex, and then pickup 1830 - none of which obviates 1830 as an excellent starting point, most especially if you have at least one modestly experienced 18xx player. "
"1889 is a strange beast. The smaller and duller privates reduce much of the violent volatility that characterises 1830. 1889 can be a fast trains game, a dividend centric game, a diesels game, a getting-the-right-trains-into-the-right-companies game, a portfolio game, or more...depending on how the players push the game. There is surprising subtlety there.
18Mex adds minors and only slightly interesting privates. More importantly it shifts enormous focus onto the rate of train progression. There are several viable 18Mex strategies which involve not buying trains across multiple ORs in the early game, even when you have the cash and the routes for them -- antithetical to the 1889/1830 world in general. The blistering train-rush from the penultimate 3Ts to the 4Ds (typically 1.5 ORs) is a bracing learning curve for how to handle and predict a train rush. 18Mex is also particularly good for learning how to run yellow companies as players can make their companies yellow without assistance from their opponents."