18XX
18XX is the generic term for a series of board games that, with a few exceptions, recreate the building of railroad corporations during the 19th century; individual games within the series use particular years in the 19th century as their title, or "18" plus a two-letter geographical designator. The games 2038, set in the future, and Poseidon and Ur, 1830 BC, both set in ancient history, are also regarded as 18XX titles as their game mechanics and titling nomenclature are similar despite variance from the common railroad/stock-market theme.
The 18XX series has its origins in the game 1829, first produced by Francis Tresham in the mid-1970s. 1829 was chosen as it was the year of the Rainhill Trials. was produced by Avalon Hill in 1986, and was the first game of the series widely available in the United States; it is seen as the basic 18XX game by the U.S. audience.
In addition to traditionally published games, the 18XX series has spawned self-published variants and games published by low-volume game companies.
With few exceptions, 18XX titles are multiplayer board games without random variables in their game mechanics.
Gameplay
Common features
18XX games vary, but most follow this general pattern:- The objective is to enhance personal wealth, not the assets of any companies a player may be operating. Personal wealth consists of cash, company stock, and other investments.
- Players don't directly interact with the game board, but do so indirectly through companies they control. Generally, the player who owns the most stock of a company is the president of that company and makes all decisions on behalf of that company. Usually, the president is also required to help fund the company when it lacks sufficient funds to pay a required expenditure.
- Game play alternates between "stock rounds" and one or more "operating rounds". In a stock round, players buy and sell stock, while in an operating round players take actions on behalf of companies they control, including laying track, placing station tokens, operating trains, withholding income or paying dividends, and buying trains.
- "Certificate limit": there is usually a limit to how many corporate shares and private companies a player may own, to keep the game competitive by preventing snowball effects resulting from early leads by some players.
- The "President's certificate" represents control of a railroad corporation, usually represents a greater percentage of corporate stock than other certificates, and is usually the first one purchased for a company. If another player accumulates more shares in a company that the current president, they acquire the President's certificate in exchange for their own lesser shares, and becomes the new controller of the corporation.
- Certain games may impose restrictions on the order in which companies may be started, and they vary in how many shares must be purchased before the company may operate.
- The map is usually a hex grid that depicts cities and terrain features. Hexagonal "track" tiles are laid on top of this map to represent the growth of railroad networks, and tokens are placed on the board to represent stations. Cities have values which can vary based on which tiles have been laid on the city, the phase of the game, or even which type of train is used to reach them. Different color tiles are available in succession, and in phases. These phases are typically determined by the first purchase of a more advanced type of train.
- A company's stock price is adjusted based on the revenues earned and whether the president chose to pay dividends or to withhold the earnings in the company treasury. Stock prices are usually also affected by actions in the stock round, and some games have other mechanisms that affect the stock price.
- Scarcity of available corporations, shares thereof, train types and track tiles.
- Trains become obsolete, and must be replaced by ever more expensive trains that also have greater capacity for earning revenue. Purchase of a new type of train usually triggers other events in the game, such as when older trains become obsolete, the availability of different sets of tiles, closure of private companies, etc.
- Game end is usually determined when the bank runs out of money, and also by player bankruptcy. Some games do not end when a player goes bankrupt, while others add other conditions for ending the game such as when a stock reaches a certain value on the stock market, or the most advanced type of train has been purchased. Other games do not feature bankruptcy at all, and enable a player to place a moribund company in "receivership", or be incorporated into a government railway, and walk away from debts.
Differences
- Initial Auction - there are many different ways to distribute the initial privates and corporations.
- Private Companies - most 18XX games have private companies which are entirely owned by one player, and represent the earliest companies in the game or provide special abilities. "Privates", as they are called, generally do little other than provide revenue, but in some games they control access to or enhance the revenue of certain hexes on the map. Some games have very similar private companies, some have very different private companies, and some dispense with having private companies at all. Some titles also have Minor Companies, which are again owned entirely by one player but play a more dynamic role than Privates.
- Corporation Funding - some games have full funding for a corporation as soon as it floats, while others have the company receiving money only as each share is sold. Some games require the corporation to reach a historically relevant destination in order to receive some of its capital or earn the best level of income.
- Company Types - some games have multiple company types. These types may vary based on how many shares are available for purchase, the funding model for the company, the number of station tokens available, or which types of trains may be purchased by the company.
- Corporate mergers and demergers - some games feature optional, or forced, mergers or splits of one or more companies.
- Corporate stock-ownership - some games enable companies to hold their own stock, purchase private corporations, and/or own the stock of other companies.
- Train Types - some may offer multiple types of trains with distinct capabilities or lifetimes.
- * Some trains may "degrade" into other train types upon certain events.
- * Trains may become available in unusual sequences. For example, in 1830, diesel engines are available as soon as the first 6-train is purchased — all the 6-trains are not required to be purchased first. In 1824, G-train availability is controlled by when normal trains are purchased.
- * Certain trains may be restricted in terms of which locations they may run to or may count revenue from, or they may provide bonuses for running to certain locations. For example, in 1844, H-trains are prohibited from running to off-board locations. In 1854, only Orient Express trains may run to certain off-board areas. In 1889, diesels get special bonuses for off-board locations. In [|1826], E-trains and TGVs ignore dot-towns. TGVs in 1826 and 4D-trains in 18MEX double the value of cities they count. In 1824, only G-trains may run to mines and the corporation always gets the value of the mine rather than it being potentially paid to stockholders.
- Theme - a few titles eschew the common railroad/stock-market theme. For example, 2038 involves space exploration of the asteroid belt, while Ur, 1830 BC involves building dams and canals in ancient Mesopotamia.
Conventions and Tournaments
List of 18XX titles
Note: Many titles are out-of-print and difficult to find.;1800: Colorado, published 2002 by David Methany in Rail Gamer #17, designed by Antonio Leal
;1812: Designed by Ian D. Wilson and published by Deep Thought in 2011.
;1817: Designed by Craig Bartell and Tim Flowers and published by All-Aboard Games and Deep Thought Games in 2010.
;1822: The Railways of Great Britain: Designed by Simon Cutforth and published 2016 by All-Aboard Games. Winner of "Golden Elephant Award" for "Best Heavy Game of 2016" by Heavy Cardboard.
;1822CA: Designed by Robert Lecuyer and Simon Cutforth, and published 2018 by All-Aboard Games. This game, strongly based on 1822: The Railways of Great Britain, takes place in Canada, features a larger number of private companies, and includes an innovative scale change halfway across the map to account for the larger expanse between cities in Western Canada.
;1824: 1824 was published by Double-O Games in 2005. The game was designed by Lonny Orgler and Helmut Ohley, and is set in Austria-Hungary. It is a smaller and simpler version of Lonny's 1837, and adds some ideas from his later 1854 and Helmut's 1844.
;1825: Great Britain, released 1995 by Hartland Trefoil, 2000 and 2004 by Tresham Games, designed by Francis Tresham. The game has subsequently had many revisions, reprints, add-on kits and variants.
;1826: 1826 was published by Chris Lawson in 2000 and Deep Thought Games in 2004 and set in France and Belgium. As David Hecht's first design, it is the most conventional, and only one to use "traditional" green and brown plain track upgrade tiles. 1826 started out as "1830 on a different map", but rapidly evolved into a game of capital and technology management: the game's key decisions revolve around when to "grow" a company, and which trains to buy to optimize a company's final position.
;1829 Mainline: England, released 2005 by Tresham Games, designed by Francis Tresham.
;1829 and 1829 : 1829 was the first game in the 18XX series, published by Hartland Trefoil Ltd in 1974 from an original design by Francis Tresham. A second version, 1829 was published in 1981. The game has subsequently had many revisions, reprints, add-on kits and variants.
;': 1830 was published by Avalon Hill in 1986, and its popularity led to the creation of many other 18XX games. The game has subsequently had many revisions, reprints, add-on kits and variants.
;1832: 1832 was published by Deep Thought Games in 2006. The game was designed by Bill Dixon and is set in the Southeastern United States. It retains the new rules Bill introduced in 1850 and [|1870] for share price protection, stock redeeming, and reissuing, while adding new rules to model the mergers that shaped the South's railroads.
;1835: 1835 was designed and published by Hans im Glück in 1990 and distributed in the United States by Mayfair Games. The game board covers most of Germany. It was the first 18XX game use the concept of 'minor' companies, which operated like the normal stock companies but are owned by a single person like a private company.
;1837: Austria-Hungary, released and designed 1994 by Lonny Orgler
;1841: 1841' was published by Chris Lawson in 1996. The game was designed by Federico Vellani with assistance from Manlio Manzini and is set in Italy. With its complicated financial rules and very steep train gradient, it emphasizes stock manipulation and funding train purchases over route building.
;1844: 1844 was designed and published by Helmut Ohley in 2003. Peter Minder collected extensive background material and drew the map.
;1844/1854: A 2016 Mayfair and Lookout Games republishing of 1844 and 1854 with various changes.
;1846: 1846 was published by Deep Thought Games in 2005, with a second edition by GMT Games in 2016. The game was designed by Tom Lehmann and is set in the Mid-western United States. It features a linear stock market, n/m trains and a simplified private company distribution. Another unusual feature is that the number of corporations, private companies, and the bank size all scale with the number of players, and the resulting game is shorter than most 18XX games.
;1847: Germany-Pfalz, self-published in 1996, and in 2015 a 2nd Edition by Wolfram Janich
;1849: Sicily, released 1998 by Chris Lawson, designed by Federico Vellani
;1850: 1850 was published by Deep Thought Games in 2006. The game was designed by Bill Dixon and is set in the upper Midwest United States. It retains the rules Bill introduced in 1870 for share price protection and stock redeeming/reissuing.
;1851: Tennessee, released 1998 by Chris Lawson, designed by Mark Derrick and Chris Lawson
;1853: India, released 1989 by Hartland Trefoil, designed by Francis Tresham. In 2009 there is a 2nd Edition release from Lookout/Mayfair Games, which comes also within revised rules.
;1854: 1854 was published by both Lonny Orgler in 2002 and Deep Thought Games in 2005. The game was designed by Lonny Orgler and is set in Austria. It features a hexagonal stock market, local railways which operate on a smaller map, mail contracts, 150% capitalization, and player share options. There are also tunnels which allow you to build under other track and terrain features, such as avoiding small cities. The local railways eventually grow up to be regional railroads operating on the main map, and the tradeoff between getting good revenues on the local map versus getting locked out of important locations on the main map is an important decision to make. The game was republished as 1844/1854
;1856: 1856 was published by Mayfair Games. The game is set in Upper Canada, including the upper reaches of the St. Lawrence River, and the Toronto to Detroit area for southern Ontario.
;1858: The Railways of Iberia: 1858 was designed by Ian D. Wilson, and published in 2012 by All-Aboard Games. 1858 is set in Spain and Portugal in the late 19th and early 20th centuries
;1860: Isle of Wight, released 2004 by JKLM Games, designed by Mike Hutton
;1861: Russia, released by JKLM Games and Lookout Games, designed by Ian D. Wilson
;1862: 1862 was designed and published by Helmut Ohley in 2002. The game covers the entire width of the United States and parts of Canada.
;1862: Railway Mania in the Eastern Counties: East Anglia, England; designed by Mike Hutton and published in 2013. It is being re-released by GMT games in 2019.
;1870: Mississippi Valley and central United States, released 1995, designed by Bill Dixon and published by Mayfair Games
;1880: China, released 2010, designed by Helmut Ohley and Leonhard Orgler, Self-Published by Double-O Games
;1889: 1889 was published by both Wild Heaven Productions in 2004 and Deep Thought Games in 2006. The game was designed by Yasutaka Ikeda and is set in Shikoku, Japan. The rules for 1889 are essentially the same as 1830, except on a much smaller and terrain-heavy map and different privates. The goal is to make a quick and relatively simple game which explores the history of railroads on Shikoku.
;1890: Osaka Japan, released 1999 by Nobuhiro Izumi, designed by Shin-ichi Takasaki
;1895: Namibia, released 2005, designed by Helmut Ohley and Adam Romoth
;1899: China and Korea, released by Chris Lawson, designed by Dirk Clemens and Ingo Meyer
;18??: A variant of 1870 played on a somewhat larger fictionalized map, with additional privates and other rules variations. Designed by Allen Sliwinski and self-published by Scott Peterson.
;18AL: 18AL was self-published by Mark Derrick in 1999 and later by John David Galt. It is set in Alabama, United States and aims to provide a quicker and simpler introduction to the 18XX series. It is very similar to 18GA.
;18C2C: 18C2C was published by Designs in Creative Entertainment in 2003. The game was designed by Mark Frazier and covers the entire United States and Southern Canada. This is an extremely large game that attempts to model the entire history of railroading in the United States, and accordingly takes a long time to play. It consists of a 38"x68" map, 34 public companies, 18 private companies, and 108 trains.
;18Dixie: Published 2015 by Deep Thought and designed by John Merrick, this is set in the Deep South US during the post-Civil War Reconstruction era. Also includes two upgraded smaller games, 18GA and 18MS.
;18EU: 18EU was published by Deep Thought Games in 2004. The game was designed by David G.D. Hecht, and is set in the heart of Europe, reaching from Paris and London to Rome, Budapest and Warsaw. 18EU is a compact game, played on four map panels. Unlike most 18XX games, there are no private companies, and before the sale of the first 5 train, share companies may only be started indirectly. When the game starts, fifteen minor companies are auctioned off. These companies represent regional or private-sector rail companies. There are eight possible share companies, and before the first 5 train at least one minor company must be merged into a share company to form it.
;18FL: 18FL was published by Deep Thought Games in 2006. The game was designed by David G.D. Hecht and is set in Florida, United States. It is very similar to Mark Derrick's 18AL and 18GA in that it is a simple game intended as an introduction to the 18XX game system for new players. Unlike 18AL or 18GA, the "ultimate" train is a 6 train. This means that 4 trains never become obsolete, and the greatest difficulty in a small game, a massive "train rush" when permanent trains are first available, is substantially mitigated.
;18GA: 18GA was self-published by Mark Derrick in 1998 and later by John David Galt. It is set in Georgia, United States and aims to provide a quicker and simpler introduction to the 18XX series. It is very similar to 18AL. Republished with 18Dixie in 2015.
;18GB: The Railways of Great Britain: 18GB was published by Deep Thought Games in 2018. It was designed by Dave Berry and is set in Great Britain. It combines elements of 1860 and 1830, and also features a twist to the usual 18xx rules for laying tiles.
;18GL: 18GL was published by Deep Thought Games in 2006. The game was designed by Gary Mroczka and is set in the Great Lakes area, United States. It uses basically the same rules as David G.D. Hecht's 1826 except that there are no destinations, there is only one merger, and instead of TGV trains there are Diesel trains. The map is quite different, and the private companies have the effect of altering how the map develops depending on the combinations of private companies and corporations particular players get.
;18GM: The 18XX GameMaster: Self-published in 1996 by designers Colin Barnhorst and Kristopher Marquardt
;18HeXX: Variable-geometry board, self-published in 2000 by Mike Schneider
;18Ireland: Web-published in 2016 by Ian Scrivins, republished in 2017 by All-Aboard Games.
;18MEX: 18MEX was published by Deep Thought Games in 2005. The game was designed by Mark Derrick and is set in Mexico.
;18NEB: 18NEB was published by Deep Thought Games in 2010. Designed by Matthew Campbell, it supports 2-4 players and plays in 2–4 hours.
;18NL: Netherlands, self-published in 2005 by Wolfram Janich.
;18NY: Designed by Pierre LeBoeuf, published by Deep Thought Games.
;18OE: On the Rails of the Orient Express: Designed by Edward Sindelar and published by D.I.C.E. in 2014.
;18Ozarks: Set in the Ozarks region of Missouri and Arkansas; includes a resource delivery mechanic. Designed by Thomas Mangan. Unpublished; in play testing.
;18SA: 18SA, set in South America, designed by Peter Mette and published by Marflow Games in 2015, is a feature-rich and moderately complex entry in the 18XX series.
;18Scan: 18Scan was published by Deep Thought Games in 2005. The game is one of the smaller 18XX titles, and was designed by David G.D. Hecht in order to introduce gamers to some of the more "exotic" systems used in other designs. 18Scan includes 1835-style minor companies, an 1835-style merger corporation, 1870-style destination rules, 1856-style company flotation rules, and market-priced incremental capitalization rules as in 1851 and 1826.
;18TN: 18TN was published by Deep Thought Games in 2006. The game was designed by Mark Derrick originally in 1996, and upon discussions with Chris Lawson it was modified and published by Chris as 1851 in 1998. The two games were sufficiently different that the publication of the original was warranted.
;18US: 18US was published in 2006 by Deep Thought Games. The game, designed by David G.D. Hecht as an "advanced" 18XX game, is set in the continental United States. Unlike 18C2C or other, similar products, it is a very compact game: the entire "Lower 48" only takes up two map panels.
;18VA: 18VA was published by Deep Thought Games in 2005. The game, designed by David G.D. Hecht, is a smaller 18xx game, originally intended to be similar in scope to Mark Derrick's "one-state" games 18AL and 18GA. Set in Virginia and Maryland, it is slightly more complex than either of the above.
;18West: 18West was published in 2007 by Deep Thought Games. The game, designed by David G.D. Hecht, is set in the western United States. Many of the mechanics are quite different from other 18XX games.
;2038: 2038, by Tom Lehmann, has the game mechanics of an 18XX railroad game but with an asteroid mining theme. Its financial aspects are fairly similar to those of 1835, including a set of minor companies and a larger merger company. Its board features include asteroid mines that can be improved, a small exploration reward for companies which explore asteroids, and two different types of corporations.
;Poseidon: Aegean Sea, designed by Helmut Ohley and Leonhard "Lonny" Orgler, and drawn by Klemens Franz, and published through Lookout Games and Z-Man Games, is a shorter variant 18xx game set in ancient Greece with shipping lines instead of railroads.
;Steam Over Holland: Netherlands, designed by Bart van Dijk; publisher Vendetta. Based on 18IR.
;Ur 1830BC: Ur 1830BC'' is loosely adapted from the 18XX series, and features irrigation and kingdom management in ancient Mesopotamia. It was designed by Jeroen Doumen and Joris Wiersinga and published by Splotter Spellen. As with all games in the 18XX series, play centers around ownership of valuable networks. Ur 1830BC replaces the rail networks found in most 18XX games with networks of irrigation canals, shares with parcels of land, companies with kingdoms, trains with irrigation technologies, and company presidents with kings. While typical 18XX games rail networks generate income through the operation of trains; in Ur 1830BC networks of canals and waterworks generate income by irrigating lands within kingdoms.