The 18xx family features hundreds of titles set in diverse eras and territories. Here you'll find some of the classics that you can discover and play at our events.
Michael Carter, Anthony Fryer, John Harres, Nick Neylon
Descended from 1829 Mainline: permanent trains, "managed" companies without a fixed president, and royal bonds — for 2-5 players in about 3 hours.
Scott Petersen
1830 simplified and polished to learn the genre without losing its depth.
Leonhard "Lonny" Orgler, Enrique Trigueros
The Iberian Peninsula with dual track gauges, rugged terrain, mines, and partial capitalization.
Dave Berry
Great Britain with companies randomly split into two tiers, blending ideas from 1825 and 1860.
Ian Scrivins
5-share companies that merge (sometimes hostilely) into 10-share companies, with a small bank and two-stage train obsolescence.
Mark Derrick, John David Galt
Classic 18xx based on Tresham's 1829: mail contracts, a national railroad formed by merger, and delayed train obsolescence.
Scott Petersen
From Massachusetts to New York: draft with no auctions, partial capitalization at par, and a great entry-level game.
Örjan Wennman
Sweden and Norway with nationalization and a philosophy where personal wealth is all that matters.
Jonas Jones
A Swedish micro 18xx with just ten hexes, playable in under two hours.
Douglas Triggs
An 18Chesapeake expansion set on Japan's Tokaido corridor, with no auctions and exported trains.
Edward Reece, Mark Hendrickson, Shawn Fox
1817's financial engine (loans, short selling, mergers) applied to the whole USA map, with random setup every game.
Jonas Jones
Lunar mining in the year 2117, with temporary permits and an end-of-game fixed by the calendar.
Craig Bartell, Tim Flowers
An aggressive, finance-heavy 18xx for large groups, with loans, short selling, and hostile mergers between companies.
Simon Cutforth
The full 1822: all of Great Britain in constant auction of privates, minors, and major company concessions.
Simon Cutforth
Medium regional version of 1822: England and parts of Wales and Scotland, in a shorter format.
Simon Cutforth
North regional version of 1822: from Birmingham northward, the shortest scenario in the family.
Robert Lecuyer, Simon Cutforth
The 1822 engine spread across the full width of Canada: the longest, widest game in the family, built for 6-9 hour sessions.
Scott Petersen
1822 evolved and shortened for Mexico, with a collectively-managed national railroad (NdeM) and builder cubes.
Ken Kuhn
1822 without concessions, with merging associated minors and a lumber market unique to the Pacific Northwest.
Bill Dixon, Francis Tresham, Tom Lehmann
The classic reference 18xx: Northeastern USA, stock market, trains and bankruptcy.
Tom Lehmann
A fast entry point into 18xx set in the US Midwest, with incremental capitalization and drafted minors.
Federico Vellani
Sicily with three track gauges, terrain that always costs money, and trains that count hexes, not cities.
Bill Dixon
Upper Canada and the risk of being nationalized by the government if loans aren't repaid in time.
Mike Hutton
The Isle of Wight in an 18xx designed for 2 players, with no bankruptcies and progressive nationalization.
Ian D. Wilson
The Russian Empire, with minors that grow into majors and a state railway that can absorb them.
Mike Hutton
British East Anglia flips classic 18xx conventions with three train types and subsidy maneuvers.
Bill Dixon
The Trans-Mississippi with a huge map and the richest stock-market game in the whole 18xx family.
Toby Mao
Venezuela in a 1817 compressed to 2-3 hours, with short selling, arbitrage and financial sabotage.
Helmut Ohley, Leonhard "Lonny" Orgler
19th-century China with fixed operating order and personal foreign investors for each player.
Marc Voyer
Assiniboia, in western Canada, with neutral tokens, a rebellion zone, and a parasite company.
Yasutaka Ikeda
Shikoku, the compact and mountainous version of 1830 in Japan, with one fewer company and a shorter game.
Klaus Kiermeier
Mines and railways in the Harz mountains, in a two-player classic with explicit technological progress.
Kevin Delger, Jacob Schacht
A modular map built during setup, minors with their own persistent powers that physically merge into majors, and a fixed cycle-based length.
Lucas Boyd
Prince Edward Island and the PEIR, a ghost network that turns into a company live at the table.