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1849: Kingdom of the Two Sicilies

Federico Vellani's 1849 taken further south, to the former Kingdom of the Two Sicilies, in a revision by Scott Petersen.

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. The original 1849 is set in Sicily and is designed for 3-5 players. This "Kingdom of the Two Sicilies" edition moves the action to the mainland, to the old Kingdom of the Two Sicilies (southern Italy, from Naples down), extends the game up to 6 players, and adds 8 operating companies instead of the base game's 6, with new tiles and starting positions (such as the grey Avezzano hex).

2. No par value: the starting price comes from a fixed menu
In 1830 whoever founds a company picks its par value from a wide price table, and shares trade afterward relative to that value. In 1849 there is no par value at all: every transaction happens at the current market value, and the president can only choose the starting value from a very small fixed menu of figures (L. 68, L. 100, or L. 144, and L. 216 from phase 10 onward).

3. Incremental capitalization, not full
In 1830 every company floats once 60% of its shares are sold and immediately receives 100% of par value all at once (full capitalization). In 1849 the company's Treasury only receives money when one of its shares is actually bought -during the initial emission or later from the Treasury itself-; shares resold from the bank pool bring the company nothing. It's an incremental capitalization system, far slower than 1830's.

4. Random, forced founding order
In 1830 each player freely chooses which company to found and when. In 1849 position cards are randomly dealt at the start of the game and determine the exact order in which presidential certificates become available; a player who wants to found a company cannot choose one: they always take the next one available in that predetermined order.

5. Dual-gauge track
Something that doesn't exist in 1830 at all: the 1849 map has both standard-gauge and narrow-gauge track, with different building costs for each (a mountain hex, for example, costs L. 40 in narrow gauge but L. 160 in standard gauge). Most trains can only run on one of the two gauges; only the special R6H train can use both networks, though it counts standard-gauge hexes as twice as costly in distance. Gauge can only be changed at a station.

6. Trains without the classic "2," and full elimination rather than mere rusting
In 1830 the progression starts with the 2-train, and old trains rust gradually once a big enough one appears. In 1849 the progression starts with the 4H and climbs to the 16H (4H-6H-8H-10H-12H-16H, plus the special R6H), and at specific phases an entire train class is removed from the game completely -not just leftover rusting- while each company's train limit drops from 4 to 3 and finally to 2.

7. Corporate bankruptcy: permanent closure with no compensation
In 1830, if a company can't pay for a mandatory train, the president covers it with personal funds and, as a last resort, the company is liquidated but still exists with its shares. In 1849, if there's still not enough money to pay for a train or bond interest even after the president has dipped into their own pocket, the company is closed entirely: all its tokens and any privates it owned are removed, and shareholders receive no compensation whatsoever for their shares.

8. The president's personal ruin
In 1849, if the president also can't cover an emergency payment with personal money, they can take a L. 500 loan from the bank to keep playing, but L. 750 is deducted from their final net worth. 1830 has no equivalent mechanism for individual personal debt.

9. Game end triggered by share price, not by the last train
In 1830 the game ends when the bank runs dry or when the last train of the last available type is bought. In 1849 that second trigger doesn't exist: the game only ends when the bank runs out of money or when some company's market token reaches the maximum value of L. 377.

10. An earthquake tailored to the new map
The base game has an earthquake that downgrades Messina to yellow status when the first 12H train is bought. In this Kingdom of the Two Sicilies edition, the equivalent event hits Avezzano instead: the special tile on that hex disappears forever, revealing a weaker printed town with no connection to Rome -a thematic mechanic with no equivalent in 1830 at all.

1849: Kingdom of the Two Sicilies — Schematic summary (vs 1830)


SETTING

  • The old Kingdom of the Two Sicilies (mainland southern Italy, from Naples down); 3-6 players
  • 8 operating companies, instead of the 6 in the original 1849 set in Sicily; new tiles and positions

STOCK MARKET AND CAPITALIZATION

  • No par value: every share trades at the current market value
  • The president picks the starting price from L. 68, L. 100, or L. 144 (L. 216 from phase 10 onward)
  • Incremental capitalization: the Treasury only receives money from actual share sales, not from the bank pool
  • Random, forced founding order via position cards: no player chooses which company to found

TRACK AND TRAINS

  • Dual track gauge (standard and narrow), with different building costs; gauge can only change at stations
  • The R6H train is the only one able to run on both networks
  • Progression 4H-6H-8H-10H-12H-16H (+R6H), with full elimination of entire classes at specific phases
  • Each company's train limit drops from 4 to 3 and finally to 2

BANKRUPTCY AND GAME END

  • Corporate bankruptcy = permanent closure and total loss for shareholders, with no compensation
  • The president's personal ruin: a L. 500 loan with a L. 750 penalty at final scoring
  • Game end: the bank runs dry or a company reaches L. 377 in market value (no "last train" trigger)

REGIONAL ELEMENTS

  • The Avezzano earthquake (the equivalent of the base game's Messina earthquake): removes the special tile and reveals a weaker town with no connection to Rome
  • Map, privates and companies adapted to the new mainland southern Italy setting