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1822CA

Designer: 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.

1822CA Contents

How it works

Setup
  • A map of all Canada, from the Pacific to Halifax
  • $12,000 bank; $525 per player with 4 (from $1,000 with 2 down to $300 with 7)
  • Three shuffled stacks: concessions ([CPR] on top), minors ([M6] on top) and privates ([P1] on top)
  • Bid boxes: 4 minors, 3 concessions and 3 privates
  • Bid tokens (5 with 4 players) and a random turn order number
Stock round ×1
  • Turn: sell major shares, repay loans, then one of these:
  • · buy a share of a major
  • · convert a concession (from phase 2)
  • · place up to 3 bids in the bid boxes
  • At the end, each winning bidder pays and takes the certificate
  • Next order: most to least cash in hand
Operating round ×1-2
  • Private and concession income ($10)
  • Minors first, then majors, highest share price first:
  • 1. Acquire privates from a player
  • 2. Track: 1 yellow (minor) or 2 yellows / 1 upgrade (major)
  • 3. Destination and one station ($100), majors only
  • 4. Run trains: minors split 50/50
  • 5. Buy trains (mandatory if it has none)
  • 6. Absorb a minor and issue or redeem shares (majors)
↻ Repeats until the end
End
  • The bank runs out: the game ends after that set of operating rounds
  • A share reaches $700: the game ends after that operating round
  • If nothing sells in the first stock round, it ends immediately
  • Most cash plus shares at market value wins (privates and companies don't count)

Components

Players
  • Cash and bid tokens
  • Concessions, minor certificates (50%) and major shares
  • 30 privates (worth 0, but with income or a power): trains, mail, grain, mountain passes…
  • Emergency loans at 50%
Minors
  • 30 minors, one station each
  • Start at $50 with $100 in phase 1
  • 1 yellow or green tile per turn
  • Revenue always split with the director
Majors
  • 10 majors, each with its own destination; the [CPR] has two homes
  • Born by converting the concession (phases 2-4) or by selling 50% (from phase 5)
  • Incremental capitalisation; full from phase 6
  • Absorb minors and inherit their cash, trains and station
Bank
  • $12,000
  • New trains and the used-train market
  • Pays private and concession income
Map
  • Big cities (Toronto, Montreal, Ottawa, Quebec, Winnipeg) with their own upgrades
  • Grain elevators on the prairies and ports on each coast
  • Detroit–Duluth closed until the first 3-train

Where the money goes

  • Players Bank Winning bids (until phase 2, the bank puts up the minor's capital)
  • Players Majors Converting a concession and buying shares from the treasury
  • Minors Players Half the minor's revenue
  • Majors Players Dividends and cash paid to absorb a minor
  • Majors Bank Trains, terrain and stations
  • Bank Players Private and concession income, and share sales

Phases

1
Start
L · $60 · 2 · $120
1 operating round; minors at $50 with $100
2
1st 2-train
L · 2
2 operating rounds; concessions can be converted
3
1st 3-train
3 · $200
L trains rust; trains between companies; Detroit–Duluth opens
4
1st 4-train
4 · $300
2s rust; limit of 3 trains per major and 1 per minor
5
1st 5-train
5 · $500
Concessions are removed; majors float at 50%
6
1st 6-train
6 · $600
3s rust; full capitalisation
7
1st 7 / E train
7 · $750 or E · $1,000
4s rust
  • 1822 on a continental scale: the same engine of auctions, minors and concessions, with prairie grain as extra income.
  • A single-row stock market: paying out moves right, withholding moves left.

A round, step by step

Illustrative example using 1822's rules and 1822CA's numbers (18xx.games implementation): 4 players with $525. We follow [PL1], who wins minor [M14] in London (Ontario) and the [GWR] concession, whose home is Hamilton, the next city over.

  1. Before starting The bid boxes Phase 1

    The bid boxes hold 4 minors ([M6] in the first), 3 concessions ([CPR] in the first) and 3 privates. Each player has 5 bid tokens and can look at the order of the stacks.

    If the minor in box 1 gets no bid, it leaves the game and takes a train from the bank with it.

    [PL1] cash
    $525
    [M14] treasury
    —
    [M14] share price
    —
    [GWR] treasury
    —
    [GWR] share price
    —
  2. Stock round 1 Two bids in one turn Phase 1

    [PL1] puts a token on [M14] ($100, face value) and another on the [GWR] concession ($100). They don't pay anything yet: bids only commit money.

    A bid can't be withdrawn or moved to another lot, even if someone outbids it.

    [PL1] cash
    $525
    [M14] treasury
    —
    [M14] share price
    —
    [GWR] treasury
    —
    [GWR] share price
    —
  3. Stock round 1 The fight for London Phase 1

    [PL2] raises [M14] to $110. On their next turn, [PL1] raises their token to $125. Nobody else joins in.

    You can only move a token you've already placed if another player has bid higher.

    [PL1] cash
    $525
    [M14] treasury
    —
    [M14] share price
    —
    [GWR] treasury
    —
    [GWR] share price
    —
  4. Stock round 1 End of round: time to pay Phase 1

    When everyone passes in a row, [PL1] pays $125 for [M14] and $100 for the concession. In phase 1, whatever the bid, the minor starts at $50 with $100 put up by the bank.

    Order for the next stock round is most to least cash.

    [PL1] cash
    $300
    [M14] treasury
    $100
    [M14] share price
    $50
    [GWR] treasury
    —
    [GWR] share price
    —
  5. Operating round 1 Income and [M14]'s first turn Phase 1

    The concession pays [PL1] $10. [M14] places its station in London and, as the first step of its first turn, buys an L train for $60.

    Only a minor on its first turn may buy an L before running.

    [PL1] cash
    $310
    [M14] treasury
    $40
    [M14] share price
    $50
    [GWR] treasury
    —
    [GWR] share price
    —
  6. Operating round 1 A city in London Phase 1

    London is an empty circle worth 0. [M14] lays a straight yellow city there, with exits towards Hamilton and Sarnia. The L train makes $20: $10 for [PL1] and $10 to the treasury. It moves up one space, to $60.

    The market is a single row: right if it pays out, left if it doesn't.

    [PL1] cash
    $320
    [M14] treasury
    $50
    [M14] share price
    $60
    [GWR] treasury
    —
    [GWR] share price
    —
  7. Operating round 2 The town of Sarnia Phase 1

    In stock round 2 [PL1] passes. In the operating round they collect $10 from the concession and [M14] lays a yellow town in Sarnia. An L train can add a town to its city: 20 + 10 = $30, $15 each. It moves up to $70.

    [PL1] cash
    $345
    [M14] treasury
    $65
    [M14] share price
    $70
    [GWR] treasury
    —
    [GWR] share price
    —
  8. Operating round 3 [M14] opens phase 2 Phase 2

    One more lap: $10 from the concession and $15 from [M14], which reaches $80. After paying out, it pays $80 and flips the L train: it's the first 2-train and phase 2 begins.

    Upgrading an L to a 2 counts as buying a train.

    [PL1] cash
    $370
    [M14] treasury
    $0
    [M14] share price
    $80
    [GWR] treasury
    —
    [GWR] share price
    —
  9. Stock round 4 Converting the concession Phase 2

    [PL1] flips the concession and gets the 20% [GWR] director's share. They choose an $80 par. The bank puts in $100 and [PL1] the rest up to double: 2 × 80 − 100 = $60. The [GWR] floats with $160.

    Converting is the whole action for the turn.

    [PL1] cash
    $310
    [M14] treasury
    $0
    [M14] share price
    $80
    [GWR] treasury
    $160
    [GWR] share price
    $80
  10. Stock round 4 One more share Phase 2

    On another turn, [PL1] buys a 10% share from the [GWR] treasury for $80, which goes to the company. They now hold 30%.

    Incremental capitalisation: every share sold from the treasury pays its price to the company.

    [PL1] cash
    $230
    [M14] treasury
    $0
    [M14] share price
    $80
    [GWR] treasury
    $240
    [GWR] share price
    $80
  11. Operating round 4.1 [M14] with a 2-train Phase 2

    The concession no longer pays. [M14]'s 2-train runs London + Sarnia: $30, $15 each. It moves up to $90.

    [PL1] cash
    $245
    [M14] treasury
    $15
    [M14] share price
    $90
    [GWR] treasury
    $240
    [GWR] share price
    $80
  12. Operating round 4.1 The [GWR] starts in Hamilton Phase 2

    The [GWR] places its station in Hamilton and leaves its destination token (Windsor) on the charter. It lays a yellow city that links up with the London track. No train: no revenue, and it drops to $70. It buys a 2-train for $120.

    A company must end its turn owning a train.

    [PL1] cash
    $245
    [M14] treasury
    $15
    [M14] share price
    $90
    [GWR] treasury
    $120
    [GWR] share price
    $70
  13. Operating round 4.2 [M14] reaches $100 Phase 2

    [M14] makes another $30 and gives [PL1] $15. The share price reaches $100: the minor is now worth double that, $200.

    [PL1] cash
    $260
    [M14] treasury
    $30
    [M14] share price
    $100
    [GWR] treasury
    $120
    [GWR] share price
    $70
  14. Operating round 4.2 Hamilton–London Phase 2

    The [GWR]'s 2-train runs Hamilton to London, where it has to stop because [M14]'s station fills it: 20 + 20 = $40. It pays out: $12 for [PL1]'s 30% and $28 for the treasury's 70%. Not enough to reach the share price: no movement.

    [PL1] cash
    $272
    [M14] treasury
    $30
    [M14] share price
    $100
    [GWR] treasury
    $148
    [GWR] share price
    $70
  15. Operating round 4.2 The [GWR] absorbs [M14] Phase 2

    The [GWR] pays [M14]'s $200 with 2 shares (2 × $70 = $140) plus $60 in cash to [PL1]. It inherits the minor's $30 and 2-train, and swaps the London station for one of its own.

    The major can put in 0, 1 or 2 shares; if they're worth more than the minor, the director pays back the difference.

    [PL1] cash
    $332
    [M14] treasury
    —
    [M14] share price
    —
    [GWR] treasury
    $118
    [GWR] share price
    $70
  16. Towards stock round 5 What now? Phase 2

    [PL1] owns 50% of the [GWR], with two 2-trains and track already laid to Sarnia. Windsor, the destination, lies further on: once it gets there from Hamilton, a train will count Windsor double.

    [PL1] cash
    $332
    [M14] treasury
    —
    [M14] share price
    —
    [GWR] treasury
    $118
    [GWR] share price
    $70

1822CA: The Railways of Canada — Summary


Capitalization type

  • Incremental capitalization by default, same as base 1822: the company collects the par price each time one of its shares is actually sold.
  • Once the first 6-train is bought (phase 6), majors that float from then on switch to full capitalization.

Floating percentage and per-player share limits

  • Minors float once their single share (100%) is sold; majors float at 20%, except the Canadian Pacific Railway (CPR), which starts with shares already placed and floats at just 10%
  • No player can hold more than 100% of a minor, since it only has one share; majors use the classic default 60% cap
  • Certificate limit per player: 2 players — 40; 3 players — 26; 4 players — 20; 5 players — 16; 6 players — 13; 7 players — 11

Starting cash by player count

  • 2 players: $1,000 starting cash
  • 3 players: $700 starting cash
  • 4 players: $525 starting cash
  • 5 players: $420 starting cash
  • 6 players: $350 starting cash
  • 7 players: $300 starting cash
  • The bank always starts with $12,000, regardless of player count

End game triggers

  • The bank runs out of money: the current full operating round set is finished, with one extra operating round added on (or the next operating round, if it happens during a stock round)
  • A share price reaches the market cell marked "e" (700e): the game ends at the next end of an operating round
  • Bankruptcy is disabled in this game: it's not an end-game mechanism

Number of phases

  • 7 phases (1 through 7), triggered by the purchase of the first train of each type, with the same structure as base 1822 (concessions convertible from phase 2, pending concessions close on the first 5-train, full capitalization on the first 6-train, phase-revenue privates close on the first 7-train)
  • The first 3-train opens the southern connection between Detroit and Duluth

Train list and prices

  • L train — $60 (22 units; rusts once the first 3-train is bought); convertible into a "2" train for $80 before it rusts (own variant, distance 2, $120, available from phase 1, rusts once the first 4-train is bought)
  • 3 train — $200 (9 units; rusts once the first 6-train is bought; buying it opens the Detroit-Duluth connection)
  • 4 train — $300 (6 units; rusts once the first 7-train is bought)
  • 5 train — $500 (3 units; buying it closes all pending concessions)
  • 6 train — $600 (3 units; buying it triggers full capitalization for new majors)
  • 7 train — $750 (unlimited; express variant "E", unlimited distance, ×2 multiplier, $1,000)
  • Special trains granted by privates: 2P (permanent 2-train, free, 2 units), LP (permanent L-train, free, 1 unit), 5P (extra 5-train, $500, 1 unit), P (Pullman car, free, 2 units), G (grain train, free, 2 units, only visits grain elevators)

List of private companies

  • 30 privates (P1-P30), with no fixed price: they're won in a simultaneous auction with limited bidding tokens, not bought for a set starting price.
  • P1 (5-train), P2 (permanent L-train), P3 and P4 (permanent 2-trains), P5 and P6 (Pullman cars), P7 (declares double cash on hand), P8 (revenue ×10 per phase), P9 (revenue ×5 per phase), P10 (free token at Winnipeg), P11 (Tax Haven, never acquired), P12 (advances access to the next tile color), P13 (sawmill bonus), P14-P18 (free upgrades at Toronto, Ottawa, Montreal, Quebec, and Winnipeg respectively), P19 and P20 (free tile at the Crowsnest and Yellowhead mountain passes), P21 (three-tile grant), P22 and P23 (large mail contracts), P24 and P25 (small mail contracts), P26 and P27 (grain trains), P28 (station token swap), P29 and P30 (removes a single town)

List of corporations

  • 10 major companies (10 shares each), each founded by converting a "concession" (C1-C10) won at auction: Canadian Northern Railway (CNoR) — N16; Canadian Pacific Railway (CPR) — AF12; Great North West Railway (GNWR) — R16; Grand Trunk Railway (GT) — AC21; Grand Trunk Pacific Railway (GTP) — N16; Great Western Railway (GWR) — AB24; Intercolonial Railway (ICR) — AP4; National Transcontinental Railway (NTR) — AO3; Pacific Great Eastern Railway (PGE) — C15; Québec, Montréal, Ottawa and Occidental Railway (QMOO) — AH8
  • 30 single-token "minor" companies with 2 shares each (M1-M30), also won at auction and scattered across the whole map, from the Atlantic coast (Dominion Atlantic, European & North American, Québec & New Brunswick...) to the Pacific west (Kootenay Cariboo & Pacific, Pacific Northern & Omineca...). Minors can eventually merge into a major.

Game-specific mechanics

  • A grain commodity system: grain elevators on the map and special grain trains that pick up cargo there for extra bonuses at east and west ports
  • Every stock round opens with a simultaneous auction of privates, minors, and major concessions, with limited bidding tokens per player
  • Minors can merge into a major (after operating at least once), bringing their already-built track along
  • Mail contracts come in two sizes (large and small) that can be combined on the same company
  • Initial "L" trains convertible into 2-trains for $80 before they rust

Emergency sell

Uses the same Emergency Money Raising system as 1822GB (below), just denominated in Canadian dollars: company treasury first, then the director's personal cash, then a forced sale of the director's own shares, and finally an interest-bearing bank loan if that's still not enough.

Comparison with 1830

1. Setting and map
1830 covers the northeastern USA. 1822CA carries the 1822 system across all of Canada, on a map even larger than 1822's British one, designed for games of up to 7 players.

2. Everything is bought at auction: privates, minors, and major "concessions"
In 1830 only the privates go up for initial auction. In 1822CA, as in base 1822, every stock round simultaneously auctions privates, "minor" companies (2 shares), and "concessions" to found major companies, with limited bidding tokens per player.

3. Minors merge into majors to create or grow them
This concept doesn't exist in 1830. In 1822CA, a minor must have operated at least once before it can be absorbed by a major, bringing its already-built track along.

4. Initial "L" trains and conversion to 2-trains
In 1830 the first generation of trains is already the normal 2-city train. In 1822CA the game starts with special "L" trains (a single station, cost $60) convertible into 2-trains for $80 before they rust.

5. A grain commodity system unique to this map
A mechanic with no equivalent in either 1830 or British 1822: grain elevators scattered across the Canadian prairies and special grain trains add a layer of route bonuses tied to the east and west coast ports.

6. Priority order by cash on hand, not by turn order
In 1830 buying priority in the stock round passes cyclically to the left of the previous buyer. In 1822CA, as in base 1822, priority order is determined by how much cash each player has.

7. Many more companies in play simultaneously
With up to 30 privates, 30 minors, and 10 majors possible, 1822CA supports even more active entities at once than British 1822, and far more than 1830.

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A term you do not recognise? They are all explained in the 18xx glossary. Glossary →