← All games

1822MX

Designer: Scott Petersen

1822 evolved and shortened for Mexico, with a collectively-managed national railroad (NdeM) and builder cubes.

1822MX Contents

How it works

Setup
  • $12,000 bank; $375 per player with 4 (from $750 with 2 down to $300 with 5)
  • Three shuffled stacks: 7 concessions ([FCM] on top), minors and privates ([P1] on top)
  • [M18] doesn't go in the stack: it's tied to the [FCM] concession
  • The [NdeM] takes the home of whichever of [M14], [M15] and [M17] comes up first in the stack; 3 of its shares in the bank at $100
  • Bid boxes: 4 minors, 3 concessions and 3 privates; bid tokens (5 with 4 players)
Stock round ×1
  • Turn: sell shares, repay loans, then one of these:
  • · buy a share of a major or of the [NdeM]
  • · 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
  • Minors with no bid: their L train goes to the [NdeM]
  • Next order: most to least cash in hand
Operating round ×1-2
  • Private and concession income ($10)
  • Minors, then majors, highest share price first; the [NdeM] last:
  • 1. Acquire privates from a player
  • 2. Track (or builder cubes): 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, except the [NdeM])
  • 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 $600: 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

Components

Players
  • Cash and bid tokens
  • Concessions, minors (50%) and shares of majors and the [NdeM]
  • Privates (worth 0, but with income or a power)
  • Emergency loans at 50%
Minors
  • 24 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
  • 7 majors with destinations; 4 have their home in Mexico City
  • Born by converting the concession (phases 2-4) or by selling 50% (from phase 5)
  • Absorb minors, also by sea if both touch a Gulf of California port
NdeM
  • National company with no director: shareholders take turns choosing the track
  • Always pays out and doesn't have to own a train
  • Grows with the minors nobody wants: a station, a train and one more share
  • At the first 7/E train it's privatised: it pays off the shares and auctions its stations
Bank
  • $12,000
  • New trains and the used-train market
  • Pays private and concession income

Where the money goes

  • Players Bank Winning bids and [NdeM] shares
  • 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
  • NdeM Players Dividends; on privatisation, the value of the shares
  • Majors Bank Trains, terrain and stations (including the [NdeM]'s at the final auction)

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
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; the [NdeM] is privatised
  • The 1822 engine on a single-row stock market: paying out moves the share price right, withholding moves it left.
  • Every minor left without a buyer makes the [NdeM] stronger, and in the end it gets carved up among the majors.

A round, step by step

Illustrative example using 1822's rules and 1822MX's quirks (18xx.games implementation): 4 players with $375. We follow [PL1], who wins the [FCM] concession, home in Mexico City, and with it minor [M18] in Puebla, the next city over.

  1. Before starting The concession that brings a minor Phase 1

    The first concession box always holds the [FCM]. Whoever wins it also takes [M18] in Puebla, which is never auctioned. The [NdeM] is already on the map (here, on [M15]'s home in Mexico City) with 3 shares in the bank.

    [NdeM] shares don't count toward the certificate limit.

    [PL1] cash
    $375
    [M18] treasury
    —
    [M18] share price
    —
    [FCM] treasury
    —
    [FCM] share price
    —
  2. Stock round 1 A bid for the [FCM] Phase 1

    [PL1] puts a token on the [FCM] concession at face value, $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
    $375
    [M18] treasury
    —
    [M18] share price
    —
    [FCM] treasury
    —
    [FCM] share price
    —
  3. Stock round 1 The fight for Mexico City Phase 1

    [PL2] bids $110. On their next turn, [PL1] raises their token to $120. Nobody else joins in.

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

    [PL1] cash
    $375
    [M18] treasury
    —
    [M18] share price
    —
    [FCM] treasury
    —
    [FCM] share price
    —
  4. Stock round 1 End of round Phase 1

    When everyone passes in a row, [PL1] pays $120 and receives the concession and [M18], which starts at $50 with $100 from the bank. A minor in box 2 got no bid: its L train goes to the [NdeM].

    In 1822 that train would leave the game; here it strengthens the national company.

    [PL1] cash
    $255
    [M18] treasury
    $100
    [M18] share price
    $50
    [FCM] treasury
    —
    [FCM] share price
    —
  5. Operating round 1 Income and [M18]'s first turn Phase 1

    The concession pays [PL1] $10. [M18] places its station in Puebla 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
    $265
    [M18] treasury
    $40
    [M18] share price
    $50
    [FCM] treasury
    —
    [FCM] share price
    —
  6. Operating round 1 Puebla, split in half Phase 1

    Puebla is already printed green. The L train makes $30 there: $15 for [PL1] and $15 to the treasury. Paying out moves the share price one space on, to $60.

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

    [PL1] cash
    $280
    [M18] treasury
    $55
    [M18] share price
    $60
    [FCM] treasury
    —
    [FCM] share price
    —
  7. Operating round 1 The [NdeM] goes last Phase 1

    The [NdeM] operates after everyone else. Its L train makes $20 in Mexico City and it always pays out, but its shares are still in the bank: nobody collects.

    Whoever holds [NdeM] shares takes turns deciding where it builds track.

    [PL1] cash
    $280
    [M18] treasury
    $55
    [M18] share price
    $60
    [FCM] treasury
    —
    [FCM] share price
    —
  8. Rounds 2 and 3 Two more laps in phase 1 Phase 1

    In stock rounds 2 and 3 [PL1] can't convert the concession and passes. In each operating round the concession pays them $10 and [M18] makes $30 again, split in half. The minor reaches a $80 share price and $85 in the treasury.

    In phase 1 there's just one operating round between stock rounds.

    [PL1] cash
    $330
    [M18] treasury
    $85
    [M18] share price
    $80
    [FCM] treasury
    —
    [FCM] share price
    —
  9. Operating round 3 [M18] opens phase 2 Phase 2

    After paying out, [M18] pays $80 and flips the L train: it's now a 2-train, the first of the game. Phase 2 begins: concessions can now be converted and there'll be two operating rounds.

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

    [PL1] cash
    $330
    [M18] treasury
    $5
    [M18] share price
    $80
    [FCM] treasury
    —
    [FCM] share price
    —
  10. Stock round 4 Converting the concession Phase 2

    [PL1] flips the concession and gets the 20% [FCM] director's share. They choose a $70 par. The bank puts in $100 and [PL1] the rest up to double: 2 × 70 − 100 = $40. The [FCM] floats with $140.

    Converting is the whole action for the turn.

    [PL1] cash
    $290
    [M18] treasury
    $5
    [M18] share price
    $80
    [FCM] treasury
    $140
    [FCM] share price
    $70
  11. Stock round 4 One more share Phase 2

    On another turn, [PL1] buys a 10% share from the [FCM] treasury for $70, 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
    $220
    [M18] treasury
    $5
    [M18] share price
    $80
    [FCM] treasury
    $210
    [FCM] share price
    $70
  12. Operating round 4.1 [M18] heads for Mexico City Phase 2

    The concession no longer pays. [M18]'s 2-train runs from Puebla to Mexico City on the printed track: 30 + 20 = $50. $25 for [PL1], $25 to the treasury. It moves up to $90.

    [PL1] cash
    $245
    [M18] treasury
    $30
    [M18] share price
    $90
    [FCM] treasury
    $210
    [FCM] share price
    $70
  13. Operating round 4.1 The [FCM] gets going Phase 2

    The [FCM] places its station in Mexico City, the one facing Puebla, and leaves its destination token (Veracruz) on the charter. No train: no revenue, and the share price drops back to $60. It buys a 2-train for $120.

    Each upgrade of Mexico City, which has six separate stations, costs $20.

    [PL1] cash
    $245
    [M18] treasury
    $30
    [M18] share price
    $90
    [FCM] treasury
    $90
    [FCM] share price
    $60
  14. Operating round 4.2 [M18] reaches $100 Phase 2

    [M18] makes another $50 and gives [PL1] $25. The share price reaches $100: the minor is now worth double that, $200.

    [PL1] cash
    $270
    [M18] treasury
    $55
    [M18] share price
    $100
    [FCM] treasury
    $90
    [FCM] share price
    $60
  15. Operating round 4.2 Mexico City–Puebla Phase 2

    The [FCM]'s 2-train runs from Mexico City to Puebla, where it has to stop because [M18]'s station fills it: 20 + 30 = $50. It pays out: $15 for [PL1]'s 30% and $35 for the 70% in the treasury. Not enough to reach the share price: no movement.

    [PL1] cash
    $285
    [M18] treasury
    $55
    [M18] share price
    $100
    [FCM] treasury
    $125
    [FCM] share price
    $60
  16. Operating round 4.2 The [FCM] absorbs [M18] Phase 2

    The [FCM] pays [M18]'s $200 with 2 shares (2 × $60 = $120) plus $80 in cash to [PL1]. It inherits the minor's $55 and 2-train, and swaps the Puebla 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
    $365
    [M18] treasury
    —
    [M18] share price
    —
    [FCM] treasury
    $100
    [FCM] share price
    $60
  17. Towards stock round 5 What now? Phase 2

    [PL1] owns 50% of the [FCM], with two 2-trains. Veracruz, the destination, is right next to Puebla: a yellow city there links home with destination, and a train making that run will count Veracruz double.

    [PL1] cash
    $365
    [M18] treasury
    —
    [M18] share price
    —
    [FCM] treasury
    $100
    [FCM] share price
    $60

1822MX: The Railways of Mexico — 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 (they receive all their capital at once, 10 times the par price).

Floating percentage and per-player share limits

  • Minors float once their single share (100%) is sold; majors float at 20%, except NDEM (Ferrocarriles Nacionales de Mexico), a special nationalization corporation that isn't floated by normal share purchase and uses the default 60%
  • No player can hold more than 100% of a minor, since it only has one share; the remaining majors (including NDEM) use the classic default 60% cap
  • Certificate limit per player: 2 players — 27; 3 players — 16; 4 players — 13; 5 players — 10 (with the optional "Higher Certificate Counts" rule: 3 players — 18; 4 players — 14; 5 players — 11)

Starting cash by player count

  • 2 players: $750 starting cash
  • 3 players: $500 starting cash
  • 4 players: $375 starting cash
  • 5 players: $300 starting cash
  • The bank always starts with $12,000, same as 1822GB, regardless of player count
  • Certificate limit: 27/16/13/10 (2/3/4/5 players), or 27/18/14/11 with the "Higher Certificate Counts" optional rule

End game triggers

  • The bank runs out of money: the current full operating round set is finished (or the next operating round, if it happens during a stock round)
  • A share price reaches the market cell marked "e" (600e): the game ends at the next end of an operating round
  • Bankruptcy as such is disabled in this game; instead, a player can take an interest-bearing loan from the bank if they can't pay for a mandatory train

Number of phases

  • 7 phases (1 through 7), with the same structure as 1822GB (concessions convertible from phase 2, pending concessions close on the first 5-train, full capitalization on the first 6-train)
  • Phase 7: instead of closing phase-revenue privates (as in 1822GB), buying the first 7/E-train privatizes the NdeM: it operates one last time, then its shares are cashed out and its station tokens are auctioned off among players with available exchange tokens

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 (7 units; rusts once the first 6-train is bought)
  • 4 train — $300 (4 units; rusts once the first 7-train is bought)
  • 5 train — $500 (2 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; buying it privatizes the NdeM)
  • Special trains granted by privates: 2P (permanent 2-train, free, 1 unit), LP (permanent L-train, free, 1 unit), 5P (extra 5-train, $500, 1 unit), P+ (Pullman car, free, 2 units), 3/2P (special permanent 3-train that only pays half its value, free, 1 unit)

List of private companies

  • 18 privates (P1-P18), with no fixed price: they're won in a simultaneous auction with limited bidding tokens.
  • P1 (5-train), P2 (permanent 2-train), P3 (permanent 3/2-train), P4 (permanent L-train), P5 and P6 (Pullman cars), P7 (declares double cash on hand), P8 (advances access to the next tile color), P9 (extra tile or additional upgrade), P10 and P11 (builder cubes that prepay terrain cost), P12 and P13 (removes a town), P14 and P15 (mail contracts), P16 (drops a rival company's share price), P17 (small port bonus), P18 (large port bonus)

List of corporations

  • 7 major companies (10 shares each), each founded by converting a concession (C1-C7) won at auction: Ferrocarril Mexicano (FCM) — N23; Mexican Central Railway (MC) — N23; Chihuahua-Pacific Railway (CHP) — F15; Ferrocarriles Nacionales de Mexico (FNM) — N23; Mexican International Railroad (MIR) — F21; Ferrocarril del Pacifico (FCP) — D9; Interoceanic Railway of Mexico (IRM) — N23
  • The NdeM (Ferrocarriles Nacionales de Mexico, sym NDEM) — already present on the map from the start, with 10 station tokens but only 3 shares (30%) in play; it never has a single director: all shareholders take turns making track-building decisions, until it's privatized in phase 7
  • 24 single-token "minor" companies with 2 shares each (M1-M24), also won at auction and scattered across the Mexican map. Minors can eventually merge into a major.

Game-specific mechanics

  • The NdeM (national railway) has no president: shareholders take turns making track decisions each operating round, until it's privatized at auction when the first 7/E-train is bought
  • Builder cubes: instead of directly laying a tile, a company can leave a cube on a hex to prepay its terrain cost, then build there later at no extra cost
  • Interest-bearing loans: if a company can't pay for a mandatory train, the player can take a loan from the bank that accrues 50% interest each stock round if not repaid
  • Mexico City occupies a double hex with its own upgrade cycle: every improvement there costs a fixed $20 (no cube discounts)
  • Selling the director's certificate drops the share price twice as much as selling a normal share
  • Unconverted concessions pay a fixed $10 dividend every operating round, and are lost without compensation if not converted before phase 5

Emergency sell

Reuses 1822GB's Emergency Money Raising system almost word for word, just in dollars instead of pounds: the company treasury pays first, then the director's personal cash, then a forced sale of the director's own shares (any company, at the pre-sale market price, own certificate always protected), and finally a bank loan at 50% interest if the shortfall still isn't covered.

Comparison with 1830

1. Heir to the 1822 engine, not directly to 1830
1822MX builds on the same engine as 1822: everything is bought at auction (privates, 2-share minors, and major concessions); there's no free company founding like in 1830.

2. A national company with no president: the NdeM
1822MX's big novelty: the NdeM (Mexico's National Railways) never has a single director. All players who own at least one share take turns, in turn order, making track-building decisions each operating round. In 1830 every public company always has a single president who decides alone.

3. Builder cubes as an alternative to laying tiles
Instead of laying a full tile, a company can leave a "builder cube" on a hex to prepay its terrain cost (river, hill, mountain), and lay the tile there later at no extra cost. This planning tool doesn't exist in 1830.

4. Interest-bearing loans if a company can't pay for a train
In 1830, if a company can't afford a mandatory train, the president covers the gap with personal funds. In 1822MX, in the same situation, the player can take a loan from the bank that accrues 50% interest each stock round if not repaid — a personal-debt mechanic that doesn't exist in 1830.

5. Smaller scale and shorter games than full 1822
1822MX deliberately trims the number of major companies (7) compared to original 1822, keeping the varied terrain (mountains, rivers) but making it playable faster, helped by builder cubes so you don't get stuck on terrain costs.

6. Mexico City: a megacity with its own rules
Mexico City occupies a double hex with its own upgrade cycle, where every improvement costs a fixed $20 (no cube discounts). No city gets such special treatment in 1830.

7. Final privatization of the NdeM at auction
When the first 7/E-train is bought, the NdeM operates one last time, then its shares are cashed out. Players with available exchange tokens bid against each other for the NdeM's station tokens. This choreographed final closure has no equivalent in 1830.

Related games

More games by Scott Petersen

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