18CZ: The Railway Comes to Czech Lands
Designer: Leonhard "Lonny" Orgler
The Czech Lands with fifteen operating companies in three sizes (small, medium, big) that absorb one another, over a fixed run of eight stock rounds.
18CZ: The Railway Comes to Czech Lands
Contents
How it works
- Cash by player count: from 380K (3) to 210K (6), or 280K with 2; the bank is unlimited
- Preliminary round: 18 local railways (small, medium and large) at fixed prices
- Bought in snake order (1-2-3-4-4-3-2-1…)
- Whoever has the least cash goes first in the stock round
- Sell as you like and buy one certificate
- Small companies from the start; medium from the 1st b train; large from the 1st d train
- Floats at 50%: receives 4×, 5× or 10× the price depending on size
- Selling drops one space; if fully in players' hands, it goes up
- Local railway income; their price rises every round
- Each company, highest share price first:
- 1. Track: one yellow (two on the first turn) or one upgrade
- 2. One station (40K, later 100K)
- 3. Trains, matching the company's size
- 4. Pay out (right; large ones, two) or withhold (left)
- 5. Absorb smaller companies
- 6. Buy trains (must own one it can use)
- Fixed length: 13 operating rounds (sets of 1, 1, 1, 1, 2, 2, 2 and 3)
- It ends when the local railway price reaches 120K
- Cash + shares + local railways at 120K − loans and penalties
- Highest total wins
Components
- Cash
- Shares: max. 75% of a small company, 60% of the others
- Limit of 14 to 9 certificates
- Small (5K), medium (10K) and large (20K) income
- Owned by a company: one extra purple-edged tile, or skip one terrain cost
- Only sold to a company, for 1K up to the current price
- 5 small (50-25-25), normal trains
- 5 medium (40-20-20-20), "plus" trains
- 5 large (20 + 8×10), E trains that skip towns
- A bigger one can absorb a smaller one
- Unlimited money; sold shares go back to it
- Each train card has three versions: small, medium and large
- Emergency loans
- Czechia; rivers, hills and mountains with a cost
- Prague: P tiles
- Large companies' homes on red hexes: +50K for their company
Where the money goes
- Players Bank Local railways and shares
- Bank Companies On floating, 4×, 5× or 10× the price; withheld revenue; selling a local railway to the bank
- Bank Players Dividends, local railway income, share sales
- Companies Bank Trains, terrain and stations
- Companies Players Buying a local railway; paying for an absorbed company's shares
- Players Companies Forced train purchase: the director makes up the shortfall, with a loan if needed
Phases
- Each company can only run trains of its own size, but it can hold others to sell them.
- At the end of every set of operating rounds the top train of the stack is exported: phases move on their own.
A round, step by step
Illustrative example with the game's rules: 4 players with 300K each. We follow [P1] and the [BCB], a small company based in Pardubice, from the preliminary round to the second operating round.
-
Before starting Not much money Phase a
With 4 players, each has 300K and the limit is 12 certificates. At first only small companies can be started.
- [P1] cash
- 300K
- [BCB] treasury
- —
- [BCB] share price
- —
- [BCB] trains
- —
-
Preliminary round A local railway Phase a
[P1] buys the small local railway [S1] for 25K. It pays 5K every operating round and, if a player holds it at the end, it's worth 120K.
A local railway counts toward the certificate limit, and a player can't sell it to another player.
- [P1] cash
- 275K
- [BCB] treasury
- —
- [BCB] share price
- —
- [BCB] trains
- —
-
Stock round 1 Starting the [BCB] Phase a
[P1] buys the [BCB] director's certificate (50%) at 60K per share: they pay 120K. With 50% sold, the [BCB] floats immediately and receives 4 × 60K = 240K.
A medium company would receive 5 times the price, and a large one 10.
- [P1] cash
- 155K
- [BCB] treasury
- 240K
- [BCB] share price
- 60K
- [BCB] trains
- —
-
Stock round 1 Up to 75% Phase a
[P1] buys another 25% of the [BCB] for 60K. You can own up to 75% of a small company. The last 25% stays in the bank, which is why the share price doesn't rise at the end of the round.
- [P1] cash
- 95K
- [BCB] treasury
- 240K
- [BCB] share price
- 60K
- [BCB] trains
- —
-
Operating round 1 Income Phase a
Local railways are worth 40K in the first operating round. The [S1] pays [P1] 5K.
- [P1] cash
- 100K
- [BCB] treasury
- 240K
- [BCB] share price
- 60K
- [BCB] trains
- —
-
Operating round 1 Two yellows on the first turn Phase a
The [BCB] places its station in Pardubice. Since it's its first turn, it can lay two yellows: a city tile in Pardubice, which has a river (10K), and a track tile towards Hradec Králové.
On later turns, just one yellow or one upgrade.
- [P1] cash
- 100K
- [BCB] treasury
- 230K
- [BCB] share price
- 60K
- [BCB] trains
- —
-
Operating round 1 No trains, no revenue Phase a
No trains and no payout: the share price drops one space, from 60K to 58K.
- [P1] cash
- 100K
- [BCB] treasury
- 230K
- [BCB] share price
- 58K
- [BCB] trains
- —
-
Operating round 1 A small train Phase a
A company must end its turn with a train it can use. The [BCB] buys a 2 from row a for 70K.
- [P1] cash
- 100K
- [BCB] treasury
- 160K
- [BCB] share price
- 58K
- [BCB] trains
- 2
-
Operating round 1 A train goes abroad Phase a
The set of rounds ends, which right now is just one round. The top train of the stack is exported and leaves the game.
If it's the first of a new letter, it also opens a phase.
- [P1] cash
- 100K
- [BCB] treasury
- 160K
- [BCB] share price
- 58K
- [BCB] trains
- 2
-
Stock round 2 [P1] passes Phase a
[P1] already holds 75% of the [BCB], the maximum, and buys nothing else.
- [P1] cash
- 100K
- [BCB] treasury
- 160K
- [BCB] share price
- 58K
- [BCB] trains
- 2
-
Operating round 2 On to Hradec Králové Phase a
Local railways are now worth 45K. The [S1] pays [P1] 5K. The [BCB] lays a yellow city tile in Hradec Králové, which also has a river: 10K.
- [P1] cash
- 105K
- [BCB] treasury
- 150K
- [BCB] share price
- 58K
- [BCB] trains
- 2
-
Operating round 2 Paying out Phase a
The 2-train runs Pardubice–Hradec Králové: 20 + 20 = 40K. The [BCB] pays it out: [P1] collects 75%, 30K, and the bank's 25% stays in the bank. The share price moves up one space: back to 60K.
Dividends are always rounded in the player's favour.
- [P1] cash
- 135K
- [BCB] treasury
- 150K
- [BCB] share price
- 60K
- [BCB] trains
- 2
-
Operating round 2 The first b train Phase b
No a trains are left. The [BCB] buys the first 2 from row b for 70K. Phase b begins: medium companies can now be started and companies can buy local railways.
- [P1] cash
- 135K
- [BCB] treasury
- 80K
- [BCB] share price
- 60K
- [BCB] trains
- 2 + 2
-
Operating round 2 The [BCB] buys the [S1] Phase b
Still on its turn, the [BCB] buys the [S1] from [P1]. The price must be between 1K and the current value, 45K: [P1] picks 45K. The income now goes to the [BCB], which once can skip paying for a river or lay a purple-edged green tile.
Had [P1] kept it until the end, it would have been worth 120K to them.
- [P1] cash
- 180K
- [BCB] treasury
- 35K
- [BCB] share price
- 60K
- [BCB] trains
- 2 + 2
-
Towards stock round 3 Here come the medium companies Phase b
In stock round 3, [P1] can start a medium company with the 180K. Later on, a bigger company could absorb the [BCB], paying 50% to 150% of the share price for each share players hold.
- [P1] cash
- 180K
- [BCB] treasury
- 35K
- [BCB] share price
- 60K
- [BCB] trains
- 2 + 2
18CZ — Summary
Capitalization type
- Capitalization depends on company size: upon floating (50% sold, except medium companies which float at 60%), small companies receive 4 times the par price, medium companies 5 times, and only large companies get the usual 10 times seen in 1830.
Floating percentage and per-player share limits
- Floats at 50% of shares sold, except medium companies, which float at 60%
- No player may hold more than 60% (6 out of 10 certificates) of a large or medium company, but may hold up to 75% of a small company
- Certificate limit per player: 2 players — 14; 3 players — 14; 4 players — 12; 5 players — 10; 6 players — 9
Starting cash by player count
- 2 players: 280 K starting cash
- 3 players: 380 K starting cash
- 4 players: 300 K starting cash
- 5 players: 250 K starting cash
- 6 players: 210 K starting cash
- The bank is unlimited (no fixed amount of money)
End game triggers
- Fixed length by round: the "Local Railways Price" automatically rises by 5 K at the start of every operating round (from 40 to 120); once it reaches 120, that final operating round is played and the game ends, unrelated to the bank running out (which is unlimited anyway)
Number of phases
- 10 phases (a-j), triggered by the purchase of the first train of each type (2b, 3c, 3d, 4e, 4f, 5g, 5h, 5i, 5j)
- Medium companies unlock in phase b and large companies in phase d
- Green tiles unlock in phase d, brown in phase g, and gray in phase i
- The train limit per company progressively shrinks and varies by size (small/medium/large)
Train list and prices
- 2a train — 70 K (5 units; rusts with the 4e/4f/5g/5h/5i/5j trains) — exclusive to small companies
- 2b train — 70 K (4 units; same rusting) — buying it unlocks medium companies; "2+2b" variant for 80 K
- 3c train — 120 K (4 units; rusts with 5g/5h/5i/5j); "2+2c" variant for 80 K
- 3d train — 120 K (4 units; same rusting) — buying it unlocks large companies; "3+3d" (180 K) and Express "3Ed" (250 K) variants
- 4e train — 250 K (4 units); "3+3e" (180 K) and "3Ee" (250 K) variants
- 4f train — 250 K (4 units); "4+4f" (400 K) and Express "4Ef" (350 K, rusts with the 8Ej) variants
- 5g train — 350 K (4 units); "4+4g" (400 K) and "4Eg" (350 K, rusts with the 8Ej) variants
- 5h train — 350 K (2 units); "5+5h" (500 K) and "5Eh" (700 K) variants
- 5i train — 350 K (2 units); "5+5i" (500 K) and "6Ei" (800 K, rusts with the 8Ej) variants
- 5j train — 350 K, unlimited; "5+5j" (500 K) and the final Express "8Ej" (1,000 K) variants
- Three train families: "Normal" trains count exactly the locations visited; "Plus-trains" (X+X variants) have a total limit with a sub-cap on cities; "Express" trains (E variants) can pass through unlimited towns without them counting
List of private companies
- Regional Railways (S, small) — 5 K revenue each: S1 Plan-Tachau 25 K, S2 Melnik-Mscheno 30 K, S3 Zwittau-Politschka 35 K, S4 Wolframs-Teltsch 40 K, S5 Strakonitz-Blatna-Bresnitz 45 K, S6 Martinitz-Rochlitz 50 K — allow ignoring a river's building cost or laying a purple-edged green upgrade
- Main Railways (M, medium) — 10 K revenue each: M1 Raudnitz-Kmetnowes 40 K, M2 Schweißing-Haid 45 K, M3 Deutschbrod-Tischnowitz 50 K, M4 Troppau-Grätz 55 K, M5 Hannsdorf-Mährisch Altstadt 60 K, M6 Friedland-Bila 65 K — allow ignoring a river or hill's cost, or laying a purple-edged green/brown upgrade
- State Railway seeds (L, large) — 20 K revenue each: L1 Aujezd-Luhatschowitz 55 K, L2 Neuhaus-Wobratain 60 K, L3 Opočno-Dobruschka 65 K, L4 Wekelsdorf-Parschnitz-Trautenau 70 K, L5 Nezamislitz-Morkowitz 75 K, L6 Taus-Tachau 80 K — allow ignoring a river, hill, or mountain's cost
- All eighteen "Local Railways" are bought at a fixed price in a Pre-Stock Round; once in a player's hands, they can only be sold to a company (never to another player) starting once the first "b" train is bought, at a price between 1 K and the current "Local Railways Price"
List of corporations
- Large (State Railways, 20%+8×10%, 2 stations, all trains): Sächsische Eisenbahn (SX) — A8/B5; Preußische Eisenbahn (PR) — A22/B19; Bayrische Staatsbahn (BY) — F3/H5; kk Staatsbahn (kk) — J15/I18; Ungarische Staatsbahn (Ug) — G28/I24
- Medium (Main Railways, 40%-20%-20%-20%, 3 stations, small and medium trains): Böhmische Nordbahn (BN) — E12; Österreichische Nordwestbahn (NWB) — E12; Aussig-Teplitzer Eisenbahn (ATE) — B9; Buschtehrader Eisenbahn (BTE) — D3; Kaiser Ferdinands Nordbahn (KFN) — G20
- Small (Regional Railways, 50%-25%-25%, 3 stations, small trains only): Eisenbahn Karlsbad Johanngeorgenstadt (EKJ) — D5; Ostrau-Friedlander Eisenbahn (OFE) — C26; Böhmische Commercialbahn (BCB) — E16; Mährische Westbahn (MW) — F23; Vereinigte Böhmerwaldbahnen (VBW) — I10
Game-specific mechanics
- Three tiers of operating companies (small, medium, large), each with its own share denomination, number of stations, and allowed train family
- A Local Railway owned by a company grants a one-time special power, without stopping its regular income
- After running trains, a large company may fully acquire a smaller company if both directors agree, paying cash between 50% and 150% of the market price
- Obsolescence only affects trains of the same family/color: Normal trains don't rust Plus-trains or Express trains, and vice versa
- Emergency financing comes with a one-time 100% surcharge on the borrowed amount; until the debt is repaid, the player cannot buy shares in any subsequent stock round
Emergency sell
A sharp departure from 1830: presidents here can never be forced to sell personal shares. Order is treasury, then the president's personal cash, and if that's still not enough, an interest-free bank loan for the rest — but that loan comes back to bite at the very end, subtracted a second time from the player's final score. Corporations must also always hold a train here, not just when a route needs one, and can only ever buy from the bank, never from another corporation.
Comparison with 1830
1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 18CZ moves the action to the Czech lands (Bohemia,
Moravia, and Silesia), for 2-5 players in the base game, with additional variants for 2 players (the
"Bohemia" map) and 2-3 players (the "Moravia-Silesia" map).
2. Three tiers of operating companies, each with a different share denomination
In 1830 every company has exactly 10 shares of 10% each. In 18CZ there are three sizes: small companies or
Regional Railways (denomination 50%-25%-25%, small trains only, 3 stations), medium companies or Main
Railways (denomination 40%-20%-20%-20%, small and medium trains, 3 stations), and large companies or State
Railways (denomination 20%+8×10%, can use every train type, but only 2 stations).
3. Eighteen "Local Railways" bought at a fixed price, not through an auction
In 1830 the six privates are awarded through an ascending auction. In 18CZ there are eighteen Local
Railways (privates, six of each size) distributed in a Pre-Stock Round where each player simply buys one at
its stated fixed price or passes. Once in a player's hands, they can only be sold to a company (never to
another player) starting once the first "b" train is bought, at a price between 1 K and the current "Local
Railways Price."
4. Local Railways owned by a company grant a one-time special power
A function that doesn't exist in 1830. When a company owns a Local Railway, it may, on its turn, activate
its special power exactly once (lay an extra purple-edged tile, or ignore the terrain-building cost),
without this stopping its regular income.
5. A company can fully acquire a smaller one
In 1830 companies never merge with or absorb each other. In 18CZ, after running trains, a larger company
may acquire a smaller company outright if both directors agree, paying shareholders in cash a per-share
price between 50% and 150% of the market price and absorbing its treasury, trains, and stations.
6. Three distinct train families, each tied to a company size
In 1830 every train follows the same rule of counting cities and towns passed through. In 18CZ "Normal"
trains (for small companies) count exactly the revenue locations visited; "Plus-trains" (for medium
companies) have a total limit but with a sub-cap on cities; and "Express" trains (for large companies) can
freely skip as many towns as needed without them counting toward the total. On top of that, buying a new
train only scraps trains of the same family, so the three obsolescence tracks age independently of each
other.
7. Game length is fixed by a price track, not by the bank or the last train
In 1830 the game ends when the bank runs dry or the last available train is bought. In 18CZ the "Local
Railways Price" automatically rises by 5 K at the start of every operating round; once it reaches 120, that
final operating round is played and the game ends, regardless of how much money remains in the bank (which,
in fact, is unlimited).
8. Emergency financing is a one-time 100% surcharge, not liquidation
In 1830, if a company can't pay for a mandatory train, it can ultimately be liquidated. In 18CZ, if the
director doesn't have enough personal cash to cover the shortfall, they borrow from the bank with a one-time
100% surcharge on the borrowed amount (not recurring interest); until that debt (not the surcharge) is paid
off, the player cannot buy shares in any subsequent stock round.
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