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1817

Designer: Craig Bartell, Tim Flowers

An aggressive, finance-heavy 18xx for large groups, with loans, short selling, and hostile mergers between companies.

1817 — Summary


Capitalization type


Floating percentage and per-player share limits


Starting cash by player count


End game triggers


Number of phases


Train list and prices


List of private companies


List of corporations


Game-specific mechanics


Emergency sell

There is no emergency sell for trains at all: companies are never required to own one, and the president can never contribute personal cash toward buying one. A company that ends its operating turn with no train is simply liquidated instead. 1817 does have a distinct forced personal-share-sale mechanic, called a "Cash Crisis," but it's only triggered by unpaid loan interest, an eliminated company's outstanding loans, or an unpaid short-sale obligation — never by trains. In a Cash Crisis the player sells shares of any company they hold (one at a time, at market price) until the debt is cleared or they go bankrupt themselves; the president's own certificate can never be forced onto the market this way.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 1817 has a much bigger map that covers practically the entire territory of the United States (or Canada, in the 1817NL variant), and is designed for large groups, typically 5 to 7 players. Games tend to run much longer than 1830, often 6 to 12 hours or more.

2. 2-share "minor" companies that can be merged
In 1830 every company starts with 10 shares. In 1817 there are "minor" companies with only 2 shares, smaller and cheaper to found, which over time can be merged or converted into 5-share companies, and those, later on, into 10-share companies. This staged progression does not exist in 1830.

3. Loans and interest: corporate debt
A mechanic completely absent from 1830: companies in 1817 can take out loans to pay for tile lays, tokens, or trains. The more loans circulating in the game, the higher the general interest rate climbs, making everyone's debt more expensive. Loans must be repaid and accrue interest every operating round.

4. Short selling
In 1817 you can sell shares you don't own, betting that the price will drop so you can buy them back cheaper later. If the price rises instead of falling, whoever sold short loses money and remains liable for any dividends paid out in the meantime. In 1830 you can only sell what you actually own.

5. Mergers, hostile takeovers and liquidations
1817 has dedicated merger and acquisition rounds between operating companies. If two merging companies share the same president, it's a friendly merger; otherwise, it's a hostile takeover and the "attacking" president can take control without the rival's consent. None of this exists in 1830, where companies cannot merge with or absorb each other.

6. Different round structure: SR + OR + mergers + OR + mergers
In 1830 the cycle is simple: a stock round followed by one or more operating rounds. In 1817 each complete cycle is: stock round → operating round → merger & acquisition round → operating round → another merger & acquisition round, and it all starts over. This means almost twice as many structural decisions per cycle compared to 1830.

7. Personal consequences of bankruptcy
Because of short selling and loans, a player in 1817 can end up unable to cover their own debts (not just a company's) and get eliminated from the game. In 1830 bankruptcy affects a company, but it doesn't directly eliminate a player from the game in the same way.

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