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1817NA

Designer: Marc Voyer

The same shortened take on 1817 for 3 players, now focused on the original North America map.

1817NA — 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

Same as 1817: there's no train-related emergency sell mechanism, and the Cash Crisis forced-share-sale rule still applies only to unpaid loan interest or short-sale obligations. This official variant only trims the numbers — starting cash ($150 instead of $200) and a faster interest-rate ramp (climbing every 4 loans instead of 5).

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 1817NA keeps 1817's continental scope (all of North America) but on a much smaller map, with many cities reduced to simple "population zones" to keep things balanced. Unlike 1817, which wants 5-7 players, 1817NA works from as few as 2 up to 6 players — the same range as 1830.

2. "Minor" companies that merge up, but from a trimmed roster
As in 1817, there are 2-share "minor" companies that can be merged into 5-share and later 10-share companies, a progression that doesn't exist in 1830. 1817NA trims the total roster down to a fixed set of 15 companies (a subset of base 1817's 20), rather than the original game's full 20.

3. Corporate loans with variable interest
Absent from 1830: as in 1817, companies can take out loans that accrue interest, and the more debt circulates, the higher the general rate climbs. In 1817NA this interest rises every 4 loans in circulation (instead of every 5 in base 1817), with an initial auction funded by $150 of seed money.

4. Short selling
As in 1817 (and unlike 1830, where you can only sell what you actually own), players can short sell shares they don't hold, betting the price will drop.

5. Mergers, hostile takeovers and liquidations
Just like in 1817: dedicated rounds where two companies sharing a president merge amicably, while different presidents trigger a hostile takeover, with liquidation possible if debts can't be covered. None of this exists in 1830.

6. A private company roster rebuilt for the whole continent
1830 has 6 traditional privates. 1817NA uses 8, a smaller set than base 1817's 11: Denver Telecommunications (tied to Denver) replaces Pittsburgh Steel Mill, and the small Ohio Bridge Company, the mid-tier Coal Mine and the mid-tier Mail Contract are all gone. As in 1817, none of these privates ever close during the game.

7. Financial risk and personal elimination, as in 1817
Just like 1817 (and unlike 1830, where bankruptcy only affects the company): the combination of loans, short selling, and hostile takeovers can leave an 1817NA player unable to cover their own debts and get eliminated from the game.