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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.

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 historical cities reduced to simple "population zones" to keep things balanced, which shortens the game. Unlike 1817, which wants 5-7 players, 1817NA works from as few as 2 up to 6 players — the same range as 1830 — with starting capitalization running from $420 (2p) down to $180 (6p).

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, however, trims the total roster to 20 companies and randomly removes 5 before the game starts, leaving only 15 in play — a way of scaling the smaller map without touching the merger mechanic itself.

3. Limited, numbered loans printed on the map
Absent from 1830: as in 1817, companies can take out loans that accrue interest. In 1817NA this debt is more tightly bounded: there's a fixed grid of 56 available loans printed on the map (in rows of 4), funded by $150 of starting "seed money," instead of 1817's practically open-ended pool.

4. Short selling, with a recommended variant to expand it
As in 1817 (and unlike 1830, where you can only sell what you actually own), players can short sell shares they don't hold. 1817NA's own rules explicitly recommend pairing it with the optional "Ten Shorts" variant, which widens the number of short positions allowed beyond 1817's usual limit.

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 (paid in bonds if it happens a second time against the same company), 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 11, replacing several from base 1817: the original Ohio Bridge Co, Coal Mine and Mail Contract are gone, replaced by Denver Telecommunications (tied to Denver) and a Union Bridge Co usable at either Winnipeg or New Orleans as bridge cities over the map's $10 river terrain. As in 1817, none of these privates ever close during the game.

7. Round structure with merger rounds woven in
Just like 1817: every cycle runs stock round → operating round → merger & acquisition round → operating round → another merger round, far denser than 1830's simple SR+OR cycle.

8. Practically unlimited bank
As in 1817 (and unlike 1830, where a finite bank size can end the game), 1817NA starts with a bank reserve so large in practice that running it dry is rarely what ends the game.

9. Its own train roster, trimmed down from 1817
1830 has a single fixed train progression: 2/3/4/5/6/Diesel. 1817NA sets its own quantities to fit the smaller map: unlimited 2-trains, 3 "2+" trains, 8 of type 3, 6 of type 4, 4 of type 5, 3 of type 6, 2 of type 7, and unlimited 8-trains — its own progression, shorter than base 1817's.

10. 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 — a risk that's even more concentrated with only 15 companies in play.

1817NA — Schematic summary (vs 1830)


SETTING


COMPANIES AND PRIVATES


FINANCES


MERGERS AND ACQUISITIONS


TRAINS AND ROUND STRUCTURE