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1817WO

Designer: Marc Voyer, Brennan Sheremeto

A shorter, tighter version of 1817 designed for games with as few as 3 players, set across the whole world.

1817WO — 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: no train-related emergency sell, with Cash Crisis remaining the only forced personal-share-sale trigger, and again limited to loan and short-sale defaults. This smaller, world-spanning variant lowers starting cash to $100 and ramps loan interest even faster, every 3 loans instead of 5.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 1817WO carries 1817's spirit across the whole planet, on a map much smaller than base 1817 in order to fit the entire world, and designed for games of just 2 to 5 players (versus 1817's recommended 5-7).

2. Oceans instead of mountains as rough terrain
A substitution unique to 1817WO: since the world map has few usable mountains, ocean hexes (marked with a blue triangle) do the job that mountains do in 1817 and, by extension, in 1830 — including being where coal tokens can be placed. It's the only 18xx in this group where the reference "rough terrain" is water rather than mountains.

3. "Minor" companies that merge up, from an even smaller roster
As in 1817 (absent from 1830), there are 2-share "minor" companies that merge into 5-share and later 10-share companies. 1817WO trims the total roster down to just 12 fixed companies, even fewer than 1817NA's 15, to match a smaller map and player count.

4. Limited loans with interest
Absent from 1830: as in 1817, companies can take out loans that accrue interest. 1817WO caps circulating loans at 65, with interest rising every 3 loans (instead of every 5 in base 1817) — debt that scales faster than in 1817NA.

5. Short selling, as in 1817
Unlike 1830 (where you can only sell what you actually own), 1817WO lets players short sell shares they don't hold.

6. Mergers, hostile takeovers and liquidations
Just like 1817: dedicated rounds where the same president merges two companies amicably, different presidents trigger a hostile takeover, and a company that can't pay its debts may end up liquidated. None of this exists in 1830.

7. A trimmed private company roster adapted to the world map
1830 has 6 traditional privates. 1817WO uses only 7, far fewer than base 1817's 11: the Ohio Bridge Co survives, but now connects Mare Nostrum (the Mediterranean) and Dynasties as its bridge cities; the coal token can never be placed on hex C8. As in 1817, no private ever closes during the game.

8. Nieuw Zeeland: a special location that opens in phase 3
A mechanic with no equivalent in either 1830 or base 1817: starting in phase 3, a company can be founded with an IPO in Nieuw Zeeland. The company holding a token there earns $20 from the bank every operating round if it has no outstanding loans, or has one loan's interest payment waived if it does.