1822CA
Designer: Robert Lecuyer, Simon Cutforth
The 1822 engine spread across the full width of Canada: the longest, widest game in the family, built for 6-9 hour sessions.
1822CA: The Railways of Canada — Summary
Capitalization type
- Incremental capitalization by default, same as base 1822: the company collects the par price each time one of its shares is actually sold.
- Once the first 6-train is bought (phase 6), majors that float from then on switch to full capitalization.
Starting cash by player count
- 2 players: $1,000 starting cash
- 3 players: $700 starting cash
- 4 players: $525 starting cash
- 5 players: $420 starting cash
- 6 players: $350 starting cash
- 7 players: $300 starting cash
- The bank always starts with $12,000, regardless of player count
End game triggers
- The bank runs out of money: the current full operating round set is finished, with one extra operating round added on (or the next operating round, if it happens during a stock round)
- A share price reaches the market cell marked "e" (700e): the game ends at the next end of an operating round
- Bankruptcy is disabled in this game: it's not an end-game mechanism
Number of phases
- 7 phases (1 through 7), triggered by the purchase of the first train of each type, with the same structure as base 1822 (concessions convertible from phase 2, pending concessions close on the first 5-train, full capitalization on the first 6-train, phase-revenue privates close on the first 7-train)
- The first 3-train opens the southern connection between Detroit and Duluth
Train list and prices
- L train — $60 (22 units; rusts once the first 3-train is bought); convertible into a "2" train for $80 before it rusts (own variant, distance 2, $120, available from phase 1, rusts once the first 4-train is bought)
- 3 train — $200 (9 units; rusts once the first 6-train is bought; buying it opens the Detroit-Duluth connection)
- 4 train — $300 (6 units; rusts once the first 7-train is bought)
- 5 train — $500 (3 units; buying it closes all pending concessions)
- 6 train — $600 (3 units; buying it triggers full capitalization for new majors)
- 7 train — $750 (unlimited; express variant "E", unlimited distance, ×2 multiplier, $1,000)
- Special trains granted by privates: 2P (permanent 2-train, free, 2 units), LP (permanent L-train, free, 1 unit), 5P (extra 5-train, $500, 1 unit), P (Pullman car, free, 2 units), G (grain train, free, 2 units, only visits grain elevators)
List of private companies
- 30 privates (P1-P30), with no fixed price: they're won in a simultaneous auction with limited bidding tokens, not bought for a set starting price.
- P1 (5-train), P2 (permanent L-train), P3 and P4 (permanent 2-trains), P5 and P6 (Pullman cars), P7 (declares double cash on hand), P8 (revenue ×10 per phase), P9 (revenue ×5 per phase), P10 (free token at Winnipeg), P11 (Tax Haven, never acquired), P12 (advances access to the next tile color), P13 (sawmill bonus), P14-P18 (free upgrades at Toronto, Ottawa, Montreal, Quebec, and Winnipeg respectively), P19 and P20 (free tile at the Crowsnest and Yellowhead mountain passes), P21 (three-tile grant), P22 and P23 (large mail contracts), P24 and P25 (small mail contracts), P26 and P27 (grain trains), P28 (station token swap), P29 and P30 (removes a single town)
List of corporations
- 10 major companies (10 shares each), each founded by converting a "concession" (C1-C10) won at auction: Canadian Northern Railway (CNoR) — N16; Canadian Pacific Railway (CPR) — AF12; Great North West Railway (GNWR) — R16; Grand Trunk Railway (GT) — AC21; Grand Trunk Pacific Railway (GTP) — N16; Great Western Railway (GWR) — AB24; Intercolonial Railway (ICR) — AP4; National Transcontinental Railway (NTR) — AO3; Pacific Great Eastern Railway (PGE) — C15; Québec, Montréal, Ottawa and Occidental Railway (QMOO) — AH8
- 30 single-token "minor" companies with 2 shares each (M1-M30), also won at auction and scattered across the whole map, from the Atlantic coast (Dominion Atlantic, European & North American, Québec & New Brunswick...) to the Pacific west (Kootenay Cariboo & Pacific, Pacific Northern & Omineca...). Minors can eventually merge into a major.
Game-specific mechanics
- A grain commodity system: grain elevators on the map and special grain trains that pick up cargo there for extra bonuses at east and west ports
- Every stock round opens with a simultaneous auction of privates, minors, and major concessions, with limited bidding tokens per player
- Minors can merge into a major (after operating at least once), bringing their already-built track along
- Mail contracts come in two sizes (large and small) that can be combined on the same company
- Initial "L" trains convertible into 2-trains for $80 before they rust
Comparison with 1830
1. Setting and map
1830 covers the northeastern USA. 1822CA carries the 1822 system across all of Canada, on a map even larger
than 1822's British one, designed for games of up to 7 players.
2. Everything is bought at auction: privates, minors, and major "concessions"
In 1830 only the privates go up for initial auction. In 1822CA, as in base 1822, every stock round
simultaneously auctions privates, "minor" companies (2 shares), and "concessions" to found major companies,
with limited bidding tokens per player.
3. Minors merge into majors to create or grow them
This concept doesn't exist in 1830. In 1822CA, a minor must have operated at least once before it can be
absorbed by a major, bringing its already-built track along.
4. Initial "L" trains and conversion to 2-trains
In 1830 the first generation of trains is already the normal 2-city train. In 1822CA the game starts with
special "L" trains (a single station, cost $60) convertible into 2-trains for $80 before they rust.
5. A grain commodity system unique to this map
A mechanic with no equivalent in either 1830 or British 1822: grain elevators scattered across the Canadian
prairies and special grain trains add a layer of route bonuses tied to the east and west coast ports.
6. Priority order by cash on hand, not by turn order
In 1830 buying priority in the stock round passes cyclically to the left of the previous buyer. In 1822CA, as
in base 1822, priority order is determined by how much cash each player has.
7. Many more companies in play simultaneously
With up to 30 privates, 30 minors, and 10 majors possible, 1822CA supports even more active entities at once
than British 1822, and far more than 1830.