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1822: The Railways of Great Britain

Designer: Simon Cutforth

The full 1822: all of Great Britain in constant auction of privates, minors, and major company concessions.

1822: The Railways of Great Britain — 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

Unlike 1830, running out of options here doesn't end in bankruptcy — it ends in debt. Four tiers apply in strict order: first the company's own treasury; then the director's personal cash; then, if that's still short, Emergency Money Raising — the director must sell their own shares (of any company they hold, in any order, at that turn's starting market price) until enough cash is raised, though their own certificate in the company being funded can never be sold; and only if even that fails does the director take a bank loan for the remainder, at a steep 50% interest (rounded up), which keeps compounding every stock round and locks the player out of buying shares or bidding until it's repaid. One more twist: if the company is instead forced to buy a train from another company rather than the bank, the director can't contribute any personal cash at all — the company has to manage alone.

Comparison with 1830

1. Setting and map
1830 covers the northeastern USA. 1822 takes place across all of Great Britain (England, Wales and Scotland), with a very extensive map and a much denser network of cities, 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; major companies are founded freely afterward. In 1822, in every stock round, privates, "minor" companies (2 shares), and "concessions" to found major companies are all auctioned simultaneously, with limited bidding tokens per player.

3. A minor's par price depends on the auction, it isn't chosen
In 1830 the founder freely chooses the par price. In 1822, in phase 1, a minor always starts at a fixed price of 50, regardless of the winning bid. From phase 2 onward, the money from the winning bid goes into the minor's treasury and sets its par price.

4. Minors merge into majors to create or grow them
This concept doesn't exist in 1830. In 1822, a minor must have operated at least once before it can be absorbed by a major; payment to the minor's shareholder can be made with shares from the major's treasury and/or cash. As a result, many majors are "born" by absorbing infrastructure already built by a minor.

5. Initial "L" trains and conversion to 2-trains
In 1830 the first generation of trains is already the normal 2-city train. In 1822 the game starts with special "L" trains (a single station, cost £60) that can be converted into 2-trains for £80 before they become obsolete. This initial step has no equivalent in 1830.

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 1822, stock round priority order is determined by how much cash each player has, which rewards having spent heavily in earlier auctions.

7. Many more companies in play simultaneously
Between privates, minors, and majors available for auction each round, 1822 supports far more active entities at once than 1830, with a much more gradual and staggered pace of expansion.

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