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1825

Designer: Francis Tresham

The modular successor to 1829: maps split into Units (1, 2 and 3) that can be combined depending on player count.

1825 — 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

There's no emergency sell mechanic in the ordinary sense: a company is never required to own a train, so president cash and forced share sales never come into play in normal operation. The only related safety net is receivership — a company that finishes an operating round with no train and can't run any route falls into receivership and is then auto-piloted, buying the cheapest depot train it can afford from its own treasury; if it can't even cover the minimum lease fee, the company itself takes on a receivership loan to lease a train from the bank. No player's personal cash or shares are ever touched.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players on a single fixed map. 1825 — Tresham's modular successor to his own 1829, the game that started the genre — moves the action to Victorian Britain and is sold as three independent Units (Unit 1: South-East England, Unit 2: the Midlands, Unit 3: Northern England and Scotland) that can be played alone or combined. Depending on the combination, player count ranges from 2 (Unit 3 on its own, an unusually low count for the genre) up to 8-9 when all three Units are combined with the regional kits.

2. Historic companies with a printed par value, not chosen
In 1830 the player who founds a company chooses its opening price. In 1825 each of the fourteen historic British companies already has its par value printed on the certificate — between £67 and £100 — and no player can choose it: shares always sell at that fixed price.

3. Privates sold in price order, not auctioned
In 1830 the six private companies are distributed through a blind auction at the start of the game. In 1825 there is no auction: privates go on sale in ascending price order during the first Share Dealing Round, and each player, on their turn, can only buy the one currently on offer at its marked price or pass.

4. Share price is moved by company performance, not by players
In 1830 every buy or sell during the stock round immediately shifts the share price up or down. In 1825 buying or selling shares never changes the price at all: it's only reassessed once, at the end of the company's operating turn, based on whether it paid a dividend and how much it earned relative to its value.

5. No personal bankruptcy: Receivership replaces a struggling president
In 1830, if a company can't pay, the burden eventually falls on the president's personal cash. In 1825 players' money and companies' "Company Credits" are completely separate pools: no player ever puts in their own money. If no shareholder is willing to hold the two shares needed to become director, the company instead passes into the hands of a Receiver (usually the banker itself), who always retains earnings and can lease trains from the bank for just £10 a turn.

6. Two capitalization systems coexist in the same game
In 1830 every company capitalizes the same way (full, on floating at 60%). In 1825 the fourteen major historic companies capitalize fully at a printed value, while Unit 3's "minor" companies capitalize incrementally and don't even float the usual way: they simply "form" once they have enough cash to pay for their required train.