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1828

Designer: J C Lawrence

A hefty 1830 relative set around the Great Lakes and eastern Canada: corporate mergers into shared "Systems", privates that directly launch companies, and par prices that unlock as the game progresses.

1828 — 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

Matches the 1830 baseline almost exactly: company treasury first, then the president's personal cash — capped at exactly what's needed, no more — then, if that's still not enough, a forced sale of the president's own shares in any corporation they hold, at market price, with their own presidential certificate always protected from sale. Selling shares of a different corporation can still flip that company's presidency to someone else, just like in 1830. If the shortfall still can't be covered, the president is declared bankrupt and the game ends immediately. The one genuinely 1828-specific wrinkle: once two corporations have merged into a System, each of its two original companies is checked separately for whether it needs a train, since they keep independent train rosters even while sharing one treasury.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 1828 stretches the map out across the Great Lakes, the Northeast, the South and Eastern Canada, and only supports 3 to 5 players — there's no 2- or 6-player option.

2. Corporations launched directly by a private, not just by an IPO
In 1830 every corporation is founded the same way: by parring it during a stock round. In 1828, eight of the sixteen corporations are instead launched directly by buying their matching $250 "founder's" private, which hands the buyer 30% of the company and the right to set its own par price.

3. Par prices unlock gradually, not all at once
1830 offers its whole par-price ladder from the very first stock round. 1828 only opens a handful of low par prices at the start, and each later phase (Green, Blue, Brown) unlocks a higher tier — so a company founded early is stuck choosing from a narrower, cheaper range than one founded later in the game.

4. No real certificate limit, and an unlimited bank
1830 caps how many certificates each player can hold and gives the bank a fixed $12,000. 1828 does neither — the certificate limit is effectively switched off, and the bank's cash is unlimited, so the game can never end from the bank running dry the way it can in 1830.

5. Corporations can merge into "Systems"
A mechanic 1830 doesn't have at all: if a single player controls enough combined shares of two floated corporations, they can merge them into one System sharing a single treasury and stock price, even though the two original companies keep separate train rosters inside it.

6. Trains that never rust, once you're past the early ones
In 1830, only the Diesel is immune to rusting. In 1828, the 6, 8E and Diesel trains all stay useful for the rest of the game once bought — a much larger "safe zone" at the top of the train ladder than 1830 offers.

7. A 60% cap that can be broken with a bonus attached
1830's gray/unlimited stock-market cells simply remove the 60% ownership ceiling. 1828 does the same, but adds an extra perk on top: once a corporation is priced that high, its president can buy two of its shares in a single action instead of one.

8. A dedicated minor railroad and a special coal-hauling requirement
1828 has one playable minor, the Cobourg & Peterborough, that starts with a free train — a structure 1830 doesn't use at all. It also requires corporations to buy a special $120 "coal marker" before they can run a route through the Virginia Coalfields, a resource-gating mechanic with no equivalent in 1830.