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1833NE: Railroading in New England

Designer: Tom Lehmann

New England and Montreal using Tom Lehmann's own 1846 financial system, with interconnection bonuses that shift by phase, ferries, and a Takeover mode where railroads acquire one another — for 3-5 players.

1833NE — 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

A corporation must buy a train if it has none after running routes and removing phased-out trains. Unlike 1830, it doesn't go straight to the president's cash: it first spends its whole treasury and then must issue shares up to the normal limit, but on worse terms — its stock price drops one column for each share issued and it receives one value below the new price (and it can't issue shares that would drop its price below $20). Only then does the president put in personal cash and, if that's not enough, sell their own shares, without causing a presidency change in or the closure of the operating corporation, and stopping as soon as the amount is raised. If the corporation can afford one of the two available train types but not the other, it can't use the president's cash to buy the more expensive one. If there's still not enough, the player goes bankrupt and is out, but the game continues: the cash they raised goes to the corporation, their remaining shares are sold to the Stock Market without moving prices (even if that puts more than 50% or a president's certificate there) and, if this changes the presidency, the new president must buy the train.

Comparison with 1830

1. Setting, scale and two games in one
1830 covers the northeastern USA on a large scale for 2-6 players. 1833NE focuses on New England and Montreal at a much more regional scale, for 3-5 players and 3-5 hours. It includes a Standard game with nine historical corporations and a Takeover game that adds five more and allows takeovers (adding 1-2 hours). Tom Lehmann designed it before 1846, even though it was published later: 1846 was created precisely as a simpler game to introduce this financial system.

2. Launching at 20% with a free price and incremental capitalization
In 1830 a company floats with 60% sold, at a par price between $67 and $100, and receives its whole capital at once. In 1833NE buying the 20% president's certificate is enough, at an initial price chosen between $40 and $150, and the corporation starts operating right away. The remaining shares stay in its treasury and the corporation collects the current stock price every time a player buys one.

3. Corporations issue and redeem shares
In 1830 a company can't touch its own shares. In 1833NE, every operating round, it may issue shares to the Stock Market (up to the number held by players minus those already in the market) for one value below its stock price, or redeem shares from the market for one value above it. Since treasury shares collect dividends, investing in a rival corporation often just means it issues one share fewer.

4. A linear market and dividend-driven stock prices
1830 uses a two-dimensional grid where every share sold pushes the price down. 1833NE has a single line of prices: if a corporation pays out less than half its stock price, it moves left; between half and the stock price, it stays put; at least the stock price, it moves one column right, two if the payout reaches double, and up to three if it reaches triple and the price is already $165 or more. Half payouts are also allowed. Only sales by the president lower the price (by a single column, however many shares are sold), and at the end of a stock round corporations with shares in the Stock Market drop while those 100% held by players rise. If the price hits $0, the corporation closes.

5. Double-sided trains that get phased out instead of rusting
In 1830 each train has a single type and rusts outright when the train that kills it arrives. In 1833NE each card in phases I-IV can be bought as an N/M train (visits M locations and counts the best N) or as an N+s train (counts extra small cities), at different prices. When the phase advances, older trains are phased out: they no longer count against the limit, but still run routes one last time before being removed.

6. Interconnection bonuses and ferries
1830 has nothing like this. In 1833NE routes linking certain pairs of locations earn direct connection bonuses (for example, Boston and Montreal: $150 in phases I-II and $200 in III-IV), and a route may extend beyond what the train allows, along track not used by any of the corporation's other routes and even through blocked cities, to collect an interconnection bonus. These bonuses appear and disappear by phase. On top of that, until phase IV, corporations may buy five ferries that add value to routes reaching their city.

7. Bankruptcy doesn't end the game
In 1830 a bankruptcy ends the game immediately. In 1833NE the bankrupt player is out, their shares are dumped into the Stock Market and everyone else keeps playing. The game only ends (unless a single player is left) after completing the stock round and two operating rounds during which the bank ran out of money.

8. Takeover game: takeovers instead of mergers
In 1830 companies never combine. In 1833NE's Takeover game, from phase II and after the second operating round of each pair, every corporation with at least one non-phased-out train and a track connection to another's token may attempt to take it over, redeeming all its outstanding shares with cash or its own shares. The target may refuse unless it has no trains or only phased-out ones. The acquirer inherits its trains, treasury, ferries, privates and tokens, and gains one extra train of limit.