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1840: Vienna Tramways

Designer: Leonhard "Lonny" Orgler

Vienna trams with no train rusting at all: every line is a "diesel" from the start, and obsolescence is replaced by ongoing fees.

1840 Vienna Tramways — 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 sharp departure from 1830: forced personal share sales don't exist at all here. The order is company treasury, then the owner's personal cash, and if that's still not enough, the owner is required to take a player loan from the bank instead — issued in fixed 100-currency chunks, with no ordinary interest, but a harsh final-score penalty: every 100 borrowed costs double, 200, off the player's score at the end of the game.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 1840 moves the action to the city of Vienna and its tramway network, also for 2-6 players, but with a much more urban focus: instead of railways between cities, you build tram lines connecting stops and interchanges within a single city.

2. Every player must direct exactly one tram company
In 1830 a player can end up directing several companies or none. In 1840 every player must own exactly one Tram Company, no more, no less: in the first stock round everyone is required to buy the director's certificate of a different TC.

3. Trams never rust: instead, they pay growing maintenance fees
In 1830 older trains become obsolete and are removed once a certain train type appears. In 1840 no tram ever leaves the game: the first time a tram of a new color is bought, older trams the company still owns start suffering a growing maintenance cost deducted from their income every turn, until eventually it's worth retiring them voluntarily rather than continuing to pay for them.

4. Director-less Stadtbahn companies that always pay out 100% of income
A concept that doesn't exist in 1830: the four Stadtbahn companies never have a director. They operate automatically along a pre-printed route over the tiles already laid, and can never retain money in treasury.

5. Two-tier structure: companies buy "lines" that actually build track and run trams
In 1830 a company builds tiles and runs trains directly. In 1840 each Tram Company may own up to three lines, bought at auction during the company round; it's those lines, not the company itself, that lay tiles, place station markers, and run a tram to generate income during each line round.

6. Much more complex round structure, with a fixed ending instead of an economic one
In 1830 the cycle is simple (a stock round followed by operating rounds) and the game ends when the bank runs dry or the last available train is bought. In 1840 the game alternates through four different round types (Pre-Share, Share, Company and Line) along a fixed round track, and the game has a predetermined length: it always ends at the end of the sixth company round (CR6), regardless of any economic condition — in fact, the bank doesn't even have a limited amount of money to begin with.

7. No personal bankruptcy: bank loans instead of liquidation
In 1830, if a company can't pay for a mandatory train, the burden falls on the president and, ultimately, on liquidating the company. In 1840, if a company has no tram at the end of the buying rounds and the director doesn't have enough personal cash to complete the mandatory purchase, they must take out loans from the bank; loans are never repaid, but each one deducts 200 Gulden from the player's final wealth when tallying the winner.