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1841: Railways in Northern Italy

Designer: Federico Vellani, Manlio Manzini

Northern Italy with the most intricate stock market in the genre: companies can invest in other companies, and even found new ones.

1841 — 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

Formally called EMR (Emergency Money-Raising), and it runs in the opposite order from 1830's baseline: the corporation's own remaining treasury shares are force-issued onto the market first, at half their current price, before anyone's personal cash is ever touched. Because 1841 lets corporations own and control other corporations, this sweep climbs the whole ownership chain — a subsidiary's shortfall pulls from its own treasury, then its parent corporation's treasury, then that parent's own controlling player — before it ever reaches a human player's personal cash. If even that isn't enough, the controlling player may sell their own shares in any corporation they hold, again at half market price rather than full price, to cover the rest.

Comparison with 1830

1. Setting, map and number of players
1830 has a fixed map for 2-6 players. 1841 moves the action to Northern Italy during the unification era: the map's regional borders shift automatically twice over the course of the game (at phases 4 and 5), redefining which hexes are playable. It also only supports 3 to 8 players — unlike 1830, 1841 has no 2-player variant.

2. Companies can own shares of other companies, and even found them
In 1830 only players own shares. In 1841 any operating corporation can buy shares of another corporation — up to a maximum of 5 outside certificates — and can even found a brand-new one and control it directly, creating webs of cross-ownership between companies that simply don't exist in 1830.

3. Two families of companies: historical ones needing a concession, and freely founded generic ones
1841 has eight privates ("concessions"), all costing L.50, that grant the right to found a specific historical corporation — except Bayard, a classic private with no concession attached. Beyond that there are fourteen generic corporations with no historical name, which choose their home city when founded, plus a handful of further historical corporations that are never founded through a concession at all but simply appear on their own through game events. In 1830 every company is simply founded by picking its par price, with no concept of a concession whatsoever.

4. "Major" and "minor" corporations with different control thresholds
In 1830 it always takes two shares (20%) to become president. In 1841 that threshold only applies to major corporations; minors require 40%, and every ordinary certificate of a minor pays double the dividend per share of a major's certificate. On top of that, on the stock market grid minors have their own price ceiling they can't exceed until they merge and become major — a distinction 1830 doesn't have at all.

5. Mergers between operating companies, tied to geography and politics
In 1830 companies can never merge with each other. In 1841 two corporations can merge if their networks connect without crossing an active regional border, and once phase 4 hits, certain historical corporations automatically split or merge following the map's shifting borders (for instance, the IRSFF splits into two independent corporations).

6. Forced emergency share sales to pay for trains
In 1830, if the president can't cover a mandatory train, personal cash goes in. In 1841 the mechanism first goes through an automatic, forced sale of shares out of the company's own treasury (EMR) to raise the missing capital, before anyone's personal money is ever touched.

7. Extremely expensive trains, with a rust schedule that skips whole generations
1841's 8-train costs L.1,450, well above 1830's priciest train, the Diesel ($1,100). On top of that, each train type doesn't rust when the very next type appears — it survives several types further (a 2-train lasts until the first 4-train shows up; a 5-train, until the first 8-train does), and the three priciest types (6, 7 and 8) never rust once bought at all. That means a train bought under emergency conditions can go from perfectly fine to completely worthless the moment someone buys a train far higher up the ladder, with no warning in between.

8. Noticeably longer, denser games
A full game of 1841 typically runs around five hours, considerably longer than a typical 1830 game, due to the extra layers of cross-ownership, mergers, and shifting borders players have to manage.