← All games

1844: Schweiz

Designer: Helmut Ohley

Switzerland with mountain railways, tunnel-building companies, and two clearly distinct generations of locomotives.

1844 — 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

Starts the same way as 1830 — company treasury, then the president's or owner's personal cash — but adds a bank loan as an alternative to forced share sales rather than a last resort after them: the player can borrow to cover the shortfall without first having to sell anything. It also blocks one 1830 quirk: a forced sale here can never change the presidency of another corporation the seller holds shares in, something 1830 allows to happen incidentally.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 1844 moves the action to Switzerland, with a map dominated by mountains and tunnels, and is designed for large groups of 3 to 7 players.

2. Three tiers of operating companies with different rules from each other
In 1830 every company follows exactly the same rules. In 1844 there are three types, each reflecting a different stage of real Swiss railway building: the small Pre-SBB companies destined to merge away, the limited Regionals, and the Large Historical Companies that dominate the long game.

3. The destination hex turns building into a race with a goal, not just revenue generation
In 1830 laying track only matters for generating higher revenue. In 1844, physically reaching a company's destination hex is a goal in itself, since it unlocks the second half of its capital: this forces routes to be planned around a specific point on the map, not just the most profitable city.

4. Trains that count by hexes, not just cities, reflecting the mountainous geography
In 1830 a train's route is always counted by the number of cities and towns it passes through. In 1844 the cheaper H version of every train counts each hex traversed instead: on a map full of mountains and tunnels, this gives spreading through difficult terrain a value of its own, not just connecting big cities.

5. Mandatory merger of five companies into the Swiss State Railway (SBB)
In 1830 companies never merge with each other. In 1844 the five Pre-SBB companies mandatorily merge into the SBB the moment the first 5 or 5H train is bought, echoing the real nationalization of Swiss railways: the SBB receives all the Pre-SBB companies' possessions at once.

6. There is no bankruptcy: debts accrue interest instead of triggering liquidation
In 1830, if a company can't pay for a mandatory train, it can ultimately be liquidated. 1844 removes that risk of elimination: an indebted director simply pays growing interest until they dig their way out, which considerably softens the game's punishment/randomness component.