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1846: The Race for the Midwest

Designer: Tom Lehmann

A fast entry point into 18xx set in the US Midwest, with incremental capitalization and drafted minors.

1846 The Race for the Midwest — 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

Comparison with 1830

1. Variable map, not fixed
1830 has a fixed map. In 1846, certain river hexes (Mississippi, Ohio) are placed randomly from a predefined set each game, so the exact geography changes slightly each time.

2. Private auction by draft, not bidding
In 1830 privates go up for a classic auction with open bidding. In 1846 they're distributed through a draft system: each player, in turn, takes a private (or a "blank" card) from an available selection; the last one nobody wants drops $10 in price as it passes from player to player, until someone buys it or ends up receiving it for free.

3. Privates can only be sold at face value
In 1830 a private can be sold to a company for up to double its face value, depending on negotiation. In 1846 a private can only be sold for its exact face value, with no room to negotiate upward.

4. Designed to be a shorter game
1846 is explicitly designed as a faster entry point into 18xx: a game typically wraps up in 2-3 hours, noticeably less than a typical game of 1830.

5. A less "obvious" par price choice
In 1830 there's a clear tendency to found the first company at a low par price. In 1846 the design explicitly aims to make the par price choice less of an obvious answer, forcing players to better weigh the context of each specific game.

6. Minors with an exchange round, a concept 1830 doesn't have
1830 only has major companies, all founded and grown independently from scratch. 1846 includes a specific phase where major companies can buy or absorb the remaining minors, incorporating their track and treasury.