1856: Railroading in Upper Canada from 1856
Designer: Bill Dixon
Upper Canada and the risk of being nationalized by the government if loans aren't repaid in time.
1. Setting and map
1830 covers the northeastern United States. 1856 takes place in southern Ontario (formerly "Upper Canada"),
a smaller map centered on the corridor between the Great Lakes, with a game designed to last about 4 hours
among experienced players.
2. Government loans available to all companies
A mechanic absent from 1830: any company can take out a government loan of up to $100 per operating round
(always within its capitalization limit). This debt is tempting for speeding up construction, but it must be
repaid later.
3. Nationalization: the Canadian Government Railways (CGR)
This is 1856's central, defining mechanic. If a company reaches phase 5 without having repaid its government
loans, it is absorbed by the Canadian Government Railways. The absorbed company's shares are exchanged for
CGR shares at a rate of 2 absorbed shares per 1 CGR share. In 1830 there is no concept of nationalization or
of an absorbing state-owned company.
4. The president's certificate is worth two shares but counts as a single certificate
In 1830 the president's certificate represents 20% of the company and counts as 2 certificates against the
certificate limit a player can hold. In 1856, the president's certificate also represents double the value
of a normal share, but for purposes of a player's certificate limit it counts as only 1, not 2. This makes
presidential control relatively "cheaper" in terms of hand limit.
5. Capitalization tied to reaching the destination city
In 1830 a company receives its full capital once it floats at 60%. In 1856, companies founded earlier in the
game only receive the money from their sold shares once the company physically connects to its assigned
destination city; companies founded later, by contrast, receive their capital immediately, as in 1830. This
creates extra tension for the early companies: they must reach their destination to unlock the full
treasury.
6. Themed privates with active powers and staggered closure
In 1830 there are 6 privates with fixed revenue and, in some cases, small bonuses. In 1856 there are also six
themed privates, but with much more varied effects: for example, one private allows placing a free station
in a specific city, and another (the Niagara Falls Bridge) grants a fixed cash bonus when a route runs
through it. All of them close progressively, and none survives beyond phase 4.
7. Trains of type 5 and higher are permanent
As in other modern 18xx designs, in 1856 trains of type 5 and up never become obsolete once purchased. In
1830, by contrast, rusting is an active risk throughout almost the entire train progression.
8. Six well-defined phases
1856 progresses through six game phases triggered by train purchases, with a more defined and predictable
pace that helps players anticipate when the nationalization of indebted companies will be triggered.
9. Risk of debt instead of outright company bankruptcy
In 1830 a company that cannot pay may end up bankrupt and be liquidated. In 1856 the penalty for misusing
government loans is not traditional bankruptcy but forced nationalization into the CGR: the company doesn't
fully disappear, but its shareholders lose effective control of it.
10. A specific historical theme: Canadian railway consolidation
1856 directly simulates how many Canadian railway companies of the era became over-indebted to the
government and ended up absorbed to form what would later become the Canadian National Railway. 1830 has no
equivalent narrative of state consolidation.
1856 Railroading in Upper Canada — Schematic summary (vs 1830)
SETTING
- Southern Ontario (Upper Canada), a smaller map than 1830
- A game lasting about 4 hours among experienced players
LOANS AND NATIONALIZATION
- Government loans of up to $100/OR per company
- If not repaid before phase 5 → the company is absorbed by the CGR (2 absorbed shares = 1 CGR share)
- President's certificate: worth double in shares, but counts as just 1 certificate for the hand limit
CAPITALIZATION
- Early-founded companies: capital locked until reaching their destination city
- Later-founded companies: immediate capital, as in 1830
PRIVATES AND TRAINS
- 6 themed privates with varied powers, all closed before phase 4
- Type 5+ trains are permanent (never rust)
- 6 well-defined game phases