1860: Railways on the Isle of Wight
Designer: Mike Hutton
The Isle of Wight in an 18xx designed for 2 players, with no bankruptcies and progressive nationalization.
1. Setting and map: a small, very enclosed island
1830 covers the northeastern United States with a large map. 1860 takes place on the Isle of Wight, a very
small map full of "chines" (small coastal valleys) that force tracks to wind around them. The reduced size
forces direct contact between companies from very early on, and the game is known as one of the best 18xx
options for just 2 players, something 1830 doesn't specifically aim for.
2. No one is ever left without a train: insolvency instead of bankruptcy
In 1830, if a company cannot pay for a mandatory train, it may end up bankrupt and be liquidated. In 1860
companies are never required to own a train: if they don't have one, they simply become "insolvent" and must
rent a train corresponding to the current phase, withholding all their revenue until they eventually buy a
train of their own. There is no bankruptcy as in 1830.
3. The president never has to advance money from their own pocket
In 1830, if the company doesn't have enough treasury to buy a mandatory train, the president must cover the
difference from their own personal funds. In 1860 this doesn't happen: the company simply becomes insolvent
and rents a train (see point 2), avoiding that personal pressure mechanism on the president that does exist
in 1830.
4. A player can own 100% of a company
In 1830 the individual ownership limit for a company is 60%. In 1860 a player can own up to 100% of the
shares of a single company, without the limit that applies in 1830.
5. The president's certificate can be sold to the bank
In 1830 the president's certificate is normally transferred to another shareholder and is never sold
directly to the bank. In 1860 a player can sell their president's certificate back to the bank, an exit
option that doesn't exist in 1830.
6. Progressive nationalization of the lowest-earning companies
A mechanic completely absent from 1830: when the first "9+5" train is purchased and every company already
has at least one train, a nationalization process begins. From that point on, the two companies with the
lowest revenue progressively stop operating (are nationalized), and the game continues until only two active
companies remain.
7. The end of the game is determined by nationalization, not by the bank
In 1830 the game ends when the bank runs out. In 1860 the trigger for the end is the chain of
nationalizations started by the first "9+5" train: the game closes once only two non-nationalized companies
remain, regardless of the bank's size.
8. A less "cutthroat" game thanks to these buffers
The combination of never having to put up personal money for trains and never suffering outright bankruptcy
makes 1860 noticeably less ruthless than 1830, where treasury pressure and bankruptcy are constant, direct
risks for presidents.
9. Topography that forces winding routes
The "chines" (coastal inlets) on the Isle of Wight map force tracks to zigzag around the terrain, a
geographic restriction far more pronounced than that of 1830's relatively open map.
10. A game designed and balanced for 2 players
While 1830 shines best with 3 or more players, 1860 is specifically designed and highly regarded as a
2-player experience, preserving the tension and interaction typical of 18xx games in a smaller format.
1860 Railways on the Isle of Wight — Schematic summary (vs 1830)
SETTING
- Isle of Wight: a small map with "chines" that force winding routes
- One of the best 18xx games for 2 players (1830 aims for more players)
COMPANIES WITHOUT A TRAIN
- There is never bankruptcy: a company without a train becomes insolvent and rents a train of the current phase
- Its revenue is withheld until it buys a train of its own
- The president never has to put up personal money to buy trains (unlike in 1830)
SHARE OWNERSHIP
- A player can own up to 100% of a single company (vs 60% in 1830)
- The president's certificate can be sold directly to the bank
NATIONALIZATION AND END OF GAME
- The first "9+5" train triggers progressive nationalization of the lowest-earning companies
- The game ends when only 2 non-nationalized companies remain (not when the bank runs out)