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1861: The Railways of the Russian Empire

Designer: Ian D. Wilson

The Russian Empire, with minors that grow into majors and a state railway that can absorb them.

1861 — 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

A wholesale replacement of the 1830 model: players can never sell personal shares to fund a corporation's train, and the president is never asked for personal cash either. Once its own treasury cash runs out, the corporation instead automatically takes out loans, up to the maximum allowed, to cover the shortfall; if even the maximum in loans plus treasury cash still isn't enough for the cheapest train, it simply isn't forced to buy. A corporation that finishes an operating round with no train at all is nationalized — absorbed into the state railway — rather than facing personal liability for its president.

Comparison with 1830

1. Capitalization
1830 uses full capitalization: the company receives its entire capital at once when it floats. 1861 uses incremental capitalization: it only collects the par price for the shares actually sold, gradually.

2. Two-tier company system
1830 has 8 fixed majors of 10 shares each, all available from the start with a fixed home city. 1861 has 25: 16 small single-token minors that float fully right away, and 8 majors that can't be founded until the first 4-train appears, which choose their own home freely and grow into full companies over time.

3. The National Railway
A company that belongs to no player; instead, whoever holds priority deal operates it each round. 1830 has no equivalent — every company has real shareholders from start to finish.

4. Nationalization tied to trains
In 1861, buying certain trains triggers the state to "nationalize" (absorb) first the privates (6-train) and later the remaining minors (8-train), plus any company left without a train. In 1830, trains only cause equipment to rust — never the absorption of an entire company.

5. Loans
1861 lets corporations take out loans of 50₽ each (up to a cap depending on company type) and pay 5% interest each round to help afford expensive trains. 1830 has no loan mechanism at all — each company relies solely on its own treasury.

6. Setting and map
1861 takes place in the Russian Empire, with a very extensive map and off-map exits toward peripheral regions. 1830 has a fixed, more compact map of the northeastern US.

7. Design lineage
1861 shares its engine and design philosophy with 1867: Railways of Canada, both by Ian D. Wilson. 1830 (Dixon, Tresham and Lehmann), by contrast, is the original design from which most other 18xx games descend.

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