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.
1. Setting and map
1830 covers the northeastern United States. 1861 takes place in the Russian Empire, with a huge map that
reaches peripheral areas connected through off-map exits. It's the "little sister" version of 1867 (Railways
of Canada), intended as a good entry point into the hobby.
2. Sixteen "minor" companies instead of direct majors
In 1830 all companies start as 10-share majors floating at 60%. In 1861 the game begins with up to 16 minor
companies, smaller and cheaper, which are auctioned off during the stock rounds as the game progresses,
rather than all being freely founded from the start as in 1830.
3. Minors convert into majors
A mechanic absent from 1830: 1861's minors don't stay small forever. Over time, they merge or convert into
full major companies, in a staged progression that has no equivalent in 1830's basic engine.
4. The National Railway: a non-player government entity
1861 introduces the National Railway, a company controlled by the system (not by any player), which over
time can absorb or "steal" companies from players, reflecting how the Russian Empire subsidized small
railway companies and later consolidated them under state control. In 1830 there is no equivalent entity:
all companies are and remain player-controlled.
5. Dedicated merger rounds
As the game progresses, 1861 introduces specific merger rounds where minors can combine or convert into
majors. In 1830 there is no equivalent round: companies always operate independently throughout the entire
game.
6. Complexity introduced in stages
1861 gradually introduces new mechanics (minors, then mergers, then the National Railway) as the game
progresses, rather than having all the rules active from the first turn as is largely the case in 1830.
7. Theme of state subsidy followed by later consolidation
1861's historical backdrop is the government subsidy of small Russian companies that were later consolidated
into a state network. 1830 has no equivalent narrative of government consolidation; the American companies
that appear in it remain independent.
8. Designed as a "second step" in learning 18xx
Although it's a design by Ian D. Wilson rather than Francis Tresham, 1861 is often recommended as one of the
best entry points into the hobby, with a moderate learning curve but additional layers (minors, mergers,
nationalization) that 1830 doesn't have.
9. Off-map exits with peripheral connections
To reflect the extent of the Russian Empire, 1861's map includes several off-map exits toward peripheral
regions, expanding routing options beyond what 1830's more compact map offers.
10. There's a twin version set in Canada (1867)
1861 shares its engine and design philosophy with 1867: Railways of Canada, both designed by Ian D. Wilson.
1830, by contrast, is the original Francis Tresham design from which countless other 18xx games descend, but
it has no such direct thematic counterpart.
1861 The Railways of the Russian Empire — Schematic summary (vs 1830)
SETTING
- Russian Empire: a very extensive map with off-map exits toward peripheral regions
- Recommended as a good entry point into the 18xx hobby
COMPANIES
- 16 initial "minor" companies, progressively auctioned in the stock rounds
- Minors merge or convert into full major companies
- Dedicated merger rounds, absent from 1830
NATIONALIZATION
- National Railway: a government entity not controlled by any player, which can absorb player companies
- Reflects the historical theme of state subsidy followed by government consolidation
PROGRESSION
- Mechanics (minors → mergers → National Railway) are introduced in layers as the game progresses, not all active from the start as in 1830