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The Old Prince 1871

Designer: Lucas Boyd

Prince Edward Island and the PEIR, a ghost network that turns into a company live at the table.

The Old Prince 1871 — 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. Setting, scale, and design status
1871 takes place on Prince Edward Island (Canada), a much smaller, curving map than 1830's northeastern United States. It's also a small design still in alpha/prototype status — not an established classic — built for only 3 or 4 players (versus 1830's 2 to 6), with much tighter starting cash ($580/$480 versus 1830's $1,200/$800/$600/$480/$400), in keeping with a much smaller map.

2. Shared full capitalization, with one notable exception
Like 1830, 1871 uses full capitalization: when a company floats, it receives all of its capital in its treasury at once. The difference is that the Mainline breaks this rule: it starts already floated from the very beginning, with $920 in treasury and a station already on the map, never needing the usual 60% sold.

3. The PEIR: a meta-company with no equivalent in 1830
The PEIR is a ghost network of shares that never trade or sell; they represent the future right to found one of the numbered corporations on the map. Until founded, their stations occupy the map as generic markers. 1830 has nothing like it: every company there is founded (or not) independently, with no intermediate structure of this kind.

4. Companies founded in tranches, not freely
In 1830, any available company can be founded at any time. In 1871 the game's eight companies open up in four successive tranches (2, 1, 2 and 3 slots), and every company in the previous tranche must have operated or sold out before the next one opens, artificially pacing the growth in the number of companies.

5. The split ("Branch") mechanic, absent from 1830
In 1871, the president of a large enough company can split it into a brand new "Branch" company, dividing shares and assets between the two. It's a way to "clone" the growth of an established network that 1830 simply doesn't have.

6. The Union Bank, an extra partner 1830 doesn't have
In 1871 a player can control a Union Bank with its own treasury that buys shares or founds companies by mixing its own money with the bank's, without any of it counting toward the 60% ownership limit. In 1830, each player can only invest with their own money.

7. Unlimited bank and a different game end
In 1871 the bank is unlimited and the game ends with one extra cycle of operating rounds after the first Diesel train is bought (or if someone goes bankrupt). In 1830 the bank has a fixed size of $12,000 and the game ends when it runs out, making the ending far less predictable than in 1871.