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1893: Cologne

Designer: Edwin Eckert

Cologne, with a Rhine crossable at only four hexes and minors that merge by shareholder vote, in a short 18xx for 2-4 players.

1893 — 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

For full corporations, this matches the 1830 baseline exactly: treasury, then the president's personal cash, then a forced sale of any shares they hold. Minors — the small, single-owner starting companies that later merge into full corporations — work differently: since they have no market shares to sell, a trainless minor that can't afford one simply has its owner pay the shortfall directly from personal cash, with no share-selling step at all.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 1893 moves the action to the Rhine valley between Düsseldorf and Bonn (with Cologne at the center of the map), designed for only 2-4 players and short games of about 2.5 hours, much shorter than a typical 1830 game.

2. The "Starting Package" is bought through sequential offers, not an auction
In 1830 the six privates are awarded through a classic ascending auction. In 1893 the three privates (FdSD, EVA, HdSK) and the five numbered minor companies are distributed through the "Starting Package": in turn, each player may buy the topmost card in the package, buy the cheapest available minor company, or pass. If everyone passes without buying the first still-available card, its price drops by 5 Mark and it is offered again, and so on until someone buys it.

3. Minor companies that merge via shareholder vote
A mechanic that doesn't exist in 1830, where companies never merge with each other. In 1893 there are five minor companies (numbered 1 to 5), each with a single starting station, that always pay out 50% of their income to owners and keep 50% in treasury. Over time they mandatorily merge to form the AGV (minors 1, 3, and 5) and the HGK (minors 2 and 4, plus the HdSK private), decided by a vote among the owners of the corresponding exchange certificates.

4. Irregular certificate structure between companies
In 1830 every company has exactly 10 shares of 10% each. In 1893 the three starting companies (DE, RSE, RAG) have 1 director's certificate worth 20% plus 8 certificates of 10% (9 certificates in total), while the two companies born from mergers (AGV and HGK) have 1 director's certificate of 20%, a second certificate of 20%, and 6 of 10% (8 certificates in total).

5. Lower float threshold and no bank pool
In 1830 a company floats once 60% of its shares are sold, and sold shares go into a bank pool from which other players can buy them. In 1893 it floats once just 50% has been sold for the first time, and there is no pool: sold shares return directly to the stock market display, at the price in effect before the sale, and dividends on shares sitting in the market are kept by the bank.

6. The Rhine can only be crossed at four points, two of which start closed
A concept that doesn't exist in 1830: the Rhine can only be crossed at four specific hexes. During the starting yellow phase, two of these four points remain closed and no tile may be laid there that crosses the river; only the other two remain open until the first 3-train is bought.

7. A train can be traded in for 50% credit
1830 has no mechanism for trading in trains; a company simply buys new ones. In 1893, during the train purchasing step, a company may trade in at most one train it already owns for a new train, receiving a discount equal to 50% of the traded-in train's printed price. The traded-in train moves into the Train Pool and becomes available to other companies at its printed price.

8. One player's bankruptcy ends the entire game instantly
In 1830 bankruptcy usually leads to a company being liquidated, but the game continues with the remaining players. In 1893, if a director is forced to buy a train and, after selling all the shares they can, still cannot cover the shortfall, that player is declared bankrupt and the game ends immediately for everyone.