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1894

Designer: Jan Kłos

Northeastern France and Belgium with two companies that start the game already floated, green cities that split in two when upgraded to brown, and trains that can be traded up for newer models — for 3-4 players.

1894 — 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 company is only required to own a train if it has a route from one of its stations to another revenue centre. If it can't afford one, the president contributes personal cash —never more than the chosen train requires— and, if that isn't enough, must sell shares under the normal selling rules (without exceeding the 5-share bank pool limit and without handing over the presidency of the company currently operating). If one of those sales changes the presidency of another company, that change happens before the train is bought. The train may also be bought from another company, but with the president's help it can't cost more than face value, and the company then ends its turn with an empty treasury. If there's still not enough money and no other company will sell a train at an acceptable price, the player goes bankrupt and the game ends immediately, just as in 1830.

Comparison with 1830

1. Setting, player count and an unlimited bank
1830 covers the northeastern USA for 2-6 players and ends when the bank runs out of money. 1894 is a fictional history of railways in northeastern France and Belgium, for 3-4 players only, with an unlimited bank: the game ends after the first complete set of operating rounds in the purple phase (with no track or station building), when a stock price reaches 450 F, or with a bankruptcy.

2. Two companies start the game already floated
In 1830 no company starts floated (the B&O private only grants the president's certificate). In 1894, one of the five French companies is drawn at random during setup and every player receives a free 10% share of it and of the Belge. Each one's president's certificate comes with an expensive private (180 F and 200 F): whoever buys it in the auction chooses the par price, and the company immediately receives 10 times that price. These two companies can't redeem or reissue shares.

3. Late companies with a home of their choice
In 1830 every company has a fixed home printed on the map and is available from the start. In 1894, besides the seven regular companies (three of which have two homes), there are two late companies, Late French and Late Belgian, whose shares can't be bought before the brown phase. Whoever buys the president's certificate chooses its home among the cities in its country with a free station space, preferably in a hex that has no track yet.

4. A gray area in the market that speeds up price rises
In 1830 the coloured cells of the market lift the certificate limit and the 60% cap, and the brown ones allow buying more than one share per turn. 1894 folds this into a single gray area, taken from 1828: players can go past 60% and the shares don't count towards the limit, but only the president may buy two shares per turn. The new twist is that a company in the gray area moves up an extra step every time its price rises, and at the end of a stock round a sold-out company rises yet another step if it and its president hold 8 or more of its shares.

5. Companies can redeem and reissue shares
In 1830 a company can't buy back or issue its own shares. In 1894 it may redeem shares from the bank pool at the market price (one per round, two in the first round of each set), and those shares, like the ones still in the IPO, pay dividends into its treasury. If it holds more of its own shares than remain in the IPO, it may reissue all of them at once for 100 F each, and its par price becomes 100 F.

6. Trains can be traded up for newer models
In 1830 only the Diesel lets a company hand in an old train for a discount. In 1894, with a rule borrowed from 1824, a company may once per round trade one of its trains for one of the next colour up (or for a Diesel), if it is the next one available, paying the new train's price minus half the old train's price, even while at the train limit. There are seven train colours, including a 5+1 that counts one extra town.

7. Cities that split in two when upgraded to brown
In 1830 upgrading a city always preserves the existing connections. In 1894 regular green cities become two separate cities when upgraded to brown: their stations are lifted and their owners place them again in one of the two, so routes that used to run through the city can be cut. On top of that, each company may take two track actions per round (two yellow tiles, or one yellow tile and one upgrade) rather than a single tile.

8. London, ferries and off-board bonuses
In 1830 off-board areas simply have a fixed value per phase. In 1894 a company needs one of the four ferry markers (80 F each, at most one per company) to run routes through or into London, and to build track or stations it can only connect by going through London; Luxembourg is worth as much as the most valuable revenue centre on the route, and a route joining the Netherlands with another off-board area earns 100 F more. The London shipping private also makes London add, for its company's routes, the highest value among the rest of the route.