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18EU: Railroading in Europe From the 1830s to the 1930s

Designer: David Hecht

All of Europe on one map: small companies that merge into big operating railroads, and a private auction using fixed-price bid boxes.

18EU — 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 mostly matches the 1830 baseline — treasury, then the president's personal cash, then a forced sale of any shares they hold — but minors, the game's smaller starting companies, are never forced into this at all. What replaces 1830's simple bankruptcy is more elaborate here too: if a player truly can't raise enough, their remaining shares are dumped to the pool, and any corporation left without a president either gets funded from what personal cash the former president has left, or — if that's not possible — is fully restarted, with its trains returned to the depot and the company reopened from scratch. Any minor solely owned by the bankrupt player closes outright.

Comparison with 1830

1. Setting, map and number of players
1830 covers the northeastern USA for 2-6 players. 18EU spans practically the whole of continental Europe -from France to Austria and Poland, and from northern Germany down to central Italy, with the Alps represented as high-cost mountain hexes- also for 2-6 players. It's regarded as one of the great "gateway" games of the genre, precisely because it keeps 1830's overall structure while adding a handful of highly influential new ideas.

2. No classic private companies: Minor Companies instead
1830 opens with six private companies that grant passive income and, sometimes, a small special power. 18EU has none of those at all: instead there are 15 Minor Companies with historical names, each owned outright by a single player, which start with their own 2-train and always pay a Half Dividend -tiny operating companies in miniature, not passive privates. They're auctioned with a mechanism very close to 1830's privates.

3. Big corporations are literally built by merging Minor Companies into them
In 1830 a company is founded simply by buying its president's certificate with cash. In 18EU, before Phase 5 a player can only start one of the 8 big national corporations by merging one or more of his own Minor Companies into it: he swaps its assets for a single share of the new corporation, and the Minor is permanently retired. This "merging up" from small to large is the game's signature idea and has no equivalent in 1830.

4. Floats at 50%, with a fixed menu of starting values
In 1830 companies float once 60% of shares are sold, and the founder picks a par value from a wide price table. In 18EU flotation happens with just 50% of shares in players' hands, and the founding president can only pick the Starting Value from five fixed, marked spaces on the stock chart.

5. Bankruptcy eliminates the player, not just the company
In 1830, an underfunded president covers the shortfall with personal cash and, if that's still not enough, the company ends up liquidated. In 18EU, if the president still can't raise the money after selling every share he is legally allowed to sell, he goes bankrupt and is eliminated from the game outright; his companies pass to the next eligible shareholder holding at least two shares, or close with no compensation if nobody qualifies.

6. Operating order splits into two tiers
In 1830 every company operates strictly in order of current share price. In 18EU all the Minor Companies operate first, in a fixed numbered order from 1 to 15, and only once every one of them has gone do the floated Corporations operate, in descending order of share price -a two-tier operating sequence with no counterpart in 1830.