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18Ireland

Designer: Ian Scrivins

5-share companies that merge (sometimes hostilely) into 10-share companies, with a small bank and two-stage train obsolescence.

18Ireland — 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

Follows the same order as 1830 — treasury, then the president's personal cash, then a forced sale of the president's personal shares — but tightens when that last step can even start: a corporation can't move to emergency selling if it could already afford some train, including a discounted or exchanged one, so the option only opens once truly nothing affordable is available. Trains must also be bought every operating round here, not just when a route needs one, and a corporation forced to buy can only do so from the bank, never from another corporation's holdings.

Comparison with 1830

1. Companies start with only 5 shares, not 10
In 1830, every public company has 10 shares from the start. In 18Ireland there are up to 14 possible companies with only 5 shares each (one always in play, another chosen at random); this smaller size is the normal starting state for any company.

2. Mergers — sometimes hostile — to become a 10-share company
Two 5-share companies can merge to become one 10-share company. Shareholders of both companies vote for or against it; even shares sitting in the bank pool "vote" based on whether the merger would raise or lower their value. If the vote passes, the merger goes through even if one company's president doesn't want it. In 1830, public companies can never merge with each other.

3. Trains rust in two stages, not all at once
When a train becomes obsolete, it first "rusts": it can be bought back from the bank at half price but with half its capability, and stays in play in that reduced state. Only later does it fully "rot" and get removed. In 1830, an obsolete train is removed outright, with no such intermediate step.

4. Companies can permanently fall behind
The design accepts that some of the 13 starting 5-share companies simply won't thrive (due to under-investment, geographic isolation, or poor founding timing) and will stay behind for the whole game, rather than forcing every company to stay equally relevant the way 1830 tends to.

5. The bank pool's vote can decide a merger
Letting unowned shares in the bank pool "vote" on a merger based on the effect on their own value is a mechanic with no equivalent in 1830, where pool shares are purely passive.

6. Irish setting with pounds sterling
The game is set in Ireland and uses pounds (£) as currency, reinforcing a historical identity quite different from 1830's Northeastern USA.

A term you do not recognise? They are all explained in the 18xx glossary. Glossary →