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18Mag: Hungarian Railway History

Designer: Leonhard "Lonny" Orgler

Hungary with every train available from the start and no rusting at all: trains can only be scrapped voluntarily, and companies always split earnings 50:50.

18Mag — 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

There's no emergency sell mechanic here at all: owning a train is never mandatory, so the entire company/president/forced-sale chain never triggers. If no company buys any train at all for several operating rounds in a row, the game simply advances to the next equipment phase on its own, rather than compelling any specific corporation to buy. This fits 18Mag's unusual economy, where players start with no personal cash whatsoever and money mostly stays locked inside the companies until the very end.

Comparison with 1830

1. No starting capital, with Hungary as the setting
In 1830 each player receives a fixed amount of starting cash based on player count. In 18Mag, players start the game with zero forints in hand, for any player count from 2 to 6, set in the history of Hungarian railroads.

2. Players run drafted "minors," not companies founded through an auction
In 1830, players found public companies by buying the president's certificate on the stock market. In 18Mag, a player's main vehicle is a "minor" company (capped at just 2 trains at any time) that gets drafted during setup, not bought or auctioned.

3. Seven fixed "majors" that act as automatic tolls, not flat-income privates
In 1830, private companies simply pay a flat income and nothing else. In 18Mag, the same seven "major" companies exist in every game (four with 2 players), and no single player controls them directly: they earn money automatically whenever a minor performs a specific action (for example, SIK gets paid for every difficult-terrain symbol crossed, and LdStEG pockets half of every train-purchase payment).

4. The "majors" have shares and a president, but the president barely decides anything besides the dividend
Like in 1830, each "major" has 10% shares and needs a 20% stake to name a president. But unlike 1830 (where the president decides track, stations, and trains), in 18Mag's "majors" the president's only real decision is how much dividend to pay out — everything else about the company runs automatically, triggered by other players' minors.

5. Trains never rust, and minors only ever reach the 6-train
In 1830, old trains are forcibly retired once a sufficiently advanced type is introduced. In 18Mag, trains never rust at all: a minor starts with a 2-train, can add a second 2-train, and then discards trains voluntarily as it grows in size (2, 3, 4, and 6 — skipping the 5 entirely). This gives every group a flexibility of game length that 1830 doesn't offer, since its phase clock pushes the game forward regardless of the players' wishes.

6. A fixed 50% split for minors, with no choice between full payout or full withholding
In 1830 the president decides each round whether to pay out 100% of the profit or withhold it entirely for the treasury. In 18Mag, minors always split their earnings evenly with their owner: half goes straight to the player's pocket and half stays with the minor, with no other option.

7. A much steeper dividend scale for the "majors"
In 1830, paying out 100% of the profit moves the stock price up a single space. In 18Mag, if a major's president pays out 21 forints or more in dividends, the stock price can jump up by as many as four spaces at once — a far steeper scale than 1830's.