Railways of the Lost Atlas
Designer: Kevin Delger, Jacob Schacht
A modular map built during setup, minors with their own persistent powers that physically merge into majors, and a fixed cycle-based length.
1. The map is built during setup, not fixed
Railways of the Lost Atlas (Kevin Delger and Jacob Schacht, Asterisk Games, 2024) has no printed board like
1830: the map is assembled from tiles during setup, so every session is played on a different territory.
2. Twelve minors, each with its own permanent power
Each of the 12 minor companies has its own special ability (for example, bonuses for building bridges or
tunnels). In 1830, private companies have powers, but public companies have none that differentiate them from
each other.
3. Minors physically merge into majors, keeping both their powers
Merging two minors is as simple as placing their cards next to each other and laying an available major's
card on top: shares convert, treasuries combine, and the new major keeps the special powers of both original
minors. 1830 has no merger mechanic between companies at all.
4. A round dedicated solely to mergers
Each game cycle has four parts: a stock round, two operating rounds, and a merger round (MR) dedicated solely
to merging minors into majors. In 1830, the cycle only has stock and operating rounds; there's no dedicated
round for mergers.
5. Game length fixed by number of cycles, not by bank or trains
The game lasts a fixed number of cycles (4 in the short version, 6 in the full one), not until the bank runs
dry or the last train is bought as in 1830. At the end of the final cycle, all shares are liquidated at
market price and whoever has the most money wins.
6. "Project" tiles that never get placed on the map
The tile deck includes special tiles that, when drawn, aren't placed on the board at all: instead, whoever
draws one picks an existing city and upgrades it directly to a higher-value "capital." This way of altering
the map without laying a physical tile doesn't exist in 1830.
7. "Lead" trains buyable at the start of a turn to catch up
A lagging company can buy a special "lead" train at the start of its turn to catch up faster. 1830 has no
equivalent mechanism to help companies that have fallen behind.
8. Its own train colors: yellow, green, purple and grey
Train progression follows its own eras (yellow, green, purple, grey) instead of 1830's numeric 2/3/4/5/6/Diesel
sequence, though the concept of obsolescence ("rusting") when buying more advanced trains stays similar.
9. Multiple formats inside the same box
The game includes a "Micro" mode for newcomers, a short version, and a full version, adjusting length, table
space, and difficulty. 1830 doesn't offer this kind of format variation within the same edition.
10. Fantasy setting, not historical
Unlike 1830 and the vast majority of 18xx titles (set in real historical moments), Railways of the Lost Atlas
takes place in an invented fantasy world, with no pretense of simulating any real railroad.
Railways of the Lost Atlas — Schematic summary (vs 1830)
SETTING
- Modular map, built during setup; fantasy setting (not historical)
- Multiple formats included: Micro, short (4 cycles), and full (6 cycles)
MINORS AND MERGERS
- 12 minors, each with its own permanent power
- Physical merger of two minors into a major, keeping both their powers
- Dedicated merger round (MR) within each cycle, alongside stock and operating rounds
MAP, TRAINS AND ENDGAME
- Project tiles: upgrade a city to "capital" without ever being placed on the board
- "Lead" trains to catch up; its own train eras (yellow/green/purple/grey)
- Ends after a fixed number of cycles, not an empty bank or last train