1846: Privates & Railroads โ A Field Guide
What each one does, why you'd want it, and an honest opinion about each
The Private Companies
Two framing thoughts before the list. First: in 1846 you don't bid for privates โ you draft them at fixed prices, so the question is never "what's it worth?" but "is this better than keeping cash for the stock round?" Second: every private (except the Mail Contract) pays income each OR and can be sold to a corporation you control for up to list price โ so most privates effectively refund themselves. The real differentiator is the ability.
Lake Shore Line โ โ โ โ โ
What it does: Once green tiles are available, its owning corporation gets one extra, free upgrade of Cleveland or Toledo โ no connection to your tokens required.
Why it's useful: $15 per OR on a $40 purchase is a 37.5% yield before the ability even fires. And the ability is tempo: Cleveland and Toledo are the two most congested junctions in the east half of the map. The green Toledo tile adds a second city spot โ in the rulebook's own example, the NYC uses exactly this trick to slip past the Grand Trunk's Toledo token and reach Detroit.
Michigan Central โ โ โ
What it does: Two extra, free yellow tile lays in its reserved hexes along the southern Michigan corridor. Until it's bought by a corporation or removed, nobody may lay tiles there โ the ability doubles as a roadblock.
Why it's useful: Free lays are precious in a game that only allows two per turn, and the blocking power is real leverage: a GT or NYC that needs to cross Michigan may pay you handsomely (well, up to list price) just to unlock the corridor.
Ohio & Indiana โ โ โ
What it does: The Michigan Central's southern twin โ two extra, free yellow lays in reserved hexes across Ohio/Indiana, with the same blocking effect until bought or removed.
Why it's useful: Same math as the MC: excellent income ratio, free tempo, corridor control. The hexes sit on the natural east-west path, so Pennsylvania, B&O, and C&O builders all care about it.
Steamboat Company โ โ โ โ
What it does: Places a port marker on a listed location, adding $20 (or $40 in Holland/Wheeling) to routes that count it. Unique perk: before any corporation buys it, you assign the marker each OR to any corporation or Independent Railroad you like (details).
Why it's useful: It's the only private that works for you from turn one without being sold โ pump up your own Independent Railroad's runs, or your corporation's. And re-assigning it every OR makes you popular (or dangerous) in negotiations.
Meat Packing Company โ โ โ โ
What it does: Its owning corporation places a $30 marker in St. Louis or Chicago; routes counting that location earn +$30 through Phase III.
Why it's useful: +$30 on the exact locations every western route already wants to visit. On a corporation running two trains through St. Louis, that's +$60 per OR โ which is dividend money, which is stock-price movement.
Tunnel Blasting Company โ โ โ
What it does: Reduces tunnel/pass hexside costs by $20 for its owning corporation โ e.g., the Wheeling–Pittsburgh crossing.
Why it's useful: Honestly? The ability is a footnote. The headline is $20 per OR โ the best raw income of any private. Buy for $60, collect $20 every OR, then sell it to your corporation for $60. It's a money pump.
Chicago & Western Indiana โ โ โ โ โ
What it does: Its owning corporation places a free extra token in Chicago's reserved C&WI spot (which is blocked for everyone until this private is bought or removed). Can't be used if the corporation already has a Chicago token.
Why it's useful: Chicago is the highest-value western anchor and the western end of the East-West bonus. Tokens there are contested and expensive; this one is free, guaranteed, and doesn't even need a connection. A corporation with a Chicago token has a permanent seat at the best table on the map.
Mail Contract โ โ
What it does: One of its owning corporation's routes earns +$10 per location visited (not just counted โ an N/M train's skipped cities pay too). Uniquely, it survives Phase III if a corporation owns it.
Why it's useful: Late game, a 7/8 train visiting 8 locations earns +$80 every OR, forever. It's the only private with endgame scaling.
The Independent Railroads
These two are privates that play like tiny corporations (rules): each has a 2-train and a token, lays track, runs a route every OR, and splits revenue 50/50 between you and its treasury. When a corporation buys one, it gets the treasury, the 2-train, and converts the token โ three assets in one purchase.
Michigan Southern โ โ โ โ
What it does: Operates out of Detroit ($40+ city, tunnel to Windsor next door) with a $60 starting treasury. Operates first each OR, before everything else on the board.
Why it's useful: Detroit is prime real estate; the MS reliably runs $60–$70 routes from OR1, paying you $30+ per OR. When sold to a corporation (max $60), the buyer gets a Detroit token โ often worth more than everything else combined.
Big 4 โ โ โ โ
What it does: Same mini-corporation machinery, based in Indianapolis with a $40 treasury.
Why it's useful: Cheaper entry than the MS, and Indianapolis is a fine central hub โ its routes grow toward Terre Haute/St. Louis and Cincinnati. The Indianapolis token it hands its eventual buyer anchors the middle of the map.
The Seven Railroads
Remember the frame: with 3–4 players, one or two of these are randomly removed at setup, and their home cities become blocked โ which reshuffles every evaluation below. Also, in 1846 you pick the starting price ($40–$150), so a "weak" railroad launched cheap with the right privates can outscore a "strong" one launched expensively. Geography is destiny, but the destiny is negotiable.
New York Central โ โ โ โ โ
Advantages
- Cleveland is a high-value "Z" city, centrally placed on the northern trunk line.
- Straight shot east to Buffalo/Erie off-boards and west toward Toledo โ Detroit โ Chicago: the best East-West skeleton on the map.
- Natural buyer of the Lake Shore Line, which is practically named after it.
Disadvantages
- Everyone knows it's good โ expect share competition and neighbors racing you to Toledo and Chicago tokens.
- The northern corridor is the most fought-over track on the board; you will pay for bridges and get blocked.
Pennsylvania โ โ โ โ โ
Advantages
- Five tokens โ one more than anyone else. In a game where tokens are route anchors and blockers, this is a genuine superpower.
- The Ft. Wayne reservation can be dropped without a connection for $60: an instant forward base on the road to Chicago while your track catches up.
- Homewood sits next to Pittsburgh's fat eastern revenue.
Disadvantages
- Mountainous terrain east of home โ expect $40–$60 hexside bills (the Tunnel Blasting Co. is your friend).
- Long way to the western off-boards; the E-W bonus takes time to assemble.
Illinois Central โ โ โ โ
Advantages
- The launch bonus: the bank matches your starting price into its treasury (ยง5.35). Launched at $150, the IC starts with $450 while everyone else has $300 or less.
- Five free "$0 IC" tile lays up the Illinois spine โ track that costs everyone else $20+ costs the IC nothing.
- Cheap reserved Centralia token; St. Louis and Chicago both in easy reach; loves the Meat Packing Co.
- Western corner start means little early competition for its track.
Disadvantages
- Cairo is the most remote home on the map โ early routes are modest and the eastern big money is far, far away.
- The East-West bonus is a long-term project; the IC can stall in the midgame if it doesn't reach meaningful revenue by Phase III.
Grand Trunk โ โ โ
Advantages
- Detroit and Toledo next door: fast, cheap early revenue that few companies can match in OR1–2.
- Natural partner for the Michigan Southern (whose Detroit token it inherits on purchase โ partially fixing the token problem).
- Port Huron's bridge to Sarnia gives an East connection right at home.
Disadvantages
- Only 3 tokens โ the fewest in the game. Every placement is agonizing, and running out means getting locked out of Chicago or the south.
- Corner start: all growth funnels through the same contested Detroit–Toledo bottleneck the NYC also wants.
- Port Huron can never take the brown upgrade (map-edge restriction), capping home revenue.
Chesapeake & Ohio โ โ โ
Advantages
- The southern route (Huntington โ Cincinnati โ Louisville โ St. Louis) is the least contested corridor on the map โ you build in peace while the north brawls.
- Cincinnati (a "Z" city) is close, and a natural East-West path exists that few others fight for.
Disadvantages
- No ability, no reserved token, no launch bonus โ the C&O is exactly what's printed on the map, nothing more.
- Huntington itself is low-value; early revenue is unimpressive and the mountain terrain east of home is pricey.
- The B&O's reserved Cincinnati spot can complicate your best city.
Erie โ โ
Advantages
- Guaranteed cheap second city: the reserved $40 token in Erie.
- Instant access to eastern off-board money (Buffalo, and the east half of an E-W route is born connected).
- Four tokens and a spot in the northern action.
Disadvantages
- Salamanca is a low-value home in the far northeast โ the wrong end of the map for growth.
- It needs to cross the entire contested northern corridor (Cleveland, Toledo, Detroit โ all someone else's home turf) to reach the west.
- A route can't connect two East off-boards, which caps what the Erie can do in its own neighborhood.
Baltimore & Ohio โ โ
Advantages
- The escape hatch: drop the reserved Cincinnati token without a connection for $100 and instantly own a piece of a "Z" city in the middle of the map.
- Wheeling has a port (Steamboat marker: +$40 there) and a fat tunnel connection to Pittsburgh's eastern money.
Disadvantages
- Wheeling is a pocket: map-edge restrictions block its brown upgrade, terrain is expensive in every direction, and the natural exits run through everyone else's track.
- That Cincinnati bailout costs $100 โ a huge OR1/OR2 expense for a young company.
- Without the token trick, the B&O risks spending Phase I–II merely escaping home.
Quick Rankings (Fight Me)
| # | Private | One-liner | # | Railroad | One-liner |
|---|---|---|---|---|---|
| 1 | Lake Shore Line | Best yield + unblocks the best cities | 1 | Pennsylvania | Five tokens and a teleporting one |
| 2 | Chicago & W. Indiana | Buys the thing money fights over: Chicago | 2 | New York Central | Best geography, priced accordingly |
| 3 | Meat Packing Co. | +$30 exactly where the West already runs | 3 | Illinois Central | Richest treasury, loneliest corner |
| 4 | Steamboat Co. | Pays you before it's even sold | 4 | Grand Trunk | Fast money, three-token ceiling |
| 5 | Michigan Southern | Detroit dividends from OR1 | 5 | Chesapeake & Ohio | Quietly fine while the north brawls |
| 6 | Big 4 | The budget independent โ great value | 6 | Baltimore & Ohio | A trap with a $100 escape hatch |
| 7 | Tunnel Blasting Co. | Boring 33% yield; take the money | 7 | Erie | Wrong corner, crowded neighbors |
| 8 | Michigan Central | Corridor tolls, Michigan edition | |||
| 9 | Ohio & Indiana | Corridor tolls, Ohio edition | |||
| 10 | Mail Contract | Terrible in your hand, lovely on a mat โ never pay $80 | |||