Learning 1862, coming from 18Royal Gorge
The same 18xx DNA — but a wilder, meaner, merger-driven beast.
You know: 18Royal Gorge (Seaworthy, 2–4p) · You're learning: 1862 / 18EA (Mike Hutton, GMT, 2–8p)
Good news: the 18xx skeleton is identical. Buy shares in a stock round, presidents run companies in operating rounds, lay track, run trains for revenue, pay dividends to move the share price, richest player wins. If that's your mental model from Royal Gorge, it all still holds. This guide only covers what changes — and 1862 changes a lot: three kinds of train running at once, a bidding "Parliament" to found companies, and a merger engine that turns twenty small railways into a handful of giants.
The three things that will trip you up first:
- Every company runs up to three different train types simultaneously (Freight, Local, Express), each scored by completely different rules — and a company can only run the types it has a permit for.
- Companies are founded two different ways — by winning a Parliament auction (a "chartered" company) or by buying a director's share in a stock round (a "non-chartered" company) — and they behave differently forever after.
- Companies merge 2:1 all game long. There is no Royal Gorge equivalent. This is the heart of 1862, not an edge case.
At a Glance↑ top
| Dimension | 18Royal Gorge | 1862 (18EA) |
|---|---|---|
| Players | 2–4 | 2–8 (shines at 4–6) |
| Companies | 11, a handful in play | 20, entering in waves |
| Director / President | 20% (2 × 10% shares) | 30% director's cert (worth 3 shares) |
| Found a company by… | Buying presidency in a Stock Round | Winning a Parliament auction or buying the director's share in a Stock Round |
| Capitalisation | Incremental (2× price up front, rest as sold) | Chartered = full (10× par); Non-chartered = incremental |
| Per-company ownership cap | 60% (70% in 2p) | None — hold as much as the cert limit allows |
| Trains per company | Max 2 | 3 of each type early; falls to 2 each, then 3 total |
| Train "kinds" | One roster (n, n+, 6×2) | Three types at once: Freight, Local, Express — gated by permits |
| Track per turn | Up to 6 tiles (steel economy) | 1 "N" tile, or 2 normal tiles, or 1 upgrade (no steel) |
| Special economy | Steel (CF&I), Gold shipment, Victor Gold, debt/Treaty | None of those — instead Local-train hex subsidies & the George Hudson Manoeuvre |
| Mergers | No company mergers | Constant — 2:1 share merges & acquisitions |
| Company failure | Player bankruptcy ends the game | A single company can go bankrupt / into receivership without ending the game |
| Endgame flourish | Stock cap / bankruptcy / end card | Bank breaks, top of market, or first 'H' train → then the LNER forms & everyone runs 3 more times |
1Starting Companies — two doors, not one↑ top
In Royal Gorge there's one way to bring a railroad to life: in a Stock Round you buy the presidency, set the price, seed the treasury. 1862 keeps that door but adds a second, and the choice defines the company.
| Chartered company | Non-chartered company | |
|---|---|---|
| Founded in | A Parliament Round (auction) | A Stock Round (buy the director's share from the IPO) |
| Cost to found | Winning bid (paid to bank) + 3× par for the director's cert | 3× your chosen start price, paid to the company |
| Capitalisation | Full: 10 × par into the treasury the instant it floats | Partial: money trickles in as players buy shares (the 18RG way) |
| Station tokens | Exactly 3, at £60 each | Director picks 2–7, at £40 each |
| Obligation | Must float by end of next SR or the founder is fined 5× par | None — but a half-floated company just sits there |
The non-chartered company is the one that feels like Royal Gorge: incremental capital, flexible token count, cheap entry. The chartered company is the new animal — a big lump of guaranteed cash (10× par) but you paid an auction premium and committed to floating it.
A company can be impossible to start if it can't place its home station marker on its first operating turn (home hex fully tokened-out by rivals and un-upgradable). Home bases are not reserved — rivals can token your future home before you ever found it. Always check a company's home hex is placeable before you commit.
2Shares & the Director↑ top
- Director's certificate = 30% (three shares' worth), versus Royal Gorge's 20% president. Seven 10% ordinary shares round out the 8-certificate set.
- No per-company ownership cap. Royal Gorge stops you at 60%; 1862 lets you own every available share of a company if your certificate limit allows. Dumping and dominating are both stronger here.
- Certificate limits are tighter and player-count-sensitive:
| Players | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|
| Cert limit | 25 | 18 | 13 | 11 | 10 | 9 | 8 |
Presidency/directorship still transfers automatically to whoever holds the most shares, swapping three ordinaries for the director's cert — same idea as Royal Gorge's forced 20% swap, just with 30%.
3Capitalisation↑ top
Royal Gorge is purely incremental — the treasury fills only as shares sell. 1862 splits the world:
- Chartered → 100% up front. The moment 50% is bought, the treasury receives 10 × par. A par-90 charter floats with £900 in the bank instantly. This is the single biggest cash swing in the game and has no Royal Gorge parallel.
- Non-chartered → incremental, exactly like a Royal Gorge company: money arrives share by share.
Full capitalisation makes a chartered company a track-and-train juggernaut early, but you overpaid to found it and owe an obligation to float. Non-chartered lets you start cheap and small (as few as 2 tokens) and grow — often the better first-game choice.
4Round Structure↑ top
Royal Gorge has a fixed heartbeat: SR → OR → OR, forever. 1862 adds the Parliament Round and makes the number of ORs grow with the phases.
| Phase | Operating Rounds per cycle |
|---|---|
| Game start | Two Parliament Rounds back-to-back, then the first Stock Round |
| Phase A | Parliament → Stock → 1 OR |
| Phases B–C | Parliament → Stock → 2 ORs |
| Phases D–H | Parliament → Stock → 3 ORs |
So a full cycle is Parliament Round → Stock Round → (1–3 Operating Rounds), repeating. The Parliament Round is brand new; everything else you recognise.
5Parliament Rounds — the new auction layer↑ top
This has no Royal Gorge equivalent (the closest cousin is 1861's petitioning auction). Before each Stock Round, players bid to found chartered companies.
- Starting with the Priority Deal holder, each player may start an auction on any available company with an opening bid (a multiple of £5, minimum £0), or pass.
- Others raise in £5 steps or drop out (dropping out of that auction is permanent). Highest bidder must found that company: pay the bid to the bank, set a par, buy the director's cert at 3× par, optionally buy up to two more shares.
- The round continues — new auctions start to the winner's left — until everyone declines to open an auction. Priority Deal does not move during Parliament.
- Win a charter and you're under obligation: float it (reach 50%) by the end of the next Stock Round or eat a fine of 5× par.
Bids are pure lobbying cost — losers keep their money, only the winner pays. Early charters get full capitalisation and first pick of the board, so a modest winning bid on a well-placed company is often worth it. But don't win a charter you can't afford to float — the 5× par fine is brutal.
6Stock Market & Dividends↑ top
Very familiar. Sells zig-zag the price down one space per share (to the pool); dividends push it right, withholding pushes it left. Two wrinkles worth flagging:
- Dividends can jump up to four spaces right (≥4× the share price), versus Royal Gorge's max of three. Big pay-outs move the needle faster.
- Train-less companies are second-class citizens: if a company owns no train, its shares sell at half price and it can't do much. Keeping a train in every company matters even more than in Royal Gorge.
- Protected zones: selling above 200 or below 40 (and you're not the director) ignores the first share before the price drops — a light brake on crashing high or low stocks.
The George Hudson Manoeuvre — 1862's little cheat
There's no gold-shipment bonus here, but there is this: if a company earns revenue that's at least £10 but below its share price, the director may spend treasury cash (in multiples of 10, the minimum needed) to top the revenue up to the share price — forcing a price increase — but must then pay it all out as a dividend. It converts hoarded treasury (including Local-train subsidies) into share-price growth. Named after the fraudster who paid dividends out of capital; use it the same way.
7Track & Stations↑ top
| Dimension | 18Royal Gorge | 1862 |
|---|---|---|
| Tiles per turn | Up to 6 (funded by steel) | One 'N' tile, or two normal yellows, or one upgrade, or one small station, or build to London |
| Cost of track | Steel cubes from the CF&I market | Free — no steel, no per-tile cost |
| Tile colours | Yellow → Green → Brown → Silver | Yellow → Green → Russet (3 colours) |
| Station types | Cities & towns | Large stations (token-able circles) & small stations (dots, marked by a shared marker, un-owned) |
| Lettered hexes | — | Bold N/Y hexes accept only matching lettered tiles; Ipswich & Harwich have reserved russet tiles |
| London | — | Build a token into London to run into it; capped at 4 companies; you can never run out of London |
Small stations aren't yours. Unlike your company circles, small-station markers are neutral — they matter for Local trains but you don't "own" a slot there. And a route may only pass through a large station once and can't reuse a track segment — but see the trains section, because different trains of the same company may freely reuse each other's track. That reuse is a Royal Gorge no-no and a 1862 staple.
8Trains — the Big One↑ top
If you internalise one section, make it this one. Royal Gorge trains are a single ladder. 1862 trains are three parallel systems a company can run at the same time, and a two-sided card that you assign a type to on purchase.
Permits: what you may run vs. what you may buy
- Every company starts with one train permit (Freight, Local, or Express), dealt at setup.
- You may buy any train type, but may only earn revenue with types you hold a permit for.
- The only way to gain a second/third permit is to merge with a company that has it. This is the engine that ties trains to mergers — to run mixed trains, you consolidate railways.
The three train types
| Type | Icon | How it scores | Reaches |
|---|---|---|---|
| Freight | Purple hex | Distance-based: start + finish city, +20 per intervening hex "as the crow flies" (+30 if a port is involved). The number = max hexes travelled + 1. | Large stations, ports, red off-board. Ignores small stations. |
| Local | Blue diamond | Scores all stations incl. small ones (20 each). The number = how many large stations. Plus a £10/hex subsidy into the treasury (not dividends). | Small & large stations only. No ports/off-board. |
| Express | Red circle | Classic "sum the stops": all large stations & off-board areas on the route. Ignores small stations. | Large stations, ports, red off-board. |
Some are "N/M" trains (e.g. 4/5): the train visits M stations but only the best N score — you drop the worst, your choice.
Freight is the alien one. Its revenue barely cares about what you connect — it cares about how far apart the endpoints are, measured straight-line in hexes, ignoring the twists of the actual track. Long, spread-out networks and port runs (+30/hex) are gold. Permanent freights (F6–F9) may even run as separate trains to different off-boards.
Running multiple trains — reuse the track
A company runs all its trains together. The rules you must respect:
- Every train must run through one of the company's own station markers; at least one run must include the company's home station.
- Runs must interconnect at large stations (even hostile, tokened-out ones can be the meeting point).
- A single train can't reuse its own track — but different trains of the same company may share track freely, and each station/off-board scores once total.
Bands, phases, rusting & warranties
- Trains come in bands A–H; buying the first of a band advances the phase.
- Rusting: A rusts when C arrives, B when E, C when F, D when G. (E–H are permanent.)
- Warranties (£50, up to 3/train) delay rusting one phase per token — a genuinely novel lever. A and D trains come with one free warranty.
- Train limits shrink as you go: 3 of each type (A–D) → 2 of each (E–F) → any 3 total (G–H). Excess trains are not discarded on a phase change; you just can't buy past the limit.
| Phase | Cost | Off-board pay | Tiles | Rusts | Limit |
|---|---|---|---|---|---|
| A | £100 | Lowest | Yellow | — | 3 / type |
| B | £200 | Lowest | Green | — | |
| C | £280 | Middle | — | A | |
| D | £360 | Middle | Russet | — | |
| E | £500 | Highest | — | B | 2 / type |
| F | £600 | Highest | — | C | |
| G | £700 | Highest | — | D | Any 3 |
| H | £800 | Highest | — | — |
Train tips for your first game:
- Match your purchases to your permit. A Freight-permit company that buys an Express earns nothing on it until it merges into an Express permit.
- Because you can run all three types together, a merged mega-company with all three permits and a dense home network is the win condition. Aim your mergers there.
- Buy the free-warranty A and D trains knowing they'll stick around an extra phase — cheap insurance against rust.
- Local trains quietly fund the treasury (£10/hex), which then feeds the George Hudson Manoeuvre to pump your share price. Don't dismiss them.
- Freight loves ports and long straight-line distance; Express loves fat off-board values (which climb with the phases); Local loves dense track full of small stations.
9Mergers & Acquisitions — the missing mechanic↑ top
Royal Gorge companies never combine. In 1862 they combine constantly, and it's how twenty tiny railways become a manageable few. Two flavours, both requiring mutual consent of both directors (usually the same player!) and a track connection between the two companies' tokens:
- Merger — at the start of a company's operating turn. If the other company hasn't operated yet, the merged company continues the turn.
- Acquisition — at the end of the turn. The merged company doesn't operate again until next OR.
Shares combine 2 : 1 into the surviving company. The mechanics (option shares, redeeming/relinquishing, new share price = lower price + half the higher) are fiddly the first time — lean on the two worked examples in the rulebook. The strategic point for a Royal Gorge player:
Mergers are how you (a) collect all three train permits into one company, (b) unclog a board where everyone has tokened everyone else in, and (c) turn two mediocre share prices into one strong one. Plan them; they're not a bail-out, they're the plan.
10Train-less Trouble: forced buys, refinancing, receivership↑ top
Royal Gorge's safety net is president emergency-funding, and player bankruptcy ends the game. 1862 pushes the pain onto the company and has a richer failure ladder:
- Every company must end its turn with a train. Can't afford one? The director must raise cash by either selling company treasury stock or refinancing (issue shares, merge existing holdings 2:1, treasury gains 10× par). Not both.
- Receivership: if the director's share ends up in the pool, the company runs on autopilot (majority shareholder operates it) — no track, no new tokens, retains revenue, buys one train if it can.
- Company bankruptcy (no train & can't refinance, or price hits the bottom) removes that company — but the game continues. Shareholders get compensation at (often half) share value. This is a huge mindset shift from Royal Gorge, where bankruptcy is the end.
11Endgame & the LNER↑ top
Triggers are similar in spirit — bank runs out (£15,000), or a company tops the market, or the game runs a full OR set after the first 'H' train sells. But 1862 adds a distinctive finale:
The London & North Eastern Railway (LNER) forms at the end of the OR set after the first H train. Then: no more Parliament, no more building, no more mergers, IPO shares dump into the pool, share sales stop moving prices, and the cert limit relaxes. At the start of the next OR, nationalisation: every company runs and buys trains three more times, adjusting prices, and then the game ends. It's a scripted, high-revenue coda with no Royal Gorge analogue.
Winner, as always, is greatest personal wealth (cash + shares). Money in company treasuries doesn't count — same as Royal Gorge.
12The 20 Companies — how to think about them↑ top
Royal Gorge hands you Santa Fe and the D&RG plus a few random others. 1862 has twenty, entering in three waves, and their home-hex geography and starting permit matter more than their names.
- Availability waves (2–6 players): the initial 8 are open from the start; +4 after the first 'B' train; +4 after the first 'C'. The final 4 are discarded out of the game. (7–8 players add 1–2 extra starters.)
- Each company's starting permit (Freight / Local / Express) is randomised at setup — so "which company" partly means "which permit, where."
- Home bases are not reserved. A company that looks great can be un-startable if its home hex gets tokened out first. Conversely, you can deny a rival by tokening their home.
| Letters | Name | Home | Rough position |
|---|---|---|---|
| ECR | Eastern Counties Railway | Witham | Central spine toward London — the historical bully |
| EUR | Eastern Union Railway | Colchester | South, strong London access |
| ESR | East Suffolk Railway | Ipswich | South-east hub (reserved russet Ipswich tile) |
| FDR | Felixstowe Dock & Railway | Felixstowe | Port company — loves Freight |
| NGC | Newmarket & Great Chesterford | Newmarket | West, can be boxed in near London |
| ENR | East Norfolk Railway | Cromer | Far north, long off-board runs (see the ENR scoring examples) |
| N&S | Norfolk & Suffolk Joint | Lowestoft | East coast port access |
| …and 13 more. See the full roster with colours & home stations in the main rules page. | |||
Choosing a company (first game):
- Favour a home hex that is open and hard to block, with room to reach a red off-board or port for reliable revenue.
- A port-adjacent home (FDR, Lowestoft, Wells) pairs beautifully with a Freight permit (+30/hex).
- Don't over-value the name; value the permit + geography + whether you can actually place the home token.
- Think one merger ahead: two neighbouring companies with complementary permits that can connect are a stronger combined entity than either alone.
★First-Game Cheat Sheet↑ top
- Consider the Simple / Advanced variants first. The rulebook explicitly recommends new players start with fewer train types (Simple Express or Simple Freight). Even veterans are advised to — 1862 is unusually deep.
- Keep every company you run in a train. Train-less = half-price shares and a march toward forced refinancing. This is stricter than Royal Gorge.
- Match trains to permits; plan mergers to collect the other permits.
- Respect the home-token check before founding anything.
- Use Local subsidies + the George Hudson Manoeuvre to nudge share prices when raw revenue falls short.
- Mergers are strategy, not rescue. Consolidate toward one all-permit powerhouse with a dense home network.
- Watch the phase clock: buying the first train of a band flips the phase, rusts old trains, and changes off-board values — sometimes you want to trigger that, sometimes stall it (warranties help).
A translation guide for 18Royal Gorge players learning 1862: Railway Mania in the Eastern Counties.
Companion to the full 1862 rules pages in this folder. 18RG © Seaworthy Games · 1862 © GMT Games / Mike Hutton.