18xx · Translation Guide

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:

  1. 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.
  2. 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.
  3. 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

Dimension18Royal Gorge1862 (18EA)
Players2–42–8 (shines at 4–6)
Companies11, a handful in play20, entering in waves
Director / President20% (2 × 10% shares)30% director's cert (worth 3 shares)
Found a company by…Buying presidency in a Stock RoundWinning a Parliament auction or buying the director's share in a Stock Round
CapitalisationIncremental (2× price up front, rest as sold)Chartered = full (10× par); Non-chartered = incremental
Per-company ownership cap60% (70% in 2p)None — hold as much as the cert limit allows
Trains per companyMax 23 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 turnUp to 6 tiles (steel economy)1 "N" tile, or 2 normal tiles, or 1 upgrade (no steel)
Special economySteel (CF&I), Gold shipment, Victor Gold, debt/TreatyNone of those — instead Local-train hex subsidies & the George Hudson Manoeuvre
MergersNo company mergersConstant — 2:1 share merges & acquisitions
Company failurePlayer bankruptcy ends the gameA single company can go bankrupt / into receivership without ending the game
Endgame flourishStock cap / bankruptcy / end cardBank 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 companyNon-chartered company
Founded inA Parliament Round (auction)A Stock Round (buy the director's share from the IPO)
Cost to foundWinning bid (paid to bank) + 3× par for the director's cert3× your chosen start price, paid to the company
CapitalisationFull: 10 × par into the treasury the instant it floatsPartial: money trickles in as players buy shares (the 18RG way)
Station tokensExactly 3, at £60 eachDirector picks 2–7, at £40 each
ObligationMust float by end of next SR or the founder is fined 5× parNone — 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

Players2345678
Cert limit251813111098

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:

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.

PhaseOperating Rounds per cycle
Game startTwo Parliament Rounds back-to-back, then the first Stock Round
Phase AParliament → Stock → 1 OR
Phases B–CParliament → Stock → 2 ORs
Phases D–HParliament → 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.

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:

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

Dimension18Royal Gorge1862
Tiles per turnUp 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 trackSteel cubes from the CF&I marketFree — no steel, no per-tile cost
Tile coloursYellow → Green → Brown → SilverYellow → Green → Russet (3 colours)
Station typesCities & townsLarge stations (token-able circles) & small stations (dots, marked by a shared marker, un-owned)
Lettered hexesBold N/Y hexes accept only matching lettered tiles; Ipswich & Harwich have reserved russet tiles
LondonBuild 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

The three train types

TypeIconHow it scoresReaches
FreightPurple hexDistance-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.
LocalBlue diamondScores 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.
ExpressRed circleClassic "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:

Bands, phases, rusting & warranties

PhaseCostOff-board payTilesRustsLimit
A£100LowestYellow3 / type
B£200LowestGreen
C£280MiddleA
D£360MiddleRusset
E£500HighestB2 / type
F£600HighestC
G£700HighestDAny 3
H£800Highest

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:

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:

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.

LettersNameHomeRough position
ECREastern Counties RailwayWithamCentral spine toward London — the historical bully
EUREastern Union RailwayColchesterSouth, strong London access
ESREast Suffolk RailwayIpswichSouth-east hub (reserved russet Ipswich tile)
FDRFelixstowe Dock & RailwayFelixstowePort company — loves Freight
NGCNewmarket & Great ChesterfordNewmarketWest, can be boxed in near London
ENREast Norfolk RailwayCromerFar north, long off-board runs (see the ENR scoring examples)
N&SNorfolk & Suffolk JointLowestoftEast 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

  1. 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.
  2. 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.
  3. Match trains to permits; plan mergers to collect the other permits.
  4. Respect the home-token check before founding anything.
  5. Use Local subsidies + the George Hudson Manoeuvre to nudge share prices when raw revenue falls short.
  6. Mergers are strategy, not rescue. Consolidate toward one all-permit powerhouse with a dense home network.
  7. 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.