18EU — Rules Reference

A Century of Railroading in Europe, from the 1830s to the 1930s · designed by David G.D. Hecht

Condensed single-page reference · Version 1.0.0 (05 March 2004) · © 1997–2004 David G.D. Hecht

1 · Introduction & Setup

18EU is an "18xx" game set in continental Europe, tracing rail development from modest local lines to a continent-spanning economic colossus. Players start with 15 Minor Companies that are eventually merged into 8 Corporations.

How to Win

The player with the highest net worth at game end wins. Net worth = cash on hand + (final share price × shares held). Corporation/Minor cash and trains do not count.

Components

Map · Stock Market chart · 8 Corporation charters (9 certs = 10 shares each) · 15 Minor Company charters · train cards · track tiles · station tokens · £12,000 Bank.

Setup

Starting cash & certificate limits by player count
Players23456
Initial cash£750£450£350£300£250
Certificate limit2820161311
Etiquette: Play quickly (plan on others' turns). Cash and Corporation capital must be disclosed on request; all corporate transactions are public. Public verbal agreements are allowed but unenforceable; secret agreements are prohibited.

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2 · Game Phases

Each phase begins with a triggering event (buying the first train of a type) and governs tiles, trains available, train limits, and Minor Company status. Every Stock Round is followed by two Operating Rounds.

Phase progression
PhaseTriggering event New tilesTrain limit
Corp / Minor
Trains rusted
2Game startYellow4 / 2
3First 3 train boughtGreen4 / 2
4First 4 train boughtGreen3 / 12 trains rust
5First 5 train boughtBrown2 / 1 
6First 6 train boughtBrown2 / 13 trains rust
8First 8 train boughtGrey2 / 14 trains rust

The Minor Company Final Exchange Round is conducted immediately before the Stock Round following the operating set in which the first 5 train is bought. From then on Minor Companies no longer exist.

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3 · The Stock Market

Each stock value is the price of one share (10% of a Corporation). Highlighted spaces are the possible starting values for new Corporations:

Starting values & full capitalization (10×)
Starting value£70£75£82£90£100
Full capitalization£700£750£820£900£1000

Ownership limits

Stock price movement

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4.1 · Stock Round

In turn order starting from the Priority player, each player may sell then buy, until all pass in sequence. Priority then passes to whoever began the final round of passes; prices adjust; the first Operating Round begins.

Selling

  • Sell any number of shares (respecting the 50% Pool cap). Stock of a Corporation that has not yet operated may not be sold.
  • All shares of one Corporation sell at the same current price, as a single transaction.
  • Once you sell a Corporation's stock, you can't buy it again this Stock Round.

Buying

  • After selling, buy one certificate from a Treasury or the Pool at market value.
  • First purchase in a Corporation must be its President's Certificate (declare starting value, pay 2× to Treasury).
  • Once you buy, you can't sell more that turn.
Starting a Corporation (before Phase 5): buy the President's Certificate, pay 2× starting value to Treasury, then immediately merge one of your Minor Companies for a share (its cash + trains go to the Corporation; token replaced). No Minors left before Phase 5 → you cannot start a Corporation.

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4.2 · Minor Companies

Minor Companies are fully owned by one player, not represented by stock. Each starts with a single 2 train and empty Treasury, and always declares a Half Dividend.

Initial Sale Round (game start)

Final Exchange Round (once Phase 5 begins)

Conducted before the next Stock Round, in player order beginning with the president of the company that bought the first 5 train (Priority Deal does not move). On your turn, dispose of one remaining Minor:

"Connected" = able to trace a legal route (infinite-length train) to a Corporation token, or share its hex. After all Minors are gone, Corporations discard trains over the limit (Pullman first), then the Stock Round begins.

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4.3 · Formation of Corporations

Each Corporation has 10 shares: the 20% President's Certificate and eight 10% shares. A Corporation floats once players hold ≥ 50% of its shares.

Before Phase 5 (via Minor merger)

After Phase 5 (bank-underwritten)

Change in presidency: the president is whoever owns the most shares (ties → current holder, else earliest in Stock Round order). If someone overtakes the president, they swap the President's Certificate for two of the new president's single shares.

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4.4 · Operating Round

Minors operate first in numerical order (#1–#15), then floated Corporations in descending Stock Market order (right-to-left within a price; top-to-bottom within a stack). Each operates once, strictly in this sequence:

  1. Lay / upgrade track — Minor: one yellow tile (two in the first OR), never upgrades. Corporation: one yellow tile or one upgrade. Rough hex = £60; Mountain yellow = £120 (then flip "M" to £60); yellow→green on "M" = £60, then "M" removed.
  2. Place additional token (Corporations) — free, in any open City you can legally reach.
  3. Run trains & calculate earnings — must calculate the maximum possible earnings (see below).
  4. Pay dividend — Full, Half, or Withhold (Minors always Half).
  5. Adjust share price.
  6. Buy trains (optional, if under the limit).
  7. Buy / sell own Treasury stock (Corporations; not both in one turn; not sell in first OR).

Route & earnings rules

Red-to-Red run bonus (per station token on the route)
Phase1 station2345
Yellow
Green (£10 ea.)£10£20£30£40£50
Brown (£20 ea.)£20£40£60£80£100
Grey (£30 ea.)£30£60£90£120£150

Dividends

The Bank pays each shareholder dividend × their ownership %. Treasury shares pay the Corporation; Pool shares pay nothing. Half Dividend: a Corporation pays out half (rounded up to £10) and keeps half (rounded down to £10) plus its Treasury-share dividends; a Minor pays half to its owner and keeps half. Withhold: all earnings go to Treasury.

Pullman Cars ("P")

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4.5 · Mandatory Train Purchase

A Corporation that operated must own a non-Pullman train at the end of its turn. If it can't afford a Bank train but can afford a cheaper Pool train, it must buy the Pool train.

Emergency Money Raising

Minors never need a train; if trainless they may buy one from another company with Treasury cash only — the owner cannot contribute. A trainless Minor keeps operating but earns nothing.

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4.6 · Tile Placement & Upgrades

Allowed tiles by mapboard hex type
Hex type Yellow Green Brown Grey
Town (●)#3, #4, #58#141, #142, #143, #144#145, #146, #147
City (○)#57#14, #15#611#513
City (○) with "Y"#201, #202#576, #577, #578, #579#582
Paris#580#583
Berlin & Vienna#581#584
Mountain ("M")#7, #8, #9 (£120)#80–#83 (£60)#544, #545, #546

Ports are treated as £10 Towns (never improve; run to but not beyond). Berlin/Vienna green tiles may be placed in either connection-preserving orientation; their brown upgrade removes duplicate tokens. The clear hex "M-8" SE of Munich is not a Mountain hex.

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Trains Reference

Train roster (optional trains in parentheses)
Train23P4568
Number available155 (+2)54 (+1)328
Cost apiece£100£200£100£300£500£600£800
Phase available2334568

Trains come off the top of the stack (game starts with a 3, since the fifteen 2s belong to the Minors). Buying a new type triggers its phase immediately. The 8 train has no supply limit.

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Companies Reference

Corporations (8)

NameEnglish
Société Nat. des Chemins de Fer BelgesBelgian National Railways
Nederlandsche SpoorwegenDutch Railways
Königlich-Bayerische StaatseisenbahnRoyal Bavarian State Railway
Königlich-Preussische Eisenbahn-Verw.Royal Prussian Railway Admin.
KK. Österreichische StaatsbahnImperial & Royal Austrian State Rwy
Ferrovie dello StatoItalian State Railways
Société Nat. des Chemins de Fer FrançaisFrench National Railways
Deutsche ReichsbahnGerman State Railway

Minor Companies (15)

#NameHome base
1Chemin de Fer du NordParis (NE)
2État BelgeBrussels
3Paris-Lyon-MéditerranéeParis (SE)
4Leipzig-Dresdner-BahnDresden
5Ferrovia AdriaticaVenice
6Kaiser-Ferdinand-NordbahnVienna (N)
7Berlin-Potsdamer-BahnBerlin (SW)
8Ungarische StaatsbahnBudapest
9Berlin-Stettiner-BahnBerlin (NW)
10Strade Ferrate Alta ItaliaMilan
11SüdbahnVienna (S)
12Hollandsche MaatschappijAmsterdam
13LudwigsbahnMunich
14Ligne Strasbourg-BâleStrasbourg
15Grand CentralLyon

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5 · Ending the Game

The game ends after the last Operating Round of the turn in which the Bank runs out of money (whether emptied in a Stock or Operating Round, a full set of ORs is completed). Then each player computes net worth:

Highest net worth wins. If all players but one go bankrupt, the game ends immediately and the sole solvent player wins.

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