18RoyalGorge → 18EU

A learner's comparison — using the game you know (18RoyalGorge) to learn the game you're learning (18EU).

Reference: 18EU v1.0.0 (2004, D. Hecht) · 18RoyalGorge (Seaworthy Games). Opinions flagged as such.

The one-paragraph mental model

18RoyalGorge is a tight tactical knife-fight in one canyon: privates feed you, five companies fight over a bottleneck, and the game hangs bells and whistles (steel market, gold shipping, Doc, the Treaty) onto a small, fast frame. 18EU is a broad, classic economic 18xx across a continent, and it is lean where 18RG is baroque — no steel-per-tile, no gold, no debt. Instead almost all of 18EU's identity lives in one mechanic 18RG has no analog for: you personally own little operating railroads (Minor Companies) that you later feed into the big Corporations. If you understand that the 15 Minors are both your early income engine and the raw material for the 8 Corporations, you understand 80% of 18EU.

18RoyalGorge

2–4 players · ~90 min · 1 canyon · 5 companies · resource-market minigames bolted onto a small map · big 6-tile lays · you fight over space.

18EU

2–6 players · 3–4+ hrs · a continent · 15 Minors → 8 Corporations · lean "pure" 18xx · 1 tile per turn · you fight over the train rush & who merges what.

↑ top

Translation dictionary

Nearest 18RG concept on the left, the 18EU equivalent on the right — plus the catch, because none of these map perfectly.

18RoyalGorge you know……maps to in 18EU…but the catch is
Private Asset cards (income + power)Minor Companies (×15) Minors aren't cards — they operate: lay track, run a 2-train, pay you a half-dividend. They're mini-railroads you fully own.
Private Asset Auction at game startMinor Company Initial Sale Round Sequential "you pick one, then it's auctioned." If nobody opens a ≥£100 bid, price ticks down £90→£10, then free.
Starting a company (set price, pay 2×)Same — set starting value, pay 2× to Treasury Before Phase 5 you must also feed in one of your Minors to do it. No Minor left = you can't start a corp.
"Buying a private into a company" (Green phase)Merging a Minor into a Corporation This is permanent and gives you a share, and it's gated by physical rail connection, not just cash.
CF&I steel — pay per tile lay— (no direct analog) 18EU tiles are free except terrain: Rough hex £60, Mountain £120 (yellow) / £60 (to green).
Gold shipping (+$50 revenue)Red-to-Red bonus + Pullman Car Revenue boosters here come from long routes between off-map areas and from the Pullman doubling one city.
"Plus" trains & 6×2 dieselsClassic 2·3·4·5·6·8 trains + Pullman "P" Hard rusting returns: 4s rust 2s, 6s rust 3s, 8s rust 4s. The train rush is real and brutal.
Build Station step (pay token cost)Additional token placement Corps pre-buy 4 tokens for £100 at formation; placing them later in an OR is free.
Revolver (priority marker)Priority Deal card Passes to whoever started the final round of passes — not "left of last actor."
Bank / stock-cap / game-end cardBank breaks → finish the OR set Classic 18xx ending: when the Bank empties, complete the current full set of two ORs, then score.

↑ top

Side-by-side comparison

Dimension18RoyalGorge18EU
Scale & feel 1 canyon in 1870s Colorado; tactical brawl over a bottleneck. Continental Europe, 1830s–1930s; broad strategic route-building.
Players / length 2–4 · ~90 min.2–6 · 3–4+ hours.
Starting cash $800 / $550 / $400 (2/3/4p). £750 / £450 / £350 / £300 / £250 (2–6p).
Cert limit 20 / 14 / 12.28 / 20 / 16 / 13 / 11. Each Minor = 1 cert.
Ownership cap 70% (2p) / 60%. Pool ≤ 50%. 60% (temporarily higher via merges). Pool ≤ 50%, Treasury ≤ 80%.
The "private" layer 25 asset cards: income + special powers, mostly passive; some player-only (Doc). 15 Minor Companies: fully-owned operating railroads with a 2-train & half-dividend.
Operating companies 5 (Santa Fe & Rio Grande fixed + 3 random). 8 national Corporations, geographically flexible — you build them where your Minors are.
Capitalization Set price, pay 2× to treasury; incremental as shares sell. Dual-mode: pre-Phase 5 incremental (float at 50%); post-Phase 5 full-cap (Bank underwrites the last 50%).
Stock market Dividend ≥1×/2×/3× price → move 1/2/3 right. Aggressive. Dividend ≥ market value → 1 right; withhold → 1 left. Par-matters, gentler.
Dividends Full or withhold (+ gold/CF&I payouts). Full, Half, or withhold. Minors always Half. Half rounds oddly (up to owner, down to treasury).
Track per turn Up to 6 tiles/turn — big lays on a small map. 1 tile/turn (Minor lays 2 in its first OR only). Patience game.
Tile cost Every lay buys a steel cube (rising price). Free except terrain: Rough £60, Mountain £120/£60.
Revenue boosters Gold shipping, Ghost Towns, plus-trains, doubling diesels. Red-to-Red off-map bonus (per token, scales by phase) & the Pullman (doubles one city).
Signature subsystem Steel market + Gold + Treaty of Boston debt. The Minor→Corporation merge and the two-stage Minor lifecycle.
Game end Silver/end-card, red stock zone, or bankruptcy. Bank runs out → finish the current set of two ORs, then score.

↑ top

The big new idea: Minor → Corporation

This is the part with no 18RG muscle-memory to lean on, so it's worth slowing down. The Minors live two lives:

  1. As railroads (early game). You buy them in the opening auction. Each has a home city and a 2-train, lays yellow track, and pays you a half-dividend every OR. This is your personal income engine — the 18RG "privates pay me" phase, except these actually run trains.
  2. As raw material (mid game). You spend Minors to create and grow Corporations. A Minor merged into a Corp gives you a share and hands the Corp the Minor's cash, trains, and (usually) its map position.
The connection rule is the whole game. A Minor can only merge into a Corp it is physically connected to — able to trace a legal route (imagine an infinite-length train) from its token to one of the Corp's tokens, or sharing a hex. So where you lay your Minors' early track quietly decides which Corporations you'll be able to build, and how strong they'll be. Plan the merge from turn one.

Three ways a Minor leaves play

Coming from 18RG: think of it as if your income privates were also your only way to charter and capitalize the operating companies — and they had to be physically wired to the company to count.

↑ top

Gotchas coming from 18RoyalGorge

↑ top

Opinion: the 15 Minor Companies

My take — this section is judgment, not rules. In 18EU the value of a Minor is mostly its real estate: does it sit on (or reach) a multi-token hub — Paris, Berlin, Vienna — and can it reach rich off-map areas (London, Switzerland, the Mediterranean, the Balkans)? Hubs let several Minors stack into one powerful Corp; off-map access powers the Red-to-Red bonus. Rate the geography, not the name.

#Minor (home)Learner's readWhy
1Chemin de Fer du Nord — Paris (NE)PremiumParis hub + a straight shot at London off-map wealth. A cornerstone for a French/northern Corp.
2État Belge — BrusselsPremiumDense Belgium, London links, high values. Note the consent-restricted hexes around it.
3Paris-Lyon-Méditerranée — Paris (SE)PremiumThe other Paris circle + a spine toward the rich Mediterranean off-map. Pairs beautifully with #1.
4Leipzig-Dresdner-Bahn — DresdenSolidCentral Germany connective tissue; feeds a Berlin/Prussian Corp nicely.
5Ferrovia Adriatica — VeniceRegionalNorthern Italy + Adriatic off-map, but somewhat walled off from the core.
6Kaiser-Ferdinand-Nordbahn — Vienna (N)PremiumVienna is a multi-token hub; strong seed for the Austrian Corp, good eastern off-map reach.
7Berlin-Potsdamer-Bahn — Berlin (SW)PremiumBerlin hub. Consent-restricted hex nearby. Prime material for a Prussian/DR powerhouse.
8Ungarische Staatsbahn — BudapestSolidAnchors the east; strong Red-to-Red toward the Balkans, but a bit off on its own.
9Berlin-Stettiner-Bahn — Berlin (NW)PremiumSecond Berlin circle — pair with #7 to token-stack Berlin and build a monster.
10Strade Ferrate Alta Italia — MilanSolidMilan + Swiss-adjacent value; consent hex to the north. Best of the Italian group.
11Südbahn — Vienna (S)PremiumSecond Vienna circle; stacks with #6 and bridges toward Italy/Balkans.
12Hollandsche Maatschappij — AmsterdamSolidNetherlands + a port + London reach; a little cornery but genuinely lucrative.
13Ludwigsbahn — MunichSolidCentral connector Munich; links France–Germany–Austria and reaches Switzerland.
14Ligne Strasbourg-Bâle — StrasbourgSolidThe Franco-German seam with a doorway to high-value Switzerland (Basel/Bâle).
15Grand Central — LyonSolidLyon bridges Paris and the Mediterranean; a great connective piece for a French Corp.

Pattern to notice: the paired hub Minors (Paris #1/#3, Berlin #7/#9, Vienna #6/#11) are the ones that let you token-stack a single city and build a truly dominant Corporation. If you can grab a matched pair connected to real off-map wealth, you're in great shape.

↑ top

Opinion: the 8 Railways & the geography

My take — unlike 18RG's fixed Santa Fe / Rio Grande, 18EU's Corporations are national flavor, not fixed geography: you place and shape them from the Minors you gathered. So "which Corp is best" is really "which region did I lock up." Think in regions and hubs, not names.

Corporation (English)Natural region & why a learner cares
Société Nat. des Chemins de Fer Belges (Belgian National) Belgium/NW: dense, cash-rich, London off-map. Small but mighty — great early revenue density.
Nederlandsche Spoorwegen (Dutch) Netherlands corner + ports + London. Lucrative but space-constrained; loves the Belgium overlap.
Königlich-Bayerische Staatseisenbahn (Royal Bavarian) South Germany around Munich; a central hinge reaching Switzerland, France and Austria.
Königlich-Preussische Eisenbahn-Verwaltung (Royal Prussian) Berlin/north Germany. With the paired Berlin Minors this is often the game's heavyweight.
KK. Österreichische Staatsbahn (Austrian) Vienna & the east; big Red-to-Red potential toward the Balkans if you hold the Vienna pair.
Ferrovie dello Stato (Italian State) The boot: Milan/Venice. Somewhat isolated, so it rewards committed regional play over sprawl.
Société Nat. des Chemins de Fer Français (French National) Paris + Lyon + the Mediterranean spine. Paris' multi-token hub makes this a premier Corp to build.
Deutsche Reichsbahn (German State) A late, continent-spanning German railway; thrives on full-cap timing and long trunk routes.
Where the money lives (learner cheat-sheet):
  • Multi-token hubs: Paris (N & S circles), Berlin, Vienna. These hold several tokens and are where merges snowball into a dominant Corp.
  • Rich off-map areas (fuel the Red-to-Red bonus): London (NW), Switzerland (center, high value), the Mediterranean (S France/Italy), the Balkans/east (via Austria-Hungary), Scandinavia via Hamburg.
  • Build toward two red areas so long trains can run red-to-red and cash the escalating per-token bonus in the brown/grey phases — that's 18EU's version of "shipping gold."

↑ top