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.
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.
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.
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.
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 start | Minor 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 diesels | Classic 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 card | Bank breaks → finish the OR set | Classic 18xx ending: when the Bank empties, complete the current full set of two ORs, then score. |
| Dimension | 18RoyalGorge | 18EU |
|---|---|---|
| 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. |
This is the part with no 18RG muscle-memory to lean on, so it's worth slowing down. The Minors live two lives:
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.
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 read | Why |
|---|---|---|---|
| 1 | Chemin de Fer du Nord — Paris (NE) | Premium | Paris hub + a straight shot at London off-map wealth. A cornerstone for a French/northern Corp. |
| 2 | État Belge — Brussels | Premium | Dense Belgium, London links, high values. Note the consent-restricted hexes around it. |
| 3 | Paris-Lyon-Méditerranée — Paris (SE) | Premium | The other Paris circle + a spine toward the rich Mediterranean off-map. Pairs beautifully with #1. |
| 4 | Leipzig-Dresdner-Bahn — Dresden | Solid | Central Germany connective tissue; feeds a Berlin/Prussian Corp nicely. |
| 5 | Ferrovia Adriatica — Venice | Regional | Northern Italy + Adriatic off-map, but somewhat walled off from the core. |
| 6 | Kaiser-Ferdinand-Nordbahn — Vienna (N) | Premium | Vienna is a multi-token hub; strong seed for the Austrian Corp, good eastern off-map reach. |
| 7 | Berlin-Potsdamer-Bahn — Berlin (SW) | Premium | Berlin hub. Consent-restricted hex nearby. Prime material for a Prussian/DR powerhouse. |
| 8 | Ungarische Staatsbahn — Budapest | Solid | Anchors the east; strong Red-to-Red toward the Balkans, but a bit off on its own. |
| 9 | Berlin-Stettiner-Bahn — Berlin (NW) | Premium | Second Berlin circle — pair with #7 to token-stack Berlin and build a monster. |
| 10 | Strade Ferrate Alta Italia — Milan | Solid | Milan + Swiss-adjacent value; consent hex to the north. Best of the Italian group. |
| 11 | Südbahn — Vienna (S) | Premium | Second Vienna circle; stacks with #6 and bridges toward Italy/Balkans. |
| 12 | Hollandsche Maatschappij — Amsterdam | Solid | Netherlands + a port + London reach; a little cornery but genuinely lucrative. |
| 13 | Ludwigsbahn — Munich | Solid | Central connector Munich; links France–Germany–Austria and reaches Switzerland. |
| 14 | Ligne Strasbourg-Bâle — Strasbourg | Solid | The Franco-German seam with a doorway to high-value Switzerland (Basel/Bâle). |
| 15 | Grand Central — Lyon | Solid | Lyon 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.
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. |