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1825
Steve edited this page Sep 6, 2021
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General Information
Rules Highlights
Rules Clarifications
Variants and Optional Rules
Implementation Notes
Known Problems
- Designed by Francis Tresham
- 2-9 Players
- Location: England and Scotland
- 1825_Rules - Crowd Sourced
- Map
- Tiles
- Market
- BoardGameGeek
Compare 1825 to another 18xx game.
- Operations-focused
- Personal money and assets are never contributed towards the purchase of trains. Consequently, there is no emergency train buying and, even more importantly, there is no personal bankruptcy.
- Selling stock does not affect stock price
- Private companies have no powers. They are dealt to the players at the start of the game.
- Starting with the second stock round, private companies may be sold to the bank (minus a £30 commission), or bought from the bank for face value.
- Corporations are available for IPO in layers. Once all the stock for at least of one of the corporations (if more than one) in a given layer has been bought the corporation or corporations in the next layer become available. Each layer has a specific par price.
- Corporations may lay two yellow tiles without a city, one yellow tile with a city, or upgrade one tile each round.
- In order to upgrade a tile with a town or city, the corporation must own a train that can "reach" that tile from one of it's tokens. A consequence is that trainless companies may never upgrade a tile.
- Routes must not begin or end on a town, or visit multiple towns/cities on a tile - except for 3T and 4T trains.
- The stock market is linear. Zero dividends move it to the left. Positive dividends move it to the right from zero to four spaces.
- When a corporation's stock price drops to zero, it becomes bankrupt. That corporation is removed from the game, including all of its tokens and shares.
- It is possible to sell the president's certificate to the bank pool. In this case, the corporation goes into Receivership.
- Corporations are not required to own a train
- Player money is separate from corporate money
- Game ends at the end of the current operating round if the bank breaks
- Game ends if a company's share price is in the right most cell of the stock market. It will end immediately after that company's turn.
- "Minor" companies are 5-share companies, where each share is either 40% (director) or 20% shares.
- Minors are considered to be in the lowest layer of companies. Consequently, they aren't available until after a £71 par company is sold out (unless playing with just Unit 3, in which case they are available after a £76 par company is sold out).
- Minors are incrementally capitalized. They are obligated to buy a required train, one which has been reserved for each minor. Minors begin operating (after they are "formed") when they have enough cash to buy that train, which happens automatically.
- Unlike the 10-share companies, Minors can be parred at any price (as long as it will allow the purchase of the required train, and as long as it's not the highest possible share value).
- Minors operate similar to 10-share companies, except they operate after all 10-share companies operate
- Receivership companies are controlled by the first player, counting from priority deal, that is not a director of a company. If all players are directors, the player with priority deal controls the company.
- Receivership companies must withhold and must buy a train if they can afford it.
- Track and token lays are allowed for companies in Receivership. In addition, Receivership companies may lease a train from the bank for £10. None of those costs have to be paid until dividends are withheld.
There are many places where the rules are silent or conflicting or require clarification. Some of this is discussed under Implementation Notes. What follows is more-or-less conventional wisdom for some of the rest.
- "Double-heading" a pair 2 trains counts for determining if an upgrade is legal as well as running for revenue
- Shares in the market or IPO do not pay dividends
- U3 and 2+2 (in addition to 3T and 4T) trains can begin/end a route with a town ("small station")
For more information/justification, please see:
- House rules from Dave Berry
- Rules Clarifications from Mike Hutton
- Some information about 1825 (and other 18xx games)
- And here
- Units 1-3 and regional kits R1-R3 are implemented
- K2, K3, K5 and K7 are implemented
- In the future K1, K6 and/or D1 may be implemented
- Not all combinations of units and kits are supported, e.g. K2 (extra trains) is not supported without K3 (phase four).
- Regional Kit 1 uses version R1.3
- Regional Kit 2 uses version R2.1
- Regional Kit 3 uses version R3.1
- You may choose to play with Unit 3 with extra 3T or U3 trains in the roster.
- A "strict bank" option is available to just use one of the Units bank size when combining units. See below for the default behavior.
- A "big bank" option is available to add all of the bank sizes from all of the units being used. See below for the default behavior.
- Minors do not form until they have enough cash to pay for their required train.
- The Unit 2 (expanded) market is used whenever Unit 2 is in play.
- The rule where Receivership companies can pay for tiles, tokens and leased trains after receiving revenue for its run was difficult to implement. This implementation essentially loans the company the money for these things if the company lacks the cash. If the revenue generated is insufficient to repay that loan, an error is thrown when the route/routes are submitted. Your only choice is to run a better route, or "UNDO" steps and not spend as much money.
- Determining the amount of money in the bank when combining Units and/or Kits is not as straightforward as one might think. The official rules say to either combine all of the Unit banks together or just use the bank from one Unit (which the rules recommend). Both of these are available as options. The default, however, follows Mike Hutton's recommendation for increased bank size based on which Kits have been added.