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1830 Cheatsheet

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Game Sequence
0 Starting setup: Private companies are auctioned to players.
1 Stock Round: Players buy and sell stock certificates.
2 Operating Rounds: (1/2/3) Corporations construct tracks, run trains, and more.

STOCK ROUND players buy and sell stock certificates


• A stock round has multiple turns and continues until all players pass.
STOCK TURN
• One stock certificate may be bought.
• Multiple stock certificates may be sold to the Bank Pool.
• A private company may be sold to another player for any mutually agreed price.

STOCK ROUND RULES


• The player that buys the very first certificate of a corporation determines its’ PAR price.
• Price of a certificate: PAR price when buying from bank, MARKET price when buying from pool.
• The same stock may not be sold and then bought back during the same stock round.
• No further stock of a Corporation may be sold if the Bank Pool already holds 50%.
• The presidents stock certificate may not be sold to the Bank Pool
• The presidents certificate transfers between players if the selling player comes to own less stock than another
player. The selling player exchanges the 20% certificate for two 10% certificates.
• A president’s certificate cannot be transferred in cases where there is no other stockholder holding more than
10%.
• No player may hold more than 5 certificates (can be 60%) of the same corporation.
• A corporation floats once 5 certificates (60%) have been sold.
• No stock may be sold during the 1st stock round of the game.

ADJUSTING A CORPORATIONʼS MARKET INDEX


Move one line up if no stock is remaining in the initial offering and in the Bank Pool,
at the end of a stock round. (move one up, not sideways)

Move one line down for each stock certificate sold to the Bank Pool (move one down, not sideways).

EFFECT OF MARKET INDEX


Shares in this corporation don’t count toward limit of total owned certificates.
+ Shares may be held without the maximum 5 certificates of one corporation limit.
+ No limit of buying 1 stock per turn.

OPERATING ROUND corporations construct tracks, run trains, and more


CORPORATION ORDER OF PLAY
• Corporation with the highest current market value begins, then the next, etc.
• Two tokens on the same spot > the one on top operates first.
• Same value but in different columns > the token to the right determines which corporation goes first.

FIRST OPERATING ROUND


1. Collect revenue of private companies
2. Construct track
3. Purchase token
4. Run trains
5. Pay out or keep dividend
6. Purchase new train
Any time: buy a private company from a player. Price: 0.5 to 2x value. Only after first 3 train sold

SECOND OPERATING ROUND Play after the first 3 train is sold

THIRD OPERATING ROUND Play after the first 5 train is sold

Cheatsheet by Erwhin Schipper and Eerkmans Corporation © 2008


1830 Cheatsheet page 2/3

OPERATING ROUND RULES


1 - PRIVATE COMPANIES
• Private companies may not be sold to the bank pool.
• Revenue from private companies owned by corporations is put in the corporation treasury.
• B&O is closed down immediately when B&O purchase their first train.
• M&H is closed down if traded for a 10% share.
• The remaining private companies are closed down after the first 5 train is bought.

2 - CONSTRUCTING TRACK
• Each railroad that is operating may lay one tile during each OR.
• No tiles may be laid on grey or red hexagons.
• Hexagons coloured or edged yellow can not be played until green tiles become available.
• The newly built track must be an extension to a route already available to the railroad building it.
• A tile may not be placed so that it runs off the grid, terminates against the blank side of a grey hexagon or
terminates against a solid blue hexside in a lake or river.
• Tiles may not be placed on hexagons containing all or part of a private company owned by a player.
• Tiles representing cities must not be placed on other locations.
• A railroad may only (re)place a tile if at least part of track on the new tile is part of a route which is open to that
railroad (does not require to be used).
• The charges for hexagons containing water or mountains are paid once. There is no charge if such a tile is
replaced in a later stage in the game.

• Green tiles may be used to replace yellow tiles.


• Brown tiles can be used to replace green tiles.

available when available when


A replacement has to always maintain all existing
first 3 train sold first 5 train sold
track, alternations being additions to what was
previously depicted.

3 - PURCHASE A TOKEN
• When a corporation starts its first turn, a token is placed at no cost on its base city.
• A corporation may place only one token per turn, not counting the token placed on the city base.
• Tokens prohibit rival corporations from running train routes beyond the city.
• Tokens allow the city to be used as a base (an additional starting point for a train route).
• A permitted location is any large city which is connected by legal route and there must be a vacant space to
receive the token on the city concerned.
• City tiles having space for more than one token remain open until both spaces are occupied.
• Two tokens of the same colour may never be placed on the same tile or hexagon.
• No token may be placed in Erie until the Erie corporations has establish its base

4 - RUN TRAINS
• A route must be continuous, must not involve reversing across junctions, changing track at cross-overs, or
travelling the same track twice.
• A route may begin or end at any city, but must include at least one city occupied with by that corporation’s token.
• The arrows on the red hexagons may be used as start or end points (not in the middle).
• A station may not be used twice in one route, but different routes may cross at the same city.
• A train may not run trough a city without stopping.
• Trains may not be combined or double headed to obtain a longer route.
• A train may be used on a shorter route than the maximum allowed if desired.
• But the player must try to use the route that obtains the highest possible revenue.
• “OO” tiles are treated as two different cities.

Cheatsheet by Erwhin Schipper and Eerkmans Corporation © 2008


1830 Cheatsheet page 3/3

5 - COLLECT REVENUE, PAY OR KEEP DIVIDEND


The lower figure is used until the first 5 train is sold.

• The president decides whether the revenue should be paid out as dividend or be reinvested.

PAYING OUT DIVIDEND

to all players: to the corporation:

10% of Revenue is paid for 10% of Revenue is paid for Move Stock Index one
every stock certificate that every stock certificate space to the right.
the player holds. that’s in the bank pool

KEEPING DIVIDEND

• All revenue goes to the Corporation’s account.


Move Stock Index one
space to the left.

6 - PURCHASE NEW TRAIN


• Any corporation which is operating must have at least one train, unless there is no route available
on which it could possibly run.
• A corporation which finds itself with excess trains must immediately return the surplus to the bank.
No payment is made, but they may be resold by the bank for face value.
• Buy a train from another corporation (minimum price: 1$, maximum price: none)

END OF THE GAME


If a player goes bankrupt the game ends immediately.

If the bank runs out of money the game ends after the completion of the current operating round.

appendix: effects of buying trains

game start: first 3 train sold: first 4 train sold: first 5 train sold: first 6 train sold: first D train sold:

yellow tiles green tiles all “2” trains brown tiles all “3” trains all “4” trains
available available removed from available removed from removed from play
play play
max 4 trains per 2 operating private companies
corporation rounds max 3 trains per closed Diesel trains
corporation available
private 3 operating rounds
companies may
be sold max 2 trains

higher value
scored on red tiles

Cheatsheet by Erwhin Schipper and Eerkmans Corporation © 2008

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