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18XX Rules Difference List

Lists differences in the rules of 18xx railway games. Useful to people who are already familiar with at least one such game, and are learning to play another. It covers 1829, 1830, 1856, 1870, and others. This is version 2.9802. It was last modified on 2003-11-19.

Listed in full

1825 South Eastern England. (Two more "units" of 1825 were promised, for the English Midlands, and for Northern England and Scotland. This document may apply only to unit 1.)
1826 France
1827 Jr. U.S.A. Beta version
1829 Southern England; Northern England/Scotland. (two games with the same rules)
1830 Eastern U.S.A.
1830BC Mesopotamia
1831 Eastern U.S.A.
1835 Germany
1837 Austria-Hungary
1841 Northern Italy (originally issued as "1839")
1842 Hamburg/Schleswig-Holstein
1844 Switzerland   new
1847 Pfalz area of Germany
1849 Sicily (originally issued as "1850"). Releases 1, 3.0 and 4.16.
1851 Tennessee & Kentucky
1853 India
1854 Austrian Republic   newish
1856 Ontario
1862 North America. Helmut Ohley's version.
1870 Mississippi Valley
1876 Trinidad. Two miniatures, one using 1830 rules, one using 1835 rules.
1876v2 Trinidad. Unrelated to the above.
1898 France
1899 Northern China and Korea
18EU Europe
18GA Georgia
18VA Virginia
1830MW The Mid-West of the US
1830MX Mexico
2038 Asteroid Belt
Crisis Abstract city underground (originally called "18DT").

Listed only where different from default

The rules of the following games are the same as some other specified game, with exceptions given in this list.
gamedefaults to
1830NL1830
1830 Lummerland1830
18471835
1876 (1830-like)1830
1876 (1835-like)1835
1876v21830
18991830
18AL  updated18GA
18KAAS1830

Contents

  1. First Share-dealing Round
  2. Subsequent Share-dealing Rounds
  3. Operating rounds: companies that float
  4. Operations
  5. Tile Lay
  6. Station Markers
  7. Train Runs
  8. Payment of Earnings
  9. Purchasing Trains
  10. Private Companies
  11. Presidency of a Share Company
  12. Game Phases
  13. End of Game
  14. Secrecy
  15. Inventories
  16. Miscellaneous points

1. First Share-dealing Round

1.1) Starting cash

 2345678910comments
18251200830630504      
1826900600450360300     
1827 Jr. 600450360      
1829 840630504420360315280  
18301200800600480400     
1831 800800800800800800800800 
1830BC 600450360300     
1835 600475370340310    
1837 730555450380330    
1841 1120840672560480420   
1842 600460370320     
1844 800620510440400    
1847 470350300      
1849v1840560420       
1849v3 600450360     5 players must use the 6-company scenario
1849v4 500375300     3 or 5 players must use the appropriate scenario
1851 500430400      
1853 730570570510     
1854 860650525450     
1856 500375300250     
1862  600500440400    
18701050700525420350     
1876 520390310260220   both versions
1876v2 500425360300     
1898 16801120672560     
18GA 600450360      
18EU750450350250      
18AL 600500400      
18MW 650550450      
18MX 650520450      
18VA600400300240      
2038 600450360300     
Crisis720480360288240205180160  

1.2) Five subtracted from private company price for no sale in the first round?

1825 No. One private per player dealt at random and sold compulsorily. With more than 4 players, the others get LNWR shares.
1826 No. First player must buy the first private if round passes out.
1827 Jr., 1829, 1830, 1830BC, 1844, 1849v4, 1854, 1856, 1862, 18GA Yes, first private only
1830NL Yes, but the second company, not the first which pays no dividend. [Seems daft to me.]
1835, 2038 No
1837 10 subtracted
1831, 1841, 1849v1&3, 1853, 1898 NA
1842 Not stated
1851 No. One private per player dealt at random and sold compulsorily.
1853, 18EU, Crisis NA
1870 Yes 18MW No. There are in effect seven simultaneous auctions for the privates.
18VA No. There are in effect five successive auctions for the privates and minors.

1.3) Can you sell company shares in the first round?

1826, 1841, 1849, 1851, 1898, 18VA No: a company's shares may only be sold once it has operated
1853 No; except for the shares you received with your initial bid, which may be sold for 5$ less than you paid for them.
2038 Only its president may do so
1830BC, 1831, Crisis Yes
18EU NA
Rest No

1.4) Can you make advanced bids?

1825, 1829, 1835, 1837, 1844, 1842, 1851, 18EU, 18VA No
1826 Yes, at a multiple of 5 over par and over any other bid
1827 Jr., 1830, 1830BC, 1849v4, 1856, 1862, 1870, 18GA at 5 or more over par and over any other bid
1830BC, 1854 At 5 or more over par and over any other bid
1841, 1898 Initial sale is by tender
1849v1&3 Yes, at 5 over any other bid, for the initial concessions.
1831, 1853, Crisis NA
18MW Yes, the first on a private must be at par, others must be at least 5 over any other bid
2038 Yes, at or over par and 5 or more over any other bid

2. Subsequent Share-dealing Rounds

2.1) Is there a specific order to buying and selling on your turn?

Corrections for 1835 and 1837 are still pending.

1825, 1829, 1830BC, 1835, 1837, 1853, 18GA, 18MW, 18MX No (i.e. sell-buy-sell)
1826, 1827 Jr., 1831, 1841, 1842, 1844, 1849, 1851, 1854, 1862, 1898, 2038, 18EU, 18VA Sell then buy
1830 Sell then buy, or buy then sell. But the author's intention was to allow sell-buy-sell, and many people, also the computer version, allow this.
1837 Paul Work's translation of the German rules reads ".. a player may buy one certificate and may sell as many shares as desired. Either or both actions may be carried out in any order." Interpretations of this differ.
1856, 1870, 18GA Sell then buy, or buy then sell
1876v2 Sell then buy, or buy then sell but no "panic selling".
Crisis No (i.e. sell-buy-sell). Moreover, a company may not both buy and sell shares in the same company in the same round.

2.2) Are you limited to buying one certificate on your turn?

1827 Jr, 1841, 1849, 1898 Yes; except that when launching a company you may buy up to 40% at once.
1830, 1870, 18MW Yes, unless in brown zone of market
1831 Yes with Government Intervention. Without GI, Yes until 4 trains are bought, then 2 certificates until 7 trains, then 4 certificates.
Crisis Yes, unless the grey zone of market applies. This restriction does not apply to forced purchases. "Fast floating" is an alternative.
Rest Yes

2.3, 2.4) When can you first sell shares in a company?

1825, 1829, 1830, 1830BC, 1831, 1856, 1862, 1870, 18GA, 18MW, 18MX, Crisis As soon as you like.
1826, 1827 Jr., 1837, 1841, 1849, 1851, 1853, 1898, 18EU, 18VA After it has operated.
1841, 1849 You may not voluntarily sell them until it has operated. You may be forced to sell them earlier in an emergency money-raising step.
1835 After it has operated; except that you may sell Prussian shares once they have floated.
1844 In the second SR. But if it has not yet operated, you receive the price it is at after moving down.
1854 As soon as the director's certificate has been bought (but not in the first SR).
1856 As soon as you like; but you may not sell a share in the same share turn in which you bought it, though you may sell other identical ones. (The rules say "certificate", but author Bill Dixon explains that "share" is meant.
2038 For the president: as soon as you like. For other shareholders: after it has operated.

2.6) Does the Bank Pool have a per company share limit?

1825, 1829, 1830BC, 1853, 1854 No.
1826, 1827 Jr., 1830, 1837, 1844, 1842, 1851, 1856, 1870, 18EU, 18GA, 18MW, 18MX, 18VA, 2038 50%
1831 5 certificates.
1835 50%. (despite what it explicitly says in my English translation, rule 4.7).
1841, 1849, 1898 50%. But more can get there as the result of an emergency money-raising step.
1862 5 certificates (so 50% or 25%).
1876v2 5 certificates, or more by "panic selling".
Crisis 50% for type I companies, 60% for type II companies. Applies to bank sales only.
[The bankruptcy rules for 1826, 1835, 1837 and 18EU (and probably 1842 and 1847, though it's less clear there) allow more than 50% of a company to end up in the pool if someone goes bankrupt. In 1835, 1837, 1842 and 1847 it is essentially impossible to go bankrupt without a deliberate effort.]

2.7) Player certificate limit:

players2345678910comments
182524161210     for unit 1 only
18262820161311    *
1827 Jr. 14119      
1829 1818171412109  
18302820161311    *
1830BC 30303030    excludes privates, includes last-seller shares in Bank Pool
1830NL2921171513    *
1831 2020181816161414 
1835 19151211 9   add 1 for each company 80%+ held.
1837 2821171412    
1841 21161311109   
1842 1311109    * add 1 if you have 2+ shares each in 3+ different companies
1844 2418151311    only certificates in companies having more than one share count towards the limit
1847 119       
184918129      first release
1849v3&4 12 9      5-company scenario
1849v3 1411 9     6-company scenario
1849v4  11 9     6-company scenario
1851 151210      
1853 21161311    shares worth 40 or less do not count towards this
1854(32+5*(no. of majors that have split))/(no. of players)   rounded down
1856 20161311    * After sale of first 6-train, depends on the number of companies closed. 5% CGR shares count ½
1862  22181513    Depends on the number of companies closed, and on the number of players remaining active.
18702820161311    if fewer than 10 companies remain in the game, becomes
241714119     
1876v2 131087    #
1898 3121161311    
1899 20161311    *
18GA, 18AL 151210      
18EU28201613      
18MW 201613      
18MX 151210      
18VA2013108      
2038 22161311    reduced by 1 per merger
Crisis none . . . . . .
*: Shares in the yellow and other colored zones do not count towards this.
#: Shares in the yellow and darker zones do not count towards this; shares in the cream zone count half (rounded down) towards this.

2.8) Player certificate limit for shares in one company:

1825, 1829, 1830BC, 1835 None
1826, 1827 Jr., 1849, 1851, 18GA, 18MX, 18VA, 2038 60%
1837, 18EU 60%. This may be exceeded by minor company exchange but the excess must then be sold at the next opportunity.
1841, 1898 60%. This applies to the total number of shares under each player's control.# It may be exceeded transfers of control but the excess must then be sold at the next opportunity.
1830 5 certificates. Shares in the orange & brown zones do not count to this. Note that if you play the Reading variant you may therefore hold 70% of Reading.
1831 None, unless Government intervention is in play, then 70%.
1842 60%. Shares in the marked zone of the stock-market do not count to this.
1844 None. But once the player has more than 50% of a company, he may not buy its shares from the initial offering.
1856 60%. Shares in the brown zones do not count to this.
1853 3 or 4 players, 60%; 5 players, 50%; 6 players, 40%. Shares worth 40 or less do not count towards this.
1854 5 certificates.
1862 70% if there are 3 or 4 solvent players, and 60% if there are 5 or more solvent players. Thus if a company redeems half its shares one player may be able to own all that is left of it.
1870, 18MW 60%; may be exceeded by doing "protection". Shares in orange & brown zones do not count to this.
Crisis 50% for type I companies, 60% for type II companies. Shares in the blue & grey zones do not count to this.

2.9) Stock price drop when stock sold:

1825, 1829, 1853 None
1827 Jr. Complex. See table in rule 3.3.2, or http://www.maproom.co.uk/1827jr.htm.
1826, 1830, 1841, 1849, 1851, 1898, Crisis, 18EU, 18GA, 18MW, 18MX, 18VA 1 row per share
1830BC 1 place per share, maximum 3 per block (1 in red zone)
1831 No for Preferred stock, complex for common stock.
1835, 1844, 1862, 2038 1 row per block
1837 1 row (down and to the left) per block
1842 1 row for a sale of 10% or 20%; 2 rows for a sale of 30% or more
1854 1 row (down and to the left) per certificate
1856 1 row per complete 10% sold; e.g. selling 25% drops the price two rows
1870 1 row per share; but if this would take it to just below ledge, then 1 less. In 1870, unlike other 18xx games, shares prices do not change until after a player's stock turn and any ensuing "price protection".

2.10) Does stock price go up at the end of the Share Round for a fully held corporation?

1825, 1829, 1830BC, 1853 No
1827 Jr. No. But see table in rule 3.3.2.
1830, 1831, 1835, 1842, 1851, 1854, 1856, 1862, 18EU, 18GA, 18MX, 18VA, 2038 Yes
1826 Yes, for 10-share companies only
1837 Yes: up and (left if someone holds 50% or more, else right).
1841, 1849, 1898 Yes. And if stock in bank pool, goes down.
1844 Yes. And if stock in bank pool, goes to the left.
1870, 18MW Yes; and if already at top, goes diagonally down and right.
Crisis Yes, when certain other conditions apply.

2.11) Can you buy a certificate and immediately sell a certificate in the same company?

Note that in games in which selling must precede buying, buy-then-sell must be impossible.

1825, 1835 No.
1826, 1827 Jr., 1831, 1841, 1844, 1842, 1849, 1851, 1854, 1862, 1898, 2038, 18EU, 18VA No. All selling precedes all buying.
1829, 1830, 1830BC, 1837, 1853, 1870, 18GA, 18MW, 18MX Yes
1856 Yes, but you can't sell the particular share that you just bought. The rules say that you can't sell the particular certificate that you just bought, but designer Bill Dixon has stated that they don't mean it.)
Crisis Players may, companies may not.

2.12) Can companies buy shares?

1825, 1827 Jr., 1829, 1835, 1837, 1853, 1854 No.
1826, 18EU Their own, in ORs.
1830, 1830BC, 1844, 18GA, 18MX Privates, in ORs, once a 3-train has been sold
1831 Yes, in SR, limit of 25% of own common stock. May buy up to limit immediately after any share is sold into bank pool.
1841 Yes, up to five certificates, but not their own; in ORs
1842 Only in the HAV
1849 Their own; in ORs
1851 Their own, in ORs. But they may not own more than 50% of themselves.
1856 Privates, in ORs, once a 3-train has been sold
1862 Their own, by "redemption", in ORs
1870 Their own, by "redemption", in SRs; also privates, in ORs, once a 3-train has been sold
1898 As 1841; or they may buy back per turn one of their own from the bank pool to their initial offering.
18MW Their own, in SRs.
18VA Their own, in a special round following the SR.
2038 Privates, in ORs, once phase II has started
Crisis Yes but not their own

2.13) What ends a share-dealing round?

1825, 1829, 1853 Each player consecutively not making a purchase. The priority then goes to the player after the one who last made a purchase. In 1853 he may sell the elephant that confers priority to another player.
1826, 1830, 1831, 1835, 1841, 1849, 1851, 1854, 1856, 1862, 1870, 1898, 18EU, 18GA, 18MW, 18MX, 18VA, 2038 Each player consecutively not making a purchase or a sale. The priority then goes to the player after the one who last made a purchase or a sale.
1830BC Each player consecutively not making a purchase or a sale. The priority then goes to the player who has bid highest for it, or remains with the same player if no bids.
1835 Round ends as in 1830, priority assigned as in 1829.
1837 Round ends as in 1830, priority assigned as in 1829. The designer's intention was as in 1830.
1827 Jr., 1842 Apologies – I have not yet checked this. Your input is welcome.
1844 Each player consecutively not making a purchase. The priority, and subsequent places, are then assigned according to cash held. Crisis NA

2.14) Can a player sell private companies to another player?

1829 Yes, in a public "sale by tender".
1830, 18GA, 18MX Yes, to other players at any agreed price, during either's turn in a stock round, or during emergency money-raising. (The 1830 computer game does not allow this action, but that appears to be an oversight.)
Rest No

For other questions about private companies, see section 10.

3. Operating Rounds: Companies that float

3.1) Do you lay the base station token immediately upon floating?

1825, 1826, 1835, 1837, 1841, 1842, 1849, 1851, 1853, 1898, 18EU, 18MW, 18VA Yes
1827 Jr., 1829, 1830, 1831, 1844, 1854, 1856, 1862, 1870, Crisis, 18GA, 18MX No.
1830BC NA.
2038 Yes (relevant only for the Asteroid League)

3.2) Number of shares needed to float:

1825, 1827 Jr., 1829, 1830, 1862, 18GA, 18MW, 18MX 60%
1826, 1835, 1837, 1842, 1844, 1851, 1854, 18EU 50%
1831 50% (all preferred stock)
1830BC 6 (variable percentage)
1841, 1898 20% (40% of a minor)
1849, 18VA 20%
1853 3 or 4 players, 60%; 5 players, 50%; 6 players, 40%
1856 depends on the size of the train currently for sale
1870 60%; but 20% for Frisco
2038 50%; but 20% for growth companies
Crisis 50% for type I companies, 60% for type II companies.

3.3) Does a company get full capitalisation upon floating?

1825 Nine-certificate companies do, four-certificate companies don't.
1827 Jr., 1829, 1830, 1837, 1842, 1853, 1862, 1870, 18GA, 18MW, 18MX Yes
1826 Only for shares sold until Phase 10H, then fully capitalised when floated.
1830BC, 1835, 1841, 1851, 1849, 1898, Crisis Only for shares sold
1831 Only for shares sold. (Par increases upon floating.) 1837 You get full capitalisation for the shares that have been and will be sold, but not for the coal and minor companies that will fold in.
1844 Regional companies get full capitalisation on floating. Other companies get 50% on floating, the rest when they reach their destination. But companies which float after the sale of a 6/6H-train are fully capitalised
1854 100% capitalisation on floating, more on splitting.
1856 depends on the size of train currently for sale; and on reaching destination
2038 Yes, except for growth companies, which get capitalised for shares sold, i.e. excluding the president's double; and for the AL, which gets capitalisation for the president's double share, and for other shares as sold, but not for independents traded in.
18EU Only for shares sold until Phase 5, then fully capitalised when floated.
18VA No, it gets it share by shares sold until the sixth share is sold, when it gets all the rest.

4. Operations

4.1) Companies operate in order by:

1825 Set order of initial value; ties broken by flotation order
1829, 1853 Set order
1830BC Order of fewest shares in player hands; ties broken in set order.
1862 Current static price, i.e. in order of stock price as at the start of the operating round.
Rest Current "dynamic" share price. By "dynamic", I mean that each time a company finishes operating, you look at the current stock price chart to see who is next.

4.2) If you sell shares in several companies so that their tokens end up in one stack, what order are they stacked in?

1825, 1829, 1830BC, 1853 NA
1830, 1835?, 1856, 1862, 1870, 18MW, 18MX Unspecified. Most groups rule the final order depends on the order of sales.
1841 Unspecified in the original rules. A clarification means that the final order is the reverse of the original operating order.
Rest I don't know, but will be grateful for information.

5. Tile Lay

See the inventory below for a reference to what tiles are available.

5.1) Where can you make an initial tile lay?

i.e. what are the conditions for laying a tile (not necessarily a yellow one) onto a previously untiled hex? (References are included.)

1825, 18EU As for 1830. But a hex reserved for another company may not be laid on. (rule 4.2.3.)
1825 with survey parties As for 1829. (rule 6.6.)
1826 As for 1830. But a hex reserved for another company may not be laid on except with the permission of that other company. (page 15.)
1827 Jr. As for 1830. (rule 4.1.1)
1829 Only on the hex just vacated by the upgrading company's Survey Party, and then only if it is not occupied by a rival survey party. (rule 42.)
[ Some players ignore the survey parties in 1829, and play it by the same rule as for 1830.]
1830 After being laid, the tile must be reachable from one of the laying company's station markers by an arbitrarily large train. (rule 18.0.)
1830BC New canals can be extended from any existing waterway.
1831 As for 1830 except that if it is a station tile, company must build a station.
1835 As for 1830. (rule 3.1.4)
1837 As for 1830. (rule V.3)
1841, 1898 As for 1830. (rules 4.1.1, 4.1.2.)
1842 As for 1830, but not in Hamburg or Harburg. (rules 6.2, 1.)
1847 As for 1830; but initial tiles may not be laid on other companies' home bases until the green phase. (rule 6.)
1849 As for 1830. (rules 4.1.)
1844, 1851, 1853, 1854, 1862 As for 1830.
1856 As for 1830. (pages 15, 16.)
1870 As for 1830. (pages 19, 20.)
18GA, 18MW, 18MX, 18VA As for 1830.
2038 On hexes you "explore" by moving a spaceship there and spending an extra movement point. (rule 7.11.)
Crisis On an empty square.

5.2) Double tile lays allowed:

1825 Yes if neither is an upgrade and they are not adjacent
1826 Yes if neither is a upgrade and it is the company's first turn.
1827 Jr. For mid-west companies if both tiles are west of starting hex.
1829, 1837, 1844, 1849, 1854, 18VA No
1830, 1856, 18GA Only by using the special property of a private.
1830BC Yes, and more, depending on quality of digging team.
1831Yes. Fourfold by a company, sevenfold by a system
1835 Only by major companies before first 3-train sold
1841 Majors may do one tile-lay or upgrade from each station-marker until a 3-train, then one from each up to a limit of 2 until a 5-train. But never more than one tile-change on same hex.
1842 Yes, but only on a share company's first OR, and not both of the same hex.
1851, 1862 Yes, once a 3-train has been sold. Two yellow tiles only.
1853 First four companies only. Also, each must be possible without the other.
1870, 18MW Yes if both are yellow
1898 Majors may do one tile-lay or upgrade from each station-marker until a 3-train, then one from each up to a limit of 2 until end of turn. But never more than one tile-change on same hex. Minors may do one tile-lay or upgrade until a 4-train, then one from each station-marker until end of game.
18EU Yes for a minor company in its first OR.
18MX Yes if both are yellow and it is its first OR.
2038 Yes, multiple exploration allowed
Crisis No, except that a green tile must be laid alongside a yellow one if available.

5.3) Must a tile replacement extend existing track?

This is a much-argued point, so references are included.

A general principle of all 18xx games is that an upgrade may never destroy existing track. This is to be assumed in everything written below.

There are three common forms of the rule on this:

permissive
Some of the track on the newly-laid tile must be reachable from one of the laying company's station markers by an arbitrarily large train
restrictive
Some of the newly-created track must be reachable from one of the laying company's station markers by an arbitrarily large train
semi-restrictive
Some of the newly-created track must be reachable from one of the laying company's station markers by an arbitrarily large train or the value of a city which can be reached by that train changes

1825 A city may only be upgraded if reachable from one of the laying company's station-markers by "one of the Company's existing Trains" which presumably excludes double-heading (rule 4.3.2).
1825 with survey parties As for 1825 without them (rule 6.6.).
1826 Semi-restrictive.
1827 Jr. Permissive (personal communication from Vellani).
1829 The upgrading company must have moved a Survey Party, and the upgraded hex must be free of Survey Parties (rule 43.).
1830 Rule 18.1 says permissive. However it is possible to read the restrictions of rule 18.0 as applying to rule 18.1, making the result restrictive. A clarification from Avalon Hill says that the 1830 rule is semi-restrictive. Their own computer version is permissive.
1830BC, 2038 NA
1831 Awaiting information
1835 Restrictive (German rule VII.1). But the author's intention was permissive, and another German ruleset exists. An English translation says permissive (rules 3.1.12-3.1.20.).
1837 According to the printed rules, restrictive (rule VI.1.). This means that certain tiles can never be laid, and is a mistake. The designer Leonhard Orgler has stated (personal communication to Steve Thomas) that it should be semi-restrictive.
1841 The original rules were restrictive (rules 4.1.1, 4.1.2.). As for 1837, a subsequent clarification from the author states that it should be semi-restrictive.
1842 Restrictive (rule 6.2.3.). (Note also rule 6.2.2 restricting upgrades to both coastal and inland cities.)
1844 Permissive (rule XV bullet-point 7).
1849v1&3 Restrictive (rule 4.1.)
1849v4 Semi-restrictive (rule 4.1.)
1853 Permissive; but upgrades only allowed on the company's "patch".
1851, 1856 Semi-restrictive (page 16.)
1854 Semi-restrictive (rule 5.4).
1862 Permissive.
1870 Semi-restrictive (page 20.)
1876v2 Permissive. (".. use the 1830 rulebook.")
1898 Permissive (final sentence of section "Lay or Upgrade Track").
18EU Permissive.
18GA A clarification dated 1998-06-25 said restrictive; a later one said semi-restrictive. John David Galt confirmed (2003-01-28) "18AL/GA are actually semi-restrictive".
18MX Semi-restrictive (rule 3.5.5).
18MW Permissive.
18VA Restrictive.
Crisis Permissive.

5.4) Do villages upgrade?

1825, 1829 Yes, to cities.
1827 Jr., 1830 No.
1826, 1835, 1842, 1844, 18GA, 18MX Yes, they stay as villages but acquire more connections.
1830BC, 1831, 1851, 2038, Crisis NA
1837 Yes, single villages acquire bypasses, double villages coalesce.
1841 Single villages do, acquiring more connections; double villages don't.
1849, 18EU Yes. They stay as villages, acquiring more connections, and eventually score more.
1853 Single villages do, becoming cities; double villages don't.
1854 Double villages do. And from the brown phase, "large villages" can be turned into cities by a yellow-to-yellow upgrade.
1856 Yes. Once a 6-train is sold, all villages (except the "bow-and-arrow" double) upgrade to cities, and single villages also downgrade to plain track.
1862 Yes, acquiring more connections and scoring more.
1870 Single villages do, acquiring more connections and eventually scoring more; double villages don't.
1898 Villages may be upgraded to cities (green, brown, grey); single villages may be downgraded (green-brown, grey).
18MW Yes. Once an 8-train is sold, all villages upgrade to yellow cities, and downgrade to yellow plain track.
18VA Coal mines upgrade, acquiring more track, but do not increase in value.

6. Station Markers

6.1) Cost:

1826 0, then 20*hex distance measured along route from nearest existing marker.
1827 Jr. 0, then whichever is greater of (20*rail distance to nearest existing station marker) and (value of city).
1830BC Waterworks cost 30/80/100/150/200 depending on phase.
1831 40 for passenger station, 70 for freight yard until 5 train sold, then 70/110 until 9 train sold, then 110/210
1835 0, then 20*hex distance from the original marker. Distance is measured by "a crow without a passport".
1837 0, then 20*hex distance, then 40*hex distance. Distance measured as above.
1841, 1898 all 0. They were paid for at flotation time: 50 each for historics, 25/50/100/200 depending on remoteness for non-historics
1842 0, 3 * revenue of hex on which they are placed
1849v1&3 all 0. They were paid for at flotation time: 1st-round start-ups pay 0, others pay 100 (total), for 3 tokens.
1849v4 all 0. They were paid for at flotation time, according to the table in rule 3.3.
1851 0; they were paid for ($100 for 4) at flotation time.
1853 0 (for both home hexes, in some companies), 40, 100
1854 0 for home hex, then 50, 100, 150
1862 0, 40, 100; but 0, 60, 150 across the Canadian border.
18EU all 0. 100 was paid for them at flotation time
18Mex 0, 40, 60, 80
18MW 0, then 40+10*crow distance from the original marker.
18MW 0, then 20*rail distance from nearest marker.
2038 Complex, but written on each company's card.
Crisis 0 then 100 then 200
Rest 0, 40, 100

6.2) Can you lay more than one per turn? (This does not include the token in the company's starting hex: you may always lay one in addition to this)

1825, 1826, 1829, 1830, 1837, 1851, 1854, 1856, 1862, 1870, 18EU, 18GA, 18MX, 18VA No
1827 Jr., 1841, 1849v1&3, 1898 No; except by the "token acquiring" process.
1831 Yes, 3 by company, 6 by system
1835, 1844, 18MW, 2038 No, except by using the special powers of particular privates.
1849v4 No; except by the "token acquiring" process from phase 6 on if playing the "Advanced Game".
1842 No; except by acquisition of a private company.
1830BC, 1853 Yes
2038 You cannot lay two bases or refuels except by using the special powers of privates; you can lay two claims (at a higher cost) and the AL can lay three.
Crisis You are restricted to one normal placement and one "speculation" placement on every turn, even the first.

6.3) Where can you lay a station marker?

In 1829 only, it is laid by moving a survey party in the normal way to a city, and then changing its role.
In 1830BC waterworks may be built on any land other than that owned by player-owned privates; permission of the owner is required if land in player hands.
In 1831 the newly-laid station marker must be reachable from one of the laying company's existing station markers by an arbitrarily large train. (Exception for C&O's second home base.)
In 1837, and in the first edition of 1835, the newly-laid station marker must be connected by track to one belonging to that company; but this track may include one (arguably, more than one) sharp angle that would prevent a train from running over it: "Ein Fahrtrichtungswechsel ist hierbei erlaubt". For 1837 the designer's intention was to allow no more than one backtrack.
1841 As well as the default rule below, the route must be from one of the laying company's existing non-mountain station markers, and must not cross an active border (not even twice).
2038 The newly-laid base, refuel, or claim must be reachable from one of the company's bases by a spaceship which it owns.
Crisis On a newly laid yellow station tile if this may be laid somewhere.
All other games, the newly-laid station marker must be reachable from one of the laying company's existing station markers by an arbitrarily large train.

6.4) When is a company's first station marker laid?

I need to do some research on this. There are, I think, four possibilities:
2038 From the start of the game.
1841, 1849v4, 1898, 18EU, 18VA When its president's certificate is bought.
1826, 1835, 1837, 1841, 1849v4, 1851, 1898 When it is floated.
1825, 1829, 1830, 1831, 1844, 1853, 1854, 1856, 1862, 1870, 18GA, 18MX When it first operates.
1830BC NA.
Rest I have not checked, and will be grateful for information.

7. Train Runs

7.1) Can you run into a city completely filled by rival station marker(s)?

1827 Jr. Yes; but the company must then pay out half (rounded down) of the city value to the owner of one of the station-markers.
1829 No
1830BC NA
1831 Yes; but the company must pay current construction cost of those station-markers to owning company once per set of ORs.
1899 Yes, except for the station-marker in Inner Mongolia, and the one in Port Arthur if approached across the sea.
Rest Yes

7.2) Can you do a run that passes through a city completely filled by rival station marker(s)?

1830BC NA
1831 Yes; but the company must pay current construction cost of those station-markers to owning company once per set of ORs.
2038 Yes
Crisis Only if it has a speculation token on the same tile.
Rest No

7.3) Unusual rules about running:

1826 Some trains have run limits determined by counting hexes, not stations. Some trains ignore villages. Some trains count double revenue.
1827 Jr. Run limits are determined by counting hexes, not stations. Winding mountain track counts double.
1830BC The single "train" for all players is three separate floods of water coming down the rivers. Waterworks allow the owning player to divert the path of the water.
1831 Has passenger and freight trains (and mixed trains up to 5). Also, train purchase comes before running, so trains bought from the bank may be used on their turn of purchase. (Trains bought from other companies may not.)
1837 Coal trains visit and get paid for villages without restriction. Express trains ignore villages.
1841, 1898 Visit and get paid for villages without restriction. Each route must include at least two places other than ports and passes. Each route must visit one of the company's own city-based tokens; those in mountain passes don't count for this.
1842, 1847 At least one of a set of routes must include the company's starting place.
1844 The H trains count hexes not stations. Unlike H trains in other games, they include the hex where they start.
1849 Run limits are determined by counting hexes, not stations.
1851 Red-to-red routes pay an extra $10 per stop (including $10 each for the two red obhs).
1853, 18EU, 18GA, 18MX Visit and get paid for villages without restriction.
1854 "+" trains visit and get paid for villages without restriction.
1862 Some trains can skip cities. Some routes have destination bonuses.
18AL Destination bonus when token placed on destination city. 4D trains count off-board hexes double.
18VA The three different kinds of off-board area add various bonuses.
2038 The "train" is a spaceship. Each mine may only be worked once per OR
Crisis Routes are affected by signals, speculation tokens, etc.

7.4) Can one train run to two stations on the same tile?

1825, 1826, 1827 Jr., 1829, 1842, 18EU No
1830, 1841, 1844, 1851, 1853, 1856, 1862, 1898 Yes
1831 Yes, for mixed train to both a passenger and freight station in same city. Two commuter runs allow train to repeat same passenger station up to 4 times.
1835 Yes, except Berlin.
1837 Yes, but not two stations in Vienna. In the case of Buda and Pest, the entire run may be on one hex.
1830BC, 1849, 18MW, 18MX, 18VA, Crisis NA
1854 Yes. But not Wien, Zürich, or Sankt Pölten.
1898 Only YY-tiles (which start as two villages)
18GA Yes; even three.
18VA NA.
2038 Two mines, yes.

7.5) Is double-heading allowed?

1825 Yes. Two 2-trains may be used as a 3-train.
1827 Jr. Yes. Two n-trains may be used as a 2n-train.
1829 Yes. An n-train and an m-train may be used as as n+1-train.
1830BC NA
Rest No.

7.6) Rules about villages

[By "villages" I mean the places which are shown on maps as small black rectangles. I use the word "city" only for places with one or more circles for the placement of station markers. This avoids the ambiguities found in some rulesets.]

In 1830 and some other games, villages are a nuisance. They count towards the station count of a train, but add little to revenue. In such games it is almost always better to build a line through an empty field than through a village, if other things are equal and diesels are not in operation. While this is not a problem for gameplay, some people feel that it makes an unsatisfactory simulation. This may be why various authors have found various ways of changing it.

1825, 1829 A run may not start nor end in a village. Double-heading (see previous item) reduces the severity of this restriction.
1826 "H" trains count hexes not stations. "E" and "TGV" trains must ignore villages.
1827Jr, 1849 Trains count hexes not stations.
1830, 1842, 1862, 1870 No special rule. Villages are generally a nuisance.
1835, 1847 As well as N-trains that visit up to N stations, there are N+n trains that visit up to n villages as well as up to N stations.
1837 As for 1835 and 1847, but N+m trains are rarer. Also, for coal trains villages contribute to the run, but do not count towards the station count; and express trains ignore villages.
1841, 1898, 18EU, 18AL, 18GA, 18MX Villages contribute to the run, but do not count towards the station count. In 1841 this rule is in §4.3.1.
1830BC, 1831, 1851, 2038, Crisis There are no villages.
1853 Villages contribute to the run, but do not count towards the station count. They can also be upgraded to cities.
1854 Villages on the local map contribute to the run, but do not count towards the station count. Double villages on the main map can be upgraded to cities, and so can "large" villages from the brown phase.
1856, 18MW Villages may eventually be upgraded to cities or "downgraded" to empty fields.
18VA Not villages, but coal mines. Only goods trains, a.k.a. freight trains, may score them. Other trains may pass through them and ignore them.

8. Payment of Earnings

8.1) Stock moves right for payment of dividend:

1825 one place if it exceeds 5% of share price; 2 if 20%, 3 if 30%, 4 if 40%.
1826, 1851, 18EU Only if 10 times dividend per share equals or exceeds share price.
1827 Jr. Complex. See table in rule 3.3.2.
1829, 1830, 1835, 1842, 1853, 1854, 1856, 1862, 18GA, 18MX, 18VA, Crisis Yes
1830BC One place per region of that terrain irrigated.
1831 One place if all stakeholders paid; two places if all paid +200%.
1837 Right for 100% payout, right and down for 50% payout.
1841, 1849, 1898 Only if earnings exceed the current price of a 10% share (20% for minors)
1844 Yes; but regional companies may not move past the thin red line on the stock market.
1870 And stays put for half payout
18MW Yes; except in blue zone, where 10% payout is needed to move one place, 30% two places.
2038 Once for half payout, twice for full payout

8.2, 8.3) What dividend payments go into the company's treasury?

1825, 1829, 1830BC, 1853, 1854, 1862, Crisis None
1841, 1849, 1851, 1870, 1898, 18MW, 18MX Those for unissued shares.
  1842 Those for unissued shares; except for the HAV, which receives none.
  1826, 18EU Those for unissued shares. But note that if a company floats after a certain phase it receives 100% capitalisation and unsold shares are issued into the bank pool.
1830, 1835, 1837, 1844, 1856, 18GA Those for shares in the bank pool.
1831, 18VA Those for shares in the company treasury. They can only get there through the "redemption" process.
  2038 Those for shares in the bank pool, and those for unissued shares in the AL and in growth companies.

8.4) Stock moves leftwards for withholding earnings?

1827 Jr. Yes. See table in rule 3.3.2.
1830BC No; a waterwork of the lowest value is removed instead.
1831 Left one place for withheld or paid preferred stock only, left two places for did not run a train
1853 Yes if shares of the company are in the Bank pool
Rest Yes

8.5) Can a company make a partial payout?

1825, 1829, 1830, 1830BC, 1835, 1841, 1842, 1844, 1847, 1849v4, 1853, 1854, 1856, 1862, 18GA, 18MX, 18VA No.
1826, 1851, 18EU It may make a 50% payout. Odd units are rounded in favour of the shareholder. The amount paid out to the shareholders determines whether its share price moves to the right.
1831 It may pay preferred 50%, common 25%, withhold 25%, stock price does not move.
1837 It may make a 50% payout.  Amounts are calculated exactly, then odd half-crowns rounded in favour of the bank.
1870 It may make a 50% payout. Odd units are rounded in favour of the corporation.
2038 It may make a 50% payout. Odd units are rounded in favour of the shareholder. If a company does this its share price only moves one step to the right, not two.
Rest I have not checked yet. I will be grateful for input.

9. Purchasing Trains

9.1) Can companies buy trains from one another?

1825, 1829, 1853 Yes, minimum price 10.
1826 Yes, minimum price 1, once a 6H-train has been bought. Etat, SNCF can only trade at face value. Companies with loans can only buy at face value or less, or sell for face value or more.
1827 Jr., 1849, 18VA Yes, minimum price 1.
1830 Yes. Minimum price 1 if they have the same president, unrestricted otherwise. (Most people play minimum price 1 always.)
1830BC No.
1831 Yes, minimum price 1, maximum face value.
1835, 1837, 1841, 1842, 1851, 1854, 1898 Once a 3-train has been bought, minimum price 1.
1844 Yes. But if they have different presidents, or if one of them is the SBB, then only at face value.
1856 Yes. CGR only buys and sells at cost price, and can't buy non-permanent trains. Other trades, minimum price 1.
1862, 1870, 18GA, 18MX Yes, minimum price 1.
18EU Yes, minimum price 1.
18MW Yes, minimum price 1, and only if the two companies have the same president.
2038 Yes, once a 6/2,4/3 spaceship has been sold. AL's last spaceship cannot be bought from it. Minimum price 1.
Crisis Only by means of "structure purchases".

9.2) Must a major share company buy a train if it does not have one?

1825, 1829 No
1827 Jr., 1830, 1841, 1849, 1851, 1854, 1856, 1862, 1870, 1898, 18GA, 18MX If it has a route
1826, 1830BC, 1835, 1837, 2038, 18EU, 18MW, 18VA Yes
1831 Yes. And systems must have 2 or 3 trains, depending on number of companies that merged.
1842 Yes. And if a private company has no train and does not buy one, it will have to be auctioned off at the start of the next OR.
1844 Major companies and regional companies must if they have a route, pre-SBB companies need not.
1853 No; but if it has no train, its director may choose to help it buy one. (Some people say that she may do so in any case.)
1876v2 Yes, by a "forced assisted train purchase".
Crisis If it could run a train (type I companies can run trains as 1-trains)

9.3) Can trains be sold back to the bank?

1837 No; but if at the train limit, it can pay half a train's cost to put it back in the bank, so long as it then buys a train.
Rest No

9.4) When a company has no train, and cannot buy one with its own means, it must use its director's money. What train may it then buy?

1826 The cheapest train available in the bank or bank pool. You may be compelled to take out a loan to assist with this.
1830 Avalon Hill rules: The cheapest train available in the bank, or a train from another company at an agreed price not exceeding its face value.
1830 Avalon Hill clarification: The cheapest train available in the bank.
1830 Francis Tresham: The cheapest train available in the bank, or a train from another company at an agreed price not exceeding its face value. The president of the selling company makes the deal simultaneously with any necessary share sales (this has been interpreted as meaning that the old and new president must both agree to the deal; and in other ways).
1830 Avalon Hill PC program: As in 1898.
[I am sorry if you find this tedious. I assure you, so do I.]
1830BC The cheapest train available in the bank.
1851 The cheapest train from the Bank or Bank Pool. The president of the selling company makes the deal after any necessary share sales.
1835 Any second-hand train (from the Bank Pool or another company) or the cheapest new train (only one type can be available at a time). This is what the German rules say. (One English translation says the cheapest train from the bank or bank pool.)
1837 You can buy any available train: you may pay any agreed amount for a train from another company; you may buy any train in the Bank Pool; you may buy any available new train (there is typically a choice of two).
1826 Any available train from the bank or bank pool, or from another company at an agreed price not exceeding its face value.
1831, 1854, 1862 Any available train from the bank or bank pool, or from another company at an agreed price not exceeding its face value.
1844 Any train from the bank; or any train from another company wishing to sell, at not more than face value.
1898 The cheapest train available in the bank, or a train from another company at an agreed price not exceeding its face value. The president of the selling company makes the deal before any necessary share sales.
18MW The cheapest train available in the bank, or a train from another company with the same president at a price not exceeding face value.
18VA The cheapest train available in the bank.
2038 The cheapest spaceship type must be bought from the bank or bank pool. If the President is helping she can freely choose between a Scout and a Tug of the same type.
Crisis It goes into "receivership", a complex process.
Rest The cheapest train available in the bank or bank pool. Thus a company may be compelled to buy a used train.

9.5 Must a minor company buy a train if it does not have one?

1835, 1837, 1854, 18EU, 18VA No
1841, 1898 Yes
1844 No.
2038 No, but after AL is formed, if it does not have one or buy one, it must merge into AL. The president may not contribute money.
Rest NA

9.6 Can trains of the final type be purchased as soon as one train of the next-to-last type is purchased?

1830, 1849, 1856, 1862, 18MX, 18VA, 2038 Yes
1854 The Orient Expresses are available as soon as the 6-trains run out.
Rest No

9.7 Can a company buy more than one train from the bank per OR?

1830Lummerland, 1876 No
18AL, 18GA, 18MX Not until a 4-train has been bought.
18VA Only if the second one is of a new (more expensive) type.
Rest Yes

10. Private Companies

10.0) Purchasable between players?

1825 Yes. The owner of a private may sell it by public tender. This does not count as a transaction.
1830 Yes, in buyer or seller's turn in a SR, at a mutually agreed price. This does not count as a transaction.
1831 NA
1841 Concessions may be traded at a mutually agreeable price in the buyer's turn in a stock round. This counts as an action.
18GA Yes. This counts as an action only if done in the buyer's turn.
18MX Yes
Rest No.

10.1) Purchasable by share companies?

[ I must find time to add the lower and upper prices which may be paid. ]

1825, 1826, 1829, 1835, 1837, 1851, 1854, 1862, 18MW No
1827 Jr. Some. One can be bought only by share companies
1830, 1830BC, 1856 Once a 3-train has been sold; at from ½ to 2 times face value.
18AL, 18GA, 18MX, 18VA Once a 3-train has been sold; at from ½ to 1½ times face value
1831, 1841, 1849v1&3, 1853, 1898, Crisis NA
1842 Yes, in an auction. The private company ceases to exist, and its assets are transferred.
1844 Yes, once a 3- (or 3H-) train has been sold, at from 1 franc to twice face value.
1847 The stone mine companies only, and not by major(s) in the west.
1849v4 From phase 6 to phase 10.
1870 Once a 3-train has been sold; at from ½ to 2 times face value; the bridge co. sooner by majors on Mississippi.
2038 Once a phase II spaceship has been sold; at from $1 to face value.

10.2) Does a private company prevent builds in its home hex(es) while it is owned by a player?

1825, 1827 Jr., 1830Lummerland, 1835, 1842, 1844, 1854, 18MW No
1849v1&3 No (for the S.C.E., the only one that has a home hex)
1849v4 Yes (for the S.C.E., the only one that has a home hex)
1829, 1830, 1830BC, 1856, 18GA Yes
1837 No. But it allows a company owned by the same director to build there free. Others have to pay.
1826, 1831, 1841, 1849, 1851, 1853, 1870, 1898, 18MX, 18VA, Crisis, 2038 NA

10.3) Does using the company's special property close it?

1825, 1827 Jr., 1829, 1831, 1841, 1842, 1849v1&3, 1851, 1853, 1898, Crisis NA
1826, 1862, 18VA Yes
1830 No; except M&H, and B&&O when it buys its first train
1830BC Barahshum, Calah, and Der; and the First Akkadians when Akkad buys its first digging team.
1835 Yes; except that OB can do one of its two track-lays without closing
1837, 1854 No.
1844 only the P4; and it then pays 80 to its owner.
1849v4 Only the C.N.M. and the S.M.S.
1856 only W&&S and GLSC are closed
1870 No, except for making a closed port
18AL No except for New Decatur Yards
18GA No
18MX Acapulco only is closed.
18MW Some, as stated on the private certificate
2038 No

10.4) All private companies close on:

1825, 18VA never
1826 first 10H-train, but the mail +1 and train limit +1 tokens last until an E-train is sold
1827 Jr. Various: see appendix 5.
1829 first 7-train
1830, 1835, 1837, 1851, 1862, 18MW first 5-train
18GA, 18MX first 5-train; their artefacts persist longer.
1830BC, 1841, 1898 first 4-train
1842 auctioned off at start of next OR after sale of first 5-train
1847 first 6-train
1831, 1849v1&3, 1853, Crisis NA
1844 first 5 or 5H-train
1849v4 first 12-train
1854 Moutain railways close on first 5-train. Local railways may close, merge, or continue. 1856 first 5-train, but the bridge- and tunnel-tokens are permanent, and the port token lasts until the first 6-train
1862 at any time when their owners choose to close them
1870 first 5-train, but the port and cattle tokens last to the first 6-train
2038 phase V

10.5) Can you buy and sell them in other ways?

1825 You can sell them to the bank in a SR for 30 less than face value. Once they are in the bank, they can be bought in a SR for face value.
Rest No.

11. Presidency of a Share Company

11.1) Can be sold into the bank pool?

1825, 1829, 1853 Yes; and is then operated by official receiver
1826, 18EU Yes, after a bankruptcy; but it must then be immediately transferred to a player using the normal change of presidency rules, or the company is permanently closed.
1835, 1837, 1842?, 1847? Yes, after a bankruptcy.
1841 No; but one can end up there after an emergency money-raising step, a merger, or the Ferdinandean secession, and is then "freezed"
Crisis No; but it can get there in receivership.
Rest No

11.2) Can you exchange the director's share for regular shares from another player when you sell shares to the Bank Pool?

1841, 1898 For a historic company, only after a 4-train has been bought (presidencies are protected by ownership of concessions).
1830BC NA
Rest Yes

11.3) After a sale of shares forces a change in director, who gets it in case of a tie?

1829 Whoever has held that stock for longest
1841 Next human shareholder on seller's left, then companies in order of share value, highest first
1842 It is offered to the tying players in turn, starting on the seller's left. If the others all refuse, the last one round must accept.
1844 Next player in SR order.
1853 Whoever has held at least one share in that company for longest
1898 If a player sells shares: as 1841. If a corporation sells shares: players in seating order, starting with the priority deal, then companies in order of share value, highest first.
Crisis The last person (not in receivership) in round order.
Rest Next player on seller's left

12. Game Phases

N-train Phase Effects

1825
2  One   Train limit four, 1 OR
3  Two   Green tiles, 2 ORs,
4
5  Three Brown tiles, 2-trains rust, train limit three, 3 ORs

1826
2H   2H   Train limit four, 1 OR, top OBH
4H   4H   Green tiles, 2 ORs, top OBH
6H   6H   2H-trains rust, train limit three, trains can be bought across, top OBH
10H  10H  Brown tiles, 4H-trains rust, train limit two, 3 ORs, second OBH
E    E    6H-trains rust, third OBH
TGV  TGV  Grey tiles, bottom OBH

1827 Jr.
1H  1H   Train limit four, 1 OR
2H  2H   Green tiles, 2 ORs, privates may be bought by share companies,
         —  more share companies available, more privates available
3H  3H   1H trains rust, train limit three, bonds available,
         — another private available
4H  4H   2H trains rust, prestige items available, another private available
5H  5H   Brown tiles, 3 ORs, high value for OBHs, another private available
P8H P8H  3H trains rust
F7H F7H  4H trains rust, 5H trains require maintenance

1829
2  One   Train limit four, 1 OR
3  Two   Green tiles, 2 ORs
4
5  Three Brown tiles, 2-trains rust, train limit three, 3 ORs
7  Four  Gray tiles, 3-trains rust, train limit two, 4 ORs

1830
2  Yellow Train limit four, 1 OR
3  Green  Green tiles, privates may be bought by companies, 2 ORs.
4         2-trains rust, train limit three
5  Brown  Brown tiles, train limit two, 3ORs, higher values for obhs,
          — privates close
6         3-trains rust, D-trains available immediately
8         4-trains rust

1831
2  One   Yellow tiles, Train limit Five, 1 OR
3  Two   Green tiles, corporations may have Station and rail yard in same city
4  Three Blue tiles, train limit four, 2 ORs, 2 certificate block buys allowed
5  Four  2-trains rust, train limit three, station token cost and payout increase
6  Five  3-trains rust
7  Six   Red tiles, 4-trains rust, 4 ORs, 4 certificate block buys allowed
9  Seven 5-trains rust, train limit two, station token cost and payout increase
12 Eight Mergers cease
15 Nine  6-trains rust

1830BC
1+1 1  Harvest 20, 6 water per river.
2   2  Harvest 20, 6 water per river.
3   3  Harvest 25, 6 water per river, 1+1s rust, indies may be bought by companies.
4   4  Harvest 25, 7 water per river, 2s rust, indies close.
M   5  Harvest 30, 8 water per river, 3s rust.

1835
2    1  Train limit four(two), two tile lays by majors
2+2
3    2  Green tiles, transfer of trains, 2 ORs, one tile-lay per company,
        — mid value for obhs, trains may be bought from other companies
3+3
4       2 trains rust, train limit three(one), Prussia may start
4+4     2+2 trains rust, Prussia must start
5    3  Brown tiles, train limit two (Pr 3), high value for obhs, 3 ORs,
        — all minors must fold into Prussia and all privates close
5+5
6       3 trains rust
6+6     3+3 trains rust

1837
2    1  Train limit four for majors, two for minors
3    2  Green tiles, transfer of trains, 2 ORs, Bosnia-Herzegovina open,
        — passes may be built without help of mountain railways, 2G trains available,
        — train limit three for majors, trains may be bought from other companies
3+1     Train limit one for non-Hungarian minors and for coal companies
4       2 trains rust, 3G trains available (once 2Gs have sold out) & rust 1Gs,
        — Italy secedes, Bozen upgraded to green, Sudbahn launched, K+K may be launched,
        – train limit for Sudbahn and K+K is four.
3G      1G trains rust
4E      Hungarian may launch – its train limit is four.
4+1     K+K must launch.
5    3  Brown tiles, train limit two (three for fused companies), 3 ORs,
        — 4G trains available (once 3Gs have sold out) Hungarian must launch,
        — private companies closed, coal companies fused into majors
4G      2G trains rust.
5+2     3+1 trains rust.

1841
2  2  train limit four(two)
3  3  Green tiles, 2 ORs, two track-lays per major,
      — track-lays across borders, non-historic companies may start
4  4  2-trains rust, borders change, IRSSF split, Tuscan merge,
      — mid values for obhs, train limit three(two)
5  5  3-trains rust, borders change again, brown tiles, 3 ORs,
      — one track-lay per major
6  6  high values for off-board hexes, train limit two(one)
7  7  4-trains rust
8  8  5-trains rust
[ Note the wonderfully simple naming of the phases in 1841. I hope other designers will adopt this system.]

1842
1  Yellow Train limit four, 1 OR
2
3  Green  1-trains rust, train limit three, green tiles, 2 ORs,
          — privates may be bought by companies, trains may be bought from other companies
4         2-trains rust
5  Brown  Brown tiles, train limit two, 3ORs, higher values for obhs
6         3-trains rust
7         4-trains rust

1844
2/2H  Yellow Train limit four, 1 OR
3/3H  Green  2-trains become 2Hs, green tiles, 2 ORs, privates may be bought by companies,
           — trains may be bought from other companies, special properties of privates may be used
4/4H         2H-trains rust, 3-trains become 3Hs, train limit 3
5/5H  Brown  Brown tiles, train limit two, 3ORs, SBB forms at end of current OR
6            3H-trains rust, 4-trains become 4Hs, companies that have not
           — floated will be fully capitalised without need to destinate
7            4H-trains rust, 5-trains become 5Hs, grey tiles available

1847            [ This needs checking ]
3    yellow Train limit four(two), two tile lays, no development of others' home bases
3+3
4    green  Green tiles, transfer of trains, 2 ORs, one tile-lay per company,
            — mid value for obhs, stone mines may be bought,
            — others' home bases may be developed
4+4         3 trains rust
4           train limit three(one)
5  
5+5  brown  Brown tiles, 3 ORs, high value for obhs
            — (in alternative version 3+3 trains rust)
6           3+3 trains rust (in normal version), train limit 2,
            — stone mines except Rammelsbach close
6+6         (in alternative version 4 trains rust)

1849
 4   4  Train limit four, companies start at 68 or 100
 6   6  Green tiles, 2 ORs, companies also start at 144
        — (ver4 only, privates may be bought by companies)
 8   8  4-trains rust, mid value for off-board hex, train limit three
10  10  6-trains rust, red tiles, train limit two, 3 ORs, companies also start at 216
12  12  Earthquake, high value for off-board hex (ver 4 only, privates eliminated
        — and if playing the electric variant, electric tokens and trains are available)
16  16  8-trains rust, R6 trains available immediately, share prices may enter the
        — final section of the stock market
R6

1851
 2  Two    Train limit 4, 1 OR, reds + specials use small values, one yellow
 3  Three  Two yellows/one green, 2 ORs
 4  Four   Train limit 3, reds & specials use middle value, 2-trains rust
 5  Five   Brown tiles, privates close. Train limit 2, 3ORs
 6  Six    3-trains rust, reds & specials use high values
 8  Eight  4-trains rust, grey tile

1853
2   1  Train limit four, 1 OR*
3   2  Green tiles, 2 ORs*, 2M trains available
4   3  Orange tiles, 3 ORs*, train limit three, 2-trains rust, 3M trains available
5   4  Grey tiles, train limit two 4, 3-trains rust, 4M trains available
6
*: or one extra if the holder of the elephant so decides

1854
2  2  train limit four(two), 1+-trains available
3  3  Green tiles, 2 ORs, 2+- then 3+-trains available, green values for obhs
4  4  2- and 1+-trains rust, train limit three(one)
5  5  Brown tiles, 2+-trains rust, brown tiles, 3 ORs, brown values for obhs,
      — mountains close, locals may close, merge or continue
6  6  3- and 3+-trains rust
8  8  Grey tiles, 4-trains rust, grey values for obhs
rusted 4     rusted 2 trains rust again.

1856
2  one   train limit four
3  two   Green tiles, companies may buy privates, 2 ORs
4  three 2-trains rust, train limit three
5  four  Brown tiles, private companies close, 3 ORs,
         — use "5" value for obhs, train limit two
6  five  3-trains rust, repay loans, CGR starts, villages can go,
         — port token dies, diesels available, gray tiles
D  six   4-trains rust, use bottom value for obhs

1862
2  one   train limit four
3  two   Green tiles, companies can redeem shares, 2 ORs
4  three 2-trains rust, train limit three
5  four  Brown tiles, privates close, 3 ORs, use right value for obhs,
         — bonus values rise, debt interest drops, train limit two
6  five  3-trains rust, diesels available, debt interest drops, gray tiles
8  six   4-trains rust
10 seven

1870
 2  one   train limit four
 3  two   Green tiles, companies may buy privates, 2 ORs
 4  three 2-trains rust, train limit three
 5  four  Brown tiles, privates close, 3 ORs, use mid value for obhs,
          — train limit two
 6  five  3-trains rust, port & cow tokens go, diesels available,
          — gray tiles
 8  six   Use bottom value for obhs
10  seven
12  eight 5-trains rust

1876v2
  yellow  train limit four
  yellow
  green   Green tiles, 1½-trains rust, companies may buy privates, 2 ORs
  green   2½-trains rust, train limit three
  brown   Brown tiles, privates close, train limit two, 3ORS
  brown   3½-trains rust, diesels available
 D   gray    Grey tiles, 4½-trains rust

1898
1 - start of the game, concessions phase
2 2 train limit four (two)
3 3 green tiles, 2 ORs, two track-lays per major,
     — non-historic companies may start
4 4 2-trains rust, TDF split, Rhône Valley merge, second values for off-board hexes,
     — train limit three (two), two track-lays per minor
5 5 3-trains rust, brown tiles, 3 ORs
6 6 third values for off-board hexes, train limit two (one)
7 7 4-trains rust, grey tiles, 4 ORs
8 8 highest values for off-board-hexes, 5-trains rust

18AL
2  Yellow Train limit four, 1 OR
3  Green  Green tiles, privates may be bought by companies, 2 ORs.
4         2-trains rust, train limit three, companies may buy multiple trains per turn
5  Brown  Brown tiles, train limit two, 3ORs, higher values for obhs,
          — privates close
6         3-trains rust
7         4-trains wounded
4D Grey   Grey tiles

18GA
2  Yellow Train limit four, 1 OR
3  Green  Green tiles, privates may be bought by companies, 2 ORs.
4         2-trains rust, train limit three, companies may buy multiple trains per turn
5  Brown  Brown tiles, train limit two, 3ORs, higher values for obhs,
          — privates close
6         3-trains rust
8         4-trains rust

18EU
2  2  Train limit four/two.
3  3  Green tiles, Pullmans available.
4  4  2-trains rust, train limit three/one.
5  5  Brown tiles, train limit two/one, minors will close by next SR,
      — higher values for obhs.
6  6  3-trains rust.
8  8  Grey tiles, 4-trains rust.

18MW
2  2  Train limit four, 1 OR
3  3  Green tiles, privates may be bought by companies, 2 ORs.
4  4  2-trains rust, train limit three, higher values for obhs
5  5  Brown tiles, 3-trains rust, privates close, companies may merge
6  6  4-trains rust, train limit two, villages may be upgraded or abolished,
      — properties of privates cease
8  8  Grey tiles, higher values for obhs
10 10 5-trains rust
D  D  6-trains rust

18MX
2  Yellow Train limit four, 1 OR
3  Green  Green tiles, privates may be bought by companies, 2 ORs.
4         2-trains rust, train limit three
5  Brown  Brown tiles, train limit two, 3ORs, higher values for obhs,
          — privates close
6         3-trains rust
7         4-trains wounded
4D

18VA
2  Yellow Train limit four/two, 1 OR
3  Green  Green tiles, privates may be bought by companies, 2 ORs.
4         2-trains rust, train limit three
5  Brown  Brown tiles, train limit two, 3ORs, higher values for obhs,
          — 3-trains rust
6         3-trains rust
4D        4-trains rust

2038
5/1,3/2  I   spaceship limit four(two)
6/2,4/3  II  Probe rusts, growth corps may start,
             — corps may buy each others' assets
7/3,5/4  III Phase I ships rust, AL may form,
             — spaceship limit three (four-AL)
8/4,6/5  IV  AL must form, transshipment hexes count higher value
9/5,7/6  V   Phase II ships rust, indies must join AL,
             — privates and pilots go, phase VI ships available
9/7      VI  Phase III spaceships rust, ship limit two (three-AL)

Crisis
2   2   train limit four
3   3   orange tiles available
4   4   2-trains rust, train limit three, brown tiles available, no forced tile actions any longer
5   5   3-trains rust, blue tiles available, signals may be replaced, no anti-syndicate laws any longer
E4  E4  train limit two, grey tiles available
E5  E5  4-trains rust
E6  E6  5-trains rust, red tiles available

13. End of Game

13.1) Game ends immediately with a bankruptcy?

1825, 1829, 1853, 1827 Jr. Does not happen. Companies go into receivership rather than demand cash from their president.
1826, 1835, 1837, 1842, 1849v1&3, 1862, 1876v2, 18EU No
1830, 1851, 1854, 1856, 1870, 1898, 18GA, 18MX, 2038 Yes
1830BC At end of next rainy season.
1831 Does not happen. Companies go into receivership rather than require their president to sell stock.
1841 No. Bankrupt is loaned 500 lire to start again. All assets are taken away from him and may be freezed.
1844 Bankruptcy is not possible. A player needing to raise cash may borrow it from the bank at interest.
1849v4 No. the bankrupt is loaned L500 for which L750 is subtracted from his total at the end of the game.
18MW, 18VA No. The bankrupt player takes no further part in the game, and his wealth is reduced to 0.
Crisis Immediately after execution of all supports.

13.2) When bank runs out of money during an OR:

1825, 1829, 1831, 1835, 1837, 1841, 1842, 1853, 1898 At next end of an OR
1830BC, Crisis The bank has unlimited money
Rest At next end of a set of ORs

13.3) What happens when a first stock hits the top end of the market?

1825, 1842, 1849, 1853, 18MX Game ends immediately
1826, 1827 Jr., 1829, 1830, 1830BC, 1835, 1837, 1844, 1851, 1856, 18EU, 18MW, 18VA, 2038 Nothing special
1831 Stock splits, price drops but each share is worth double market value until sold.
1841 Game ends immediately. There is an established variant in which the game ends at the end of the current OR.
1862 Nothing special, but game ends after the set of ORs in which the price exceeds $379.
1870 Nothing. But see variation described on p.26 of rulebook.
1898, 18GA, 18MX, Crisis Complete current OR.

13.4) What happens if the bank runs out of money during a stock-dealing round?

1825, 1829, 1837, 1842 Not covered by the rules. Opinions vary
1826, 1827 Jr., 1830, 1844, 1849, 1854, 1856, 1862, 1870, 2038, 18EU, 18MW, 18MX, 18VA Complete the next set of operating rounds
1830BC, Crisis The bank has unlimited money
1831, 1835, 1841, 1851, 1853, 1898, 18GA Complete one more operating round

14. Secrecy

This is an issue on which rules are often unclear. Even when clear, they are often ignored, or deliberately contravened for the sake of improving the game.

[ In my own circle, we play with all money open for inspection, because of a mythical player called "Clive". Clive always knows exactly how much money each player and company has, because he mentally notes the effect of every transaction. However he takes time to do this, and makes the game unbearably slow when secrecy is in force.
Note that secret transactions foil even Clive. ]

14.1) Is a player's cash secret, or open for inspection?

1825, 1842, 1898 Secret.
1826, 1827?, 1830BC, 1841, 1844, 1849, 1851, 1854, 1856, 1870, 18EU, 18GA, 18MW, 18MX, 18VA, 2038, Crisis Open.
1830, 1835?, 1837, 1862 Not stated.
Rest I don't know, and will be grateful for information.

14.2) Is a company's cash secret, or open for inspection?

1825, 1830, 1842, 1854, 1856, 1870, 18GA, 18MX Secret.
1826, 1827?, 1830BC, 1841, 1844, 1849, 1851, 1898, 18EU, 18MW, 18VA, 2038, Crisis Open.
1835?, 1837, 1862 Not stated.
Rest I don't know, and will be grateful for information.

14.3) Is the cash involved in transactions secret, or must it be made public?

1825, 1826, 1827?, 1830BC, 1841, 1844, 1849, 1851, 1854, 1898, 18EU, 18GA, 18MW, 18MX, 18VA, 2038, Crisis Public.
1830 "Most are public".
1835?, 1837, 1862 Not stated.
1856, 1870 Between-company train purchases secret, other transactions open.
Rest I don't know, and will be grateful for information.

14.4) Is the cash in the bank secret, or must it be made public?

1825 Secret.
1826, 18MW, 2038 Public.
1830BC, Crisis The bank has unlimited money
Rest Unspecified. Usually assumed to be public.

15. Inventories

15.1) Total cash in game.

1825 Originally intended to be 4,000, but many sets were erroneously issued with 2,600; later increased to 5,000; Lawson sets include 6,000
1826, 1830, 1835, 1856, 1870, 18MW 12,000
1827Jr 11,640
1829 20,000
1830BC, Crisis Unlimited
1830Lummerland 2,000
1831 10,000 plus 2,000 times number of players for standard bank. Add 10,000 for extended game.
1837 14,268
1841 14,640
1842 11,810
1844 12,000
1847 8,000
1849 7,760 used for game (8040 supplied in set)
1851 8,040
1853 12,500 (approx.) [sic]
1854 9,672
1862 22,000
1876 4,500
1876v2 9,000
1898 15,520
1899 17,000
18AL 8,000
18EU 12,000
18GA 8,000
18MX 8,000
18MX with the SBC 11,000
18VA 8,000
2038 10,000

15.2) Trains available.

1825 6 2s, 4 3s, 3 4s, 4 5s.
1826 8 2Hs, 7 4Hs, 6 6Hs, 2-5 10Hs (depends on number of closed companies), 4 Es, unlimited TGVs.
1827Jr 4 1Hs, 5 2Hs, 4 3Hs, 3 4Hs, 2 5Hs, 3 P8Hs, 7 F7Hs ?
1829 7 2s, 6 3s, 5 4s, 5 5s, 4 7s ?
1830 6 2s, 5 3s, 4 4s, 3 5s, 2 6s, 6 Ds (or according to Francis Tresham, unlimited Ds).
1830BC 10 1+1s, 8 2s, 7 3s, 5 4s, unlimited Ms. (Minus waterworks built.)
1830Lummerland 2 2s, 1 3, 1 4, 1 5, 1 6, 1 D.
1830NL 6 2s, 5 3s, 5 4s, 3 5s, 3 6s, 6 Ds (or according to Francis Tresham, unlimited Ds).
1831 2S 2M 2Y   3S 3M 3Y   4S 4M 4Y   5S 5M 5Y   6S 6Y   7S 7Y   9S 9Y   12S 12Y   15S 15Y
3 players 4213112211111222222225
4 players 4223213211122222222335
5 players 4313312222122322222346
6 players 4323322322122322232347
7 players 5324223222132323232448
8 players 5324323322132424242448 [10?]
9 players 54253243222424242424511
10 players 64254243332425252525612
1835 9 2s, 4 2+2s, 4 3s, 3 3+3s, 3 4s, 1 4+4, 2 5s, 1 5+5, 2 6s, 4 6+6s.
1837 14 2s, 5 3s, 2 3+1s, 4 4s, 1 4E, 1 4+1, 1 4+2, 2 5s, 1 5E, 1 5+2, 1 5+3, 2 5+4s; 10 1Gs, 6 2Gs, 2 3Gs, 3 4Gs.
1841 8 2s, 6 3s, 4 4s, 3 5s, 2 6s, 2 7s, 7 8s.
1842 2 1s, 10 2s, 4 3s, 3 4s, 2 5s, 3 6s, 8 7s ?
1844 13 2/2Hs, 9 3/3Hs, 6 4/4Hs, 4 5/5Hs (and two special 5Hs), 4 6/6Hs, unlimited 8E/8Hs.
1847 normal version 4 3s, 2 3+3s, 2 4s, 1 4+4, 1 5, 1 5+5, 1 6, 3 6+6s ?
1847 alternative version 4 3s, 2 3+3s, 1 4s, 1 4+4, 2 5s, 1 5+5, 2 6, 4 6+6s ?
1849v4, sc. 5 4 4Hs, 3 6Hs, 2 8Hs, 2 10hs, 1 12H, 4 16Hs, (6 Es,) 2 R6Hs.
1849v4, sc. 6 4 4Hs, 4 6Hs, 3 8Hs, 2 10hs, 1 12H, 5 16Hs, (6 Es,) 2 R6Hs.
1851 5 2s, 4 3s, 3 4s, 2 5s, 2 6s, unlimited 8s.
1853 6 2s, 5 3s, 2 2Ms, 4 4s, 3 3Ms, 3 5s, 2 4Ms, 2 6s.
1854 6 2s, 5 3s, 4 4s, 3 5s, 2 6s, 5 8s, 5 OEs; 6 1+, 4 2+s, 3 3+s.
1856 6 2s, 5 3s, 4 4s, 3 5s, 2 6s, unlimited Ds (alternatively, unlimited 8s).
1862 7 2s, 6 3s, 5 4s, 4 5s, 1 5E, 3 6s, 1 6E, 2 8s, 1 8E, 1 10, unlimited 10Es.
1870 7 2s, 6 3s, 5 4s, 4 5s, 3 6s, 3 8s, 2 10s, unlimited 12s.
1876 (1830-like) 3 2s, 2 3s, 1 4, 1 5, 1 6, 4 Ds.
1876 (1835-like) 2 2s, 1 2+2, 1 3, 1 3+3, 1 4, 1 4+4, 1 5, 1 6, 2 6+6s.
1876v2 3 1½s, 4 2½s, 3 3½s, 3 4½s, 1 5½s, 2 6½s, unlimited Ds.
1898 8 2s, 7 3s, 6 4s, 3 5s, 2-3 6s, 2 7s, 8-9 8s.
1899 6 2s, 5 3s, 4 4s, 3 5s, 2 6s, 5 Ds.
18EU 15 2s, 5 3s, 5 Ps, 4 4s, 3 5s, 2 6s, unlimited 8s.
18AL 5 2s, 4 3s, 3 4s, 2 5s, 1 6, 1 7, 5 4Ds.
18GA 5+1 2s, 4 3s, 3 4s, 2 5s, 2 6s, 5 8s.
18MW 7 2s, 6 3s, 5 4s, 4 5s, 3 6s, 3 8s, 3 10s, unlimited Ds.
18MX 5 2s, 5 3s, 4 4s, 2 5s, 1 6, 1 7, 7 4Ds.
18VA 7 2/1Gs, 5 3/2Gs, 3 4/3Gs, 2 5/4Gs, 2 6/5Gs, 4 4Ds.
2038 1 4/0, 10 3/2s or 5/1s, 10 4/3s or 6/2s, 6 5/4s or 7/3s, 5 6/5s or 8/4s, 2 7/6s or 9/5s, unlimited 9/7s.
Crisis 6 2s, 4 3s, 4 4s, 2 5s, 2 E4s, 2 E5s, unlimited E6s.

[ Where the above lines end with a "?", I do not know if the largest trains are meant to be unlimited in number. I will be grateful for any information. ]

When the largest trains are specified as "unlimited", only a finite number is issued with the set. If they run out [rare in my experience] you manufacture some more.

15.3) Tiles available.

Chris Lawson's Blackwater Station has this information for 1825, 1829, 1830, 1835, 1841, 1849, 1853, 1856, 1870, 1876 (both versions), and 1899. From his site, choose the name of the game, and then his Tiles link.

In 1826 and 1851 the yellow tiles with plain track on them (tiles no. 7 8 and 9) are to be treated as unlimited.

1830BC does not use tiles.

15.4) Other items in limited supply.

1830BC Waterworks markers: 3 1s, 6 2s, 3 3s, 5 4s, 3 6s, 3 8s, 4 Ms.
1844 5 tunnel companies, 5 mountain companies, 6 mountain-revenue markers.
1854 Mail contracts: 6 small and 6 large.
1856 3 bridge-rights markers, 3 tunnel-rights markers.

16. Miscellaneous points:

1825

Players can sell private companies back into the bank pool for 30 less than their purchase price.

1826

Nationalisation, or forced merging of trainless companies, is a focus of strategy.

When companies fuse to form the État, it may find itself in an unfloated state unless enough shares in it have been distributed.

Bank Loans are used to make up shortfalls during emergency money raising: thus the costs are effectively socialised over the entire share owning public.

1827 Jr.

Adds many new and interesting features. The rules should be read with care.

For tables to explain the share-price movements, see http://www.maproom.co.uk/1827jr.htm.

1829

Players may choose to close their private companies by turning them face down. They then cease to pay, and do not count towards the certificate limit. But they still count their face value at the end of the game.

Players may sell their private companies to other players.

1830BC

A share's value depends on its terrain, not the nation (company) it belongs to. The canal network is drawn onto the board rather than laying tiles. The cards that time phases are used for both digging team (trains) and waterworks (~= station-markers). There is a single rainy season (running round) for all players, company income being determined by owner of last waterwork in an irrigation chain. Game ends when all water entering system is used (or at prior bankruptcy).

1830Lummerland

When the 5-train is bought a gugelhupf appears in hex B5, making this village worth 10 extra for the following OR.

1831

A large game. Dual (or more, in some special cases) track is possible, so two trains of the same company can have identical routes. All hexes cost to build on and upgrades cost 1/2 of original construction cost.

Companies can merge into a system. If both companies have the same president, it is a friendly merger, otherwise a hostile takeover. A second hostile takeover can be done for bonds. Bonds pay 10% of face value regardless of what is done with stock dividends.

Stock is divided into preferred and common shares. Preferred stock comprises 50% of the company. Stock price rises immediately when 80% is bought, and again at 90%. Par price increases after all preferred stock is bought (which floats the company) so common stock costs more to buy from the Initial offering than preferred did.

Trains come in 3 flavors, Passenger (=Station), Freight (=Yard), and Mixed.

Government intervention, caused by a random card draw, introduces a random element.

1835

"Nationalisation" of shares is possible.

1841

The 8-trains do not have to count mountain passes as stops.

It costs 50 to upgrade mountain track.

1841, 1849 and 1898

Allow trading of station markers.

1842

The hexes of Hamburg and Harburg may be upgraded only by the HAV.

There are special bonuses (see rule 6.2.4) for connecting hexes F18, and O13.

Rule 6.2.2 "Restrictions for Coastal Towns" describes restrictions on upgrades of all towns, not just coastal ones.

If a player holds at least two shares in each of at least three companies, her certificate limit is increased by one. This increase may be anticipated in buying the second share in a company.

There are hexes on the board which are yellow but have no track. These may not be developed until the green phase, and the first tiles laid on them must be yellow.

1844

At the end of each set of ORs, a train from the bank is "sold abroad". This transaction does not involve money, but does get rid of trains, including "poisoned" ones.

The number of station markers a major company gets depends on its flotation price.

1849

Has narrow-gauge track, which is cheaper to lay on mountains and counts differently when determining the length of runs.

It costs the full price to upgrade mountain track.

1853

At the start of the game players make contract bids by putting up a bond. This bond is redeemed once all of the player's cities are joined by track. Building into certain hexes is worth company credits. There are two gauges of track/trains. There are mail runs. A brown tile that is adjacent to a grey tile may not be promoted. At the end of a stock round the holder of the Elephant may sell it to another player.

1854

Tunnels, which are transparent and can overlie normal tiles.

Two hexes of the main map correspond to a 16-hex "local map" on which "local railways" operate.

1856

Has government loans.

After the sale of a 6-train, villages may be removed, either by promoting them to cities, or by downgrading them to plain track. Double villages may be promoted but not removed.

A company can fall off the bottom of the stock market. It then ceases to exist.

The initial state of Toronto is two 30-cities, as on the map – the tile manifest is wrong (Bill Dixon, rgb, May '97).

1870

At the end of an SR, if a company's stock is fully sold, and its price token cannot move north because it is already at the top of the market, it moves south-east instead.

Has "share protection" in which the president immediately buys sold shares, to protect the price. Also "share redemption" in which a company buys one of its own shares, and "share reissue" in which the shares bought back in this way are offered for sale again.

A company that connects to its "destination" does a special bonus run.

There is a "ledge" on the stockmarket. Tokens trying to move downwards through this do so normally except if this would cause them to stop immediately below it, when they instead stop immediately above it. Tokens trying to move upwards through the ledge do so normally. Tokens trying to move rightwards through the ledge get diverted upwards by arrows. Tokens trying to move leftwards through the ledge do so normally. [This is not obvious from the published rules. It was stated by Bill Dixon, the designer of 1870.]

Two of the companies may buy the bridge private before a 3-train has been sold. Bill Dixon has stated:

"The Mississippi River Bridge Company may be purchased by one of the two companies on the Mississippi River (Missouri Pacific or St. Louis Southwestern) in phase one for $20 to $40. If one of these two public companies purchases this private company during their first operating round, the company may use the private company to lay a tile at its starting city for no cost. This tile lay is in addition to its normal tile lay(s). This uses up the private company. The company cannot lay a tile in their starting city and upgrade it during the same operating round."

1876v2

The game starts with an STR share in the bank pool.

You can only upgrade a city tile if you have a station-marker there or you are about to put a station-marker there or there is no station-marker there.

You can put a station-marker in a place reserved for another company's station-marker. When the station-marker with the reserved place turns up, yours is killed.

Diesels do not count against the train limit.

18GA

Has two gray locations (Montgomery and Tallahassee) which look like villages but count as cities against a train's run.

18MW

After a 10-train has been sold, a player may merge a trainless and underfunded company with another company of which he is also president.

18MX

Wher the 7-train is sold, the 4-trains do not rust immediately. They are "wounded", and may each run once more before they disappear.

18VA

The private companies only die when their power is exercised. If their power is not exercised, they last for ever.

Crisis

No distinction between "operating rounds" and "share-dealing rounds". Companies trade in and can be forced to purchase shares. Shareholders can be forced to support companies in receivership. The tiles are square. Too many others to list.


Glossary

block
A group or tranche of shares, sold simultaneously.
city
One of the blob-shaped, or multiple-blob-shaped, places on the map, where station-markers can be. Cf. "village".
clarification
Statement contradicting or obfuscating an earlier statement.
crow without a passport
moves as a crow flies, i.e. as straight as possible without regard to existing track, mountains, etc.; but not leaving the country, i.e. the set of hexes potentially available for track-laying.
destinate
To achieve one's destiny. See next.
destiny
An incentive assigned to a company, to encourage it to build in a specific direction, as in 1853, 1856, 1870 and 18AL.
double-heading
Operating a pair of trains of the same size as if they were a single longer train.
ledge
A feature of the stockmarket in 1870.
left
References to the "next player to the left" assume that the game is being played clockwise.
NA
Abbreviation for "Not Applicable".
OBH
Abbreviation for "Off-Board Hex". These are areas near the edge of the board, usually red and rarely hexagonal, at which routes may start or finish.
OR
Abbreviation for "Operating Round".
rust
The process which causes small trains to disappear when certain larger ones are bought.
SR
Abbreviation for "Share-dealing Round".
village
One of the blip-shaped places on the map, with no room for a station-marker. Cf. "city".
wounded
A "wounded" train may operate once more, and then dies. It may not be transferred between companies.


Rubric

In compiling this list, I have to decide what it is that I am documenting: what the rules say, or what their author intended them to say. As I have access to the printed rules, but not to their author's minds (which may anyway have changed since writing them), I have chosen the former. Where I have heard the author's current view, I provide this as well.

Text in square brackets is the opinion of Nick Wedd, and may be disregarded.


This document was originally created by Nick Sauer, and modified by Nick Wedd. It includes contributions by David Allsopp, Dave Berry, Werner Baer, Elliott Bonnett, Michael Brünker, Arthur Bullock, Bill Dixon, Daniel W. Farrow IV, Jonathan Ferro, John David Galt, Jeff Goldsmith, David Grabiner, Aaron Haag, David Hecht, Andy Holt, Mike Hutton, Peter Jacobi, Robert Jasiek, Hunter Johnson, Matthias Klose, Chris Lawson, Noel Leaver, Lonny, Ryan Moats, Dylan O'Donnell, Alex Rhomberg, Adam Romoth, Nick Sauer, Robert Stimets, Steve Thomas, Erik Vos, Nick Wedd, Rick Westerman, Jeff Wilson, Paul Work, and Dafydd Wyn Evans.
This page may be copied without restriction.

This is an old version of the 18xx difference list, frozen in December 2003 when maintenance of the list was transferred from Nick Wedd to Keith Thomasson. The current list is at http://www.fwtwr.com/18xx/rules_difference_list/index.htm.

There are some links to other 18xx sites from Nick's home page.