Build railways. Trade shares. Take it easy.

A cozy take on the classic 18xx railway and stock-market games, for one to six players.

Lay the track

Grow a network, hex by hex.

Every railway starts from its home city. Lay tiles to reach new towns and ports, then upgrade them as the game moves on: yellow track turns green, then brown, and the cities grow with it.

GW

Run the trains

Every run pays out, or builds up.

Your trains run the best routes on their own, and you choose: pay the money out to shareholders, or keep it for the next, bigger train. Buy too slowly and your old engines rust away.

Bristol Birmingham Derby York 4
This run£0£0 per share

Play the market

You're an investor, not a railway.

Buy shares, start companies and run them as president. Ride along on a rival's success, or sell at just the right moment. When the bank breaks, the richest player wins.

New to 18xx?

It teaches you as you play.

A short first game walks you through every round. Coach cards explain each new situation the first time it comes up, the AI tells you why it made each move, and Suggest proposes a good move and why. Undo is always there.

A coach card explaining the private company auction
England and Wales mid-game, with track built between cities

Twelve maps to start

From the Pampas to the Alps.

Each map is rated Basic, Advanced or Pro by how far it strays from the classic rules: loans, minor companies, mergers, short selling and more await when you want them.

Mix and match

More than twenty rules to switch on.

Every map is the classic game at heart. On top of it, a map can turn on any of these, and the map editor lets you pick your own mix.

Openings

  • Private draftDeal the private companies out from a hand of cards instead of auctioning them.
  • Privates auctioned in turnPlayers take turns putting privates up for auction, with seed money from the bank.
  • Bid boxesMinors, concessions and privates come up for bids, a few at a time, all game long.
  • Founding auctionsRailways are started by auction; the winning bid becomes their treasury.

Companies

  • Minor companiesSmall one-owner railways that larger ones can take over.
  • Growing companiesStart with 2 shares and grow to 5 or 10, selling new shares for money.
  • Mergers and acquisitionsJoin two companies, or sell one at auction to another.
  • Share issuingCompanies sell their own shares to raise money, and buy them back later.
  • DestinationsA railway's far-off goal: reach it to earn its value again on every run.

Money

  • Loans and interestBorrow for that next train, while every loan raises the rate for everyone.
  • Short sellingBet against a company, and pay its dividends while you do.
  • LiquidationA company that can't pay its way is wound up and its assets auctioned.
  • ReceivershipA bankrupt president's companies carry on without them.
  • Player loansPresidents borrow from the bank instead of going bankrupt.
  • Half dividendsPay shareholders half the run and keep the rest for trains.
  • Bigger dividends, bigger movesShare prices jump further the more a company pays.

Map and trains

  • Through routesJoin off-boards on opposite sides of the map for a bonus.
  • Mines, bridges and mailMarkers on the map that pay the companies using them.
  • Trains that run differentlyExpress, local and double-value trains, and ones that ride along with others.
  • Train exportsTrains leave the depot every round, so the phases march on.
  • Private powersExtra tile lays, stations, tax havens, train discounts and more.

Make your own maps

Paint a map, then play it.

The map editor turns hexes into a railway game: paint land, towns, cities, hills and rivers, add railways, privates and their powers, and pick the rules. Check it, play it against the AI, and share it on the Steam Workshop.

Play your way

Everything a game night needs.

Whole games in seconds

Watch a game grow.

Four AI players, from the first tile to the last train, sped up.

1845 England and Wales
1872 Switzerland
1872 Central Japan

See it in motion

A few minutes into a game.