The 18xx family features hundreds of titles set in diverse eras and territories. Here you'll find some of the classics that you can discover and play at our events.
Michael Carter, Anthony Fryer, John Harres, Nick Neylon
Descended from 1829 Mainline: permanent trains, "managed" companies without a fixed president, and royal bonds — for 2-5 players in about 3 hours.
Scott Petersen
1830 simplified and polished to learn the genre without losing its depth.
Leonhard "Lonny" Orgler
The Czech Lands with fifteen operating companies in three sizes (small, medium, big) that absorb one another, over a fixed run of eight stock rounds.
Leonhard "Lonny" Orgler, Enrique Trigueros
The Iberian Peninsula with dual track gauges, rugged terrain, mines, and partial capitalization.
David Hecht
All of Europe on one map: small companies that merge into big operating railroads, and a private auction using fixed-price bid boxes.
Dave Berry
Great Britain with companies randomly split into two tiers, blending ideas from 1825 and 1860.
Ian Scrivins
5-share companies that merge (sometimes hostilely) into 10-share companies, with a small bank and two-stage train obsolescence.
Leonhard "Lonny" Orgler
Hungary with every train available from the start and no rusting at all: trains can only be scrapped voluntarily, and companies always split earnings 50:50.
Mark Derrick
Classic 18xx based on Tresham's 1829: mail contracts, a national railroad formed by merger, and delayed train obsolescence.
Scott Petersen
From Massachusetts to New York: draft with no auctions, partial capitalization at par, and a great entry-level game.
Helmut Ohley
1830 transplanted to the Netherlands, with the same classic spirit on a Dutch map.
Wolfram Janich
Railway companies compete to build profitable lines across the Rhine, in a financially-focused and highly strategic 18xx.
Örjan Wennman
Sweden and Norway with nationalization and a philosophy where personal wealth is all that matters.
Jonas Jones
A Swedish micro 18xx with just ten hexes, playable in under two hours.
Douglas Triggs
An 18Chesapeake expansion set on Japan's Tokaido corridor, with no auctions and exported trains.
Edward Reece, Mark Hendrickson, Shawn Fox
1817's financial engine (loans, short selling, mergers) applied to the whole USA map, with random setup every game.
Paolo Russo
An 18xx starring anthropomorphic zoo animals, with an innovative stock market design and games of about two hours.
Jonas Jones, Scott Petersen
Lunar mining in the year 2117, with temporary permits and an end-of-game fixed by the calendar.
Craig Bartell, Tim Flowers
An aggressive, finance-heavy 18xx for large groups, with loans, short selling, and hostile mergers between companies.
Marc Voyer
The same shortened take on 1817 for 3 players, now focused on the original North America map.
Marc Voyer, Brennan Sheremeto
A shorter, tighter version of 1817 designed for games with as few as 3 players, set across the whole world.
Simon Cutforth
The full 1822: all of Great Britain in constant auction of privates, minors, and major company concessions.
Simon Cutforth
Medium regional version of 1822: England and parts of Wales and Scotland, in a shorter format.
Simon Cutforth
North regional version of 1822: from Birmingham northward, the shortest scenario in the family.
Robert Lecuyer, Simon Cutforth
The 1822 engine spread across the full width of Canada: the longest, widest game in the family, built for 6-9 hour sessions.
Scott Petersen
1822 evolved and shortened for Mexico, with a collectively-managed national railroad (NdeM) and builder cubes.
Ken Kuhn
1822 without concessions, with merging associated minors and a lumber market unique to the Pacific Northwest.
Francis Tresham
The modular successor to 1829: maps split into Units (1, 2 and 3) that can be combined depending on player count.
Francis Tresham
Francis Tresham's original 1829: the design that started the whole 18xx genre, set in southern England.
Francis Tresham
The classic reference 18xx: Northeastern USA, stock market, trains and bankruptcy.
David Hecht
A short, kid-friendly 18xx built from 1830's components, set in the Netherlands and Belgium.
David Hecht
The same short, kid-friendly 18xx, this time built from 1856's components.
Leonhard "Lonny" Orgler
Vienna trams with no train rusting at all: every line is a "diesel" from the start, and obsolescence is replaced by ongoing fees.
Federico Vellani, Manlio Manzini
Northern Italy with the most intricate stock market in the genre: companies can invest in other companies, and even found new ones.
Helmut Ohley
Switzerland with mountain railways, tunnel-building companies, and two clearly distinct generations of locomotives.
Tom Lehmann
A fast entry point into 18xx set in the US Midwest, with incremental capitalization and drafted minors.
Wolfram Janich
The German Palatinate (Pfalz) on one of the smallest 18xx maps (52 hexes), in the 25th-anniversary edition of Wolfram Janich's original design — the same designer behind 18Rhl.
Helmut Ohley, Leonhard "Lonny" Orgler
Australia with three track gauges and the Bank of England as a public company that bails out railways in receivership.
Scott Petersen
Federico Vellani's 1849 taken further south, to the former Kingdom of the Two Sicilies, in a revision by Scott Petersen.
Federico Vellani
Sicily with three track gauges, terrain that always costs money, and trains that count hexes, not cities.
Bill Dixon
Upper Canada and the risk of being nationalized by the government if loans aren't repaid in time.
Ian D. Wilson
The Iberian Peninsula with 22 privates that eventually convert into shares of the operating companies, dual track gauge, and both 5- and 10-share companies.
Mike Hutton
The Isle of Wight in an 18xx designed for 2 players, with no bankruptcies and progressive nationalization.
Ian D. Wilson
The Russian Empire, with minors that grow into majors and a state railway that can absorb them.
Mike Hutton
British East Anglia flips classic 18xx conventions with three train types and subsidy maneuvers.
Ian D. Wilson
1861's Canadian twin: the same grid stock market engine, now crossing Canada from east to west.
John Harres
Wyoming with coal mines and oil fields developed in their own dedicated rounds, in a modern and highly tactical 18xx.
Bill Dixon
The Trans-Mississippi with a huge map and the richest stock-market game in the whole 18xx family.
Love Brandefelt
Trams (not trains) through Stockholm, built around the risk of losing control of your own companies.
Scott Petersen, Toby Mao
Venezuela in a 1817 compressed to 2-3 hours, with short selling, arbitrage and financial sabotage.
Helmut Ohley, Leonhard "Lonny" Orgler
19th-century China with fixed operating order and personal foreign investors for each player.
Marc Voyer
Assiniboia, in western Canada, with neutral tokens, a rebellion zone, and a parasite company.
Leonhard "Lonny" Orgler
Northern China (the Beijing area): the first of a Chinese trilogy (1888-N, E and S) that can be combined to expand the map and companies.
Yasutaka Ikeda
Shikoku, the compact and mountainous version of 1830 in Japan, with one fewer company and a shorter game.
Edwin Eckert
Cologne, with a Rhine crossable at only four hexes and minors that merge by shareholder vote, in a short 18xx for 2-4 players.
Klaus Kiermeier
Mines and railways in the Harz mountains, in a two-player classic with explicit technological progress.
Kevin Delger, Jacob Schacht
A modular map built during setup, minors with their own persistent powers that physically merge into majors, and a fixed cycle-based length.
Björn Rabenstein
A card-based auction and trading game with the spirit of 18xx, with no map or tiles at all.
Björn Rabenstein
A standalone reimplementation of Rolling Stock, with variable-power companies and valuation abstracted into stars, spanning from Prussian railroads to airports.
Bart van Dijk
A Dutch 18xx designed to be lighter and more sociable than the classics, set in the Netherlands.
Lucas Boyd
Prince Edward Island and the PEIR, a ghost network that turns into a company live at the table.