1822PNW
Designer: Ken Kuhn
1822 without concessions, with merging associated minors and a lumber market unique to the Pacific Northwest.
1. Same engine as 1822, without an auction for concessions
1822PNW (Ken Kuhn) builds on the 1822 system (privates and minors bought at auction), but removes
"concessions" for founding majors. In 1830, major companies are freely founded by buying their president's
certificate; in 1822PNW, they're instead founded by merging two minors together.
2. Majors are born by merging two associated minors
Each major company has 7 possible "associated" minors. To found it, players must identify and successfully
merge two of these minors (which may not be linked to each other at the start) — a layer of planning unique to
1822PNW that exists in neither 1830 nor the original 1822 (which uses concessions, not minor mergers).
3. A lumber market unique to the Pacific Northwest map
Hexes containing timber generate extra revenue when a train passes through them. This mechanic, absent from
1830, creates a whole secondary economy ("Lumber Baron") around hauling lumber to cities.
4. Special privates that multiply lumber's value
The "Timber Baron" private doubles the value of timber hexes (from $10 to $20), and the "Paper Mill" private
boosts revenue for cities adjacent to those hexes. No private in 1830 interacts with a map resource this
way.
5. Half new, regionally-themed private companies
Alongside classic 1822-system privates (permanent "L" and 2-trains, etc.), half of 1822PNW's set of privates
is entirely new and specifically themed around the Pacific Northwest region.
6. Simpler tile design than other 1822 titles
Despite sharing an engine with 1822, 1822PNW's track design is deliberately kept simple — closer to the basic
1817/1822 style than to the tile complexity of titles like 18GB or 1860.
7. Built for 4-5 hour games, with a short variant included
1822PNW is for 3-5 players and runs 4-5 hours once the group knows the game, a length similar to 1822MX. The
box also includes a short-game variant, an option 1830 doesn't offer out of the box.
8. Still "1822" in spirit, despite the changes
The designer himself insists that, despite the novelties (mergers, lumber), 1822PNW remains fundamentally a
1822-system game with a fresh perspective, not a radical break from the engine.
9. Initial "L" trains, like the rest of the 1822 family
As in 1822GB and 1822CA, the game starts with special "L" trains convertible into 2-city trains — an opening
step with no equivalent in 1830.
10. Buying priority by cash on hand
As in the rest of the 1822 system, the turn order for stock rounds after the initial auction is set by how
much cash each player has, not a cyclical turn order like in 1830.
1822PNW — Schematic summary (vs 1830)
SETTING
- 1822-system engine (privates and minors at auction), but without concessions
- Pacific Northwest map; 3-5 players, 4-5 hour games; short variant included
FOUNDING MAJORS
- Majors are born by merging two of their 7 possible associated minors (not via concession)
LUMBER (UNIQUE TO 1822PNW)
- Timber hexes generate extra revenue; "Timber Baron" and "Paper Mill" privates boost them
MECHANICS SHARED WITH THE 1822 SYSTEM
- Initial "L" trains convertible into 2-city trains
- Stock round buying priority by cash on hand