Harzbahn 1873
Designer: Klaus Kiermeier
Mines and railways in the Harz mountains, in a two-player classic with explicit technological progress.
1. Setting and map
1830 covers the northeastern United States with railway companies. Harzbahn 1873 takes place in the mines of
the Harz mountains in Germany, and revolves around two completely different types of company: mines and
railways.
2. Private mines that can be bought from the start
In 1830, privates provide revenue and small perks. In Harzbahn 1873 there are private mines that players can
buy directly from the very start of the game, a kind of individual micro-investment before any large
companies exist.
3. Public mining companies are born by merging two private mines
A mechanic with no equivalent in 1830: later in the game, two private mines can merge to create a public
mining company. This company can keep growing by buying further independent mines, whether from other players
or from the bank.
4. Concessions are needed to found a railway, but not for mines
In 1830 all companies are founded the same way. In Harzbahn 1873, unlike mining companies, founding a railway
company requires owning a specific concession. Without a concession, the corresponding railway company cannot
be founded.
5. Three different company sizes coexisting at once
In 1830 every company has 10 shares. In Harzbahn 1873, companies of 2, 5, and 10 shares coexist
simultaneously, depending on whether it's a small mine, a mid-sized mining company, or a large railway.
6. Trains practically all work like "diesels"
In 1830 there's a clear progression from small to large trains, with constant obsolescence. In Harzbahn 1873,
trains operate with very long routes almost from the very start, similar to the permanent (diesel) trains of
other 18xx games, rather than the gradual progression typical of 1830.
7. Explicit technological progress: engines, trains and switches that improve
Harzbahn 1873 simulates continuous technological progress, where early generations of engines, trains and
track switches fall behind as newer ones appear — a theme of technical evolution far more explicit than the
simple train replacement of 1830.
8. Turn order by cash on hand: whoever has more goes first
In 1830 buying priority passes cyclically to the left of the last buyer. In Harzbahn 1873, starting from the
second stock round, turn order is determined by each player's cash on hand, and moreover in the opposite
direction from other similar 18xx games: whoever has more goes first, not whoever has less.
9. The director's certificate stays with the concession holder until the first mandatory train
In Harzbahn 1873, a railway company's director certificate stays in the hands of the concession's owner until
the company buys its first mandatory train (or goes insolvent). In 1830, presidential control can be
transferred freely at any time according to who holds the most shares.
10. Classic design aimed mainly at 2 players
Harzbahn 1873 is known as one of the great 18xx classics for just 2 players, a format that 1830 doesn't
prioritize (it works better with 3 or more).
Harzbahn 1873 — Schematic summary (vs 1830)
CONTEXT
- Harz mountains (Germany) — mines and railways
- 18xx classic for 2 players
MINES AND RAILWAYS
- Private mines purchasable from the start
- Two private mines merge to create a public mining company, which can keep buying mines
- A specific concession is required to found a railway company (not for mines)
- Companies of 2, 5 and 10 shares coexist at once
TRAINS AND TECHNOLOGICAL PROGRESS
- Trains practically all work like "diesels" (very long routes) from almost the start
- Explicit technological progress: engines, trains and switches improve over time
STOCK MARKET
- Turn order by cash on hand: whoever has more goes first (opposite of other 18xx games)
- The director's certificate stays with the concession holder until the first mandatory train