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1877: Venezuela

Designer: Scott Petersen, Toby Mao

Venezuela in a 1817 compressed to 2-3 hours, with short selling, arbitrage and financial sabotage.

1877: Venezuela — Summary


Capitalization type


Floating percentage and per-player share limits


Starting cash by player count


End game triggers


Number of phases


Train list and prices


List of private companies


List of corporations


Game-specific mechanics

Comparison with 1830

1. Direct lineage with 1817, not with 1830
1877 isn't a direct variant of 1830: it inherits almost all of its DNA (corporation auctions, incremental capitalization, short selling, absence of privates) from the 1817 engine (DEPENDS_ON = '1817'). Because of this, this comparison is more of a contrast between two different design families than a comparison between a direct parent and child.

2. There are no private companies
In 1830 the game begins with an auction of six private companies ($20 to $220) that provide revenue and small perks throughout the game. Following the 1817 style, 1877 removes this phase entirely: every corporation is born directly as a public company, auctioned off one at a time.

3. The founding auction rewards the winner with an extra turn
In 1830 the turn normally passes to the next player after founding a company. In 1877, the player who wins the auction to found a corporation is entitled to act again immediately, a reward for the risk taken in the bidding that doesn't exist in 1830.

4. Many small corporations with no fixed home, instead of a few large ones
1830 has 8 corporations of 10 shares each, all with a fixed home city on the map. 1877, in 1817 style, has 12, each with only 4 certificates (40/20/20/20) and no predetermined home: the founder chooses where to place the home token. Both games, however, keep the same 60% ownership limit per shareholder.

5. A much wider player range, with much lower starting amounts
1830 supports 2 to 6 players, with $1,200/$800/$600/$480/$400 starting cash depending on player count. 1877 extends the range to 7 players (Bs.420/315/252/210/180/142 starting cash), with much smaller amounts because the game's economic scale —and the cost of founding each small corporation— is also smaller.

6. Unlimited bank, and an end tied to the final phase rather than the bank running out
In 1830 the bank starts with a fixed $12,000 and the game usually ends when it runs out. In 1877 the bank is unlimited; instead, the game ends when the first type 4 train is bought or exported, a much earlier and more predictable trigger that lets the game wrap up in about 2-3 hours, much less than the 3-5 hours typical of 1830.

7. Trains are only bought from the bank, and discards disappear forever
In 1830 a company can buy a used train from another company. In 1877 trains can only be bought new, directly from the bank (unless the cross-train-purchase optional rule is used), and once discarded they're permanently removed from the game instead of remaining available, which sharpens their scarcity.

8. 1817 financial tools absent from 1830
1877 incorporates short selling and other financial mechanisms typical of 1817, such as the direct bidding used to found each corporation. None of these elements exist in 1830, where the game is simpler but also less financially volatile.