18Mag: Hungarian Railway History
Designer: 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.
1. No starting capital, an official solo mode, and Hungary as the setting
In 1830 each player receives a fixed amount of starting cash based on player count. In 18Mag, players start the
game with zero forints in hand. The game supports 1 to 6 players, including an official solo mode — something
1830 has no equivalent of — set in the history of Hungarian railroads.
2. Players run drafted "minors," not companies founded through an auction
In 1830, players found public companies by buying the president's certificate on the stock market. In 18Mag,
a player's main vehicle is a "minor" company (capped at just 2 trains at any time) that gets drafted during
setup, not bought or auctioned.
3. Seven fixed "majors" that act as automatic tolls, not flat-income privates
In 1830, private companies simply pay a flat income and nothing else. In 18Mag, the same seven "major"
companies exist in every game, and no single player controls them directly: they earn money automatically
whenever a minor performs a specific action (for example, Ganz & Cie gets paid whenever a route runs through a
town in addition to a city, SIK gets paid for every difficult-terrain symbol crossed, and LdStEG pockets half
of every train-purchase payment).
4. The "majors" have shares and a president, but the president barely decides anything besides the dividend
Like in 1830, each "major" has 10% shares and needs a 20% stake to name a president. But unlike 1830 (where
the president decides track, stations, and trains), in 18Mag's "majors" the president's only real decision is
how much dividend to pay out — everything else about the company runs automatically, triggered by other
players' minors.
5. Trains never rust, and minors only ever reach the 6-train
In 1830, old trains are forcibly retired once a sufficiently advanced type is introduced. In 18Mag, trains
never rust at all: a minor starts with a 2-train, can add a second 2-train, and then discards trains
voluntarily as it grows in size (2, 3, 4, and 6 — skipping the 5 entirely).
6. A fixed 50% split for minors, with no choice between full payout or full withholding
In 1830 the president decides each round whether to pay out 100% of the profit or withhold it entirely for
the treasury. In 18Mag, minors always split their earnings evenly with their owner: half goes straight to the
player's pocket and half stays with the minor, with no other option.
7. A much steeper dividend scale for the "majors"
In 1830, paying out 100% of the profit moves the stock price up a single space. In 18Mag, if a major's
president pays out 21 forints or more in dividends, the stock price can jump up by as many as four spaces at
once — a far steeper scale than 1830's.
8. A single end-game trigger: the first 6-train
In 1830 the game can end either because the bank runs dry or because the last train of the last type is
bought. In 18Mag the only trigger is the purchase of the first 6-train, which unlocks grey tiles and sets the
end game in motion.
9. Flexible game length thanks to the absence of rusting
Since no train is ever forcibly retired through obsolescence, an 18Mag group can stretch or shorten the game
as it sees fit — a flexibility 1830 doesn't offer, since its phase clock pushes the game forward regardless of
the players' wishes.
10. A map specifically tuned for smaller player counts
In 1830, the map and company count are designed to work well across the whole 2-6 player range equally.
According to community experience, 18Mag's map works especially well with 3-4 players, a narrower sweet spot
than 1830's broad range.
18Mag — Schematic summary (vs 1830)
SETTING
- Hungary; 1 to 6 players, with an official solo mode
- Players start with zero forints (vs a fixed amount in 1830)
- Map that works especially well with 3-4 players
MINORS AND MAJORS
- Players run drafted "minors" (2-train cap), not companies founded by purchase
- Seven fixed "majors" act as automatic tolls triggered by minors' actions (towns, difficult terrain, train purchases)
- Majors have 10% shares and a president (20%), but the president only decides the dividend
TRAINS AND DIVIDENDS
- No train ever rusts; minors progress only through 2/3/4/6 (skipping the 5) and discard voluntarily
- Minors: fixed 50% split with the owner, no choice between paying out and withholding
- Majors: paying 21+ forints can jump the price up to 4 spaces at once
GAME END
- Single trigger: purchase of the first 6-train (unlocks grey tiles and starts the endgame)
- Flexible length, since there's no forced-obsolescence clock