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18SJ: Railways in the Frozen North

Designer: Örjan Wennman

Sweden and Norway with nationalization and a philosophy where personal wealth is all that matters.

18SJ Railways in the Frozen North — 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. Setting and map
1830 covers the northeastern US. 18SJ takes place in the united kingdoms of Sweden and Norway, during the years when the main lines ("stambanor") of the Nordic railway network were built.

2. Nationalization of public companies
A mechanic that doesn't exist in 1830: when the first 4, 6 or D/E train is bought, the most valuable floated company that still has no trains is nationalized and absorbed by the state (represented by the virtual SJ corporation), with compensation paid to shareholders. As a result, each game can end with a different number of companies still active.

3. Incremental capitalization by default, with a switch point to full
In 1830 every company floats with full capitalization (100% of par value at once). In 18SJ companies are incremental by default, but once the first 5-train is bought, any company that hasn't floated yet switches to full capitalization for the rest of the game.

4. Privates that never close the same way twice, with very varied roles
In 1830 all six privates simply pay a flat revenue. 18SJ has eleven privates (ten of which enter play each game) with very varied effects: hex blocking, route bonuses with their own tokens, control of a minor with a train and a token, or even a randomly assigned president's share.

5. Share redemption depending on the market zone
In 1830 the market only moves the share price; there's no way to "redeem" shares from the pool. In 18SJ, depending on the colored zone a company's market cell sits in, players can redeem its own shares from the pool at full or half price, or even without counting toward the cert limit.

6. A 2-player variant with a "bot"
1830 supports a minimum of 2 human players playing normally against each other. 18SJ, when played with 2, adds a third fictional player (A.W. Edelswärd) run in turn by the humans, following specific rules for train requisition and priority.

7. Designed for players who already know 1830
18SJ is presented as a thematic and mechanical evolution of 1830 for those who already know its basics and want to explore variants with nationalization and share redemption, mechanics absent from the original game.