100.0
rating
Ludopedia
7.6
rating
BGG
Our Verdict
If you love investment simulation and building routes, these games are your ideal entry point.
Highlights
- Engaging auction mechanic
- Dynamic and strategic market
- Gradual network construction
- Balanced playtime
Keep in mind
- Complex rules for veterans
- Attention to detail required
HIGHLY RECOMMENDED
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In the mid‑19th century, the steam era is in full swing and the Russian and Canadian governments are ready to put railway technology into practice. They offer investors golden opportunities, but they’re not as generous as they seem: they absorb young companies and impose almost impossible standards. As an investor, you must keep an eye out to avoid becoming the next target. Ian D. Wilson’s 1861, inspired by Russian railway development, and its 2015 counterpart 1867, which brings the same core rules to Canada with subtle variations, bring this atmosphere to the table. Both are classic 18xx system examples, balancing simplicity for newcomers and depth for veterans. Auction and market dynamics are introduced in phases, starting with minor companies and evolving into mergers and the creation of national railways. This creates a steadily increasing pace that keeps the game exciting without overwhelming. The average playtime is around three to four hours, ideal for Friday nights, and the network‑building and route‑building experience offers a tangible sense of progress. If you enjoy simulating investments, trading shares, and expanding tracks in a historical setting, these titles are the perfect gateway into the 18xx world. They also serve as a palate cleanser between longer 18xx games, keeping the community energized.
GALLERY
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In English
3
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4
BEST
5
BEST
6
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Mechanics
Categories
Families
Publisher
Grand Trunk Games
Designer
Ian D. Wilson
Artist
Erik Frobom, Karim Chakroun
What is the average playtime for 1861 or 1867?
Between 3 and 4 hours, depending on player count and experience.
Who are these games recommended for?
For those who enjoy investment simulation, share trading, and route building, from beginners to 18xx veterans.
How many players can participate?
3 to 6 players, keeping the market dynamics engaging.
What is the rule complexity?
Medium to high; some familiarity with 18xx is helpful, but the learning curve is gradual.
What are the main game components?
Map board, track pieces, action cards, money tokens, shares, and victory point tokens.
Do the games have regional variations?
Yes, 1861 focuses on Russia, while 1867 uses a different map and some rule tweaks for Canada.