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1826: Railroading In France And Belgium From 1826 box art
2000 Ranked #6,992

1826: Railroading In France And Belgium From 1826

An operational railway investment game in which players develop companies across France and Belgium under government influence. Technology management and placing the right trains matter more than aggressive stock-market manipulation.

Strategy Games Trains Stock Holding Network and Route Building Series: 18xx

Players

2-6

Play time

Not listed

Age

14+

Complexity

3.86/5

Rating

7.41

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

1826 is an 18xx game set in France and Belgium and reflects the full period of Franco-Belgian railroading, from the origins to the present day. Both countries developed their railroad systems under close Government supervision and this is reflected in the game.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

1826 is an 18xx game set in France and Belgium and reflects the full period of Franco-Belgian railroading, from the origins to the present day. Both countries developed their railroad systems under close Government supervision and this is reflected in the game. The two major French nationalizations are covered, as are the post-war electrification and the introduction of high-speed rail (the TGV). 1826 is a moderately complex game, designed for experienced players who are looking for something different than the usual round of 1830, 1856 and 1870. Due to the nature of the French political environment, this is not a game for extensive stock market manipulations, nor is it primarily a game of financial management. 1826 is an operationally-centered game in which technology management--getting the right trains on the right companies--is key. Companies are incrementally funded, and can buy and sell their own stock. Companies start out as five-share companies and can convert to ten-share companies upon reaching their destination. The first four train classes, including the first-generation permanent trains, have a range in hexes (2, 4, 6 or 10) rather than cities: the last two train classes, which are permanent, have a range in cities. There are two merger corporations, one of which may form relatively early (when the green tiles become available) and the other somewhat later (its first opportunity to form is when brown tiles become available).

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–5
Play time
210 min
Age
14+
Complexity
3.9/5
Credits and catalog connections

Credits

Designers

1
David G. D. Hecht

Publishers

3
Chris Lawson Deep Thought Games, LLC Golden Spike Games

Linked items

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