This isn't a complete set of rules for 1822, but a guide from the point of view of someone who's played 1846 to the main differences between it and 1822. I haven't played 1822 yet - I bought it pre-plague - so apologies for any errors. 1822 is a big game - big map, many companies, seats up to 7 players. It's also got a lot of moving parts - special rules for particular circumstances. Track is "Lawsonian", not "curvilinear". What this means is that all the exits from a tile which have track are connected. http://www.18xx.net/tiles/e082.htm shows a tile you've seen before in both styles of tile design; http://www.18xx.net/tiles/e024.htm shows a tile that can't exist in a Lawsonian game. Besides private and major companies, there are "minor companies"; these work rather like the Big 4 and Michigan Southern in 1846, with only one token and their other abilities restricted compared to the majors, and with an expectation that majors will buy them up. Privates and minors don't close just because of phase changes, but many privates close when bought up or when they exercise their special power on behalf of a company that bought them up. However, there is a minimum phase to buy them up - for minors that's phase 2; for privates it may be phase 2, 3, or 5 depending on the private. Some privates can only be bought by majors; the others can also be bought by minors (which might then be bought by majors). Most privates lose their revenue when bought in. In stock rounds you bid on privates, minors, and (until phase 5) the "concessions" that give you the right to become the Director of a major company. You can't bid on everything both because you only get so many "bidding tokens" and because you can't bid if everyone else passing would cause you to go over the certificate limit. You are much more likely to want to leave some money unspent in a stock round, especially an early one, if you don't like the things on offer much; also, the first player in a stock round is the one who finished the last stock round with the most cash. The concessions are converted into major companies in the next share dealing round. This system means that rather than everyone starting their own major company as often happens in 1846, some players will have to either invest in each others' companies or start minors. Minors no-one wants are removed. Some minors can be actively bad to own at certain stages even bought at face value. Which ones? IDK, I haven't played the game, but if you start a minor too low in phase 2 it can only be able to afford an L train which might immediately rust when some joker starts phase 3. You can't buy more than 60% of a company, but you can acquire more of it by having it buy in minor companies you own. The stock market is two-dimensional (this is a pretty common 18xx mechanic); shares move right and left for payouts, and up and down if they are sold (by anyone, not just the Director) or the company is entirely player-owned. Very low price shares don't count against the certificate limit. You can't "triple-jump" no matter how much you pay out. The way you start companies can change - the amount minor companies start with in the treasury changes with phase as detailed in 3.3.5, and more importantly from phase 5 onwards major companies don't start to operate until 50% of their shares are sold (and in phase 6, the other half of the company is automatically sold into the market immediately). You don't go bankrupt if you don't have money for a train; you take out a loan. It's still really bad. In the early game there is only one operating round between share dealing rounds. The rules like to talk about "exchange tokens". These just limit the supply of extra tokens a major company can get. In 1822, there are _24_ minors to buy in worth one token each - but a normal major can only ever get three extra tokens by buying in minors or using private abilities, because it only started with three "exchange tokens". Companies start with a starting token, a token to place normally (for L100), three exchange tokens, and a destination token. When you can trace a route to your destination city (which is predetermined), you must place the destination token (and you can't be tokened out of the hex; you get a magic extra spot if need be), and if you run a train that visits home and destination, the value of the destination city is doubled. In phase 2, majors lay one tile; after that they can lay two tiles _or_ do one upgrade. Minors always get one build and can never place brown or grey tiles. Some hexes have extra construction costs, but the base cost of construction is nothing. Issuing and redeeming shares is at the list price, unlike 1846 where you issued at a price one step lower and redeemed at a price one step higher. There are towns as well as cities; towns can't be tokened, and are generally worth less than cities to run to, but still count against a train's run. Trains just rust, they don't get the "obsolete" grace turn. There are some funky trains - L trains score one city and optionally one town, 2P trains never rust and can withhold or pay out separately from the rest of your revenue, the mail contracts and Pullman trains modify existing trains (like 1846's mail contract) and E trains have their own special rule. The map's got some funny locations. London has six stations, one in each direction, for four majors and two minors - and a third minor that picks one of those six stations to share. A major can have two tokens in London if it buys in one of those minors, but you still can't run a train London-London. There's a rule to stop you building over a London station's exit and rendering the company useless. The English Channel and France is kind of one location - it only takes one stop from a train's run - but kind of two because if the Channel is tokened out you can't score France. Swansea starts with a city and a town but upgrades to a single city (tile #57). Some cities (eg Birmingham and Manchester) have their own special tiles, like the 'Z' cities in 1846. There are some bits of track apparently running into the sea (eg P35 Ipswich). These just stop these hexes wanting special tiles with fewer connnections. Pontypool and Merthyr Tydfil are downright confusing. You can run through one into the other but not any further (eg Cardiff - Merthyr - Pontypool). You can only run one train across the Merthyr - Pontypool connection, even though two lines are drawn on the board. Routes are constructed outwards from tokens. This means that Cardiff-Merthyr-Pontypool is a valid route for minors #19 and #21, but not for minor #20, even though all three of them have tokens somewhere on the route. If a major were to have a token in Cardiff, it could acquire minor #20 (or token Pontypool) via Merthyr even though minor #20 can't get to Cardiff. The LNWR is also special. It's always the first major to buy, it's divided into ten 10% shares, and it starts with two "home" tokens one of which morphs into a double-value destination token when it connects the two. Why? I dunno.