1825 for 1846 players This isn't a complete guide to the rules, just a guide to the most important differences. Privates don't have special powers, and aren't drafted or auctioned. They're just dealt out at the start to provide an order of play. They do provide a modest income. They don't expire, but will normally be sold later to raise cash or get an extra railway certificate in under the certificate limit. Major Companies have an initial stock price fixed by the rules. They are made available in a specified order. They have "full capitalisation"; once 60% of the company is sold, it floats, gets 10x its stock price as initial cash, but there are no Treasury shares; the only way for the company to get more money is to withhold. The remaining four shares in the "IPO" remain for sale at the original price, even if the market price of the company changes. Minor Companies are traded in 20% lumps, with the Director's certificate being worth 40%. They come with a "baked-in" train which can't be sold. They don't have a fixed initial price, and they receive money as shares are sold; they start to operate as soon as they can pay for their baked-in train. They only get one token. There probably won't be minors in our first game. It is permitted to sell the Director's share; there is a "Receivership" mechanism to run a company that no-one wants 20% of which lets it lease a train from the bank and recover. Relatedly, there's no requirement to own a train, forced money raising, or bankruptcy. Shares below £50 don't count towards the certificate limit. Like 1822, there are "towns", small stations with no token spaces that count against a train's run. Small station hexes can grow up into large stations with token spaces. Brown tiles are called "russet". As the phase changes, the number of Operating Rounds increases from 1 to 3. In the closing phases of the game, there is no train limit. "Company credit" is a separate stock of money to that held by players, so only players accumulating money can break the bank. The game also ends if any stock reaches the maximum price. Only buying shares continues a stock round. If you only sell, it still counts as a pass. The running order of companies is the order in which they floated. It does not change. Construction is normally free except in difficult terrain. You can upgrade one tile or lay two (but they can't be in adjacent hexes). The first tile placed on a hex always counts as a "lay", even if the printed hex was yellow or green. When upgrading a hex, either you must be able to reach some of the new track on it (like 1846) or increase the value of a route one of your trains could actually run. The difference here is that in 1846 you can upgrade a city on the other side of the map if you can trace a route to it; in 1825, you need a big enough train to reach it from one of your tokens. Station tile upgrades are weird, particularly because there are "OO" tiles with two separate large stations. Birmingham, Glasgow, and Manchester have their own special 'BGM' tiles. London has its own special six-way tile. Some hexes are reserved for specific companies; only that company can build on that hex first. 2-Trains can be "double-headed" - run as a single 3-Train. The autorouter doesn't understand this so you have to put the route in by hand. Sorry. You can't half-pay; you either pay out or withhold. Stocks can quadruple-jump if the payout is 4x the stock price. There is no obligation for a company to have a train, or mechanism for the Director to contribute money to it buying one.