A guide to 1862 This is a mad game with a lot of companies on a tiny map. Every hex has a large or a small station but only some trains care about small stations. Bear in mind I've never played it so I'm as confused as you. Besides the usual "bank broken" and "company has maximum share price", there's a third end condition (I think, the expected end condition); at the start of the stock round after the first final-phase train is bought there's all kinds of rules changes, one more stock round, one more set of operating rounds, and the game ends because supposedly the LNER has formed and bought out every company on the map. I'll refer to this as "LNER is forming" because "at or after the stock round after the first final-phase train is bought" is a mouthful. There's two kinds of companies; chartered and unchartered. Chartered companies are started by auctioning off the rights to start them in a "Parliamentary Round", which there's one of before each stock round; they get full funding (10x initial share price) immediately but don't start out with Treasury shares so won't normally take a tranche of their own income. Unchartered companies are started in stock rounds and work more or less like 1846 majors. The Director's share is 30% because er dunno. Companies start to operate when 50% is sold. There is a horrible penalty if you win a charter and don't start the company by the end of the stock round. There's no obligation for a company to have a Director, and the forced train purchase mechanism wrecks companies not players. When you start a company you buy its supply of tokens; they cost £0 to place after that, but you have to decide (unchartered) how many you want up front, and pay for them (any company) up front. You can only get more after that by merging with another company. There's three kinds of trains - express, freight, and local. There's only one stack of train cards; when you buy a train you decide which way up the card is. How the game IRL has three-sided cards I dunno. Each company starts with a permit to run one kind of train and can only get more by merging. Companies can merge with other companies with a track connection and the consent of both directors. The resulting company gets both companies' stuff. There's a complex procedure for doing the merger, but the basic idea is for every two shares you started with, you end up with one in the resulting company. The resulting company inherits all the trains, tokens, money, permits. A company that's removed from the game pops back up next stock round as a company to start. Its home space and permit type don't change, but everything else starts afresh. You can't sell shares that you bought in the same stock round. (You _can_ sell other shares in the same company, if you have them). Stock sales of a trainless company are at half price (but purchases are not). The stockmarket is a zig-zag, two tracks one above the other, offset by half a space. Payouts move the price left and right; stock sales make it zigzag down. Non-Director sales don't make the price drop if it hasn't floated or the LNER is forming or in some cases if the price is very low or very high. A company without a Director is in receivership. It doesn't build, runs for as much revenue as possible, withholds, buys one train if possible, and goes bankrupt if not. London is special. A token represents the company laying track to London; it can't be the only token on a route, and you place it there as a track build. It's only like a token inasmuch as it uses up one of the supply of tokens. When you build you can do one of: Lay one yellow 'N' tile (high-value tiles for Norwich and Cambridge). Lay two other yellow tiles. Place a small station. Do one upgrade. Put a token in London. Place a small station? WTF? Well, yellow small station tiles have one bit of track and one small station. They upgrade to greens with two bits of track (which don't join up) and one small station. You can put a small station on the other bit of track. Those upgrade to russets with one or two small stations and three bits of track which also don't join up. The ends of routes have to be large stations or off-map areas. (The rules consistently say "port" to mean an off-map sea area next to a place which is a port IRL. This is confusing. I will say "off-map [sea|land] area".) Both ends of a route cannot be off-map areas of the same type, but you can run from the sea to the land. One route has to visit your home station. Your second route must meet that route at a large station (even one that is tokened out). A third route must meet the first or second route at a large station, and so forth. Trains can run on the same track as each other, but a given hex is only ever scored once for revenue. Freight trains are described as FN, where N is the number of hexes the train can visit in addition to the starting hex. A freight train scores its endpoints and gets +20 per intervening hex as the crow flies - ie counting the shortest distance without regard to track or other obstructions. This bonus increases to +30 if the route includes an off-map sea area. If you have two or more freight trains they must run end-to-end, so an F2 and an F3 run as, effectively, one F5. Local trains have a count of large stations which they score all of, and also score any intervening small stations, but can never run off-map. The company also gets £10 subsidy (paid into the Treasury) for every hex its local trains visit. Some of them are N/M, like 1846, but there is no requirement for the N stations to include a token. Express trains have a count of large stations and off-map areas; they ignore small stations completely. They also come in N/M. They are the most like "normal" trains if you squint and ignore the small stations on the map. Phases and trains are lettered A-H. You withhold or pay out; there's no half-pay. You can do a "George Hudson Manoeuvre" where, if the payout was not enough to earn a single share price bump, you raid the company Treasury for enough cash to increase the dividend to that point. You don't discard excess trains if you're over the train limit; you just can't buy anymore. Train sales to other companies are at the face price, halved if the train is not from the current phase; there's no free choice of price. There's a "warranty" mechanism which lets you, when buying a train, potentially delay it rusting. You can buy up to 3 warranty cards (phase A and D trains get one for free) at £50 each; every time the train runs (whether or not it is obsolete) one is discarded, and the train doesn't rust until the last one goes. If a company has no train and can't afford a bank train or negotiate a purchase from another company, it tries two emergency money raising procedures, one after the other. It can't do both; either the first one will raise enough money, or the second one will, or the company is bankrupt and neither procedure is carried out. The first is to sell any Treasury shares it holds. These sell at full price even though the company has no train, because the procedure is only carried out if it will result in the company having a train. The second is to refinance (supposedly issuing more stock) which reduces existing shareholdings 2 to 1 using the merger procedure and brings in a lump of money. When a company is bankrupt, existing shareholders get compensation of half their shares' price, and then it is removed (and pops back into life next stock round, as usual). You can redeem one share per operating round. The LNER ======== When the LNER is forming, the certificate limit increases. Stock sales don't change the share price. There's no more construction, starting of companies, mergers, or cross-company train sales. Any IPO shares in the game become market shares. The bank breaking does not end the game.