1817 is a board-game that belongs to the family of 18xx games, most of which are based on an economic
engine. The general idea is to build a network and then use this network to earn money which can then be
re-invested to build a better network thereby netting out bigger profits. 18xx games are called as such
because they focus on the early 19th century when railroads were being developed around the
world. Each game is titled with a particular year and focuses on a particular region in the world with the
companies and the geography of that period. Players participate in starting railroad corporations and
building a rail network as best as they see fit.
1817 takes place in eastern United States and is a little bit special because it has much more of a stock
market focus. It also features mergers & acquisitions where companies can either merge together or buy
out other companies. While there is quite a bit of literature on 1817 strategy, this article is a summary of
my game playing experience and what seems to work (mostly by observing others).
First things first - the whole point of this game is to make money. The more companies you have, the more
track you can build and the faster you can start profiting from your well-built network. However, that being
said, 1817 is a lot about relativity. If your opponents have all started lots of companies then it might be
in your favor to start fewer well-funded companies and try and squeeze your opponents on the loan interest.
Initial bidding for privates
In order to maximize the number of companies one can start, the initial bidding is very critical. Given a
minimum initial investment for a company at $110 (which will start it at $55/share and allow it to take 2
loans + the initial withhold), you want to start SR1 with $330 in bidding power. Note that this value would be adjusted accordingly for the number
of players and this guide assumes a 4-player game where each player starts with $315 initial cash. Also it is very important to note that as the rules suggest, the privates really are only worth about ¾ of their
value. This is because of 2 reasons:
The power of the privates generally does not last very long before other people start leeching off of their benefits. "Oh you put some coal down? Let me start a company next to you and profit from your hard work :)"
Spending money to get a private means less cash to put into the company which means more loans required. While the game starts off with a rather tame interest rate of $5, with 12-15 companies this can very quickly escalate to the 30s by the time the 4T are looking to be bought!
However, it is to be noted that private companies increase one's bidding capacity and increase their chances of starting companies in lucrative locations.
Thus, bidding fair value for private companies seems to be the best strategy. Synergy with the
privates also matters. Mountain engineering with a coal or two and the Pittsburgh tile lay is a winning
combination. Supplement that with a company operating out of Cleveland (or even Charleston) and you have an
incredible starting position.
Another effective strategy that I have seen is to get some of the bigger privates at fair value and start 3
companies leaving one of the privates in hand. A 4th company was then started with the private at a
higher par value and a preferential location. This strategy is especially effective if you head into the SR with a lot of privates and little cash. Note that the train station works especially well with this strategy.
Finally, in order to not have to pay extra money to guarantee track lay, it is very important that the
companies operate together in the same area. Location pairs are outlined below:
Charleston (+ Pittsburgh, Cincinnati, Blacksburg): can run 2 trains to Atlanta with 4
track lays for $50 each (without coal).
Albany (+ NYC): can run a train to NYC and one to montreal with 3 track lays for $60
and $40 respectively.
Philadelphia (+ Baltimore, NYC, Pittsburgh): can run a train to NYC and one to
Baltimore with 3 track lays for $60 and $50 respectively.
Baltimore (+ NYC, Philadelphia, Richmond): can run a train to NYC (or to Philly) and
one to Richmond with 4 track lays + $40 terrain cost for $70 (or $50) and $50 respectively.
Richmond (+ Baltimore, Blacksburg): can run a train to Baltimore and one to
Raleigh-Durham with 3 track lays + $20 terrain cost for $50 and $40 respectively.
Boston (+ NYC): can run a train to the Maritime Provinces and one to NYC with 4 track
lays + $60 terrain cost for $50 and $70 respectively.
Toledo (+ Cleveland, Detroit): can run a train to Detroit and and one to Cleveland with
2 track lays + $20 terrain cost for $50 and $50 respectively.
Indianapolis (+ Louisville, Cincinnati): can run a train to Chicago and and one to St.
Louis with 3 track lays for $50 and $40 respectively.
Cleveland (+ Toledo, Pittsburgh): can run a train to Toledo and one to Pittsburgh (if
the Pitt tile is looking to be laid) with 4 track lays + $40 terrain cost for $50 and $60 respectively.
A potential Charleston opening run of $130.
There are of course, many more cities and combinations possible but they generally only provide $40 runs and
are therefore not considered at the start of the game. Some locations such as Scranton might be
useful if you have a lot of coal to lay down and nobody blocking your path. Note that the profitability of a
company depends on its debt. If there are 4 players and 12 companies with each taking and average of 1.5
loans, then you are looking at an interest rate of $20 which means a $40 interest payment for 2 loans. Thus,
a half payout would only keep the interest at bay whereas you ideally want to be able to either make a full
payout or repay a loan with a half-payout in OR2.2 because the 3T would have opened up by SR3 and your
companies need a capital infusion in order to be able to get it :).
A word on loans - loans are great as long as the payouts can keep the interest at bay. For a 5-share company
that has 2 shares in the treasury and 2 loans with $25 interest and a $150 run, a full-payout will net the
company $60 for interest payments.
There is a lot of head scratching math right off the bat and some critical errors include buying a 2T that
does not run. That's why it is beneficial to be somewhat alone in an area in order to guarantee the outcome.
This game is very unforgiving and players fighting each other only helps those who are not involved.
However, players teaming up with each other can also be very effective especially at the start and I can recommend it.