| Age Of Steam Rules(For more details see the actual Board Game Rules) | ![]() |
Example for Orders:
To get the orders in quicker I've split it up into 3 sets of orders (have a look
at the progress of the other games):
1. Shares, Bids & choice of Action.
2. Builds
3. Goods 1 & Goods 2
On orders 1 I need
extra Shares required - that's straightforward. To speed up Bidding I need Start
Bid and Maximum Bid - so rather than get everyone to email each Bid, you only
enter these two items - it seems to work OK.
So if you put Start Bid 1 and Max Bid 10, I would work out what your lowest bid
would be. For example: if the next person put Start Bid 2 and max bid 8, then we
would go round and round You 1 him 2; you 3 him 4; you 5 him 6; you 7 him 8; you
9 him pass: so you would be first with a bid of 9, he would be 2nd with a bid of
8.
Hope that makes sense.
Once the Order is determined then each person would get their choice of action,
so in a 4 player game everyone should choose 4 actions in preference order, so
each action can be allocated in turn. So in the example of bidding: If you put
actions: Locomotive, Engineering, Urbanisation, 1st Build, and the second player
put Locomotive, Urbanisation, 1st Move, Production; then you would get
Locomotive and he would get his second choice of Urbanisation.
Hope that doesn't sound too complicated.
Directions on board - N, NE, SE, S, SW, NW for Track positioning.
The preferable method is to use the Hex Numbering system, which MUST include a
Start & End Hex. So three track would require five hexes. This eliminates
the need to specify directions and which track tile.
As long as the Track, Direction, Placement is unambiguous then it is not
essential to stick to these abbreviations.
Abbreviations for Track: S=Straight, GC=gentle Curve; AC=acute
Curve
When specifying Goods movement it is essential to specify the start and end
town. I will assume the most links for the individual, unless otherwise stated.
Setting Up: Place 2 goods in each City: And fill the Goods Display
table with Goods: Each variation may change this number
Normally each Player starts with 1 Locomotive & 2 Shares = $10
Play
Sequence (5 playable phases - other game phases dealt with
by the Gamesmaster)
1. Issue Shares (subject to a
maximum of 15 - each worth $5)
2. Determine Player Order
(Bidding: Winner & 2nd pay full
amount of Bid, last pays nothing, the rest pay bid/2)
3. Select Actions: First Move, First Build, Engineer, Locomotive, Urbanization,
Production, Turn Order.
4. Build Track
- Placing
(or replacing) a simple Track costs $2, over a River $3, under a mountain $4. Placing
Track on a Town costs $1 for the Town, AND $1 for EACH Track to
the Town (i.e. $1 to $4). Complex crossing track $3
including replacing a
track on a town.
If any Unfinished track is not extended on the next turn then it becomes
Un-owned, and can then be extended by anyone.
5. Move Goods (x2) - move blocks of a specific
colour to a City of that colour across links between towns/cities for income per link..
(for one of these 'moves' only, an alternative is to Add Loco)
Number of Turns is dictated by the number of Players: 3 players=10 turns, 4=8, 5=7, 6=6
Actions Description:
First Move: Implemented in 'Move Goods' phase (both rounds), allows player to be
the first to move.
First Build: Implemented in 'Build Track' phase, allows player to be the first
to build.
Engineer: Implemented in 'Build Track' phase, allows player to build 4 track
tiles instead of 3.
Locomotive: Implemented immediately to increase the Links on the Engines.
(subject to a limit of 6)
Urbanization: Implemented in 'Build Track' phase, allows player to place a New
City on a Town before building track.
Production: Implemented at the beginning of the 'Goods Growth' phase, allows player to randomly draw
and place 2 goods on the Goods Display.
Turn Order Pass: This gives the opportunity to pass on the next set of
bidding without losing position.
Track spurs out of small towns can be 1,2,3 or 4 but not 5 or 6.
Clarification of Table Details (Turns)
Prev is cash from the previous Round i.e after the last Goods Phase.
Additional Rules
for Ireland
One turn less than normal for Ireland.
There is no Urbanisation, but de-urbanisation, where the player removes one
Goods from the board.
Sea Routes (pre-marked) can be built at a cost of £6.
Blocked Sides cannot be crossed.
Locomotive option does NOT increase the Locomotive but allows a Loco to be
upgraded twice as part of Goods 1 & 2.
Additional Rules
for Southern England
Urbanisation - No Red New City so London will remain the only Red City
Any Red Goods placed in London should be placed either in NW roll 1-4 NE roll5-6
Additional Rules
for Western US
Towns start off with 1 goods, but lose it if
they are urbanised.
Mountains cost $5, rivers & Swamp cost $4
Moving a Goods from an Eastern City to a Western City or vice versa gains a
bonus of $1. The player moving the Goods decides which railroad gets the $1.
The Eastern Cities are: Duluth, Minneapolis, Des Moines, St Louis, Memphis,
Vicksburg & New Orleans. If Kansas is urbanised then it is an Eastern City.
The Western Cities are: Seattle, San Francisco & Los Angeles. If Portland or
San Diego are urbanised they are then Western Cities.
Building track: Railroads MUST start at one of the Eastern or Western Cities
(not urbanised).
The first time a Western City gets connected to an Eastern City, then $4 income
is split between the railroads that connect them.
Until at least one of the Western Cities is connected to an Eastern city all of
a railroad's track must be contiguous.
Ties are not possible in this version and are resolved by VP's and Cash then
Tracks, then die roll
Additional Rules
for Germany
The grey towns are Foreign Terminals and only accept
one type of Goods - randomly chosen at the start of each game
Berlin always gets one Goods on every turn.
The numbers 6,7,8,9,10,11,12 on the map are the costs to build a
simple track on that hex.
No uncompleted track sections are allowed - only complete links.
Track can be built between Köln/Düsseldorf
& Essen/Dortmund at a cost of Dm2.
Engineer action is different to the
standard rules - allows 1 track tile to be placed at half cost (rounded
up). (only 3 track not 4!)
Age of Steam GERMANY map Errors, Warfrog reprint edition ONLY
Berlin should be a Black city and accept Black goods. Berlin is colored brown in
the Warfrog map.
Lyon, Paris, Antwerpen, Rotterdam, Kopenhagen, Warschau are Foreign Terminals
and should be colored Green. They are brown in the Warfrog map.
A white circle joining the Essen/Dortmund hex with the Dusseldorf/Koln hex is
missing. This circle is for placing a Track Ownership marker.
Those people owning the original Winsome maps have no problem, these are
correct! Since 15 were returned at Spiel for the Warfrog map, only 45 original
Winsome Germany maps exist on the planet.
John Bohrer
Winsome Games
Additional Rules
for France
Grey Hills cost €2; Grey/Black Hills cost €4
Track can be placed/replaced in Hills by using Engineer.
Production is either normal or allows one 'random' goods to be placed in
a city of choice
Urbanisation allows only 2 track in addition to the city: On first turn
2 players may select Urbanisation
Players are not allowed to go bankrupt - Income does not drop below 0.
Setting Up: All cities have 2 goods except Paris 8, Lyon 3, Nice 1
Additional Rules
for Italy
Shares:-
€5 for each Share Issued as normal - however additional Shares for €3 can be
issued during Determine Player Order, Build Track and Pay Expenses steps.
There is no limit to the number of Shares issued.
Actions:
Engineering has changed: Can now place/replace one track at no cost.
(only 3 track not 4!)
Urbanisation has changed: Can remove Black Goods from City or Table and
replace with a random Goods, twice.
Track:
No unfinished track sections are allowed.
There is no limit to the number of Track laid to Complete a link, but it must be
done in the cheapest way, and only one link per turn.
Cost to build in Mountains is €4.
There are some special Track tiles for this map only
Move Goods:
Black Goods move as normal, but have no Black Towns/Cities - instead they reduce
each Link owners Income by 1 for each link that it travels over.
There is no Income Reduction
Victory:
Players lose 2 points for every Share not 3.
Additional Rules
for Korea
Mountains Hills cost (Won) ₩3;
City colour is determined by the goods cubes on it - so only goods of
these colours can move there.
If there are no Goods on a City, then it's colourless -- accepts (and blocks) no
cubes.
Cubes cannot move through cities containing cubes of the same colour.
New Cities Urbanised immediately take the two Goods cubes from the
Display and assume those colours, and the two cubes are replaced on the Table.
May not build track across thick black lines
Adjacent cities Inchon-Suwon-Seoul can be linked by building one track between them.
Setting Up: All cities (grey) have 2 goods except Pyongyang which starts with 4, and Pusan & Ichon which have 3.
________
Cash (+S-B) is current cash held:-
S is extra Cash from Shares, B is Bids, so as soon as you have
more Shares and Bid (i.e end of Part1) this will differ from Prev. e.g if Prev
is 33 and you have 1 more Share and win the Bid with 2, then Cash +(S)-B will
equal 33+5-2.
At the end of the Goods Phase the Cash position will be minus expenses (Track,
Shares & Locos) plus Income (ignoring Income Reduction),
e.g at end of Part1 Cash=36 (as above), if 3 tracks are built (cost 6), a total
of 11 shares and 5 Locos, and if income=25 the Cash will be = 36-6-11-5+25=39
The only thing not covered in Cash is Income Reduction which is
displayed in the Income Column as Previous Income plus income from Goods1&2
minus reduction and is the total for the start of the next turn.
Income Reductions 11-20 = minus 2, 21-30=minus 4, 31-40=minus 6, 41+=minus 8
Final Scores (normal) are calculated from 3 x Income
- 3 x Shares +
Number of Track Sections in Completed Links.
Ties are possible!