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Age of Steam # 7 on my "Top 10 Board
Games of All Time" list. If Martin Wallace designs a new game these days, I will buy it sight-unseen, on the spot without any question or qualms. Not all of his games are favorites of mine (Lords of Creation, Election USA); but most of them are real winners, being tremendous games of strategy. The single game that turned me around to becoming a Wallace fanatic was Age of Steam (Winsome Games and Warfrog, 2001 - Martin Wallace). When I first picked up the box and looked at the back, I thought that the board was drab and boring and delayed playing it.
Once I saw it set up for the first time, I was floored, seeing little wooden bits all over the table. My first playing was one of extreme fun (after we restarted when I went bankrupt), and I’ve been playing it ever since. It’s one of the few heavier games that plays well with three to six players, although differently with each. There’s certainly a learning curve; but once a player has played their initial game, the lure of trying a new strategy calls it back. When one wins a game of Age of Steam, it is an accomplishment; as the scores reward both good strategy and tactics. Age of Steam has entered by top ten games; and with expansion maps continually coming out, it will probably stay there for quite some time.
The basic game of Age of Steam uses a partial map of
There are ten phases to each turn in which all players
participate. The first phase is the “Issue Shares”
phase, in which players (in turn order) decide whether to issue more
shares. For each share the player issues, they receive
$5 from the bank and move their token on the issued shares track up
one. Players then determine play order through a
bidding sequence. The player in first place must either
bid $1 or move their token to the last space on the turn order
track. Each succeeding player must increase the bid or
move their token to the last available space on the track. If a player
took the “
Players then, in turn order, choose one of seven different actions: First Move, First Build, Engineer, Locomotive, Urbanization, Production, or Turn Order Pass. Each of these actions takes place in a specific phase, except for Locomotive, which allows the player to immediately increase their token on the Engine Track by one.
The fourth phase is the Build Track phase, where players build track tiles on the board. If any player took the “First Build” action, they go first; otherwise, all players build in turn order. Each player may place a maximum of three tiles on the board, unless they took the “Engineer” action, allowing them to place up to four tiles. The player who chose “Urbanization” may also choose any of the unused city tiles, placing them onto any town spot on the board, upgrading that town to a city, replacing any track tile that might be in that square. There are some rules when building tracks... - Simple tracks (straight or a simple curve) cost $2 to build. - Complex track (crossings or two co-existing tracks on the same tile) can replace a simple track - costing $3 for a crossing, and $2 for a coexisting. - A track placed on a space with a river running through it costs $3. - A track with a mountain terrain costs $4 to place a track in it. - A track connecting a town costs $1 for the town, plus $1 for each connecting track. - If a player connects two towns and/or cities, he places one of his disks on the track to show ownership of it. - If a player does not connect a city and/or town with their track, they place one of their disks on the track to show that they own it; but if they don’t complete the track the following turn, the disk is removed, leaving the track up for grabs. - There are a few other rules regarding terrain, connecting towns, etc.
The next phase is the “Move Goods” phase. Starting with the player who picks the “First Move” action (if any), and then in turn order, each player may either move one good cube or increase their maximum links by one on the Engine Track. A good can only be moved to a city that matches its color. Each section of track connecting a city or town counts as one link, and players may only move cubes the amount of links equal to where their token is on the Engine Track. For each link of their own color that the cube passes over, the player moves their token one on the Income Track. If the cube passes over other players’ tracks, their income is also increased by one for each link passed over. Once all players have shipped a good, increased Engine Track, or passed, the same thing is repeated one more time.
The next two phases, Collect Income and Pay Expenses, can be combined. Each player receives an amount of money equal to the number their token is on the income track. However, they must pay to the bank the sum of the shares issued and the number of links their token is on the Engine Track. If the player doesn’t have the money to pay the bank, they must reduce their income track marker by one for each dollar owned. If a player’s token goes below $0, they are eliminated from the game.
In the Income Reduction Phase, players move their tokens back a certain amount of spaces on the income track, if they are above 11. The number moved back is determined by how far their token is on the track. There is then a Goods Growth Phase. The player who chose the “Production” action can randomly draw two goods cubes and place them in any empty boxes in the Goods Display. After this, four dice are rolled for the western cities, and then four for the eastern cities. Each city whose number matches a number rolled has the first available good in their column on the Goods Display placed on the city. Multiple cubes might be placed on the same city, and cities with no goods in the Goods Display ignore the rolls. The New Cities columns are lined up with some of the numbers, so they might also have goods placed on them.
In the last phase, Advance Turn Marker, the turn marker is obviously moved one space. If it reaches a space declaring game end (different depending on number of players), the game ends after the next turn. Players then sum up their victory points: - Points equal to three times the number their disk is on the Income Track. - One point for each section of track they have on the board. - Negative points equal to three times the number of shares they have issued. The player with the most points is the winner!
Some comments on the game...
1.)
Components: I stated that at first I was
less than impressed by the board; but after playing the game, I was glad
it was so plain, as it was very easy to place tracks and see what was
going on. And even so, once all the tracks are laid
out, with cubes and discs on the board, it really does look really
cool. The map of the
2.)
Slight Problems: Warfrog is known for
their errors in games (although it’s really quite miniscule, people tend
to talk about it.) The problem in AOS is that
3.) Rules: I usually criticize Warfrog for their formatting of their rules, but AOS’s rules are the best from that company. They are seven pages of nicely formatted rules with illustrations and many examples. Everything is laid out in detail, making the game easy for someone to understand. Learning the game itself can be a task, often depending on how good the teacher is; but once learned, everything runs fairly smoothly.
4.) Learning Curve: At the same time, new players are at a definite disadvantage in their first game. Even with the more experienced players coaching them, helping them realize what good decisions are, I’ve rarely seen a new player win their first game. At the same time, because the game has an excellent way of stopping the “rich-get-richer” problem (Income reduction), games are usually close, with even the losers having a good time and not caring that they’ve lost. I always warn new players about bankruptcy, however (I’m sensitive since it happened to me); and very rarely have I seen it happen, as long as players realize they are on a short leash financially.
5.) Finances: One thing I love about the game is how tight money is at first. If a player breaks even in the first couple of turns, they are usually ecstatic, knowing that they’ve done well. Only near the end of the game do players have a lot of money, and by then it’s good for nothing. Knowing how many shares to take and when to take them is crucial. And even players who make little money in the beginning of the game can still do well, as long as they keep their debts down.
6.) Strategies: There are whole series of articles written on strategy of the game - most of which I haven’t read, since I like to form my own strategies with games. But Age of Steam, one of the few games I have a high winning percentage at, is so well designed that you can see exactly how your strategies are implemented. Of course, strategies vary greatly depending on how many players are in the game; and while I think that the optimal players is four, I love playing with any number of players. (I even heard that there’s a two-player variant available, but I’m not interested in it. I prefer it as a multiplayer game.)
7.) Fun Factor and Interaction: This game, even though it’s sometimes head-scratching strategic, is a blast. This is helped in great part by the player interaction in the game. From the auctions, which can get fairly tense at times, to the special actions (“Hey! You took Urbanization, and my strategy revolved around that!”), to cutting off other players with your tracks, to shipping your goods over other players’ rails, to shipping cubes just before others players, there is massive interaction in the game, and one must watch all other players at all times so that they don’t lose. I’ve played several games that have been won and lost by only a point or two, and making one small critical mistake can cost you. The joy of winning and the joy of losing (the game is that fun) make this one a game that I’ll pull out often.
8.)
Expansions: There are several expansion
maps from both Winsome and Warfrog, as well as unofficial maps that can be
found online. These maps with different layouts and
special rules allow the game to have a great variety. I
would be satisfied with the map in the box, but the extra maps make the
game even more fun. (My current favorite is
This is a great, great game, and one should not hesitate to pick up a copy of it if they can. It’s certainly not a light game, and one in which all the players should be ready to match wits and tactics, but it’s fun and involving. Seeing your tracks laid out on the board gives one a great feeling of satisfaction, and the theme really fits the mechanics well. Until I had played Age of Steam, I had never been interested in rail games; and this game has really sparked my desire to play more, although I’ve yet to play one as good as this one. This game is Martin Wallace’s masterpiece and is certainly one of the best games of the decade. If you like good strategic games, buy this one; you won’t regret it! Tom Vasel
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