Age of Steam

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Age of Steam

Overview

Players build railroad networks across the American Rust Belt, shipping goods to matching cities to earn income. Each turn involves issuing shares for capital, bidding for turn order, selecting special actions, building track, and delivering goods. Players must balance debt (shares issued) against income, as insolvency means elimination. The player with the most victory points at game end wins.

Components

Setup

  1. Place game board, Goods/Actions display, and Income Track.
  2. Place all goods cubes in the bag. Fill the entire Goods Display (52 cubes).
  3. Place 3 cubes in Pittsburgh, 3 in Wheeling, 2 in each remaining City.
  4. Each player takes 5 disks and 20 locomotives in their color.
  5. Place 1 disk on Engine Track at “1 Link” and 1 on Income Track at “0”.
  6. Roll 3 dice each to determine starting player order.
  7. Each player places a disk on “2 shares” on the Issued Shares Track and receives $10.
  8. Turn Track marker on start position.

Turn Structure

Each turn has 10 steps:

  1. Issue Shares
  2. Determine Player Order (bidding)
  3. Select Actions (one special action each)
  4. Build Track (up to 3 tiles)
  5. Move Goods (2 rounds of movement)
  6. Collect Income
  7. Pay Expenses
  8. Income Reduction
  9. Goods Growth
  10. Advance Turn Marker

Game length varies by player count (shown on Turn Track).

Actions

Step 1: Issue Shares

In player order, each player may issue additional shares. Each share grants $5. Maximum 15 shares total. Each share costs $1/turn in expenses (Step 7).

Step 2: Determine Player Order

Players bid for turn order starting with the current first player. Minimum opening bid is $1.

Step 3: Select Actions

In player order, each player selects one action (each taken only once):

Action Effect
First Move Move goods first in both rounds of Step 5
First Build Build track first in Step 4
Engineer Build 4 track tiles instead of 3
Locomotive Immediately advance Engine Track by 1 link (max 6)
Urbanization Place a New City tile on a Town before building
Production Draw 2 goods cubes at start of Step 9 and place on Goods Display
Turn Order May pass once during next bid for player order

Step 4: Build Track

Build up to 3 track tiles in player order (4 with Engineer action).

Track Costs:

Type Cost
Simple track $2
Complex (coexist) $3
Complex (crossing) $4
River hex +$1
Mountain hex +$2
Town hex $1 + $1 per connected track side

Building Rules:

Replacing Track: Costs $2-$3. Only the last tile of an unfinished section can be redirected. Terrain costs ignored when replacing.

Step 5: Move Goods

Two rounds of movement in player order. Each round, move one good (cube) along Completed Railroad Links.

Step 6: Collect Income

Collect cash equal to your position on the Income Track.

Step 7: Pay Expenses

Pay $1 per issued share + $1 per Engine link level. If unable to pay in full, reduce income by $1 per owed dollar. If income reaches $0 or below, you are eliminated (insolvency).

Step 8: Income Reduction

Income Level Reduction
Over $50 -$10
$41-$50 -$8
$31-$40 -$6
$21-$30 -$4
$11-$20 -$2
$0-$10 None

Step 9: Goods Growth

Roll dice equal to starting player count. Each die result places goods from the Display onto matching Cities (and New Cities if on the board). Production action holder adds 2 cubes to Display first.

Scoring / Victory Conditions

At game end:

Source Points
Income Track +3 VP per dollar of income
Completed track sections +1 VP per section
Issued shares -3 VP per share

Cash has no value. Highest VP wins. Ties are possible.

Special Rules & Edge Cases

Player Reference

Turn Sequence

  1. Issue Shares ($5 each, max 15)
  2. Bid for Player Order
  3. Select Special Action (1 per player)
  4. Build Track (up to 3, or 4 with Engineer)
  5. Move Goods (2 rounds)
  6. Collect Income
  7. Pay Expenses (shares + engine level)
  8. Income Reduction
  9. Goods Growth (dice roll)
  10. Advance Turn Marker

VP Calculation