AGE OF STEAM (Warfrog;
3 – 6 players, 2 – 3 hours;
$44.95)
I first had the opportunity to play Age of Steam
late one night at the infamous Jung Hotel during my journey to the legendary
Spiel show in Essen, Germany. The room was bursting at the seams with folks
playing games, but six of us managed to squeeze into a corner and play the game.
Although I played the first half of that game attempting to develop some sort of
strategy or plan, I still have
very
fond memories. Not only was the game outstanding, but we all got a great laugh
out of witnessing designer Martin Wallace have a glass of beer spilled in his
lap and watching as Dr. Steve Owen, who helped teach and demonstrate the game
dozens of times during the Essen show, was mercilessly bounced from the game at
the conclusion of the first round by a particularly evil play!
First, let me state flatly that I’m a big fan of Volldampf,
the TM Spiele version of Martin Wallace’s earlier Lancashire
Rails. After hearing me sing its praises, Martin mentioned to me that if
I enjoyed Volldampf so much, I would likely love
his next game. Well, he was right. Age of Steam is
nothing short of fantastic. The game is the next step on the evolutionary track
for Lancashire Rails and its roots are plain to
see. However, there have been numerous enhancements and twists that elevate the
game to a new, more tense and richer
level. Perhaps the main change is that the train routes are no longer
pre-established. Rather, as in 18xx games, players construct the routes
themselves.
The object of Age of Steam is similar
to that of Volldampf: construct rail lines and
transport goods across these lines to the cities that are demanding those goods.
Money is earned each time a good travels across rail line segments. The ultimate
objective, of course, is to turn a profit and become the wealthiest rail
merchant. Such wealth, however, isn’t easy to come by. If you thought money
was tight in Volldampf, it is tighter here than
Ebenezer Scrooge’s pocketbook!
The board depicts a cross-section of the Ohio valley, with twelve
cities already established. There are fourteen other town sites that may be
developed into cities during the course of the game. The map has one minor
misprint: Detroit should depict the number ‘3’ as opposed to ‘1’.
Warfrog has made replacement stickers available to correct this error, but it is
also easy to accomplish with your scanner.
Each turn consists of a logical and easy-to-follow sequence of
play:
1) Issue Shares. As in Volldampf, players may issue
shares from their railroads and receive $5 per share issued. However, at the
conclusion of each turn, they must pay $1 per outstanding share in expenses.
Shares may not be redeemed during the course of the game, so players must weigh
this regular expense against the benefit of acquiring the extra cash. Further,
each outstanding share at the end of the game reduces a player’s victory
points by 3. Ouch!
2) Determine Player Order. This recreates the clever turn order mechanism found
in Volldampf, wherein players bid cash to determine
the player order for each turn. The first player to drop out of the bidding
process will go last in the turn order, but he does not pay any cash for this
right. The last two players participating in the bid must pay ALL of the cash
they bid when they drop out of the process. All players in between must pay half
of their bid amount, rounded up.
3) Select Actions. Not only does the bidding process listed above determine the
player order, but also the order in which each player may select their special
action for the current turn. These special actions add tremendous spice to the
game and are often the focus of heated bidding wars. In turn order, as
determined by the bidding process described above, players select one of the
seven possible special actions:
a) First Move. This player may move goods first.
b) First Build. This player may build track first.
c) Engineer. This player may build up to 4 segments of track, as opposed to the
normal 3 that are allowed.
d) Locomotive. This player may upgrade his engine to the next level, which
allows him to traverse more rail segments when moving goods.
e) Urbanization. This player may place a new city marker on one of the fourteen
possible town locations.
f) Production. Before placing new goods markers onto the board, this player may
place two new goods markers on the Goods Display charts.
g) Turn Order. This player may elect to pass ONCE during the bidding process and
jump back into the bidding.
All of these special abilities can be extremely powerful, particularly when
exercised at critical moments. As mentioned, the desire to grab a particular
ability makes each auction round very tense and exciting.
4) Build Track. Each player may construct up to three segments of track per turn
(with the exception of the player who chose the ‘Build Track’ ability, who
may build four segments). The cost of building a track segment ranges from 2 –
5 gold, depending upon the type of terrain being traversed and whether a player
is upgrading the track from a previously laid track. As in Mayfair’s Streetcar
(Winter 1997 GA REPORT), players can upgrade a previous track segment provided
all previous track directions remain intact.
The objective here is to construct track in such a manner as to
form completed routes between cities. It is across these routes that goods may
be moved from city to city, earning income for the players who control the
segments across which the
goods are moved. So, it is critical to construct track routes that your
opponents will also be forced to utilize when moving goods, thereby earning you
money. It is also wise to construct contiguous track routes, so that you can use
primarily your own routes when moving goods.
Of course, ‘getting there first’ can be important, as it is
quite common for players to secure the shortest and most inexpensive routes into
cities, or completely block access routes to cities for their opponents. This is
why the ‘Build First’ and ‘Engineer’ powers can be vital.
5) Move Goods. This is virtually identical to the Volldampf
rules. Each player may move two goods on their turn, but they may not exceed the
number of ‘links’ (city to city routes) indicated by the current level of
their locomotive. For instance, if a player has a locomotive level of two, then
he may only move goods a maximum of two city-to-city links. This is why
upgrading your locomotive is so important. The downside is that for each level
of your locomotive, you must pay $1 at the end of the turn in expenses. Did I
mention that money is very tight?
Goods may only be moved to a city that matches the color of the
good being moved. So, the red goods must end their journey in a red city. This
forces players to carefully analyze the layout of the board and the location of
the goods when making their bidding, building and movement plans. Since the
Urbanization ability allows a player to place a new city marker onto the board,
this power is usually highly coveted as the placement it allows can give a
player some very lucrative movement routes.
A brilliant addition to the system is the Goods Display chart.
These charts list all of the cities on the board, as well as the potential
cities. At the beginning of the game, these charts are filled with goods. Each
turn, dice will be rolled to determine which goods are placed on the board.
Since the location of the goods is pre-determined, players can study these
charts and make their plans accordingly. Although the timing of the appearance
of the goods is determined randomly, one can ‘play the odds’ with some
degree of certainty that certain goods will appear at certain cities. The
‘Production’ ability gives a player the right to place two new cubes onto
the charts, increasing his chances of getting desirable goods onto the board at
the location most favorable to him.
6) Collect Income. When moving goods, each ‘link’ traversed increases the
income by one space for the player who owns that link. This is recorded on the
Income track. During this phase, all players receive income equal to their
current position on this track.
7) Pay Expenses. Time to pay the reaper. For each outstanding share and each
level a player has achieved on the Locomotive track, players must pay $1. In the
early stages of the game when income is extremely tight, players must exercise
the utmost caution in their financial management. If a player is unable to pay
their expenses, their marker is moved down on the income track one space for
each $1 they are unable to pay. Another “ouch”.
8) Income Reduction. As the rich get richer, Uncle Sam steps in and increases
his taxes. This is a clever ‘catch the leader’ mechanism wherein as players
enter certain brackets on the Income Chart, they are forced to pay a stipend to
the government and move their marker backwards on the chart. The first bracket
is 11 – 20, wherein a player must move back 2 spaces after collecting their
income. Brackets rise in increments of 10 spaces, with each subsequent bracket
forcing a player to move back two more spaces than the previous bracket. Often,
players will attempt to play the movement of goods so that they do not enter the
next bracket. Of course, their more
devious opponents will often utilize their track as part of the movement of
goods so that the player is knocked into a higher level and will suffer income
reduction.
9) Goods Growth. At this point, after the player who selected the
‘Production’ ability places two new cubes onto the chart, dice are rolled to
place more goods from the Goods Display charts onto the board. The Goods Display
has two charts, one for each side of the board (east & west). Each chart
contains columns for the six cities and four possible towns. There are three
cubes that can appear for each city and two for each town, plus any that are
placed due to utilizing the ‘Production’ ability. In most of my games, all
of the city cubes have been placed during the course of the game and a bit more
than half of the town cubes.
As mentioned, since the cubes are placed on the charts at the
beginning of the game, players can readily see which cubes will eventually
appear in which cities. This information should be used when planning one’s
actions and routes. It does remove much of the randomness that was present in
the placing of new goods in Volldampf.
The length of the game is determined by the number of players. With
six players, the game is completed after six turns. With three players, the
duration of the game is 10 turns. Our group tends to play fairly slow, so our
six player games have lasted about three hours. However, it has been three hours
of tense excitement, so the time truly flies by.
Once the game is completed, players tally their victory points:
· 3 points for each dollar of income as shown on the Income Track
· 1 point for each section of track that is part of a completed link
· -3 points for each outstanding share
In all but my very first game, the games have been very
competitive, with the player ultimately winning only slightly ahead of the next
few competitors. Certainly, the game rewards careful planning and a player who
establishes profitable routes early and manages his finances wisely will be
rewarded later in the game with handsome profits. However, it is not impossible
to catch the leader as there are numerous actions players can take to hinder his
progress and rob him of potential goods movements. Plus, the government steps in
with taxes (Income Reduction) which helps reduce the financial lead the
front-runners might be enjoying.
Age of Steam has some outstanding
production values, with thick cardboard tiles, a functional, easy to read
mounted map, lots of wooden cubes and markers and plastic chips for money. The
rules are good, but not without some ambiguities. Fortunately, Martin and
several of his Warfrog crew are active on various internet discussion groups and
have provided answers to the few queries which have arisen.
For me, Warfrog’s last two titles – Liberté
and Age of Steam – have been fantastic games.
They both are deep, rich games that evoke lots of tension and excitement. Liberté
has cracked my personal Top 10 list and Age of Steam
seems poised to do the same. Kudos to Martin and the crew at Warfrog! - - - - -
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- - - - - - - - - - - - - Greg
J. Schloesser
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