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Age of Steam Expansion: Denmark

Expansion for Age of Steam

Age of Steam Expansion: Denmark Rulebook

Table of Contents

Table of Contents

  • Setup Changes
  • Rules Changes

Setup Changes

  1. Place a random goods cube in Europe, two goods cubes in each city and one goods cube in each town.

  2. Each player starts the game with $12 and their income marker on -4.

  3. There is no share track.

Rules Changes

  1. Shares are worth $6 and there is no limit to the number of shares a player may issue.

  2. The same player may not build multiple direct connections between the same two locations (towns or cities).

  3. Track ownership markers and town markers are not limited. Use the track markers from another unused colour, coins or other convenient marker if needed.

  4. When issuing shares, move the player's income marker back by 1 space for each share issued.

  5. Track prices:

    • Plains (mid green): $2/tile
    • Hills (olive green): $3/tile
    • Bays/fjords (aqua): $4/tile
    • Town: terrain price plus $1/exit
    • Tile upgrades: $3 (all)
  6. Some (foreign) hexes are priced as marked.

  7. The first connection over a sea link costs $4. A second connection over the same sea route may be built by a different player for $6. Sea links count as a track tile for building and Victory Points, and up to two may be built per player per turn. When delivering over sea links owned by multiple players, the active player may choose which receives an income.

  8. A town is connected to the adjacent end of a sea route if there is track connecting the town to the end of the sea route. A town may only be connected to a sea route if the sea route has already been built by the same player. Track markers are not placed on the stubs connecting a town to a sea route. A later player may build the second connection on a sea route without having the track stub to the town.

Links may be increased up to a maximum value of 9.

  • The trains needed for new Links values are limited. Players may only increase Links to the next value which all of the other players have not reached or exceeded yet, limited by the maximum of 9 Links. This may require increasing Links by more than +1 in a single step. Reduce the player's income by $2 for each +1 increase in Links.

    Example: Bubba, Bernie and Horace have started a 3 player game. Bubba increases his Links from 1 to 2 and loses $2 income. Bernie increases his Links from 1 to 2 and also loses $2 income. Horace increases his links from 1 to 3 (there are no more 2 trains available) and loses $4 income.

    Later in the same game Bubba has 6 Links, Bernie has 7 Links and Horace still has 3 Links. Horace increases his Links from 3 to 7 (the next available value) and loses $8 income.

  • Locomotive allows a player to deliver as if their Links were at the next larger available value during the current turn only.

    Example: Bubba, Bernie and Horace are in the middle of a 3 player game. Bubba has 5 Links, Bernie has 6 Links and Horace has 3 Links. Horace uses the Locomotive action to make two 6-Link deliveries.

  • Europe is a destination only (the goods cube may not be delivered) and has the colour of the goods cube on it for deliveries.

  • Goods cubes on towns may only be delivered if track has been built on the town hex.

  • A goods cube may enter a city by one sea route and leave by a different sea route during a delivery, but may not pass through the same city twice.

  • When a town is urbanised any goods cube on the town remains in the New City.

  • Immediately upon each delivery the active player removes the top cube from the matching space on the Goods Production Chart for either the city the cube was delivered from or the city it was delivered to, and places them in that city on the board. The new goods cubes are immediately available for delivery. If there are no more cubes on the Goods Production Chart to remove for the desired city then a random cube is drawn from the cup and placed on the Goods Production Chart for that city. In the case that both Goods Production Chart columns are empty the goods cube may be drawn before assignment to a city.

  • There is no Production action or Production Phase.

  • For expenses players simply pay or get the value shown on the Income track to or from the bank. If a player's income is at $-10 or below during the expenses phase then they are bankrupt and out of the game.

  • Income reduction is $2 for incomes of $1-$5, $4 for incomes of $6-$10, $6 for $11-$15, $8 for $16-$20 and $10 for everything larger than that.

  • Victory Point calculation is: ((income*3)+track. [Sic: the source gives this formula with an unclosed parenthesis; reproduced as printed.] Sea routes and their adjacent track stubs are counted as as if they were a single track tile. [Sic: "as as" is printed in the source.]