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6

Assuming you're referring to the "standard" version of Steam, the two major differences from Age of Steam are: Split income and VP tracks. When delivering goods, you must choose where your points go, either to an income track (that goes from -10 to +10) or to your victory point track. Early in the game, you'd usually concentrate on income to grow your ...


3

You need to be planning a way to build up to routes of various lengths, up to 5 or 6 long, from the very beginning of the game. Look at the resources on the board and route them mentally to places that are far away, then fill in where you need to place tracks. Realize that resources near other cities of the same color are probably going to go away before ...


2

Laminate your boards, play with dry erase markers instead of tiles. Cuts the component count down a lot. PS: Be sure to document the legal types of tiles, unless you are also allowing arbitrary tiles as part of this change. I always hated finding out which tiles didn't exist just in time to need them :(


2

One step towards implementing a wider set of tiles, without adding pieces, would be to allow players to swap tiles on the board if it doesn't change their top face. In a small but significant fraction of situations, the tile you need exists as the unused bottom side of a tile already on the table. Within the rules, I have encountered at least one scenario in ...


1

I haven't played Steam specifically, but I have played Railroad Tycoon - a similar game. From what I can tell, you're on the right track. The trick to this game is finding the right balance of train upgrades, number of routes, and location of routes to maximize your score. Short routes will score points quicker but your total won't be as high. Long ...



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