Age of Steam Expansions
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Australia

Setup
- Darwin: 3 cubes
- Sydney: 1 cube
- Roy Hill: 1 yellow cube
- The rest: 2 cubes/city
Track Building
- Plains: $2
- Hills, Desert: $3
- Salt
Lake, Small Mountains:
$4
- High Mountains:
$5
- River: add $1
- Sydney-Canberra connection: $3
Urbanization
- For rounds 1 & 2, 2 players may
choose Urbanize.
- Roy Hill may not be urbanized.
Production
- Draw 3 cubes. Place 2 on Goods Display
(as basic rules). May pay $3 (or $4 in last 3 rounds) to place the 3rd
cube directly onto a city of your choice; otherwise, return cube to
stock.
- Roy Hill Station near Hamersley Mountains
(Australia’s
greatest iron source) receives 1 black cube every turn (if
unavailable, place random cube), in addition to usual goods growth.
Turn Order
Pass
- When chosen by the weakest player
(lowest income), you may decide to replace with Subvention (announce
choice now).
- Subvention: May move a 3rd
cube during the Move Goods phase.
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Austria

2-player only
Setup
- Wien: 4 cubes
- Graz: 3 cubes
- Others: 2 cubes
- New Cities: 1 cube
- Players: $15
Issue Shares: skip phase
Turn Order: skip bidding phase
- Turn Order
Pass action
not used
- Player A is first on turns 1, 3, 6, 8
- Player B is first on turns 2, 4, 5, 7
Urbanization
- Foreign Market = dotted hex
- Only Foreign Markets (NOT towns) may
be urbanized
Track
Building
- May only build completed links
- Place/Replace Track: $4
- Place/Upgrade Town: $4
- 5-connection Town: may be placed in
Wiels, Leoben, Wiener Neustadt or St. Polten
- Mountains and Heavy black hex-sides
are impassable
Move Goods
- 3 rounds
- May NOT move goods through Foreign
Markets
Goods Growth
- Austrian cities: goods from both sides
of Goods Display
- Wien: 2 random cubes/turn from supply
Winning
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China

Russia
- Only produces goods.
- Goods may neither move through nor end
in Russia.
Setup
- Remove the purple New City from the game.
- Lan Chow, Chunk King, Si-An: 1 red good
- Other cities, Russia: 2 goods.
- If a purple cube is drawn for Peking (for the map or Goods Display), replace
it with another cube.
- Players start with $20 (but still just
2 shares)
Track
Building
- Desert: $3
- Mountain: $4
- Hexes with number in a square: # is
cost for placing simple track.
- Must start from Hanoi,
Hong Kong, Shanghai,
Tsin Tao, Wei Hai Wei or Port Author. If later start building from a
different one of these, must pay $ shown on city.
- Players’ railroads must be contiguous
to a coastal city
- When connecting to a city, pay
extra $ shown on city.
Engineering
- Either build/upgrade up to 4 tracks or
exert Diplomatic Pressure.
- Diplomatic Pressure: when connecting
to one city, pay only half the connection cost (round up)
Goods Growth
- In addition to usual replenishment, Russia
always gets 1 randomly drawn cube.
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England
(Expansion 1)

5-6
players
Setup
- North West gets 3 cubes
- Other cities get 2 cubes each
- Remove red New Cities – London will be
the only red city
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France
(Expansion 4)

Setup
- Nice: 1 cube
- Lyon:
3 cubes
- Paris: 8 cubes
- Others: 2 cubes
Track
Building
- Hill (Difficult terrain): $2
- Hill with small black hex symbol (Very
Difficult): $4
- Engineer action is required to
(re)place track in these areas.
Engineer
- Allows a player to place or replace
track in Difficult terrain.
Urbanization
- In the first turn, 2 players may
choose role.
- If you choose to place a city tile,
you may only build/upgrade 2 regular tiles.
Pay Expenses
- Players incomes are never reduced
below zero.
- Players cannot become bankrupt!
Production
- Either perform the standard action or
announce a city and randomly draw a cube to be placed in that city.
Goods Growth
- Paris counts as cities 1-6 on the
black side of the Goods display.
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Germany
(Expansion 2)

Setup
- Konigsberg:
3 cubes
- Wien: 4 cubes
- Other cities: 2 cubes each
- Grey hexes are foreign terminals: end
destinations only. Place a randomly drawn cube in the white box for
each of these cities … this will be the color of cubes that each
terminal will accept during the game.
Track
Building
- Players are limited to placing 3 tiles
per turn
- May only lay complete links.
- Building track to the foreign
terminals and stations costs the amount shown on the board in the
adjacent hexes (varies from 6 to 12).
- Track can be built between
Essen/Dortmund and Koln/Dusseldorf for $2 (white circles are missing; 1
connections each). Counts as 1 link and 1 VP.
Engineer
- Allows one track tile to be placed at
half cost, rounded up.
Goods Growth
- In addition to normal Goods Growth, Berlin always
gets one goods cube (drawn from supply).
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India -
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Varansi
- The only black city. Black cubes are
pilgrims on a pilgrimage to Varansi (also known as Benares).
- No goods growth or production.
Colombo
and Pulmoddai (on Sri
Lanka)
- 2-color (randomly determined) cities.
- Only import goods from India;
no goods growth.
Setup
- Colombo and Pulmoddai: Take 4 cubes,
1 each of red, blue, yellow, purple. Place 2 of these (random) onto
each city: these are the colors of the cities. To increase difficulty,
may opt to make these one-color cities only.
- Varanasi: 0 cubes
- Others: 2 cubes/city
Track Building
- Plains: $2
- Hills: $3
- Desert: $4
- Mountains: $5
- River: add $1
- Maritime links (may only build 1/turn;
counts as 1 link):
- to Colombo $6
- to Pulmoddai $15
Urbanization
- No urbanization. Instead, allows you
to either place a 2-connection (i.e., straight or curved) town tile
without paying (still counts as one of your 3 builds), or replace a
2-exit town with a 3-exit dedicated town tile.
- Also, take a cube from the Goods
Display, New Cities (A 1st then A 2nd, then B 1st
then B 2nd, etc.) and put it on this town hex.
Production
- If available, choose a cube from one
of the New Cities on the Goods Display (topmost present), depending on
game round: 1=A, 2=B, … 8 = H. Place the cube in any town or
city
- Then, draw 4 cubes; choose 2 to place
on the Goods Display (as usual rules) – the other 2 cubes are returned
to stock.
Move
Goods
- Pulmoddai: the maritime link is worth
$2 to its owner.
- Pilgrims going to Varansi: when you
deliver a black cube, keep the cube with you. Any time during the game,
you may exchange 2 black cubes for $1 income; these are removed from
the game (NOT returned to stock). Saved cubes are each worth $1
income (i.e., 3VP) at the end of game.
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India - Steam Brothers

Setup: 3 goods/city
Track
Building
- Simple track costs
- Mountains: $6
- River or Desert: $3
- Marked hex: price shown
Goods Growth
- Occurs whenever a NEW player connects
to a city, take cube from top of Goods Display
- If a linked town is urbanized, place
as many goods from Goods Display (max 2) as there are players connected
to the town
Production Action
- Pick a city on the board, then draw 2
random cubes: place 1 in the chosen city
Monsoon
- Occurs BEFORE Income/Expenses
- Roll d6 to determine costs for everyone
- 1: $0
- 2-5: $1
- 6: $2
- If a player cannot pay, lose the
difference in income
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Ireland
(Expansion 1)

3-4
players
Setup
- Brown cities get as many cubes as
pictured
- Other cities, including England and Scotland,
get 2/city
- On the Goods Display New Cities area,
only place cubes for white and black 1 and 2
Urbanization
- Changed to Deurbanization
- Allows players to remove a goods cube
of their choice from the map.
- Must be done before 1st
player takes their move goods turn.
Locomotive
- No longer offers a free upgrade
- Instead, allows the player taking it
to skip both of their goods shipments and upgrade twice on the same
turn.
Track Building
- Sea routes to cities off the coast.
Cost $6 to build; count as 1 link and 1 of your build actions.
- May not build track across the thick
black border lines on the map.
Move
Goods
- Player who Deurbanized may return a
cube from the board to supply.
- Must Deurbanize before any player
takes a Move Goods turn.
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Italy
(Expansion 4)

Set up
- No black cubes on board.
- Roma: 4 goods
- Milano, Napoli, Venezia and Firenze: 3 goods
- Other cities: 2 goods
- New cities E, F, G and H are not used;
do not place cubes on the Goods Display for them.
Issue Shares
- Issue shares as normal
- May also issue any number of shares
during the Determine Player Order, Build Track and Pay Expenses steps,
receiving $3 each time.
- There is no maximum to the number of
shares issued.
Track
Building
- Unfinished links are not allowed.
- May only build one completed
link per turn.
- All completed links must be built in
the least expensive way.
- There are 7 additional complex and
complete track tiles for use on the Italy board. The complete
track tiles can only replace complex track, at a cost of $7.
Engineer
- Allows a player to (re)place one track
tile for no cost
Urbanization
- There are no towns, only cities.
- Allows a player to twice move a black
Goods cube from a city or the Goods display and randomly draw another
Good from supply to replace it.
Move Goods
- Black cubes can move anywhere
- Each different completed link that
they travel over reduces the income of that link’s owner by 1 on the
income track.
Income Reduction
- Skip this phase
Victory: lose only 2 VP/share, not 3.
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Japan

3-4
players
Terrain:
- Yokohama Bay:
The hex E of Tokyo is treated as a river hex (Cost: $3)
- Partial hexes near Abashiri &
Morioka are in play.
Set
Up:
- Kagoshima & Abashiri: 3 cubes
- Other cities: 2 cubes
Locomotive
(Bullet Trains!)
- Locomotive now only allows a temporary
increase in Engine level: do not advance the player’s
token on the Engine Track. Instead, allows shipping goods one extra
link this turn (max 7 links).
- Do not pay expenses for this temporary
link.
Track Building
- Water hexes: $6 (bridge, tunnel or
ferry)
- Track may be built on indicated blue
water hexes.
- Straight or gentle curve only.
- The track must connect to land at
both ends.
- Half Water/Half Land hexes
- If track occupies only the land half
of the hex, treat as a land hex with a river: $3
- If track crosses the water portion
of the hex, it is considered a water hex; build as above ($6)
- A complex tile may be placed if one
route is a land route and the other is a water route. Upgrading to a
complex tile in order to add a land route costs $3 and a water route
costs $6
Urbanization
- If you choose to place a city tile,
you may only build/upgrade 2 regular tiles.
Goods
Growth
- Osaka
& Tokyo
have 2 numbers; when either number is rolled, a cube is placed on the
appropriate city.
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Korea
(Expansion 3)

Set up
- Pyongyang: 4 cubes
- Pusan
and Inchon:
3 cubes
- Other cities (including Suwon): 2 cubes
Track
Building
- May not build track across thick black
lines
- Links between Suwon and Inchon/Seoul cost $2 and 1
track placement.
- Hills/Mountains: $3
Urbanization
- When a New City is built, the 2
corresponding goods from the Goods Display are immediately placed on
that city. Draw new cubes from supply to replenish the Goods Display.
- New cities are regarded as being gray,
regardless of their color.
Move Goods
- Inchon
(or Seoul) and Suwon must be linked to move goods
between them. If linked through Suwon, Inchon and Seoul are two links apart.
- Goods must be moved to a city that
contains a cube of the same color.
- Cubes cannot move through cities
containing cubes of the same color.
- Track circles: where cities are
adjacent, a link can be built by placing a control marker in the white
circle depicted on the board. This counts as one track tile and costs
$2.
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Mexico
- Steam Brothers

Setup
- Remove blue New City from game
- 2 cubes/city on map
- 2 cubes/city on Goods Display
- No blue cubes for Mexico City (map or Display)
Track
Building
- Mountains: $3
- Marked hexes: $ in square box (simple
track)
Nationalization (replaces Engineering)
- May not be chosen on first turn
- When chosen, immediately select a
completed link:
- remove owning player’s control marker
- bank pays owning player for each hex
in the link
- town: $2
- others: simple track build cost,
based on terrain
Move Goods
- All players may use nationalized links
- Pay $1 cash for each link used (reduce
income if needed)
Production
- Maximum of 2 goods/city on Goods
Display
- No blue cubes for Mexico
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Moon

Setup
- 1 cube/city
- Landing Hex: 2 cubes/player
- Remove black New Cities from game
- Place 1 upside down track tile on the
night/day zone
Track
Building
- Town: $2 + $1/stub
- Crater: $3
- Mountain: $4
- 2 tiles/turn maximum
- May only build from central hex or
from a city connected to the central hex.
- Map is spherical and wraps around as
marked.
Engineer
- May build/upgrade 3 tiles.
Move Goods
- Central hex city has no color.
- On first turn, all cities on the left
are black instead of their own color. The dark side changes left/right
every turn.
Goods Growth
- Roll 2d6 per player.
- Only resupply day cities connected
with a complete link.
Low Gravitation
- A new action.
- Allows you to use another player’s
link this turn as if it was your own. May use it for both goods
movement rounds.
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Northeastern USA

Setup
- Remove the yellow and blue New Cities
from the game
- White-background cities: 3 goods
- Other cities: 2 goods
- Goods Display: white-background cities
get 3 goods each; black-background cities get 2 goods each
Track
Building
- Baltimore-Washington or New York 4-New York 5 links: $2
- Counts as 1 track build and 1 VP.
- One player may not own both links
between a pair of cities.
Production --> Speculation
- When chosen, immediately select a
goods cube color and place on marked hex. Remains there till end of
turn.
Move Goods
- If a player moves a good of the same
color as Speculation, earn $1 bonus income.
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Reunion
Island

2 players
Setup
- Remove purple cubes and New Cities A,
B, E and F from the game.
- St. Joseph, Ste. Rose: 2 red cubes
and 2 random cubes
- St. Philippe: 3 red cubes and 3 random
cubes
- Goods Display: no red cubes for cities
C, D, G and H
- Players start with 2 shares but NO
cash.
Turn Order Auction
- Loser pays $0, winner pays full bid
Choose Special Actions
- 2nd Player blocks an
action, then 1st Player blocks a different action (place
town disk on action).
- May not block an action blocked last
turn.
- Then, players choose Actions in turn
order.
Turn
Order Pass
- Next turn’s auction is 1 round only;
you bid second.
Track
Building
- Plains: $1
- Mountain: $3
- River: add $1
- Town: $1/stub (no additional $1)
- High Mountains
(white), Volcano (orange): may not build track
- Sea links: $6
- Max 1/player/turn
- Le Port-France may be built only
after urbanizing Le Port
- Counts as 1 track build and 1 link,
1VP?
- 1st Player may
build/upgrade 0-2 tracks; then 2nd Player, 0-4 tracks; then 1st
Player, 0-2 tracks
Engineer
- May build 4 tracks consecutively.
- Before opponent begins, announce
choice of building either before, after, or between opponents 2 build
rounds.
Move Goods
- Le Port-France sea link may only be
used turns 7-10
- St. Denis-France sea link is
inactivated after turn 6 if Le Port-France link has been built.
Goods Growth: Volcano Eruption
- At end of phase, roll d6 x 3 (keep in
order rolled).
- Sum<12 à
volcano erupts:
- Lava flows according to dice (see
orange hex).
- Use face down track tile to indicate
flow.
- Lava makes hex unusable and destroys
contents: if present, cubes and New City tokens removed from game;
track tiles returned to supply, or flipped over on board?
Game End: 10 turns
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Scandinavia
(Expansion 3)

Setup
- All cities start with 2 cubes
Ferry
- There is now an additional Ferry
Action.
- Allows the player to move a cube from
one coastal city to another. This does not count as a movement
link.
- Only one cube may be moved in this
manner.
Track
Building
- Sea routes (white line): $6. Counts as
1 VP and 1 link.
- A player may only construct one sea
route per turn.
- The Malmo-Rostock sea route only
exists once both towns have been urbanized.
Game length: the game is one turn shorter
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Scotland

Setup
Turn Order
Pass
- Allows you to be the first in the
player order on the next turn without an auction being
necessary.
Track Building
- Plains: $2
- River: $3
- Mountains: $4 (even if river present)
- Maritime links:
- 2 ferry routes on the map: between
Ayr and Belfast,
and between Ullapool and Stornoway.
- If both towns of a link have been
urbanized, you may build a Ferry
Route (counts as 1 link) for $6. This counts
as one of your 3 building actions.
- Ayr-Glasgow track:
- If Ayr is urbanized before there is
a track to Glasgow,
you still have to pay $2 to build the actual link. Place the track on
the board.
- If Ayr is urbanized after there is a
track to Glasgow,
(re)place the track there (i.e., the stub is not removed by
Urbanization)
Move
Goods
- To move goods between Ayr and Glasgow there
must be railway track connecting them to each other.
Goods
Growth
- Use 4 dice to restock the cities on
the map, once for the light and once for the dark cities.
Game
End: After 8 turns (4-player end-marker).
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South Africa

Angola,
Rhodesia:
- Only produce goods. Goods cannot be
delivered or go through these hexes.
Setup
- Kimberley, Vereeniging,
Pretoria/Johannesburg: 1 yellow cube
- Other cities, Angola, Rhodesia: 2 cubes
- Goods Display: Each city gets as many
cubes as its number (and can never have more)
Track
Building
- Must start building from Walvis Bay, Cape Town, Port Elizabeth,
East London, Durban or Maputo.
- Players’ railroads must be contiguous
to a coastal city
- When you connect to Middelburg,
Upington, Bloemfontein, Kimberley,
Vereeniging or Pretoria/Johannesburg, earn the bonus shown on the city.
- You must first pay the build costs;
receive bonus at end of build phase.
- Every player may earn this bonus
once/city.
Engineer
- Either build/upgrade 4 tiles or build
1 track tile at half cost (rounded up).
Goods Growth
- In addition to usual replenishment, Angola and Rhodesia always get 1
randomly drawn goods cube
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South America

Setup
- La Paz: 4 goods
- Santiago: 3 goods. If a blue good is
drawn for the map or for the Goods Display, replace it with another
cube.
- Other cities: 2 cubes each
- Remove the blue New City from the game.
Turn
Order Pass
- Changed: person choosing it becomes
“El Presidente”
- If no one chooses it, the bank is “El
Presidente”
Track
Building
Move Goods
- When you move a good from, through, or
to Buenos Aires
you must pay El Presidente $1. If you don’t have $1, lose 1 income and
bank pays El Presidente.
- Does not apply to El Presidente
himself.
Goods Growth
- In addition to usual replenishment, Buenos Aires
always gets 1 randomly drawn (non-blue) cube.
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Spain
- claudeparenteau.free.fr

Setup
- The Baléares (1-3): 4 cubes each
- Other cities: 2 cubes each
Track Building
- Plains: $2
- Hills: $3
- Mountains: $4
- River: add $1
- Maritime links:
- $6 or $8 as shown on map
- 1 player/link
- 2 links starting in Valencia and 2 in Barcelona, going to the
Baléares
Move
Goods
- The Baléares islands count as
one city and one link; no rerouting of goods within the islands.
- Optional: if using the Ferry action,
you MAY reroute goods within the islands.
Production
- Draw 4 cubes. Place 2 on either on
Goods Display (basic rules) or onto different islands of the
Baléares.
- Return other 2 to stock.
Goods
Growth
- The Baléares: Cube from first
box goes to Baléares 1; 2nd box to 2; 3rd
box to 3
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Spain/Portugal - Steam
Brothers

4 or 6 players in 2 teams (variant: no teams)
Setup
- Split into 2 teams of 2 or 3 each;
each player will play as in basic game
- Remove blue New City from game
- Roll a d12 for each New City and
place the tile on the marked hex
- Bordeaux, Marseille: 4 non-Blue cubes
- Others: 2 cubes
- Goods Display: fill as usual, but no
blue cubes on Bordeaux
or Marseille
Track
Building
- Mountains: $5
- Hills: $3
- Heavy black hexsides: impassable
Move Goods
- May not move goods through Bordeaux or Marseilles
- Pay $2 penalty for each good shipped
to/from Bordeaux
or Marseilles (lose income if necessary)
Insurrection (replaces Urbanization)
- When chosen, flip a New City tile on
the map upside down and place a town marker there
- Any cubes on that city or Goods
Display are removed
- Counts as a town that may have 6
connections
Winning the Game
- Add team members’ scores together:
team with highest total wins
- Player with highest score on the
winning team wins the game
- In variant individual game, use
victory conditions of basic game
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Umbria

Setup
- On all cities, place 2 good cubes.
- On the goods chart, fill cities 1-6
white and A-H.
Turn Order
Pass
- Allows the player to automatically be
first on the next turn (no turn auction will take place).
Track Building
- Plains: $2
- River: $3
- Mountains: $4 (even if river present)
- If Todi is urbanized, a Ferry Route
(counts as 1 link) may be established between Todi and Orvieto for $6.
This counts as one of your 3 building actions.
Goods
Growth
- Roll 4 dice for the white side.
- If any of the black cities (E-F-G-H)
are placed on the map, role again for black.
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Western US
(Expansion 2)

Setup
- 2 goods are placed in each town, and 1
in each city
- Each player begins with $20 and 2
shares issued.
Track
Building
- Railroads must start at Eastern or
Western cities.
- Building across swamp hexes costs $4.
- Until one of the Western cities and
one of the Eastern cities connect, all or a railroad’s track must be
contiguous.
- The first time E and W are connected,
a transcontinental railroad exists and it receives an immediate $4
bonus in income level.
- If the two cities are connected by 2
railroads, each receives $2.
- If the two cities are connected by
more than 2 railroads, the player placing the connecting tile chooses
which two railroads each receive $2.
Urbanize
- If a town with a good on it is
urbanized, one good is returned to supply.
Move Goods
- Moving a good between an Eastern and
Western one earns a bonus of $1 for one of the links traveled, chosen
by the player moving the good.
- Eastern Cities
- Duluth
- Mineapolis
- Des Moines
- St. Louis
- Memphis
- Vicksburg
- New Orleans
- Western Cities
- Seattle
- San Francisco
- Los Angeles
- Portland
or San Diego
if urbanised
Victory
- Ties are not allowed.
- If victory points are equal, ties are
broken by cash on hand, then most track, then highest die roll.
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