'Age of Steam' is one of my favourite games. There is no time that is bad time to play it. I just wish I had more people to play it with.
My children have looked at 'Age of Steam' as that game they're not allowed to touch. My eldest son, plays other games with me like 'Dungeon Twister', 'Einfach Genial' & 'Ticket to Ride' amongst others. He picks up rules very quickly but he is still a child and isn't ready for the harsh realities of 'Age of Steam'.
But the cries continue, "When can I play that game?", "I like train games". For some peace and quiet, I decided to have a look at AoS to see if I could adapt the game to make it palatable for a 7 year old. This is what we played.
(I'll add any notes in italics, and please add any suggestions you might have)
---Age of Steam Junior---
There is no cash in the game. Players still receive income from goods shipped but there is no need for the gold and silver tiddlywinks.
Otherwise the game is set up as normal, and goods are placed as according to the map.
Decide player order by placing counters in order of age (starting with the youngest). Each subsequent turn the first player token is moved to the back and the others are moved up.
There are no shares to be issued (There is no cash). There is no player order auction. Thus the turn order action no longer exists.
In player order, each player picks a special action. Locomotive works as normal.
In player order, each player can place up to three pieces of track (Engineer can place four as usual), if a player wants to place a complex piece of track, replace an existing track section or place a tile in a river or mountain hex, that costs them one of their tiles. (I have to check the rules but I'm assuming anything placement costing $3 or more will cost a player an extra tile). Links are placed as normal. Urbanisation and First Build work as normal.
In player order, players move goods as per the normal game and move their markers along the Income track. A player can choose not to move goods once and increase their locomotive marker. Each player has the chance to move two goods cubes per turn. First move works as normal.
The production phase works as normal as does the production action. (Might look for an alternative as the production action is not popular with my children
).
There is no income reduction.
The turn marker is moved on.
2 players - 10 turns
3 players - 9 turns
4 players - 8 turns
5 players - 7 turns
6 players - 6 turns
(Looking for an alternative for 5 players as each other number of turns allows each player to have an equal number of first turns. 5 players is awkward)
The player with the most income at the end is your winner.
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So.... thoughts?
I played this with my seven year old his six year old cousin and they really enjoyed it. They liked actually building the tracks. There were a couple of arguments over stolen cubes but these two argue over who is going to be the Red Power Ranger.
If anyone has any suggestions, I'm happy to hear them. And at some point I'll put together a Word Doc with better formatted rules and perhaps a new game mat with these changes in mind.
I look forward to hearing from you.
James
















































