Welcome, gentle reader, to this fine instructional manual. Within you will find secrets elucidated, and mysteries unravelled until you – the reader – posess the knowledge required to partake in the fine activity of

Steam Works

A 'board game' of unsarpassing fun.

Suitable for ladies and gentlemen alike, from the age of eleven or therabouts.

Requiring at least two players; although taking perhaps a trifle too long if played by six or more.



This tome should have been found within a box. This box should also have contained:

Persona cards! A board, displaying conveyor belts of most modern design! A variety of component tiles to astound even the most jaded! A trifling amount of her majesties finest currency, in several denominations! The finest inventions never yet created within the empire! Cubes; of clockwork, steam, and elektricity! Her Majesties fine airship!

And, of course: Meeples!

(Airship may not actually include her majesty.)


Introduction


Steam works is a game of building baroque (complicated) machines, in order to activate them, in order to produce more materials – with which to build still larger machines.

Such is the life of a gentleman (or gentle-lady) inventor.


To introduce spice – we make this a competition. The winner is determined by accumulation of points from three sources:

  1. The components that make up the machine.

  2. Other people activating your machines.

  3. Points gained by using machines to convert other resources directly into points.

(Typically, over a whole gamne, points will come from these categories in roughly equal amounts, although each player is likely to score higher in one category, and lower in others.)


Each time it is your turn, you will place your worker on one of the open activation spaces; have them press the big shiny button – pay the costs and reap the rewards.


Once all the works are placed, the round is over, some clean up work must be performed; and then either the game is over (and the victor proclaimed!) or the next round begins.


The details of this comeptition may be found within these very pages.


Setting Up



Invite everyone who is to play to sit around a moderately sized table. Enjoy a small after-meal of cheese perhaps, and enjoy a small drink.

Then place the conveyor base board in the middle of the table.

Everyone chooses which inventor best represents them. They are two sided – and for your first game the authors would beg to recommend that you all use the 'A' side, as although they should all be equally well placed to win the game – the 'B' side is typically a little more complex.

Choose also a colour of worker.


And the 'C' side, quite apart from breaking the laws of geometry as the ancient greeks understood them, will perhaps best serve the most experienced players.


This recommendation is, of course, for you to ignore at you leisure.


Having chosen the cards; find the resources they depict and place them in a small pile in front of you. (It is a useful convention, as you shall later observe, that these resources be placed in the areas indicated for them, between you and the card). The resources will be as follows:

[image a sample persona card, with appropriate beginning resources arranged about it]


Please to note that the supply of cubes (and basic sources, to which they correspond) and coins is, in principle, limitless – but that of neccesity, only a small portion of the extant coins and cubes are present within this box. Should there be a need, a temporary substitute, can be used. If this is not acceptable to you, then please write out to us an IOU which we shall redeem at the end of the game once all components are returned.

The supply of components is, however, deliberately limited.


[image: the baseboard laid out as described.]


The player with the finest moustache, naturally, should take the first turn. Should this matter be disputed, or perhaps if only Ladies are playing, then some fair randomisation method should be used.

Present this player with her majesties airship, and you are ready to commence.


Your Turn


On your turn, select your leftmost worker – and pay the indicated cost.

Place them upon one of the available action spaces (the small circles into which they naturally fit).

You may not place into a space which is already occupied – although some tiles do have multiple spaces, allowing workers to share a machine.


At the start of the game – the only available spaces will be those upon your persona card. These will allow you to collect some resources, or perhaps interact with a machine. We will go over them in detail later.

Although it is therefore almost not worth mentioning I shall proceed to warn you, taking a spot on another player's persona card is forbidden by the rules of the game, as it would be extremely impolite.


Having paid the cost, and placed the worker – you now reap the rewards. Everything connected to that spot may activate, in any order you choose, and you get the appropriate benefits.

These exact benefits we shall discuss in detail. Please note that you may choose to leave some portion inactive, if you feel it will not benefit you.


[Image, small machine, with a worker being placed on the source, arrows showing the connected sinks being activated]


Should you be unwilling, or unable, to play the price of a worker you shall instead pass – moving all of your remaining workers up onto your portrait, and gaining £1 for each. Passing before you have used all your workers may be considered unfortunate.


This is the whole of your every turn.


However, keep a watchful eye during the turns of other players. Should they place a worker into one of your devices – then you shall take a victory point. You may also reap additional benefits, depending upon the components of the device.


[Image showing VP counters on the board, indicating that the top row should be taken first]


Take this victory point from the board first – however, if a particular row of victory counters has had its last piece taken already this round – do not yet move on to the next row; but instead take from the supply.



These victory points will, most likely, comprise a good chunk of your score.

Cleanup


After everyone has used all their workers, or passed; the round ends. Check to see if the game has ended; and if not proceed to clean up.


First – the conveyor belts. Everything on the left end of the conveyor belt – falls off. Place it on the bottom of the stack.

Then shuffle all remaining components along the arrows, so that the newest remaining components are leftmost.

Lastly, each open belt is refilled from its stack, in order. (Clockwork first then steam, etc.)


[Image: A clockwork belt with some components missing; showing the leftmost being taken off, then everything shuffling up and refilled. i.e. Something like:

A

-

B

C


B

C

F

G

-

D

-

E


D

E

H

I


With appropriate movement arrows (A having a curved arrow to the left, FGHI having arrows showing they came from the stack)]


At the start of the game, the clockwork conveyor; and only the clockwork conveyor; is open. This situation will likely persist for two or three rounds. However, later on, the other belts act in just the same way.


Then, all remaining workers come home to their persona cards, ready to be used anew. (And leaving all those places ready and invting placement.)


Finally – queen victoria's airship must pass to the next player on the left; it is now someone else's turn to go first.

All else being complete – and barring that the game should have ended - allow the posessor of this fine replica wonder of the skies to take their turn.

The game continues!


Conveyor Belts



Those of keen eye, or quick mind, will have noticed that there are two coneyor belts (and associated stacks) whose function is not yet explained.



This is due to their initial 'closed' status. (Indicated by having workers on top of the stack.) In order to access them, the must be opened.



This occurs in one of two ways:

The main method of opening a belt is simply to clear all of the victory points upon it. This opens the belt; and at the start of the next round, the stack will refill the conveyor belt just as the clockwork stack fills that belt.



The second method is when another stack runs out while refilling its associated belt. To cover for this situation, the brave foreman, on his own initiative takes components from the next stack. But this foces the belt to open – so also refill that belt.



These two conditions also control the end of the game.

In the first condition, when the victory points of the future (those below the elektrical belt) run out – this ends the game.

In the second case; where the components have run out completely and the belts cannot be fully refilled – the game also ends immediately.

In either case - no more rounds should be played.

With one exception! In the unlikely situation (which, doubtless, you have deliberately engineered between you to vex the game designer) that the elektrical belt shall open – and the stack shall be exhausted of components – in the same cleanup step – then there shall be one final turn, using these underfilled belts. This upcoming turn shall, irregardless, be the final one!



Ah! But in my haste to over for my earlier lack, I have not explained the function of opening a conveyor belt. I pray that the reader will forgive me, and read the following explanation.



Quite apart from making fine and wonderous components available into the game, upon the belt - when a belt opens – ah! Happy day! The workers on the neighbouring stack go to their owners persona card.


Lest the author be accused of incompleteness, or be at risk or promogulating sad ignorance of the state of affairs – the components in the later belts are, typically, of finer quality than those of earlier belts. Although the ability to gain new components is sadly lacking in the final belt.


It is possible amnd permissible for multiple belts to open in a single turn. In this circumstance, just place the untaken points into the supply, to make room for the components. This situation cannot cause the immediate end of the game – there is one last round played even in the circumnstance that the electrikal supply empties in the ame turn as it opens.

Devices

Devices are the heart of this fine game. Let us talk about them in a little more detail.



Building Devices

First – every device must have at least one power source, and at least one power-sink; that is they must have a place for the worker to stand, and something of moment connected to it.

They may, and often will, have more.



But they must be fashioned together rightly. Each tile must have at least one neighbour whose edge communicates the right power.

That is, a power source must connect to at least one sink that consumes that form of power; and a sink must connect to at least one power souirce that provides power that sink can consume.

It is perfectly acceptable to have more types of power than can be used; and for a sink to be capable of consuming power which is not presented to it.

As long as each component has at least one valid connection, that component is validly placed (even if its other edges are invalid). For the device as a whole to be valid, however, you must be able to trace a valid (power passing) connection through all of it. Two valid 2-component devices, placed side by side, might not make a valid 4-piece device.

Note that sources cannot consume any power; and sinks cannot produce any. Although.. see the 'more details' section for a couple of commutators which do't quite fit either category; the iterator and the power convertor.

These things must be checked when constructing, or adding to, a device.

Most methods of constructing devices are also strictly limited in the size of device you may construct. This size includes all components – sources and sinks together.



[image: Several explanatory images, showing devices which are valid, and ones which are not – and highlighting why.

A device containing two sources but no sinks (invalid), a device whose source produces clockwork but the sink consumes only steam (invalid). An S shaped device with two sources in the middle (invalid due to no link there) The same device with the top slipd over (valid) A T shaped device with a source at the junction (valid) ]



Using Devices

When activating a device, then, what occurs?



Look at the source you've placed your worker on – there will be one or more connected sink components.

In any order, choose what to send to each of them – nothing at all (ignore that sink) or one of the types of power the source produces (basic sources only produce one type of power; universal sources produce any).

Then do whatever that sink says to do. Some components do different things depending on the type of power injected to them; others do the same thing no matter what, or ask you to make a choice.

Also – check if that sink is then connected to a modifier – such as an iterator; which will change what happens.

Then move on to deciding the fate of the next connected sink; until you've checked them all.



For your attention, avid reader; I bring to you the potential for a device to reconstruct itself in mid-activation. Should this occur – new components cannot be activated; and in the unfortunate chance that comonents have fallen off, well, you should have endeavored to activate them first; it is now too late.

Technically, you must also finish the acivation of a component completely before starting the next one. For most devices it's not really relevant, just total up what you gain from it. But some devices trigger the activation of further components – and all of that must be resolved before returning to the other components of the first device. For sanities sake, try to leave such components until last, where that is possible.



It is permissible, though frequently not optimal, to omit some or even all components of a device. You might do so if they require an additional cost, for example.



Once the device stops whirring, and you've made all your choices and acquired all of the benefits, your turn is over.

If this device was not owned by you, then the owner is gains a victory point, taken from the board. In addition, some components give their owners another small benefit when activated by another player. Should they forget to take their victory point and other benefits, it would be well-mannerred of you to remind them.



Having finished your action, your turn is over. Graciously allow the next player to take a turn.

More Details


<long boring explanation of what each sink does, and the persona card abilities. It needs to exist, but I'm not writing it today>


Of greatest import, doubtless, is the manufactorium – which allows you to create new devices.

The astute reader will doubtless have noticed that there is no component permitting you to gain a source other than those few sources which appear on the belts.

The basic sources may be created by using a cube of the appropriate type, whenever adding a component to a device. Simply place the cube back in the supply; take the corresponding source, and place it as your component.

You may do this as often as you wish within a single action - up to the limit of the number of components you are placing, and cubes you posess, anyway.


The components which gain points from their activation always draw these points directly from the supply. Never, gentle reader, from the belt. They do not hasten the end of the game – merely enhance your chance of victory when it does arrive.


<instafactor : Mention again that its activation happens AFTER the device you're currently on>


<power convertor. It's a sink that then acts as a source; suggets it works as a source-modifier, effectively giving you more components to check, in any order you please>

The Ending of the Game

As explained in the belt opening section – attempting to open a fourth, nonexistant, belt occasions the end of the game.

Either immediately (if the board has run out of Victory Points, or if one were to try and draw components from it to fill other belts) or with one last hurrah – a final round of play – if the elektrikal belt was forced open, and ran out, at the same time.


Once the game is over (due to either circumstance) it is right and proper to then determine the winner.



At the risk of sounding redundant: Each victory point scores one point.

Both points from other players activating your devices (those points that hail from the board) and from components that just gave them to you (those points whose origin is the supply.)

Each player also scores points for the components in their device:

Most components score 1. Basic sources, however, score 0; and a few (chrome) score more.

Total that up, and whomsoever has the most points – declare them to be the winner.



In the event of a tie, then to settle the matter you should take a trip upon an airship.

Play further games during the voyage, until the matter is settled.



Strategy


Do please notice that spare components, cubes – and even coin; at the terminus of the game shall avail you of naught once the airship lands and the points are totalled.. As in life, you cannot take them with you. Endeavour to have few spare resources as the time approaches.

To this end - neglect not the devices that allow you to turn cubes and coins directly into points.


But also, please, do try not to run out too soon. Having no coins will likely make it impossible to take any actions at all – and should be avoided! But less obviously, it is useful to have a small supply of components and cubes, to take advantage of whatever opportunities offer themselves up to you.


The wise player shall take note of the eminent fact that a large contributor to your points will be your opponents making use of your devices. To this end, you need to ensure that your devices provide significant benefit; enough to tempt those opponents into giving you those points.

But be careful – a device which is too good could net your opponent too much benefit; and also means that you have fewer components with which to build a second tempting device.

It can be wise to spread your components – and perhaps even to have multiple sources so that a device may be used multiple times in a turn.


It is telling, perhaps, that some devices are fun and get used no matter how much utility they have. Instafactor's are the poster-child for this. Automatons (as they sort of don't need an action) are another one.


Contrawise – most personae have the ability to use one of their own devices, even though another already occupies it. And this can be a good reason to build a very strong device – as potentially you will be able to use it twice! And at the very least, you can use it every turn while your opponents must fight over it.



When choosing components, try to take into account what your opponents need, as well as what you need. If no one else has (or is about to build) a coin-making machine, well, you'll get a good return from one. Similarly cubes and components. Some personae need certain things more than others, though.


Components, likewise, are worthless unless built into a machine or sold. While saving them to build a wonderous device later is a fine desire, a balance must be sought. A machine in the exhibition hall is worth two on the drawing board, as my Great-Auntie Eldreth always says.


A machine that no one ever visits, however, is something of a wasted opportunity. A machine that gains one components, and three money – while wonderful in the early stages of the game, pales into insignificance later. It may be worth making use of upgraders and expanders to improve upon the initial design – but sometime it's best to just cut your losses and build something new.


Everyone needs components. A device that gains more than one component will probably get used right up until the last turn.


But realise that late on in the game it is quite common for the belts and stacks to be empty, or nearly so. Machines that gain components will be much less desirable; and may even fail to function at all.


The game will usually be 2 -4 turns with only the clockwork belt, 1-3 turns with the steam belt, and 1-2 with the elektircal belt.

Plan accordingly!


Or don't. Planning overmuch can lead you to miss opportunities as they present. If you see a way to snag a bunch of points – jump at it, even if it wasn't your first plan.


Aide de Memoir



Number of Players

VPs on steam belt

VPs on elektrical belt

VPs on clock

2

heck



3


If


4



I

5+

know




Every turn: Pay the cheapest (leftmost) remaining worker, put it on a space – do as many of the things connected to the space as you like.

The owner of a device gets a VP from the board every time it is used. This unlocks the next belt, and ends the game, eventually.

You gain the 3rd and 4th workers when the steam and elektrical conveyors open.

VPs beyond that line come from the supply.

VPs for components that give VPs always come from the supply.

When using an iterator, or iterator gears – finish one iteration completely before beginning the next.

Likewise, the instafactor; should muoltiple instafactors occur in a single turn.

You only posess one automaton. You may not use it twice in one turn. (Although the owner of the partially-functional automaton can upgrade it to a full one, if it has not yet been used.)


Cubes/Basic Sources, coins, VP – unlimited. Components are limited.

Taking VP from the board is not optional.


Infrequently Asked Questions

Questions which may be infrequently asked by our readers, but which therefore should be answered by us, infrequently. I suggested that we should answer them just trhe once – and so we do, here.

Q. Is it OK that I have components on the un-marked sides of a modifier, such as the iterator?

Why, of course it is! But such components arn't connected via that modifier, so they must be linked to the device by some other path in addition. And, of course, the modifier isn't modifying them.

Q. And then do it again?

Activate the component a second time, before activating any other components (iterator) – or contrawise, activate the entire device as normal – and then again, a second time! Double device!

Q. Power convertor.

A component most puissant! If power goes in to the input side, any power at all – then treat it as though it were a source, pumping power out of the other three sides – again, any power at all. But do all of its output before any other remaining components.

For the purposes of working out a devices construction legality, it counts as a sink.

Q. Instafactor.

Isn't it just though?

Q. Orientation?

Turn the pieces any which way you feel like. This is a progressive alternate-victorian-era game. Seriously though, those components it matters for? Turn 'em sideways if you need to.