Dale Yu: Review of SteamRollers



  • Designer: Mark Gerrits
  • Publisher: Flatlined Games
  • Players: 2-5
  • Ages: 10+
  • Time: ~45 minutes
  • Times played: 6, with review copy provided by Flatlined Games

steamrollers box

SteamRollers was a new release at Essen 2015, though in small quantities. It appears that there are plans in the work for a full print run, though this may or may not involve Kickstarter. In the game, players work to become the best railroad tycoon by building a network of track and delivering goods.

Each player is given a board and a pen. The map consists of six differently-colored regions, each with a city (hex shaped and denoted as a die number) as well as a town (a thick black dot).

There is a supply board which is placed in the center of the table. This board has six hex-shaped cities on it, each of which gets (N+2) cubes randomly placed on it, though any cubes which match the color of the city are simply removed and placed back in the bag. There are six double-sided special action cards – the sides of the cards are randomly chosen, and this sets the six special actions that will be available in this game.

steam rollers contents

In each round, the start player begins by rolling the dice – one black die and (N+1) white dice. The black die is placed on its matching spot on the central supply board. Then the start player chooses any one of the available white dice and performs an action with that die. Play rotates around the table with each player taking a single die and doing an action with it.

Build track – the number of the chosen white die tells you in which region of your board you draw track while the black die tells you which types of track you can draw. Each hex can only ever be built in once – so there are no crossings/junctions in your network. You do not need to draw into a city though – just touching the edge of the city hex brings the track into the city. The towns, however, need to have a track drawn thru them in order to be connected.

Improve Engine – You cross out a box on your engine row equal to the number on the white die that you chose. The total number of crosses in this row tells you how strong your engine is. The boxes do not need to be crossed out in any particular order.

Deliver Cargo – The number on the chosen white die tells you the source city of your delivery. You choose any cube in that city and then deliver it to a city of matching color on your board (most cubes have one destination city, but the two central cities have the same color for delivery purposes). You must be able to traverse contiguous track to that city. The delivery distance is the number of different cities and towns on that track including the destination. You will score points equal to the total distance. However, you must obey your engine strength – you may not make a delivery that is greater than your current engine strength.

Take a Special Card – As long as it is available (not turned sideways), you can take the special card matching the number on your chosen die. If you take a card, you put it in front of you and turn it sideways. It remains on its side until you next take a turn. In this way, you are guaranteed to have a chance to use it at least once before someone else can steal it. Some of the cards are one-time-use only while others can be used round after round until someone takes it away from you. The special cards may allow you to change the value of your dice, alter the die choice of other players, change your delivery, etc. Again, there are six different cards, and you randomly choose which side to play in each game leading to different combinations of cards.

After all players have taken a turn, the start player marker is passed and another round commences. However, if three of the cities on the main board are empty of cubes, the game instead moves to final scoring. Players keep all their points from deliveries during the game. They also score one point for each completed connection between two cities as well as one point for each town in that connection. 1/2/3 bonus points are given for train strength of 4/5/6. Finally, some of the special cards give positive or negative points if you are holding them at the end of the game. The highest point total wins. Ties go to the player with the strongest engine.

steamrollers board

My thoughts on the game

It’s a shame that this was a somewhat limited release at Essen 2015. To copy from Flatlined Games’ Fall email newsletter – “… the volumes in the US market are key to ensure a sustainable business for Flatlined Games.In Europe, we are about sold out of all products, and I was expecting revenue from the US sales to be able to fund reprints so this is a difficult situation: I have great products, there is demand for them, but I lack the cash to reprint them. Boardgames publishing is a very capital-intensive business, and risky enough that the banks are not keen on opening me a huge credit line, even with collateral.” Thus, despite the fact that Mr. Hanuise has a nice lineup of games, the cashflow issues are preventing him from reprinting games that he knows will sell, and just about everything is on hold right now.

Nevertheless, he was able to make a limited run of games and have them at Essen 2015 – and I’m glad to have been at the fair to get a copy! The designer was there to give demos and to sign the boxes as they were handed out.

The game should feel familiar to anyone who has played Age of Steam / Steam / Railways of the World in the past. You get a map, try to link up cities, and then you deliver goods (colored cubes) to a city of matching color on the board.

One of the big differences from the full-size boardgames is that each player has an individual map of tracks (while sharing a common map with goods locations). This causes a number of different strategic considerations. First, all players have equal access to the different cities on the board – which is very UNLIKE Age of Steam where some cleverly played links could allow a player to monopolize a section of the track. Second, as players can have different connections between the cities and towns, you really have to move fast on particular cubes. It’s impossible to play defensively against three different opponents, especially when not everyone shares the same map of tracks!

Your decision tree on any given turn will often depend on where you are in turn order. If you are first or second in order, you should be able to take just about any action you want as the dice will generally allow it. However, if you are last in turn order, your turn may just be about making lemonade out of the dice left to you at the end of the round.

I suppose that there is a chance to play defensively and to try to deny certain dice to your opponents (which means that you would then have to take that die yourself) – but this really only makes sense if you needed that particular action in the first place because you have otherwise cost yourself out of a useful action. I also find it harder to play defensively because I don’t have enough concentration (or desire to spend ten minutes on each turn) examining the boards of all of my opponents – I prefer just to take the best move for me and let everything else figure itself out…

At first I was not thrilled about the special action cards (being an Age of Steam purist), but I have found that they add a nice twist to the game – no different than playing a different AoS expansion board to get a different feel with a few rules tweaks. While you can specifically choose which side of the card you want in the game, we usually just flip a coin to randomly decide. There are some which are stronger than others – but as they are available to all players, I don’t find that the stronger actions are unbalancing. Taking a special action card uses up your entire action for a turn anyways, so you really would like to get some benefit out of the card at that cost!

The majority of the box is for the huge pad of map sheets – and I must say that Flatlined has definitely included enough sheets in the box – which is sometimes an issue for games that rely upon tearaway sheets for play. The area for marking locomotive strength and scoring is a bit small – but you get used to it after a game or two.

SteamRollers gives you the feel of Age of Steam in a more compressed version. Games will likely take about 30 minutes once people are familiar with the rules. Sure, it’s not as complex, and you don’t have to do any of the mathy income/expenditure calculations – but you still get all the joy out of building your network and racing to deliver the different cubes.

TL;DR. I love it. It’s the Age of Steam: the Dice Game that I’ve always wanted.

Thoughts from Other Opinionated Gamers


Nathan Beeler: I’m not a huge Age of Steam fan, and I haven’t been clamoring for a dice version. It could also safely be said that pick-up-and-deliver games don’t do much for me, generally. So it is no surprise that SteamRollers fell flat for me. Going by the “if you don’t have anything nice to say” way of living, I can at least report that I didn’t outright hate it. That’s something, right?

Joe Huber (8 plays): I too am not a huge Age of Steam fan – not really a fan of it at all. And I certainly wasn’t clamoring for a dice version. But I do enjoy pickup-and-deliver games, and SteamRollers really worked for me on that front. It’s fast playing, and it avoids the issues I have with Age of Steam, largely by playing on parallel boards. I’m at the point where I’m a little concerned with how well the game will hold up in the long term, but that’s really just a quibble – some of my favorite games have gone through such uncertainty in the past. So far, I’ve really enjoyed all of my plays.


Dan Blum (3? plays): I’m not a huge Age of Steam fan, but on the other hand I do like a number of pickup-and-deliver games. So I want to like this, and while it does borrow my least-favorite aspect of AoS, namely the reliance on convoluted routes to score well, the routes are much less silly here than in the original. Unfortunately I really don’t like the way the game is implemented. The bulk of your points necessarily come from delivering cubes. There are not that many cubes available so it is crucial to know exactly which cubes other players are able to deliver and how close they are to being able to deliver others. In AoS all of this information is on the central board so it’s easy to see. Here everyone’s track (and engine level) is on their individual boards and is not easy to see. Having to constantly peer at everyone’s board is a pain and makes the game take longer than it should.


Ratings from the Opinionated Gamers

  • I love it! Dale Y, Joe H
  • I like it. Lorna, Luke H
  • Neutral. Nathan B, Dan B, Jonathan F, Chris W, Craig M
  • Not for me…

About Dale Yu

Dale Yu is the Editor of the Opinionated Gamers. He can occasionally be found working as a volunteer administrator for BoardGameGeek, and he previously wrote for BoardGame News.
This entry was posted in Essen 2015, Reviews. Bookmark the permalink.

4 Responses to Dale Yu: Review of SteamRollers

  1. rprasadusa says:

    I _am_ a fan of Age of Steam, and this sounds pretty good. Except for how everyone is playing on their own boards. Ted did that with his Blueprints expansions, and while it does speed up the game a lot, it also (in my one play so far) made it less interesting and seemingly more prone to random luck. For this to really be AoS the Dice Game, I think you’d need to play on one map and use differently colored markers to indicate player tracks — now that sounds good!

  2. ehanuise says:

    FIY it’s now on Kickstarter coming back for a reprint in larger quantities :-)

  3. Pingback: Mini Express | The Opinionated Gamers

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