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Steam Works box art
2015 Ranked #2,941

Steam Works

Steampunk worker-placement game where inventors gather components and power sources to assemble machines. Finished devices become action spaces for everyone, so every invention must help your engine while managing the opportunities it gives opponents.

Strategy Games Industry / Manufacturing Science Fiction Open Drafting Ownership

Players

2-5

Play time

90-120 min

Age

12+

Complexity

3.15/5

Rating

6.81

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Inventors and tinkerers abound in the Victorian era, harnessing the power of clockwork, steam, and electricks to build machines capable of anything to give glory to Queen Victoria!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Inventors and tinkerers abound in the Victorian era, harnessing the power of clockwork, steam, and electricks to build machines capable of anything to give glory to Queen Victoria! In the steampunk worker placement game Steam Works, you'll put your mechanics to work collecting components and power sources, then you'll literally build devices by assembling those sources and components. What's more, those devices in turn become action spaces for other players to use! Each player takes on an inventor persona with unique starting components or special abilities accessible only to themselves. But the heart of the game is in assembling modular component tiles into a device for other players to use. Sources may provide one or more of the three power types — clockwork, steam, or Tesla-style electrickal power — to the components connected to them, which in turn provide a wide range of effects for gaining resources, prestige points, or more component tiles. Devices start simple with just two components (one source and one component), but devices with three, four or more components will become possible — as soon as the players assemble a device to let it be possible. Because of the modular mix-and-match nature of the components, the available action spaces vary widely from one game to the next, providing great replayability: each game players will create devices never seen before!

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Editions

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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
2–4
Play time
90–120 min
Age
12+
Complexity
3.2/5
Credits and catalog connections

Credits

Designers

1
Alex Churchill

Artists

2
Adam P. McIver Oliver Meinerding

Publishers

1
Tasty Minstrel Games

Linked items

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