Beer Boom
The Beer Boom expansion for Beer Pioneers: 13 new action cards, Brewing waste, Export, Double coop, House brand and Litfaß columns modules, the Light bulbs mini expansion and new setup cards.
Short tag: [Boom]
Beer Boom (Spielefaible, 2024) adds five modules, a mini expansion, 13 new action cards, two setup cards and the solo mode. Play any modules in any mix, but the designer recommends at most 2 at once. Rules from Spielefaible’s English Beer Boom rulebook.
General changes
- 13 new action cards (beer mug symbol): shuffle into the deck with or without modules; also usable solo except Mathilde Schneider.
- 2 new setup cards for the base game, one for 2 and one for 3 players.
- 5 German replacement cards (Bierdeckel, Luise Wenker, Theodor Stauder, Josef Diebels, Josef Groll): only for the German edition; the English cards already carry the corrections.
- Game end tile: Export, Double coop and House brand each move the end to 22
; with two
of them 24; all three 25. You may move it for a shorter or longer game. - “Draw” a card = from the draw pile only; “take” = display or draw pile.

Module 1: Brewing waste
Draff, the spent grain, piles up and must be dealt with.
- Setup: shuffle in the module’s 16 action cards; 7 draff markers per player in the supply; action tile 10 left of action area 1; the new exchange tile over the exchange space; replace your small cellar tile with the module’s.
- Round end, after step 1: in turn order take 1 draff marker per brewing dial you have (per beer still brewing). Supply empty: lucky you.
- Action area 10: return 1–4 draff markers for that many rotations.
- Exchange: a new option — return exactly 3 draff markers (each exchange; pay 1 coin for two).
- New small cellar tile: return up to 4 draff markers, or brewing level +1.
- End: −½
per draff marker, rounded down (3 markers −1, 4 markers −2).
| Picture | Description |
|---|---|
![]() | Draff marker (28, double-sided) — the waste you collect. |
![]() | Draff marker, ½ side — the −½ VP each marker costs at the end. |
![]() | Action tile 10 — return 1–4 draff for 1–4 rotations. |
![]() | Exchange tile — covers the exchange space; adds the 3-draff option. |
![]() | Small cellar tile (4) — return up to 4 draff or brewing level +1. |
![]() | 16 action cards (wheat symbol) — only with this module. |
Module 2: Export
Beer goes abroad by rail.
- Setup: the 6 export tiles in a row below the score track; each player’s locomotive; railroad tile over action area 8; game end tile on 22. After the first turn order is set, export discs go on the VP track: 1st player −3 and −4, 2nd −2 and −4, 3rd −3 and −3, 4th −2 and −3.
- Each round you must take at least 6 actions: the locomotive is an extra one, placed on the new
action area 8 (∞ — no blocking). Choose one:
- deliver 2 beers of the same type and 2 barrels: take your rearmost export disc off the negative space and put it on an export tile’s circle (bonus of the tile, plus the circle’s bonus if it was empty) — once both discs are out, move one disc between tiles instead; at most 1 disc of yours per tile;
- pay 3
for 1 beer into your cellar; - take 1
.
- Exporting is not completing an order.
- End: discs still on negative spaces cost those points.
- With fewer than 4 players ignore a setup card that covers a space of area 8.
| Picture | Description |
|---|---|
![]() | Stark or Lager — 1 Stark or Lager into your cellar and move 1 barrel. Circle: take 1 card. |
![]() | Brew 1 beer — brew exactly 1 beer and 2 |
![]() | Mixed — 1 coin, 1 barrel, 1 card and 1 |
![]() | Brewing level — brewing level +1 and 2 |
![]() | 4 coins — take 4 |
![]() | Progress — 1 brewery progress and 2 |
![]() | Railroad action tile 8 — covers action area 8. |
![]() | Locomotives (4) — your extra action each round. |
![]() | Export discs (2 per player) — start on negative VP spaces. |
Module 3: Double coop
Specialise: brew one type twice.
- Setup: 1 Brewing Tower per player joins the extension supply; the 6 coop tiles and the fifth set of dials go to the supply; the “4 identical beer tiles” card covers the printed 3-identical objective; game end tile on 22.
- Brewing Tower: build it with action 7 like any extension (one per player, no first-builder VP; the
board bonus applies if a slot is free). Take one of the coop tiles (if any left) and its dial and put
it left of your board. You may then pay 1 coin to brew 1 beer at once. Taking the Alt coop costs
1
. - You can use the coop only once that type is unlocked on your board. Then one brewing action can start that type twice.
- Each dial is separate: one rotation turns one dial; at round end each dial turns.
| Picture | Description |
|---|---|
![]() | Brewing Tower (4) — extension that brings a coop tile. |
![]() | Pils coop. |
![]() | Export coop. |
![]() | Lager coop. |
![]() | Stark coop. |
![]() | Weizen coop. |
![]() | Alt coop — costs 1 |
![]() | Brewing dials — the fifth set, for the coop tiles. Each dial advances separately at round end. FAQ |
![]() | Objective: 4 identical beer tiles — covers the printed 3-identical objective. The FAQ says covering the House brand objective too is optional. FAQ |
Module 4: House brand
A house speciality of any type someone has unlocked.
- Setup: 1 Advertising Department per player joins the extension supply; the 4 green House brand coop tiles go to the supply; of the green dials only Alt goes to the supply; game end tile on 22.
- Advertising Department: build with action 7 (one per player, no first-builder VP). Take a House brand coop tile, put it left of your board, and remove 1 blocking token.
- Brewing: with any brewing action you may put an available green dial on your House brand coop. It needs 7 rotations at the start and never fewer than 4. Finished, take the normal beer tile and return the green dial to the supply for anyone.
- A green dial enters the supply the first time any player unlocks that type. Each exists once.
- It is a type of its own only if you haven’t unlocked that type yourself.
| Picture | Description |
|---|---|
![]() | Advertising Department (4) — extension that brings a House brand coop. |
![]() | House brand coop (4, “Hausmarke”). |
![]() | Green special dials — one per type, shared by all. |
Module 5: Litfaß columns
Advertising pillars change the turn order spaces.
- Setup: shuffle the 6 Litfaß tiles face down next to the board.
- Removed blocking tokens go onto area 4 of the round end board instead of the box.
- Before step 4a of the round end: if there are more tokens there than players, reveal the top Litfaß tile and put players + 1 tokens in the box. Skipped in the last round.
| Picture | Description |
|---|---|
| Space 1 — from now on that space only draws 1 card from the pile. | |
| Space 3 — take 1 coin or 1 barrel. | |
| Space 4 — take any card from the display, ignoring your brewing level. | |
| Space 7 — complete 1 order at once. | |
| Extra action space between areas 4 and 5 — pay 1 coin to take back one of your bonus workers (not one on an objective). FAQ | |
| Black tile — everyone makes 1 rotation at once; then the tile leaves the game. |
Mini expansion: Light bulbs

Put this tile on the “2 light bulbs” space of the bonus board: the improved bonus actions now need
3
.
Setup cards

One more card each for 2 and 3 players, shuffled in with the base game’s.


























