Age of Steam Expansion: Chile, Egypt and CCCP
Age of Steam Expansion: Chile, Egypt and CCCP Rulebook
Table of Contents
Table of Contents
Chile (4–6 Players)
Except for the changes listed here, all the basic rules apply.
Setup
- Remove the E new city tile from the game.
- Place 4 goods on SANTIAGO.
- Place 2 goods on each other city.
Playing the Game
Lay Track
Track laying cost
- Plain: $2
- Mountain: $3
- High mountain: $5
Goods Transport
When you transport one yellow good, your income increases as normal, and your disk on the share track moves back 1 space. The yellow good you transported is removed from the game.
CCCP (4–5 Players)
Note: The 2018 header for this map lists 4–5 players, while the 2008 product listing gives 3–6.
Except for the changes listed here, all the basic rules apply.
Setup
- Place 1 black good in each city.
- Place 5 red goods off the map.
- Place 2 goods at random on MOSKVA.
- Place 1 good at random on each other city.
- Place goods on every space of the goods display.
Playing the Game
Action Selection
Action: Communism
Communism replaces the Production action.
The player who selects this action chooses one of the following two options:
- Exchange 1 black good that you previously transported and hold for 1 red good from off the map, immediately.
- Choose any city and immediately place 1 red good from off the map directly onto that city.
Lay Track
Track laying cost
- Plain: $2
- River: $3
Goods Transport
On this map, towns are treated differently from normal. All towns accept black goods. A link connected to a town earns the locomotive level bonus only when a black good is transported along it. For any other transport, towns are ignored.
If a town is urbanized, the new city is treated according to the normal rules.
When you transport 1 red good or 1 black good, keep it hidden in front of you as your own until the end of the game.
Clarification: When transporting a non-black good, towns are ignored. If the entry link and exit link of a town on the transport route have the same owner, that owner's income increases by 1 (the two links count as a single link with the town ignored, so the income increase is 1, not 2). If the entry and exit links of the town belong to different owners, no one's income increases for those links.
Example: You own the link from KIEV to KHARKOV and the link from KHARKOV to MOSKVA. You may transport 1 black good from KIEV to KHARKOV and increase your income by 1. Alternatively, you may transport 1 red good from KIEV through KHARKOV to MOSKVA. Because KHARKOV is ignored, your income still increases by only 1. However, because KHARKOV is ignored, this transport requires only locomotive level 1.
Goods Growth
Action: Production → Communism
See "Action Selection", "Action: Communism".
Game End
The player with the fewest red goods in hand loses. If several players are tied for fewest, the player among them with the most black goods in hand loses. If still tied, the player among them with the fewest links to red cities loses. If still tied, all of those players lose. The remaining players score victory points as normal, and the player with the most victory points wins.
Egypt (3–5 Players)
Except for the changes listed here, all the basic rules apply.
Setup
The map is divided into left and right halves by the Nile. Because this life-giving river floods periodically, track laying is difficult and goods transport takes extra effort.
- Blue may not be used as a player colour. Blue discs are used to represent flooding of the Nile (flooded hexes).
- Place 1 blue disc on each hex adjacent to the west (left) side of the Nile. (Where the river branches at the top of the map, place discs on the left-hand hexes of the branch as well.) This represents the left side of the Nile flooding in round 1. In round 2, remove those discs and place blue discs on the right side of the Nile (including the branch) to flood it. This continues in the same way on later rounds. (Translator's note: the hex two below DUMYAT is therefore always flooded.)
- Place 1 blue disc on the round 3 space of the round track.
- On the two hexes marked with a triangle near the centre of the map, place 9 random goods on each in a 3×3 arrangement. On top of those, place 4 random goods in a 2×2 arrangement. On top of those, place 1 random good. This builds 2 pyramids, representing the dignity of the mummified pharaohs. (The printed setup example diagram is not reproduced here.)
- AL QAHIRAH (Cairo) is a two-hex city. Place 1 random good on each of its hexes.
- Place 3 random goods each on DUMYAT and BUR SAID (Port Said).
- Place 2 random goods each on all other cities.
- On flooded pyramid and city hexes, place a blue disc on top of the goods there to show they cannot be transported.
- Place random goods only on rows 1 and 2 of the goods display for the starting cities (not row 3). New cities receive goods on both rows as usual.
- Make sure no goods remain in the bag!
Playing the Game
Issue Shares
Flooding: In odd-numbered rounds the west (left) side of the Nile floods. In even-numbered rounds the east (right) side floods.
Lay Track
Between BUR SAID and SUEZ (AS SUWAYS), in the north-east (upper right) of the map, the Suez Canal can be opened from round 3 onward, if someone is actively trying to connect the Mediterranean and the Gulf of Suez.
Until the end of round 2, the Suez Canal (the 2 hexes between BUR SAID and SUEZ) cannot have track laid on it. Track also cannot connect to BUR SAID or the Suez Canal from the west (left side). This is shown by the heavy black lines.
When laying track on a flooded hex, place 1 blue disc on the track tile after placing it.
Track laying cost
- Desert: $3
- Plain: $2
- Flooded plain: $4
- Suez Canal: $4 (can be laid from round 3)
Action: Engineer
You may lay 4 track tiles at half cost (rounded down).
Goods Transport
Each pyramid hex is somewhat like a city. Specifically, no goods are replenished on it, and no track may be laid in the hex even if the goods on it are exhausted. It may serve as an intermediate stop on a goods transport route. However, unlike a city, a pyramid cannot be the final destination of a goods transport.
From a pyramid you may transport the top good. At the start of the game, only the single good at the apex of each pyramid can be transported. Once that good is transported, any of the 4 goods that are now on top may be transported. When one of those 4 is transported, one of the bottom-layer goods is exposed and can also be transported. In other words, you may think of goods that can be lifted straight up without moving other goods as transportable.
You cannot transport goods from a flooded city or a flooded pyramid, but you may transport goods to a flooded city and pass through a flooded city on a transport route. However, because flooded areas must be crossed by ferry, you must pay $1 for each flooded hex you pass through (and also $1 if the destination hex is a flooded city).
Note: If a player has selected the Ferry action, the ferry fee is paid to that player rather than to the bank.
AL QAHIRAH may be treated as a single hex for transport. That is, when a transport route passes through AL QAHIRAH, you may bring goods into one of its hexes and take goods out of the other. Using this feature you can avoid the ferry fee, but goods on the flooded hex of AL QAHIRAH still cannot be transported.
Action: Ferry
Replaces the Production action.
The player who selects this action receives the ferry fee whenever another player transports goods over a flooded hex or flooded city. The player may also transport over flooded hexes for free (in effect, paying the fee to themselves). Even then, goods cannot be transported from a flooded city or a flooded pyramid.
Goods Growth
No goods are replenished in flooded cities (the die result is ignored).
Action: Production → Ferry
See "Goods Transport", "Action: Ferry".