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Age of Steam Expansion: Disco Inferno / Soul Train thumbnail

Age of Steam Expansion: Disco Inferno / Soul Train

Expansion for Age of Steam

Age of Steam Expansion: Disco Inferno / Soul Train Rulebook

Table of Contents

Table of Contents

  • Disco Inferno
    • Components
    • Setup
    • Urbanization
    • Building Track
    • Production
    • Goods Growth
    • Chain Reaction
    • Burn Baby Burn
    • Singing Penalty
  • Soul Train

Disco Inferno

This map is recommended for 4 to 5 players, but playable by 3 to 6 players.

Components

  • 22 Fire tokens

Setup

Place four random dancers (Goods cubes) on each disco (City) already on the map. Place three random dancers on each New City hex A-H. Place the remaining dancers into a bag. Do not place any cubes on the Goods Display. Each player starts with $15 (2 sold shares as well as a $5 bonus).

Urbanization

When a Town is urbanized into a disco, place the three dancers on it.

Building Track

Track costs $3 on all fire spaces (the entire map is fire except for MacArthur Park, which is impassible terrain). Regular prices for building Towns, complex track, etc. still apply.

Production

The player who chooses the Production action uses this action during the Goods Growth phase. The player selects two dancers from the bag at random and places those dancers together on any one disco in play (discos that have burned to the ground are not in play).

Goods Growth

Only the Production action takes place during Goods Growth.

Chain Reaction

On their turn, a player may deliver more than one dancer, as long as the total links do not exceed their current locomotive size. Dancers delivered after the first must start from the disco where the last dancer was delivered and may travel through or be delivered to discos that other dancers passed through or came from.

For example, if you have a 5 locomotive, you could deliver a dancer three links, pick up another dancer at that destination, and deliver that dancer another two links.

Example (map caption): During their Move Goods phase, Blue delivers the yellow dancer from Manilow to Summer, then takes the red dancer in Summer to Gibb, and the red dancer in Gibb back to Manilow, all in one 4-link delivery.

Burn Baby Burn

If there are no more cubes on a disco, that disco "burns to the ground" immediately (even in the middle of your Move Goods phase) and is no longer a valid destination for goods.

Place a fire token on that disco; that disco may not be used for the remainder of the game. Dancers may still move through the charred remains of discos. Track to and from them still counts as a link and as Victory Points at the end of the game.

Example (map caption): Yellow moves the red dancer from Quincy to Manilow, and then moves the black dancer from Manilow to New City D, a 4-link delivery. The red dancer is allowed to pass through New City A since it is burned down and cannot accept any more deliveries. This empties Quincy, burning the disco down, so Yellow places a fire token on it as a reminder.

Singing Penalty

Any player caught singing or humming a disco tune aloud when it is not their turn, is penalized one income.

Soul Train

Not transcribed. The Soul Train map rules are missing from this file; see the gap note in the Table of Contents. Do not treat this section as rules.