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Age of Steam Expansion: Easter Island and Zoo thumbnail

Age of Steam Expansion: Easter Island and Zoo

Expansion for Age of Steam

Age of Steam Expansion: Easter Island and Zoo Rulebook

Table of Contents

Table of Contents

  • Easter Island (1 Player)
    • Setup
    • Clear Conditions
    • How to Play
      • Action Selection
      • Track Laying
      • Action: Urbanization
      • Goods Shipping
      • Action: Rapa Nui
      • Advancing the Round Marker
    • End of Game
  • Zoo (1 Player)
    • Setup
    • Clear Conditions
    • How to Play
      • Action Selection
      • Track Laying
      • Action: Engineer
      • Goods Shipping
      • Action: Feeding
    • End of Game

Easter Island (1 Player)

Setup

Remove the new cities for yellow, purple, blue, and red from the game. Choose a difficulty: Easy, Normal, or Hard. In this game, two cubes stacked together are called a moai (a stone statue of Rapa Nui). Place one player disc on space 1 of the round track printed on the map, on space 0 of the income track, on space 2 of the stock track, and on space 2 of the locomotive track. Also keep one player disc per round available for choosing actions.

Keep three unused player discs available as action blockers.

This map does not use the goods display.

Regardless of difficulty, use 16 cubes to place one moai (two cubes stacked) on each of the 8 ruins in the western part of the map (cities: Yellow 1/2, Red 3/4/5/6, Blue 1/2).

Difficulty Normal: Place one cube each on the 2 ruins in the central-eastern part of the map (Blue 3/4). (18 cubes in total.)

Difficulty Hard: Place one cube each on the 4 ruins in the central-eastern and eastern parts of the map (Blue 3/4/5/6). (20 cubes in total.)

Clear Conditions

This map has two clear conditions. If both are met, the game is cleared.

  • Connect all of the ruins (cities) on Rapa Nui into a single network.
  • Remove all of the statues (cubes) from the map.

How to Play

Action Selection

You cannot select an action that has an action blocker on it. When you select an unblocked action, you must place one of your player discs on it and pay $8. Some actions give you cash, but you must be able to pay the $8 before you receive that cash.

Translator's note: If action selection were mandatory as in the base rules (meaning a payment of $8 every round), this map could effectively not be cleared. On the BGG forum, the designer answered that choosing no action (that is, not paying the $8) is also allowed.

Track Laying

Laying cost:

  • Plain: $3
  • Mountain: $4

Action: Urbanization

You can urbanize only on the 4 black new city tiles. Urbanizing does not add a cube (statue) to the map.

Goods Shipping

You may transport only the top cube of any moai, whether it is an intact two-cube statue or a single-cube remnant.

Action: Rapa Nui

Turn the moai upside down (swap the top and bottom cubes), and gain $5 through this publicity stunt.

Advancing the Round Marker

If all action spaces are already selected at this point, remove the 3 action blockers and your player disc to make all actions selectable again.

Otherwise, replace your player disc on the action space with an action blocker, showing that the action is selected and blocked until all actions have been selected.

End of Game

The game is cleared if all of the ruins (cities) are connected into a single network and no statues (cubes) remain on the map.

Zoo (1 Player)

Unless listed below, all base rules apply.

Setup

Place 2 pieces of food (cubes) on each animal area (city).

Note: This map has 4 exit hexes.

Clear Conditions

Feed all of the animals to clear the game.

(That is, at least one piece of food must be shipped to each animal area.)

How to Play

Action Selection

You may select only these 4 actions: Engineer, Locomotive, Urbanization, and Feeding (described below).

Track Laying

When you connect an exit hex with an animal area, it counts as a completed link for track-laying purposes.

Laying cost is $4 per tile, up to 3 tiles.

Action: Engineer

Laying cost is $2 per tile, up to 4 tiles.

Goods Shipping

  • The number in the center of an animal area is its danger level. You cannot pass through an animal area unless your locomotive level is at least its danger level.
  • This rule also applies to the animal area you ship from. (You are sneaking food from there to feed your own animals...)
  • This rule does not apply to the final destination animal area. (You are only throwing food in there.)
  • In practice, therefore, you need a locomotive level at least equal to the number of links you pass through (as usual), and also at least equal to the highest danger level up to the square before the final destination (including the shipping origin).

Example: You take 1 piece of food from a danger-3 area, pass through a danger-2 area, and feed it to a danger-4 animal area. Your locomotive level must be at least 3. Two links require locomotive level 2, but taking food from the danger-3 area, or passing through the danger-3 area, requires locomotive level 3. You must satisfy the larger of these two requirements. The danger-4 final destination does not matter.

  • Place one disc that is not a player color on each animal area you have fed.
  • A new city tile placed by the Urbanization action counts as danger level 1. (They are gentle, kind animals!)
  • If your track network connects to an exit hex, you may ship food through it. All exit hexes are considered virtually connected to each other, and passing through them requires no locomotive level. That is, you enter one exit hex, instantly "teleport" to another exit hex, and continue shipping.

Translator's note: On the BGG forum, the designer answered that you may also continue shipping without teleporting.

You may use only one pair of exits per shipment.

If you use an exit hex even once in your two shipments, you gain any one track tile. Keep this tile in your hand; you may use it later during a track-laying phase as a free bonus placement (one that does not count toward the number of tiles laid). There is no limit on how many tiles you may keep in hand.

Action: Feeding

In one of your two shipments only, you may reduce any one danger level (among all the danger levels in that shipment) by 1.

Example: You can pass a danger-6 lion with a locomotive level of 5.

End of Game

The game is cleared once every animal area has received at least one piece of food.

Translator's note: Although the original does not state this explicitly, the designer answered on the BGG forum that "the color of the danger-level numbers has no particular meaning" (that is, they are not ordinary city numbers). Based on this, it is presumed that this map does not perform the goods replenishment phase.