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Steam: Map Expansion #2

Expansion for Steam

Steam: Map Expansion #2 Rulebook

Table of Contents

Table of Contents

  • China (2-4 Players)
    • 3 Player Game
      • Set Up
      • Game Length
      • Game Play
      • Phase 2 - Build Track / Engineer
      • Flood Danger
      • Phase 3 - Move Goods
    • 2 Player Game
      • Set Up
      • Phase 1 - Select Action Tiles
      • Phase 6 - Set up Next Turn
    • 4 Player Game
      • Game Length
      • Set Up
      • Money
      • Phase 2 - Build Track
      • Phase 3 - Move Goods
      • Phase 4 - Income / Expenses
      • End of the Game
  • Great Britain (3-4 Players)
    • Game Length
    • Set Up
    • Phase 1 - Select Action Tiles
    • Phase 2 - Build Track
    • Phase 3 - Move Goods
    • Docker Action & Ports
    • Canals
    • Phase 4 - Upkeep/Income
    • Phase 5 - Determine Turn Order
  • California & California: 2090 (3 Players)
    • Game Length
    • Set Up
    • Phase 2 - Build Track
    • Phase 3 - Move Goods
    • Phase 7 - 2090 Disaster Phase
    • Emergency Disaster Relief
    • Phase 7 (8 in CA:2090) - Prestige Phase

China (2-4 Players)

Unite the Country on the Floodplains

3 Player Game

Set Up

In order to insure that there are enough cubes to cover the set up, pull out 11 red goods cubes. Place 4 of these red cubes in Beijing and then continue placing these red cubes in each of the cities as indicated by the "+" number in red. After all these red cubes have been seeded, begin goods set up as normal.

Next, place only 2 goods cubes on each supply hex.

Place the 4 Yellow river and 4 Yangtze river discs into the bag.

Place a "1" coin (yuan instead of dollars in this scenario) for the flood relief fund in each city marked with a flood relief fund icon (Yellow flood relief icon or Yangtze flood relief icon).

Game Length

The game ends after 8 turns.

Game Play

Base Game: Roles have been reordered. Please use the included Action Tiles for this expansion as indicated here.

  1. Turn Order (from Steam)
  2. First Move (from Steam)
  3. First Build (from this expansion)
  4. City Growth (from this expansion)
  5. Locomotive (from this expansion)
  6. Engineering (from this expansion)
  7. Urbanization (from Steam)

Phase 2 - Build Track / Engineer

You may not build into Hong Kong until turn 4. It is considered to be the edge of the board until that point, and thus cannot be built directly into.

You may only build 2 track tiles on your turn. The Engineering role will allow you 3 track builds.

You may only build a link on the Bohai Train Ferry if either Dalian or Yantai/Qingdao have been Urbanized. When you are building from an urbanized city you lay one of your tokens on the ferry space and pay 7. This counts as one of your track builds and is not considered a complete link until it connects to a city or a town. If, when building the ferry there is not an urbanized town on the other side, you must continue to build by the end of next turn to maintain control of the ferry. You may extend from the ferry line and create a town tile from your ferry link. Track must be built into the town from the hex side that the ferry enters.

At any time on your turn, during the Build Track phase, you may place 1 yuan in each flood city (marked with a Yellow flood relief icon or a Yangtze flood relief icon) that is directly connected to your track (or indirectly connected through an opponent's track). This money is a flood relief fund to protect flood-prone cities.

Base Game: you may take a loan to place flood relief yuan.

Flood Danger

After all players have built, the starting player draws 2 river discs from the bag and places them in the Flood Danger box. Any discs that were previously in the Flood Danger box are now returned it to the bag.

The Yellow and Yangtze rivers are each represented by a color (Yellow flood relief icon and Yangtze flood relief icon respectively). If both rivers are drawn, then there is no flood. If two discs from one river are drawn, that river is flooded. Immediately remove 1 yuan each from the flood relief fund of the cities who's icons match the river disks drawn.

Phase 3 - Move Goods

If a city is flooded and its relief fund is depleted (no yuan left in the city), the city is considered to be inundated and is completely unable to function until either: the color(s) in the Flood Danger box change, or; the flood relief fund is replenished. No cubes may be moved into, through or out of an inundated city this phase.

If a city is flooded, but still has yuan remaining in its relief fund, it still functions (barely). You must pay an additional cost of 1 yuan for each and every cube you move through that city. If you move a cube through 2 flooded (but functioning) cities then you must pay for both cities.

Base Game: you may take a loan to cover the shipping cost.

Standard Game: you may take out an emergency loan of 2 yuan per drop on the Income track to cover the shipping cost.

2 Player Game

Use all the rules from the 3 player game, with the following added rules:

Set Up

Disregard all terrain below the purple border. After placing the red goods cubes, place only one cube in each city.

Shuffle the Turn Order tile, the First Move tile and the City Growth Tile, creating an action draw deck. You can look at the order. This draw deck contains actions that cannot be used yet. The rest of the actions are available for use on the first turn.

Phase 1 - Select Action Tiles

You may select any of the remaining tiles that are not currently in the action draw deck. For the first turn, the available actions are: Engineer, First Build, Locomotive, & Urbanization. When you select an action, that action tile will later go into the action draw deck.

Phase 6 - Set up Next Turn

One player puts the two action tiles used this turn in a bag, the other player removes them one at a time placing them each at the bottom of the action draw deck. The top two action tiles from the action draw deck are returned to play for the next turn.

4 Player Game

Use all the rules from the 3 player game (but not the 2 player game), with the following added rules:

Game Length

The game ends after 7 turns. However, if after 6 turns have been played there is a clear victor, end the game. If not play the full 7 turns.

Set Up

This version is played as sort of a partnership game. When you choose a color you will be a part of a "team." White and Natural are "partners." Black and Brown are "partners."

Place a white marker (for the white & natural partnership) and black marker (for the black & brown partnership) on the 0 space of the score track and the -2 on the income track. Players use their individual player color markers for turn order, locomotive level as well as links on the board.

Flooding is not in this scenario, so there are no coins on the map nor any flood tokens.

Place 1 extra random cube in each city than is indicated on the map, excluding Beijing and Hong Kong.

Place 3 goods cubes on each supply hex.

Base Game: Randomly determine turn order: and give the first player - 5 coins, second - 6 coins, third - 7 coins, and fourth - 8 coins.

Money

Base Game: You can raise money from the bank any time you need to pay for track or other expenses. You may not raise money to pay for your role selection this must come from your personal coffers. All raised money comes from the shared partnership marker on the Income track.

Standard Game: Buy Capital Phase: All money raised between the partners is pooled and divided in half with the remainder going to the player latest in turn order.

Phase 2 - Build Track

Base Game: With track you do not need to spend any cash from your personal coffer before raising money. You may only raise money to cover the cost of building track; any remaining money goes into your personal coffers.

Phase 3 - Move Goods

Each opponent whose track you used can only use the track points as victory points, including your partner. Any link (including your own) you move a goods cube over also grants the owner of the link 1 yuan per link into their personal coffers. You must use at least one of your own links, but you may use as many other players' links as you wish.

Standard Game: If the link shipped over is yours then you gain 2 yuan.

Phase 4 - Income / Expenses

Both partners must pay the debt of the partnership by splitting the cost equally. If the debt is an odd number the partner with the most money must pay the 1 extra to cover the cost. If there is a tie for most money, then round the cost of the debt up and split it equally.

Income is also split equally between the partners. However, if the income is an odd amount, the partner with the least money gets the remaining 1 Yuan. If there is a tie for money, the remainder is lost.

You may raise money to pay for expenses. If you do so, you must discard all money in your personal coffer, you do not keep any change.

Standard Game: After the Income track is resolved; you must pay for your locomotive cost individually.

End of the Game

With 4 players, calculate VPs as normal, but score the points from links collectively as partners. In the partnership with the most VPs, the player with the most money wins the game. If both players in the leading partnership have the same amount of money, the player with the most points from links wins, if there is still a tie, victory is shared.

This scenario is designed specifically for competitive partners, but you may wish play this as a cooperative teams. Playing as equal partners will eliminate any hard feelings from being forced into choosing between 2nd or last place. The winners in a cooperative team are determined from the most collaborative points.

Great Britain (3-4 Players)

Progress from Canals to Rails

Game Length

With 3 players, the game ends in 8 turns. With 4, in 7 turns.

Set Up

  • Place a port token active side face-up (anchor symbol) on each of the ports cities and towns indicated on the map with an anchor.
  • Before drawing cubes from the bag to place on cities, place 2 gray cubes in Belfast.
  • Randomly draw and place a number of cubes on the Town and City Hexes as indicated by the number shown on the board. For the 3 player game, place 1 fewer cube than indicated on all colored cities (normal placement on towns).
  • Only place 2 cubes in each of the Resupply hexes for either a 3 or 4 player game.
  • In a 3 player game remove the Locomotive action tile.

Phase 1 - Select Action Tiles

This scenario features a new action called Docker. Please include the Docker tile. This action is used during the Ship Goods phase.

Base Game: Roles have been reordered. Please use the included Action Tiles denoted for this expansion.

  1. Turn Order (from Steam)
  2. First Move (from Steam)
  3. First Build (from this expansion)
  4. Docker (a new action unique to this expansion)
  5. City Growth (from Steam)
  6. Engineer (from this expansion)
  7. Urbanization (from Steam)
  8. Locomotive (4 player only) (from this expansion)

Phase 2 - Build Track

You cannot place track tiles onto hexes with canals unless you have a locomotive level of 4 or higher.

NOTE: Hull, Cambridge & Oxford are considered to be on rivers, not canals, but canals do connect to all of them.

The cost to build on a canal hex is as follows:

  • Canal Hex with plain background: Tile cost +2
  • Canal with river in the same hex: Tile cost +2
  • Canal in Hills Hex: Tile cost +3

You may not Urbanize nor may you use City Growth on either of the two white city hexes (Belfast and Douglas); they are simply ports for use with the Docker action.

Phase 3 - Move Goods

Town Goods cubes may be moved once a rail or Urbanization has been built on a Town Hex containing Goods cubes.

Docker Action & Ports

If you take the Docker action then you have the ability to use ports for both of your move actions. The Docker allows you to start a cube delivery from any built port town or port city through to another unused built port town or port city.

When moving goods with the Docker action, the good must start at a built city or town with a port. The good may not be moved to the port and then shipped to another port. You need not be connected to the port that you are taking the good from, but you must be connected by rail to the port that you are shipping to. The port that you are shipping into must have an unused port marker. When shipping into a port, flip the port marker over to its used side. This port may not be used to ship into for the rest of the game, but may be continually used as a starting point for other ports. You may continue to move the goods along your network (rail or canal) as you would normally. This Docker action grants a track point and is counted towards your locomotive level.

For Example: You have a locomotive level of 4 and can move a good over three of your links when you use the Docker action, you will earn four track points to put into either the income or the victory point track.

Canals

Canals are easily distinguishable from rivers because canals are clearly marked with a chevron pattern; rivers are not.

Any canal that is not covered by a track tile that connects a city to city, or city to built or unbuilt town, is considered to be a link. A town is considered connected to a canal as long as the canal terminates in one of the town's hex sides. This means that a stub coming out of a town heading in the direction of a canal does not block the canal until it physically covers the canal in the adjacent hex with the track tile.

In your Move Goods actions, you may use any uncovered canals as if they were a normal link. This link is counted toward your locomotive level in the same way as track. When you deliver a Goods cube over a canal you must use your own links at least as much as you use any canal link. The Docker action does not count as one of your links towards canal shipment. When moving a Goods cube, you may not move it over any part of same canal link more than once.

When you deliver a Goods cube, you score 1 track point for each canal link that the cube was moved along.

Phase 4 - Upkeep/Income

Base Game: Each player must pay a locomotive upkeep. Check your expenses/income and subtract your locomotive level, then take any loans as needed.

Phase 5 - Determine Turn Order

Base Game: The value of the actions has changed for this scenario. Please reorder accordingly.

California & California: 2090 (3 Players)

Two 3 player expansions. Gain Prestige but prepare for Disaster

This game can be played either as a present day California map or you can choose to play the California: 2090 version with cool disasters.

Game Length

Both versions of this scenario end after 7 turns.

Set Up

  • Randomly draw and place the indicated number of goods cubes on the Town Hexes with a number. Continue to place the number of goods cubes shown in each of the cities.

Set up the supply hexes as follows:

  • Place 2 goods cubes on each of the first three supply hexes.
  • Place 3 goods cubes on each of the next four supply hexes.
  • Place 4 goods cubes on each of the next three supply hexes. Leave the remaining supply hexes empty.
  • California 2090: Empty all the cubes from the bag and add California disaster tokens into the bag: 2 volcano tokens, 4 earthquake tokens and 4 clear terrain tokens.

Phase 2 - Build Track

Any player that controls a continuous chain of links from San Francisco to Los Angeles immediately earns 5 VPs.

Phase 3 - Move Goods

The Town Goods cubes may be shipped once a rail or Urbanization has been built on a Town Hex containing the Goods Cube.

Phase 7 - 2090 Disaster Phase

This phase is only for the optional California: 2090 version. This phase occurs directly after the Collect Income and Pay Expenses phase.

The player first in the turn order pulls one token out of the bag and removes it from the game:

  • If it is a clear terrain token, there is no result.
  • If it is the earthquake token, the San Andreas fault rumbles. All controlled tiles on the orange San Andreas hexes are affected by the quake, and cost the controlling player(s) $1 per controlled track on each tile in an effected hex (completed track or stub), payable immediately.
  • If it is a volcano token, then Shasta or Lassen erupt. All controlled tiles on the maroon volcano hexes are effected by the eruption and cost the controlling player for $2 per controlled track on each tile in an effected hex (completed or otherwise), payable immediately.

You may choose not to pay for your affected track. You may instead remove any of your track that you chose not to repair, even from complete links. If this creates a stub, that stub must be built on by the end of your next turn or else you lose control of that rail. If this interrupts your chain from Los Angeles to San Francisco you immediately lose 5 VPs. If you are no longer connected to Los Angeles or San Francisco you will not have to pay the Prestige (see below).

Town tiles that are not paid for are downgraded. For example, if you control 2 tracks into a four spur town and opt to pay for only 1 track, choose which track you will keep and downgrade the town tile to the appropriate 3-spur town tile, removing the link you chose not to pay for. This could potentially create a stub.

Emergency Disaster Relief

If you cannot pay for repairs that you wish to make, you may take out only as many emergency loans as needed to repair your tracks, but no more. For each 1 drop on the income track you take a $3 loan. Keep any surplus from the loan after all desired repairs are complete.

Phase 7 (8 in CA:2090) - Prestige Phase

After the Pay Expenses Phase (or after the 2090 Disaster Phase) the Prestige Phase happens. If your track directly leads into either San Francisco or Los Angeles you must reduce your Income by one on the Income track and raise your VPs by 1 on the Victory Points track. If you are directly linked into both cities, you must reduce your Income by 2 on the Income track and raise your VPs by 2 on the Victory Point track.