0.7.4:0 — bundle Station Master v0.7.4

Submodule pinned to v0.7.4 (19a6a47), `current.ts` at `0.7.4:0`, release notes
rewritten in all five locales, README.md and instructions.md updated. No new version
file and no migration: the outgoing 0.7.3:0's `up` is empty, `versions.md`'s common
case, so `current.ts` bumps in place.

Three rules corrections, all places where the code and the cards disagreed. The Yard
Office is offered rather than imposed, must be reachable in one move, and cars on the
lead collide — none of which it checked. Circus, Campaign and Military trains run
loaded where the yard can supply it, and the per-stop point is earned once per Office
Area by a fully loaded train. Red Flags becomes a directional flag on your own Limits,
spent on the train it stops, playable at the moment the engine sees a certain
collision.

GAMES IN PROGRESS MAY NOT SURVIVE THIS ONE, and the notes lead with it in every locale
— the opposite of 0.7.3 and for a different reason from 0.7.2. Nothing about the save
format changed; what changed is what the rules accept. The Red Flags intent changed
shape, a make-up that was legal may now be refused, and a Yard Office arrival asks a
question no older history has an answer for. It fails safe: the server declines a save
the rules reject, names the move, and leaves the file untouched. A game that never
meets one of the three carries on, which is why this is "may not" rather than 0.7.2's
"will not".

README.md's diagnosing note is extended: the Mainline Phase now stops to ask three
different questions of three different players, and a game sitting on one is waiting
on a person rather than stuck — it shows as active with nobody to wait for, because an
interruption is not a turn.

Verified: `npm run check` clean, prettier clean, `make x86` packs as v0.7.4:0.
NOT verified: not yet installed on a box, and none of the three rules has been played
by a human — upstream TODO.md #35 still stands for extended play too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
This commit is contained in:
Jesse
2026-08-29 08:20:30 -04:00
co-authored by Claude Opus 5
parent 74aea24d74
commit 085b88bb38
4 changed files with 164 additions and 92 deletions
+28
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@@ -43,6 +43,34 @@ changing any of them marks the game **Custom**, which keeps the scoring of the t
from. The seed, the number of players and the number of Days sit above the type and do not make a
game Custom — the targets re-derive from them.
**What changed in 0.7.4.** Before anything else: **a game already in progress may not carry over.**
These are rules changes, and three of them alter what a saved game is allowed to contain, so an
old game may stop replaying. The server declines to resume one rather than breaking it — it says
which move it stopped at and leaves the save alone — so if you are mid-game and it matters, finish
it before updating or put 0.7.3 back on afterwards. A game that never runs into one of the three
carries on as normal.
**The Yard Office asks you now.** A freight train arriving in your district used to be sent into the
yard automatically, whether you wanted it there or not. Now you are asked. Three things it never
checked before it does now: it has to be able to **reach the yard in one move** — if it cannot, you
are not offered the choice, and the history tells you why rather than staying silent — and if there
are **cars standing on the way in, the train hits them**, exactly as it would anywhere else. Taking
the yard still keeps your Train Order Office free, which is the whole point of the card.
**Circus, Campaign and Military trains run loaded.** They take loaded cars from the Division Yard
while there are any, empties once there are not, and will run short rather than wait. A Circus or
Campaign train earns its point for setting up **once in each player's district** rather than once in
the whole game — so a train that tours the Division is worth more than one that parks — and only
when every car is full. Not much of a circus if the cars are empty. The Campaign train earns that
point for the first time; it never scored at all before, and it needs its candidate aboard.
**Red Flags does something else entirely.** It used to protect one stopped train out on the line.
Now you plant it on the **east or west side of your own district**, and it holds the next train
coming from that way — which is how you buy yourself a Stage to finish switching. It comes down with
the train it stops: one card, one train. You can also play it at the moment it matters. If a train
is arriving into a certain collision and you are holding the card, the game stops and asks whether
you want to flag it; say no and the collision happens.
**What changed in 0.7.3.** **Your games in progress survive this one** — unlike the last update,
nothing about the deck or the way a game is saved has changed, so a game saved under 0.7.2 picks up
where it left off.