Files
station-master-startos/instructions.md
T
JesseandClaude Opus 5 085b88bb38 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
2026-08-29 08:20:30 -04:00

153 lines
10 KiB
Markdown

# Station Master
## Documentation
- [Rules and design docs](https://draco.local:53871/Jesse.Markowitz/station-master/src/branch/main/docs)
— the rulebook implications, the multiplayer design, and the game's architecture.
## What you get on StartOS
This service runs the multiplayer server: a lobby, and a table for 2 to 4 players to play a
competitive or cooperative game together from their own browsers. Everything a player needs — the
game itself, the lobby, and the connection back to this server — is served from the single web
interface below; there is nothing else to install or configure on a player's side.
## Getting set up
1. Run the **Get Join Secret** action from this service's Actions menu, and copy the value it
returns.
2. Share that secret, and this service's address, with everyone you want to play with. Anyone
holding the secret can create a new game or join one that hasn't started yet.
3. Open this service's **Multiplayer Table** interface. You'll land on the front page, which
offers three ways in: solitaire, the replay viewer, and multiplayer.
4. Click **Play multiplayer**, then **Create Game** (or **Join Game** with a game code someone
else created), and enter the join secret when asked.
## Using Station Master
### Multiplayer Table
The front page offers solitaire, the replay viewer, and multiplayer. **Play multiplayer** takes you
to the lobby: create or join a game, seat players (including filling empty seats with a bot), and
start. Once a game is underway, this same interface is where every player plays their turns and
watches the table — there is nothing else to open.
Solitaire runs entirely in your own browser and needs nothing from the server, so it works here
exactly as it does on the public Station Master site.
**Setting a game up (new in 0.7.0).** The lobby opens on **Join a game**: type the code you were
given and you will see the whole rule set — the opening hand, what the work pays, every way the game
can end — *before* you take a seat. Creating a game instead starts from a **game type**: Co-op,
Competitive or Cutthroat. A type just fills in the rules; every one of them is yours to change, and
changing any of them marks the game **Custom**, which keeps the scoring of the type you started
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.
**The game asks before it ends.** When the last Day on the timetable runs out, you are no longer
simply told the game is over: you are asked whether to play one more Day. Say yes and you get one
Day — not two, not the rest of the evening — and at the end of it you are asked again. In a
multiplayer game **everybody has to agree**, and one "no" ends it there and then, so nobody is kept
playing a game they have finished with.
**Playing on cannot change who won.** The result is decided at the length you dealt the game for. If
you set up five Days and carry on to eight, the winner is still whoever was ahead at the end of Day
5, and the results screen says so — everything after that is recorded as what it is, an exhibition.
One exception: a game that ends because of **too many collisions** is over for good and is not
offered another Day, whether that happens on a scheduled Day or an extra one. A railroad that has
been declared unsafe does not carry on regardless.
**The end of a game now tells you what happened.** In place of one line and a number there is a full
results screen: why the game ended, in plain English rather than a code; who won and by how much;
every player's Revenue side by side; the rules the game was actually dealt under, including the pay
rates and any optional rules; who did what; and what the railroad managed — trains that ran the
length of the Division and how many of them did any switching on the way, loads made up and broken,
passengers boarded and set down, cars coupled and set out, and any trains lost to a collision along
with the cars that went with them. It comes up by itself when the game ends and there is a button to
open it again, so playing on never costs you the results.
**What changed in 0.7.2.** Before you read on: that update was the one where **a game already in
progress did not carry over**, because the card deck changed size. If you are updating from 0.7.1 or
earlier, that still applies to you.
At the table, three things looked different. **Crossing a Mainline card is quicker, and counted
differently**: the speed sign printed on the card was always just scenery, and what decides the time
is the number of regions drawn on it — Plains and Double Track one, Curves and Tunnel two, Heavy
Grade three unless you have Helpers or Brakeman on it. A train's **Fast/Slow rating only matters on
the Hilly card** now, instead of adding a Stage to every card, so slow trains in particular get
across the Division far quicker than they used to. **The deck is smaller and holds less track**,
matching the published card counts, so building a district is a slower business and the cards you
draw are worth more. And **the Division map is one row you read left to right**, west on the left and
east on the right, instead of wrapping around the screen — it no longer shows the inside of anyone's
district, which is what your own Office map is for, but every train in a district still appears on
it, with the ones holding an arrival track drawn on the rail and any crew switching drawn below it.
**Leaving, and coming back.** Anyone may leave a lobby, and the host can clear a chair, so a
mis-join or somebody who wanders off no longer blocks a table that cannot start until every seat is
taken. A **Leave game** button appears once a game is running: it keeps your seat and the table
waits for you, and the lobby lists every game this browser is in so you can rejoin it — or join a
different one without losing the first. **Forget** on that list is the one thing that cannot be
undone: the token kept in your browser is the only proof of who you are, so a forgotten game cannot
be rejoined from that browser.
### Get Join Secret
Run this whenever you need the current join secret again, or want to shut out anyone still
holding an old one. Every run replaces the secret and immediately puts the new one into effect —
players already seated in a game are unaffected, but the old secret stops working for creating or
joining games from that point on.
### Games in Progress
Shows every game on the server: who is playing, which Day and Stage they have reached, and whose
turn it is. It changes nothing, so run it whenever you are curious. It is also how you spot a game
nobody is coming back to — one whose last move was days ago, still waiting on a particular player.
### Manage Game
Pick a game, then either save a copy of it or end it.
**Export** hands you the whole game as text and leaves it running. Save that text as a `.json`
file and you can open it in the replay viewer later to watch the game back.
**End the game** deletes it and disconnects anyone still watching. This is the only way to clear
a game that will never be finished — otherwise it sits there, and comes back every time the
service restarts. It cannot be undone, so the game's save is handed back to you when it happens:
that text is the only copy left, so keep it if the game was worth watching.
> **Games in progress normally survive an update of this service.** When the update changes the
> rules of the game itself, a half-played game cannot be resumed under rules it was not played by,
> and that game is set aside rather than continued — you would see it disappear from the lobby.
> Nothing is ever deleted, so going back to the previous version makes it playable again.