Submodule pinned to v0.7.3 (45580d8), `current.ts` at `0.7.3:0`, release notes rewritten in all five locales, README.md and instructions.md updated. No new version file and no migration: the outgoing 0.7.2:0's `up` is empty, which is `versions.md`'s common case, so `current.ts` bumps in place and `index.ts` is untouched. Two features, both about the end of a game. A game no longer stops dead when the timetable runs out — it enters a fourth state, `awaitingExtension`, and asks the table whether to play one more Day, unanimously in multiplayer with one refusal decisive. The official result is frozen at the original `config.days` and never rewritten, so playing on is explicitly an exhibition, and a §3.4 collision breach is neither extendable nor able to overwrite a recorded result. And the end of a game renders a full results screen in place of the raw `outcome.reason` enum the page used to print. GAMES IN PROGRESS SURVIVE THIS ONE, which is the opposite of the last release and is why the notes lead with it in every locale. No card data changed and the engine changes are additive, so every intent in a 0.7.2 save is still legal: the save replays intact and the game simply pauses on the new question at the end. Upstream proves it rather than asserting it — the suite replays the three recorded games in `public/replays`, all made under an older ruleset, and asserts every intent still applies. Anyone updating from 0.7.1 or earlier is still in the old boat, and both docs say so. README.md gains a short diagnosing note, since `awaitingExtension` is a state an administrator can meet and misread: such a game is persisted and listed as `active`, resumes on restart like any live game, and shows nobody to wait for — because a vote is not a turn. Verified: `npm run check` clean, prettier clean, `make x86` packs as v0.7.3:0. NOT verified: not installed on a box and not played. Extended play has never been exercised against a running service — upstream `TODO.md` #35. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
7.8 KiB
Station Master
Documentation
- Rules and design 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
- Run the Get Join Secret action from this service's Actions menu, and copy the value it returns.
- 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.
- 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.
- 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 0.7.3. 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.