Station Master — board layout studies

Four ways to draw the same position, so that where a train is, which track it is on, and whether two cards actually join can be read at a glance rather than from a sentence. Nothing here is wired to the engine — these are drawings.

First: what the rules actually limit

WhereTrains allowedWhat happens if exceeded
Division Point (either end)No limittrains simply queue
Mainline card (most)1a follower needs the Superintendent’s clearance (§8.1)
Double Track / Uncontrolled Siding2+ — “trains may pass”no ruling needed at all
Whistle Post1 A/D tracknext arrival is an automatic collision
Depot / Station / Terminal2 / 3 / 4same — collision, −5

So capacity is real and worth drawing: it is 1 almost everywhere on the Mainline, 2+ on exactly two card types, fixed by tier at an Office, and unbounded at the Division Points. That maps cleanly onto count the slots.

Office — fixed A/D tracksDivision Point — unlimitedMainline cardLimitsIndustry

A. Faithful cards — the tabletop, redrawn

The through rail sits at the same height on every card, so cards butt together and the line runs unbroken — which is exactly how the printed cards work. Every place a marker may stand is a printed square, so capacity is something you count rather than read.

THE DIVISION — west to eastWest DPunlimitedHeavy Grade1 train · climbs EYOUR DEPOT2 A/D tracksDouble Track2 trains may passEast DPunlimitedT3T7T12T4T5Rail meets rail across every join. A square = one place a train may stand; ∞ = no limit.

Strength: closest to the physical game; a player who has seen the cards needs no explanation. Cost: wide. Five cards already fill the strip, and a real Division has more.

B. Dispatcher’s diagram — count the lines

How a real dispatcher sees a division: one continuous line per running track, section boundaries as thin seams. Capacity is the number of parallel lines, and a train sits on a line.

THE DIVISION — dispatcher's track diagramWest DPno limit — trains queue hereHeavy Grade1 trackYOUR DEPOT2 tracksDouble Track2 tracksEast DPno limit — trains queue hereT3T9T7T12A/D 2 freeT4T5Count the lines to know the capacity. A train sits ON a line, so "which track" is never ambiguous.Loses the card-by-card feel, but nothing about connection or occupancy can be misread.

Strength: nothing about occupancy or capacity can be misread, and it stays compact at any Division length. Cost: abandons the card metaphor entirely — terrain becomes a label rather than a picture.

C. Swimlanes — one lane per track

The Running Track is the top lane and never moves. Each further track — A/D tracks, industry sidings — is its own lane beneath. Cards become columns, so a card that owns several tracks is simply taller.

YOUR OFFICE AREA — the Running Track never leaves the top laneRUNNINGA/D 1A/D 2SIDINGLimitsstraightDEPOT2 A/D tracks — a 3rd arrival collidesFreight Houseindustry siding · 2 spotsstraightLimitsT7T12One lane per track, running the full width. "Which track is that train on?" is answered by its row.Tall cards where a card owns several tracks; the Running Track stays a single unbroken line.

Strength: “which track is that train on?” is answered by which row it is in, with no ambiguity anywhere. Cost: a tall card next to a short one looks ragged, and the district stops resembling a map.

D. The current grid, with the rails actually drawn

The smallest change: keep today’s grid and layout, but draw real rail edge to edge and real squares for standing room. A join becomes rail meeting rail instead of two descriptions that happen to agree.

YOUR OFFICE AREA — grid, with the rails actually drawnLimitsstraightDEPOT2 A/DFreight HouseLimitsturnoutRefinerysiding full — nothing more can be spottedT12T7Nearest to what exists now: same grid, but a join is visible as rail meeting rail.A curve leaving the Running Track is drawn, so a turnout that goes nowhere is obvious at a glance.

Strength: preserves the map-like district, and a turnout whose leg goes nowhere becomes obvious. Cost: does least for the Mainline strip, which is where capacity confusion actually bites.

What I would do

D for your Office Area, B for the Division strip.

They fail in opposite places. The district is a map you build, and it wants to stay a map — so draw the rails on the grid you already have (D). The Division is not a map; it is a queue of sections with hard capacities, which is precisely what a dispatcher’s diagram is for (B), and it stays readable however long the Division grows.

A is the most faithful and the most charming, and I would keep it in reserve: it is the right answer if this ever becomes a table you look down on rather than a panel you read. C solves the one question the others answer least well — which of several A/D tracks a train occupies — so if that turns out to be the confusion that matters most, C for the Office alone is worth revisiting.

Every drawing above shares one idea worth keeping whichever you pick: a square is a place a train may stand, and an empty square is spare capacity. That single convention makes “how many more trains fit here” answerable without a legend.