v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
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@@ -89,6 +89,28 @@ district — so whichever direction climbs advantages one neighbour over the oth
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has a fair claim to the decision. Orientation is **rolled** from the seed instead — deterministic,
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and roughly even (51/49 east/west across 400 games) — identically for solitaire and multiplayer.
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**Re-opened and closed again, 2026-08-23.** The question came back as "did we ever fix Heavy Grade
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to allow user placement of direction?", and the option of handing the choice to the **Superintendent**
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— the neutral office, which rotates with the Fedora every three Stages — was considered and rejected.
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Jesse's call: v0.5.0's ruling stands. What the re-examination surfaced, worth recording so this is not
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asked a third time:
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- **The advantage is permanent; the office is not.** Orientation decides which modifier cards pay for
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the whole game (Brakeman and Airbrakes on the descent, Helpers on the climb) and therefore which
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direction of traffic is favoured — and odd trains run west while even run east. A rotating office
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making a one-way, once-and-for-all call does not dissolve the fairness problem, it just moves it.
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- **There is no setup phase to ask in.** `createGame` is pure and synchronous and the game opens at
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Day 1, Stage 1, Local Operations. The question would have to interrupt play before the first turn,
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and `clock.pendingDecision` is typed for clearance alone (`SuperintendentClearance | null`, read in
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19 places), so a second decision kind would be most of the work.
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- **Most games never meet the card.** Since v0.6.2 deals the Mainline deck without replacement there
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is at most one Heavy Grade in ten cards, drawn `players + 1` times: **20%** of solitaire games,
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rising to 50% at four players. A pre-game interrupt for a rule four games in five never see.
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The docs were the actual defect. `README.md` still listed it among three open rules questions (all
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three closed in v0.5.0) and `StationMaster-Mainline-Deck-v0.4.5.md` still said "the implementation
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needs a player-selection step to match the card". Both now say settled, and why.
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**Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely
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multiplayer-only. Playing them is rejected with `NOT_IMPLEMENTED`.
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@@ -542,7 +564,7 @@ We modelled a Mainline card as **2 regions, uniform**. The design has **ten dist
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| Plains | 60 | |
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| Curves | 30 | |
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| Hilly | **P60 / F30** | different speeds for passenger and freight |
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| Heavy Grade (Up) | **G** | player sets orientation; Brakeman/Airbrakes/Helpers unlock better start positions |
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| Heavy Grade (Up) | **G** | player sets orientation †; Brakeman/Airbrakes/Helpers unlock better start positions |
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| Double Track | 60 | **trains may pass** |
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| Uncontrolled Siding | 60 | trains may pass; separate "no pass" and "passing" starts |
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| Tunnel | 30 | |
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@@ -550,6 +572,10 @@ We modelled a Mainline card as **2 regions, uniform**. The design has **ten dist
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| Interchange | 60 | **sort cars into any new order**; has a Yard Limit. Printed "Yard" on the prototype card and renamed after play — it shared a word with the Division Yard, the Classification Yard, the Salvage Yard, the Yard Office and the Small Yard, and is none of them |
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| East / West Division Point | — | the ends |
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† **"Player sets orientation" is deliberately NOT implemented** — the table records what the card
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prints, which is what this section is for. The game rolls the uphill direction from the seed instead;
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settled v0.5.0, re-confirmed 2026-08-23, reasoning in §10 Q11 above.
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Each card shows **Start positions** — where a train enters depending on direction, train type, and
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which modifier cards are in play. The Heavy Grade card has five distinct starts (plain, brakemen,
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airbrakes, plain, helpers), so playing Brakeman literally moves your entry point further along.
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