v0.3.0 — playtest fixes, two new rules, and §7 enforced
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@@ -843,10 +843,17 @@ turnout** (0° sends the 45° leg south, 180° sends it north). The chosen index
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event, so replay reproduces the same layout.
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Handedness is not a supply label: it IS the diagonal the 45° leg lies on. A left-hand card reaches
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`sw` and `ne`, a right-hand card `se` and `nw`, and two stacked cards join only when their legs share
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`se` and `nw`, a right-hand card `sw` and `ne`, and two stacked cards join only when their legs share
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a diagonal. That is what makes the 4-left/4-right split of the curve and turnout supply meaningful,
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and why a run-around needs one card of each hand.
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Which row is called "left" follows the prototype: a turnout is named for the side its diverging route
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leaves toward, seen by a train entering at the points. `{stem:'e', through:'w', diverge:'s'}` is
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entered heading west, and facing west the leg to the south is on the driver's left — so left is
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`nw_se`. Curves take their hand from the turnout whose leg they continue, which puts them on the same
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diagonal. **This was inverted in the first implementation** and both tables were flipped together
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once playtesting caught it; the geometry never moved, only the words.
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**Consequence for print-and-play.** Card art must read correctly upside down — every track card is
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laid at 0° or 180°, and nothing is ever turned on its side.
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@@ -234,9 +234,24 @@ trains are officially running yet. The future awaits!
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6. The Home Office deck (52 cards, §12.1) is shuffled and placed face down.
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7. Starting from the Superintendent, each player draws three cards off the Home Office deck. Then
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three cards are drawn from the Home Office deck and placed face up next to it, forming the three
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Department slots.
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7. **[PROVISIONAL — the opening deal]** Separate the track cards and shuffle them apart from the
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rest. Starting from the Superintendent, deal each player **three track cards and three other
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cards**. Shuffle the leftover track back into the remaining cards to form the Home Office deck for
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the rest of the game, then turn three cards face up next to it, forming the three Department
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slots.
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A player therefore opens holding six against a hand limit of three (§6.2). That is deliberate: the
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first turn is spent choosing which district you can afford to build. Draw as usual, then play or
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discard down to three before concluding — §6.2 already allows "any or all" cards to be played in a
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turn, and there is no cap on discards, so the reduction can always be made.
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**Why.** A run-around needs five specific pieces of the right hands in a usable order, and with
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track drawn one card at a time the pieces essentially never met: measured over 12,000 turns, a
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turnout and a matching-hand curve were in hand together on **0.2%** of them. Run-arounds ran at 91
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per 100 games when track was a private supply the player chose from, 29 per 100 once it was drawn,
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and 4 per 60 with track in the deck. This restores something close to the private supply without
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reintroducing an unbounded one. Measured after the change: run-arounds **7 per 60**, districts
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17.9 → 20.3 cards, revenue unmoved on its own.
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8. Space should be provided for the Salvage Yard deck (discards).
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@@ -383,6 +398,12 @@ point.
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The imaginary dispatcher will Highball (clear) a train out of an Office under the following
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conditions:
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- The train did not just initially arrive from a Mainline card at the Office this Stage. A train that
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rolls in stops for orders (§8.2) and leaves on a later Stage. **This is the condition the printed
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`Expedite` rule exists to override** — an Expedited train departs the Stage it arrives (Q3), still
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subject to every other condition below. Restored from the source sheet: this bullet was missing
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from the transcription, which left `Expedite` looking like a special case with no general rule to
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be special against.
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- The train must be sitting on the A/D track before the Office, or at a Division Point.
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- The train must be in the order listed on the train's card (engine on the front, Rolling Stock, and
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possibly a Caboose). It may depart with fewer Rolling Stock than listed, but not out of order.
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@@ -456,6 +477,21 @@ Loading and unloading of Rolling Stock (passengers and freight) takes place in t
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For each Facility, add up the icon resources (Laborers and Porters) you have at that site. Resolve
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them one at a time.
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### 9.0 Clearing the line · **[PROVISIONAL]**
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**Every train that departs your Office onto the Division earns you one Revenue point.** It is paid
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once, when the train is highballed out of your section (§8.1) — not again when it later runs off the
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end of the Division, which is somebody else's Division Point.
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Unlike freight and passengers this pays for traffic you do not have to work, which is the point:
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keeping the line clear is the Superintendent's job and until now nothing paid for doing it well. It
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rewards splitting a Subdivision with a Control Point, holding a following train rather than gambling
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on it, and building the A/D capacity to turn arrivals around.
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Measured, this is worth **+5.4 Revenue a game** against a previous mean of 2.7 — it more than
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doubles the score on its own and makes the 20-point target reachable largely on traffic. Flagged for
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review alongside the victory target.
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### 9.2 Passenger Operations
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One Porter allows one of the following:
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@@ -599,8 +635,11 @@ upgrade must never disturb a connection.
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> **SUPERSEDED by the recovered design** (`docs/Deck cards2.xlsx`). The counts below are the invented
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> placeholder and are kept only as the record of what was assumed before the real sheet turned up.
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> The deck is **243 cards**, of which **104 are track**; see `content.ts` and
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> `implications.md` §4a.
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> The deck is **235 cards**, of which **96 are track**; see `content.ts` and `implications.md` §4a.
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> The sheet's own track total is 104 — the 8 **sharp curves** are dealt zero copies, because the only
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> thing separating one from an ordinary curve was a two-Move crossing cost that the Move model never
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> charged, leaving them as duplicates taking eight draws. They stay in the catalogue at zero, as
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> Poling does, so the design survives if the Move cost is ever built.
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A single deck containing every card type. The three Departments are shared **decks**, not single
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face-up slots: a discard is placed on top of whichever one the player chooses, and only the top card
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