v0.8.2 — every district opens on a Depot, and the docs are pages now
A second-digit bump for a playtest read back against the save file. Nine questions were asked of one three-Day game; three were bugs, three were the rules working and undocumented, three were decisions. Every save on the test server was replayed against this build BEFORE release, which is how the cost of each rule was known before it was chosen rather than discovered after. EVERY DISTRICT OPENS ON A DEPOT. A Whistle Post has one A/D track and is not a Passenger Facility, so the opening of every game was spent unable to work a passenger and one arrival away from a collision. Two A/D tracks and passengers from Stage 1 now; "Players start with Whistle Posts, not Depots" is the harder game, set when the game is created. The deck follows the choice — starting on Depots the four Depot upgrade cards are left out, because an upgrade must be to the next tier and a Depot card at a table of Depots is a dead draw. How much easier it is showed up as a test failure rather than an argument: the cue-coverage pool needed widening from 24 seeded games to 60 before it held one collision. NO SAVE WAS STRANDED BY IT, which took care. This is the one house rule that changes how a game is DEALT rather than how it plays, so replaying a save under the wrong opening is a different railroad from intent one — silently, with no error. `withSavedOpening` fills it on the replay paths ONLY. Putting it in the resolver instead made a fresh Cutthroat game deal Whistle Posts and read as Custom, which is how the distinction was found. THREE BUGS, ALL REPORTED FROM ONE GAME AND ALL CONFIRMED ON ITS SAVE. An Office held TWO TRAINS ON ONE A/D TRACK. The capacity test passed with nothing standing, the train the Interlocking had been holding at the Limits was moved into the free slot, and the arriving train was pushed in after it without anyone asking again whether there was room — so the collision §8.3 calls for never happened. The held train keeps priority; the newcomer now takes the consequence it would have met had the held train arrived first. THE HISTORY FROZE, permanently, and the log cap was not really the cause. Each seat's "what have I sent you" bookmark was an INDEX into an array the game trims, so once a seat's bookmark reached the limit the slice returned nothing for the rest of the game — at a different moment per seat, because each holds its own. That game's log ended at exactly the cap. Lines carry a sequence number now, which survives trimming; proven by pushing twice the cap through a simulated seat. §8.1 ASKED THE WRONG QUESTION TWICE. "Trains may pass" returned `clear` before the Subdivision was looked at, so a train entering a Double Track was released however busy the rest of it was — that, not anything about Control Points, is what let Train 8 out with no ruling. And a train standing at an Office was invisible to the scan, so one about to re-enter the very Subdivision being entered counted for nothing. Capacity is the test, not presence: a Depot with a track free is not in the way; a Whistle Post with its one track taken is. THINGS THAT HAPPENED SILENTLY NOW SAY SO — a train held against a facing one, a train released from the Limits (a side effect of somebody else's arrival, so it simply appeared at the Office), and the train an Interlocking is holding, whose explanatory tooltip has existed since #99 with NO renderer ever reading the flag. WHERE A MOVE IS REFUSED, AND WHY. `exploreMoves` decides where the rails go and the pick-up restrictions are enforced afterwards in `check`, so a square the rails reached and the card forbade was reachable, un-offered, and absent from the block list with nothing said. Those squares are blocked with the rule that blocks them now, and the reasons are got by ASKING `check` rather than re-deriving: a second implementation of the rules is exactly the failure the block list exists to avoid. A train may also always recover its own caboose — X13 prints "may drop but not pick up anything", and a train needs its caboose to be made up, so one that parted with it could never legally leave again. RULES DECIDED IN SEPTEMBER AND APPLIED HERE. A Modifier must sit square against its host, no diagonals. A passenger Modifier may not be played at a Whistle Post. Both were built, measured, held back for a fortnight so a playtest could finish, and applied now. A Second Section costs its card: `SECOND_SECTION` was declared in content.ts and never dealt, so the action was free and the bot ordered 26 accidental ones in a measured round. The card is dealt and spent — gating on a card the deck never holds would have deleted the mechanic rather than fixed it. THE DOCUMENTATION IS A SET OF PAGES, not five text files served as text/plain — a card reference is mostly tables, and as plain text a table is rows of pipes. Markdown is still the one copy; the build renders it, and publishes the .md beside each page. No Markdown library: this project has no runtime dependencies and one would be a poor first. The pages add what Markdown cannot carry without drifting — a nav across the set, a contents list built from the headings actually rendered, an anchor on every heading, a 70-character measure, and tables that are tables. They print as ink on paper. The references caught up with the rules, checked rather than assumed: two statements had gone from stale to misleading (the Quickstart told a new player to "get a Depot down as soon as one appears"), and four rules nobody could look up are written down — the Office tier table, §8.1 in practice, what the Circus Train pays for, and that a Realignment can be a card with no legal target. Adding one card to the deck reshuffles every seeded deal, which broke five fixtures. Each was a seed meaning "a game like this" — TODO #84, exactly — so seeds moved and pools widened rather than assertions weakening, and the clearance fixture pins its terrain the way `enhancements.test.ts` already does. The three published replays were re-recorded. Closes TODO #40, #42a, #108, #109 and #110. 1046 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
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# Station Master — Home Deck
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**Describes the game as built at v0.8.1.0** (2026-09-22). These references are kept current with
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every release rather than versioned as editions, so there is no version in the filename: this file
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is always the latest, and the build it describes is stated here.
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**Version 0.8.2** · 2026-09-23
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**Scope:** the Home Office deck — how it is dealt, drawn, discarded and reshuffled, and what the
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rules are for playing each kind of card out of it.
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> **Per-card facts live in [`rules/as-built.md`](rules/as-built.md)**, which is GENERATED from
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> `src/engine/content.ts` and checked by `test/card-reference.test.ts`, so it cannot disagree with
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> the game. Read it for every card's name, effect, placement and whether its printed effect actually
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> resolves yet. This document is how the deck WORKS; that one is what is in it.
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> **The card tables in this document are GENERATED from `src/engine/content.ts`** and checked by a
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> test, so they cannot disagree with the game. `npm run build:cards` rebuilds them; do not edit a
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> table by hand. The prose around them is how the deck WORKS; the tables are what is in it.
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>
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> **No card counts appear here, deliberately** (TODO #15a, Jesse's call 2026-08-22): counts move
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> with play balance, so a document printing them is answering a question that has a different answer
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> **Card counts are not published.** Counts move with play balance, so a printed count answers a
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> question that has a different answer
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> after the next retune. Where a count matters it is rendered as a yes/no — whether the deck deals
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> the card at all — which is a fact about the design. This page used to print a full counts table
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> and it was wrong for a month before anyone noticed.
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> the card at all — which is a fact about the design.
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## The piles
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@@ -41,7 +37,7 @@ of nothing but those has exactly one way forward, which is to play one.
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The opening deal is a house-rule choice made when the game is dealt. The default (`threeRandom`) is
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three cards from one shuffled deck; `threeTrackThreeOther` deals three track and three others from
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two separately shuffled piles, deliberately over the hand limit, so the first turn is spent choosing
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two separately shuffled piles, over the hand limit, so the first turn is spent choosing
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which district you can afford to build.
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Drawing is one of the three Local Operations options — see [Rules](rules.md)
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@@ -56,16 +52,31 @@ Track cards are ordinary Home Office cards, not a separate personal supply.
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through route, or it breaks the main.
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- Placing track **on a Limit sign** extends the Running Track and moves that sign outward. The sign
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is a physical card, so it moves rather than being left stranded mid-track.
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- **Nothing may be placed outside your Limits** — track, industries and, since v0.8.0.14, Modifiers
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too. Your district ends at its sign.
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- **Nothing may be placed outside your Limits** — track, industries and Modifiers alike. Your
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district ends at its sign.
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- Curves and turnouts are printed left- or right-handed. A card may be turned 180° but never flipped
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over, so its 45° leg never changes diagonal.
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- A **turnout may upgrade** an existing straight, or a curve whose arc is exactly the turnout's
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diverging arc. Not if the card holds standing cars or an enhancement. Every other occupied square
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is unavailable.
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diverging arc. An **industry may be built over a straight** off the Running Track, on the same
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principle. Neither is allowed if the card holds standing cars or an Enhancement, and every other
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occupied square is unavailable.
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- A turnout may be **run through but not stopped on**: it is not Operational Rail, so a Move may not
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end there.
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<!-- BEGIN CARDS: track -->
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| Track | Geometry | Hand | Operational rail | Move cost | Dealt |
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| --- | --- | --- | :---: | ---: | :---: |
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| Straight track | straight | none | yes | 1 | yes |
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| Curved track (right) | curved | right | yes | 1 | yes |
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| Curved track (left) | curved | left | yes | 1 | yes |
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| Sharp Curved Track (right) | sharpCurved | right | yes | 2 | no |
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| Sharp Curved Track (left) | sharpCurved | left | yes | 2 | no |
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| Turnout (right) | turnout | right | — | 1 | yes |
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| Turnout (left) | turnout | left | — | 1 | yes |
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A row marked "no" is a shape the engine understands but the deck does not currently print.
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<!-- END CARDS: track -->
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## Office cards
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Every player begins at a **Whistle Post**, which is not drawn from the deck: one A/D track, no
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@@ -78,12 +89,34 @@ passenger slot; a Depot and above is a Control Point and a Passenger Facility.
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An upgrade takes no placement: the Office is where it already is.
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<!-- BEGIN CARDS: office -->
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Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in
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order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**
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to Porters rather than one more.
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| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |
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| --- | :---: | :---: | ---: | ---: | ---: | ---: |
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| Whistle Post | — | — | 1 | 0 | 0 | 0 |
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| Depot | yes | yes | 2 | 1 | 1 | 1 |
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| Station | yes | yes | 3 | 2 | 2 | 2 |
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| Terminal | yes | yes | 4 | 3 | 3 | 3 |
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Whistle Posts are a fixed supply of 4 outside the deck, and Limits signs a
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supply of 8.
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<!-- END CARDS: office -->
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## Freight facilities
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An industry is placed on a connected straight **stub off the Running Track** — never on the Running
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Track itself, and never outside the Limits. A Facility carries its own rails, so placing one places
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track.
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**It may also be built over a straight already laid**, in the same way a turnout may upgrade one, so
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rail can go down before the industry that will serve it. Only a plain straight may be built over: a
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Facility carries east–west track, so replacing a straight cannot break a neighbour's connection,
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while a curve or a turnout carries rails the Facility does not. The square must be clear of standing
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cars and carry no Enhancement — the replaced card leaves play.
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Each begins with one Laborer and a three-box **MEN | AT | WORK** pipeline. No Office Area may hold a
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duplicate industry, or both ends of a lockout pair — a producer and the consumer of the same
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commodity cannot be built in one district.
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@@ -92,22 +125,67 @@ commodity cannot be built in one district.
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count. That distinction was a real bug: box count is how much WORK an industry can hold, not how
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much RAIL it has, and conflating the two invented a printed siding no industry card carries.
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<!-- BEGIN CARDS: facilities -->
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Each lists the car types it works, which way its traffic flows, and the industries it may not sit
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beside. **Every lockout pair is a producer and the consumer of the same commodity** — you may
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build one end of a chain or the other, never both, which is what forces traffic to run between
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districts rather than in circles inside one. No two of the same industry may share an Office Area,
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and that rule is enforced for every kind rather than repeated in each row.
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| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |
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| --- | --- | --- | ---: | ---: | ---: | --- |
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| Freight House | boxcar | both | 1 | 1 | 1 | Grocer's Warehouse |
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| Mine Tipple | hopper | outbound | 1 | 0 | 1 | Power Plant |
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| Refinery | tank | outbound | 1 | 0 | 1 | Power Plant |
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| Power Plant | hopper, tank | inbound | 0 | 1 | 1 | Mine Tipple, Refinery |
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| Packing Sheds | reefer | outbound | 1 | 0 | 1 | Grocer's Warehouse |
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| Grocer's Warehouse | boxcar, reefer | inbound | 0 | 1 | 1 | Packing Sheds, Freight House |
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<!-- END CARDS: facilities -->
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## Facility modifiers
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A Modifier sits on an empty square among the **nine spots around its host Facility** — and, since
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v0.8.0.14, **inside your Limits**, like everything else. It may not stand in the Running Track row.
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One of each kind per Office Area.
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A Modifier sits on an empty square **square against its host Facility — north, south, east or
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west**. It may not go on a diagonal: touching at a corner is not touching. It must be **inside your
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Limits**, like everything else, and may not stand in the Running Track row. One of each kind per
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Office Area.
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**A Modifier adds a BOX, never room for a car.** A Truck Dock beside a Grocer's Warehouse gives it a
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second red box — somewhere for one more arriving load to be cleared to — and changes nothing about
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how many cars may be spotted there.
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**A passenger Modifier needs a Passenger Facility.** A Waiting Area, Restaurant or Hotel may not be
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played at an Office that is still a **Whistle Post** — a Whistle Post is not a Passenger Facility, so
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there is nothing for the card to add to. Upgrade the Office to a **Depot** or better first.
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**A grant the host cannot use does nothing**, and the game says so rather than pretending. An
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outbound bonus beside an inbound-only facility, or the Truck Dock's inbound bonus beside the
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outbound-only Packing Sheds, is discarded — the latter leaving that card with no effect at all.
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Passenger modifiers beside a **Whistle Post** add Porters but create no outbound slot until the
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Office becomes a Passenger Facility; the panel reports that as DORMANT rather than claiming the
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facility "only receives", which was wrong in both directions.
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<!-- BEGIN CARDS: modifiers -->
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Each sits beside a host and raises one of its capacities. `office` as a host means any Passenger
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Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which
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is not one.
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| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |
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| --- | --- | ---: | ---: | ---: | ---: |
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| Waiting area | any Passenger Facility | 1 | — | — | 1 |
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| Restaurant | any Passenger Facility | 1 | — | — | 1 |
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| Hotel | any Passenger Facility | 1 | — | — | 1 |
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| Truck dock | Freight House, Packing Sheds, Grocer's Warehouse | — | 1 | — | — |
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| Railroad Express Agency | Freight House | 1 | — | 1 | — |
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| Forklifts | Freight House, Packing Sheds | 1 | — | 1 | — |
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| Prep Plant | Mine Tipple | 1 | — | 1 | — |
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| Coal Piles | Mine Tipple | 1 | — | 1 | — |
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| Conveyor Belts | Mine Tipple | 1 | — | 1 | — |
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| Pipelines | Refinery | 1 | — | 1 | — |
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| Oil Depot | Refinery | 1 | — | 1 | — |
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| Viscosity breakers | Refinery | 1 | — | 1 | — |
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| Transmission lines | Power Plant | — | — | 1 | — |
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| Rotary Dumps | Power Plant | — | — | 1 | — |
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| Steam Turbines | Power Plant | — | — | 1 | — |
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| Ice House | Packing Sheds, Grocer's Warehouse | 1 | — | 1 | — |
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| Local small groceries | Grocer's Warehouse | — | — | 1 | — |
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<!-- END CARDS: modifiers -->
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## Train cards
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@@ -121,9 +199,6 @@ house rule — `divisionPointsOnly`, `ownOffice`, or `anyOffice` (the default)
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also available, because it is the one Mainline card with a yard. An Extra runs once and its card
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goes to the Salvage Yard.
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> The v0.4.5 behaviour of launching every Extra eastbound from the Western Division Point was
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> replaced in v0.6.2. The number no longer decides an Extra's direction; the start does.
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The listed consist is a **maximum, not a minimum**. A train may depart with fewer cars, but not with
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more, not of the wrong category, not with a car behind the caboose, and not with the engine buried
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among its own cars. A Crew Tray holds four pieces, and a caboose counts toward the four.
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@@ -131,14 +206,48 @@ among its own cars. A Crew Tray holds four pieces, and a caboose counts toward t
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A train made up short of what its card calls for is reported as such, with what it wanted and why
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the yard could not supply it — see Rules §4.4.
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**Per-train consists and printed rules: [`rules/as-built.md`](rules/as-built.md) § Trains.** It
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**Per-train consists and printed rules are in the table under § Train cards below.** It
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carries the `empties only`, `reefers only`, `drop only` and `pick up empties only` restrictions,
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every one of which the engine enforces.
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<!-- BEGIN CARDS: trains -->
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### Timetabled
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| # | Class | Speed | Runs | Consist | Printed rules |
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| ---: | --- | --- | --- | --- | --- |
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| 1 | Crack Limited | fast | west | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
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| 2 | Crack Limited | fast | east | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
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| 3 | Express | fast | west | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
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| 4 | Express | fast | east | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
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| 5 | The Sparrow | fast | west | 3 coaches (3 pieces) | no switching; expedite |
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| 6 | The Sparrow | fast | east | 3 coaches (3 pieces) | no switching; expedite |
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| 7 | Local | slow | west | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
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| 8 | Local | slow | east | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
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| 9 | Heavy Freight | slow | west | 3 freight + 1 caboose (4 pieces) | — |
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| 10 | Heavy Freight | slow | east | 3 freight + 1 caboose (4 pieces) | — |
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| 11 | Drag Freight | slow | west | 2 freight + 1 caboose (3 pieces) | — |
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| 12 | Drag Freight | slow | east | 2 freight + 1 caboose (3 pieces) | — |
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### Extras
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| # | Class | Speed | Runs | Consist | Printed rules |
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| ---: | --- | --- | --- | --- | --- |
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| X13 | Appleseed Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces), empties only | drop only; *"May drop MTs but not pick up anything."* |
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| X14 | Fruit Growers Express | fast | player's choice | 2 reefers + 1 caboose (3 pieces) | expedite; *"Reefers only. May pick up one extra loaded reefer."* |
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| X15 | Yard Xfer | slow | player's choice | 2 freight + 1 caboose (3 pieces) | — |
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| X16 | Light Engine Move | fast | player's choice | engine only | no switching; *"No cars at all."* |
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| X17 | Campaign Train | fast | player's choice | 1 coach (1 piece) | no switching; stop then expedite; stop earns point; must run loaded; *"One turn at station (speeches) then expedite. Earns a point per Office Area if the candidate is aboard."* |
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| X18 | Circus Train | slow | player's choice | 2 freight + 1 coach + 1 caboose (4 pieces) | no switching; stop earns point; must run loaded; *"One turn stopped in an Office Area (circus set-up) earns 1 point, once per Area, if fully loaded."* |
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| X19 | Military Train | slow | player's choice | 1 freight + 2 coaches (3 pieces) | no switching; no passenger work; expedite; must run loaded; *"Troops and materiel: runs loaded where the yard can supply it."* |
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| X20 | Director's private car | slow | player's choice | 2 freight + 1 coach (3 pieces) | no passenger work |
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| X21 | Freight Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces) | — |
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| X22 | Pee-Dee | slow | player's choice | 1 caboose (1 piece) | pick up empties only; *"Per-diem train. May only pick up MTs."* |
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<!-- END CARDS: trains -->
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## Enhancements, Mainline modifiers and Maneuvers
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- **Enhancements** are played into your district and change what a square does — the **Small Yard**
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(re-order a consist for one Move), **Interlocking**, **Yard Office** and the rest. `as-built.md`
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(re-order a consist for one Move), **Interlocking**, **Yard Office** and the rest. The table below
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marks each one `live`, `dormantSolo` or `unbuilt`, which is the part only the implementation
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knows.
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- **ABS Signals is the exception, and it matters.** It is dealt as an Enhancement but is **not
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@@ -151,9 +260,139 @@ every one of which the engine enforces.
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Poling is catalogued but its effect is recorded as "TBD in the source", so there is nothing to
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implement.
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<!-- BEGIN CARDS: enhancements -->
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The column that only the implementation can fill in: **whether the printed effect actually
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resolves yet.** `live` is read during play; `dormantSolo` is implemented at the point of attack
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but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a
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solitaire game; `unbuilt` means the effect is recorded and nothing reads it. A transcription
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cannot carry this column, which is the argument for generating the page rather than writing it.
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| Enhancement | Placement | Requires | Effect resolves |
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| --- | --- | --- | :---: |
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| Interlocking | runningTrackStraight | — | **live** |
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| Facing Point Locks | onCard | interlocking in the district | **dormantSolo** |
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| Yard Office | secondaryTrackStraight | — | **live** |
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| Small Yard | secondaryTrackStraight | — | **live** |
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| Water Column | runningTrackStraight | — | **dormantSolo** |
|
||||
| Overpass | onCard | — | **unbuilt** |
|
||||
| Telegraph | runningTrackStraight | — | **live** |
|
||||
| Telephone | onCard | telegraph on the same card | **live** |
|
||||
| Radio | onCard | telephone on the same card | **live** |
|
||||
| ABS Signals | mainlineCard | — | **live** |
|
||||
<!-- END CARDS: enhancements -->
|
||||
|
||||
## Opponent-directed cards — not dealt
|
||||
|
||||
The **Action** and **Space-use** categories are opponent-directed and are **excluded from every
|
||||
dealt deck**, because their play rules are not implemented. They are catalogued in
|
||||
`as-built.md` so the composition is on record, and `check` refuses to play one. This is deliberate:
|
||||
the table below so the composition is on record, and `check` refuses to play one. This is deliberate:
|
||||
silently accepting them would make a card look playable while doing nothing.
|
||||
|
||||
<!-- BEGIN CARDS: opponent -->
|
||||
**None of these is dealt in any deck today.** A card that can only be played at another player
|
||||
has no legal target in a solitaire game, and a defence with nothing to defend against is as dead
|
||||
a draw as the attack — so both halves are held out until the attacks are implemented. They are
|
||||
listed because they are the design, and because what a defence answers is the only record of why
|
||||
it exists.
|
||||
|
||||
### Action cards — opponent-directed
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Derail | a moving train in the Local Phase | That train must stop for the remainder of the turn. | — |
|
||||
| Broken coupler | a moving train in the Mainline Phase | That train must stop and not move. | — |
|
||||
| Railroad crossing | any Secondary Track Straight | May not be used as a stop point for switching. May not become an Industry. | — |
|
||||
| Per Diem inventory | another player | Lose one point per 2 empty cars on Secondary Tracks. | — |
|
||||
| Demurrage charge | another player | Lose one point per 2 loaded freight cars on Secondary Tracks. | — |
|
||||
| Customer complaints | another player | Lose one point per 2 coaches in loading boxes. | — |
|
||||
| Vandalism | another player | A train passing a Hobo Jungle has a boxcar looted (converted to empty). | — |
|
||||
| Hotbox | another player | A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs. | — |
|
||||
| Outlawed | another player | A train just arrived may not depart for one turn — the crew’s hours have expired. | — |
|
||||
|
||||
### Space-use cards — opponent-directed
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Bean house | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
| Flop house | adjacent to any straight, curve, turnout | Burns tablespace. | — |
|
||||
| Watertower | adjacent to any straight, turnout on Running Track | Burns tablespace. | — |
|
||||
| Hobo Jungle | adjacent to any straight, turnout, Limit on Running Track | Burns tablespace. Vandalism can loot a boxcar passing it. | — |
|
||||
| Section House | adjacent to any straight, curve, turnout | Burns tablespace. | — |
|
||||
| City blocks | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
| Engine Shops | adjacent to any straight, curve, turnout | Burns tablespace. | — |
|
||||
| Tenderloin District | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
| Engineer cemetery | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
|
||||
|
||||
### Maneuver cards
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Red Flags | any time | A stopped train is prevented from being hit; the approaching train is prevented from moving. | — |
|
||||
| Flying Switch | any time | Break a cut of cars away from behind the engine and roll them into an industry. | — |
|
||||
| Poling | any time | TBD in the source. | — |
|
||||
|
||||
Mainline modifier cards, for completeness — these ARE dealt:
|
||||
|
||||
| Card | Played on | Effect | Answers |
|
||||
| --- | --- | --- | --- |
|
||||
| Brakeman | a GRADE Mainline card | Faster passage downhill. | — |
|
||||
| Airbrakes | a GRADE Mainline card | Faster passage downhill. Brakeman must be in effect. | — |
|
||||
| Helpers | a GRADE Mainline card | Faster passage uphill. | — |
|
||||
| Realignment | a Mainline card | Convert one Mainline type to another. Not while a train is on it. | — |
|
||||
| Facing Point Locks | adjacent to Interlocking | Prevents Derail being played on you. | Derail |
|
||||
<!-- END CARDS: opponent -->
|
||||
|
||||
## The Second Section card
|
||||
|
||||
**Ordering a Second Section costs the card.** Played on a train that is **due out this Stage**, it
|
||||
sends a second, identical train out right behind the first. That second train needs a Crew Tray of
|
||||
its own, so there has to be one free.
|
||||
|
||||
It is the one card that deliberately creates the **following-train** situation §8.1 makes the
|
||||
Superintendent rule on — so playing it is choosing to put that question to them.
|
||||
|
||||
One copy in the deck, spent when it is played.
|
||||
|
||||
## Trains that pay for stopping
|
||||
|
||||
Two Extras pay for **standing still** rather than for running: the **Circus Train** (X18) and the
|
||||
**Campaign Train** (X17). Their card is worth nothing if it is run like an ordinary train.
|
||||
|
||||
Three conditions, all of them required:
|
||||
|
||||
- **Stopped.** The train spent a whole Mainline Phase without moving. Switching around inside a
|
||||
district does not break it — what breaks it is leaving before a Mainline Phase passes.
|
||||
- **In an Office Area.** Any square in a player's district. Standing on the Mainline or at a
|
||||
Division Point pays nothing. A **Whistle Post district counts** — the rule is about the area, not
|
||||
the Office's tier.
|
||||
- **Fully loaded.** Every car except the caboose is carrying something. A train made up short, or
|
||||
carrying an empty, earns nothing however long it stands.
|
||||
|
||||
**One point per district**, and the point goes to whoever sits in the district it stopped in. A
|
||||
Circus touring three districts is paid three times; one parked in the same district all game is paid
|
||||
once. Neither train may switch, so it cannot load itself — it must be made up loaded before it goes.
|
||||
|
||||
## The Office you start on
|
||||
|
||||
Every district opens on a **Depot** unless the table chooses otherwise. A Depot has two A/D tracks
|
||||
and is a Passenger Facility, so passengers earn from the first Stage and a second train can stand at
|
||||
an Office without wrecking.
|
||||
|
||||
**"Players start with Whistle Posts, not Depots"** is the harder game, set when the game is created.
|
||||
A Whistle Post has **one** A/D track and is not a Passenger Facility: no passenger earns anything
|
||||
until somebody draws and plays a Depot upgrade, and a second train arriving is a collision unless an
|
||||
Interlocking holds it at the Limits.
|
||||
|
||||
The deck follows the choice. Starting on Depots, the **Depot upgrade cards are left out** — an
|
||||
upgrade must be to the next tier up, so a Depot card at a table that already has Depots is a dead
|
||||
draw. Station and Terminal are still upgrades and stay in.
|
||||
|
||||
## What a train may pick up
|
||||
|
||||
Coupling is mandatory, so a train forbidden to pick cars up may not make the move that would pick
|
||||
them up — there is no "move but leave them". A square the rails reach but the train's card forbids
|
||||
is shown as blocked, with the rule that forbids it.
|
||||
|
||||
**A train may always recover its own caboose.** A caboose at the far end is what makes a train
|
||||
ready to leave, so a card that says "may drop but not pick up anything" would otherwise let a train
|
||||
strand itself for good the moment it set its caboose down.
|
||||
|
||||
Reference in New Issue
Block a user