Expand game engine, replay, tests, and documentation
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# Station Master — Rules v0.2
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> **⚠ Superseded in part.** Four design files recovered on 2026-07-30 (`Deck cards2.xlsx`,
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> `Mainline Cards.pdf`, `Trains3.pdf`, `tracks.png`) replace much of §12 and parts of §7, §8 and
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> §11. Where they conflict, **the design wins**. Read
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> [`implications.md`](implications.md) alongside this document — it records what changed, the nine
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> answers that settled the open questions, and what is implemented.
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> **Status: working ruleset.** This is [`rules-v0.1.md`](rules-v0.1.md) — the faithful transcription
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> of the prototype PDFs — with the seven gaps from [`open-questions.md`](open-questions.md) resolved
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> and integrated in place.
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@@ -783,9 +789,9 @@ with a run-around (bypass) track in your Secondary Trackage:
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- **Reduced visibility.** The first three Stages (midnight through 4am) and the last two (8pm through
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10pm) are night operations. You get only five Moves in the Local Operations Phase during these
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Stages.
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- **"Sister" trains.** Trains run with counterparts — 1 & 2, 3 & 4, and so on. Pull all even train
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cards (2 through 12) from the deck and set them aside. When the companion odd-numbered train is
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drawn and played, bring the Sister Train in as well. Does not include Extras.
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- ~~**"Sister" trains.**~~ **Removed.** The design's **Second Section** card does this properly: it
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is played on a train that is due out, and an identical train runs immediately behind it. See
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[`implications.md`](implications.md) Q9.
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- **Employee Rotation.** At the end of the Day, all players move one chair to the left and take over
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the next station up the line, taking their points and the Fedora with them.
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- **Emergency Toolbox.** Each player starts with a RED FLAG card, bringing his hand to four; he must
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