Expand game engine, replay, tests, and documentation

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Jesse
2026-07-31 08:10:54 -04:00
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# Station Master — Rules v0.2
> **⚠ Superseded in part.** Four design files recovered on 2026-07-30 (`Deck cards2.xlsx`,
> `Mainline Cards.pdf`, `Trains3.pdf`, `tracks.png`) replace much of §12 and parts of §7, §8 and
> §11. Where they conflict, **the design wins**. Read
> [`implications.md`](implications.md) alongside this document — it records what changed, the nine
> answers that settled the open questions, and what is implemented.
> **Status: working ruleset.** This is [`rules-v0.1.md`](rules-v0.1.md) — the faithful transcription
> of the prototype PDFs — with the seven gaps from [`open-questions.md`](open-questions.md) resolved
> and integrated in place.
@@ -783,9 +789,9 @@ with a run-around (bypass) track in your Secondary Trackage:
- **Reduced visibility.** The first three Stages (midnight through 4am) and the last two (8pm through
10pm) are night operations. You get only five Moves in the Local Operations Phase during these
Stages.
- **"Sister" trains.** Trains run with counterparts — 1 & 2, 3 & 4, and so on. Pull all even train
cards (2 through 12) from the deck and set them aside. When the companion odd-numbered train is
drawn and played, bring the Sister Train in as well. Does not include Extras.
- ~~**"Sister" trains.**~~ **Removed.** The design's **Second Section** card does this properly: it
is played on a train that is due out, and an identical train runs immediately behind it. See
[`implications.md`](implications.md) Q9.
- **Employee Rotation.** At the end of the Day, all players move one chair to the left and take over
the next station up the line, taking their points and the Fedora with them.
- **Emergency Toolbox.** Each player starts with a RED FLAG card, bringing his hand to four; he must