v0.8.3 — the engine half of the audit, and the deal 0.8.2 silently changed
Seven rules faults and one dealing fault, from a four-way code audit (engine, server, client, tests) read against the code before anything was acted on. Each is pinned by a test that failed first. CHANGELOG has the reasoning; this is the list. THE DEAL. 0.8.2 put the Second Section card into the deck after its save check had run and without a line in its notes. A deck one card larger shuffles differently from the same seed, so every save on the test server refused at move 3 — the boot log shows thirteen of thirteen — while the release notes said three would resume. `withSavedDeal` (was `withSavedOpening`) now sets `secondSectionCard: false` for a config that predates the setting, and the thirteen replay exactly as 0.8.2 described: three resume, ten refuse, the same ten at the same moves. THE RULES. `check` never tested that a switching tray was in the actor's own district, so a rival's train could be shunted and the rival charged the Moves. Occupancy matched on coordinates alone, so a rival's crew blocked your track. A Department draw that emptied the deck duplicated the drawn card and destroyed the refill card. The unjam cleared the first load rather than the one named. The collision floor could not fire in Stage 12. The Expedite fault was charged once per clearance question rather than once per phase. A train held at the Limits was only ever released by another arrival, never by a departure. Docs: rules.md describes each as built (and no longer says an Expedited train departs at Shift Change — that was v0.4.8's reading, corrected in v0.4.9's code and never in the document); game-state.md's collision-floor note now matches the code. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FrCWubm9GAftYCm2hWdKwK
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# Station Master — Home Deck
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**Version 0.8.2** · 2026-09-23
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**Version 0.8.3** · 2026-09-29
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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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@@ -381,7 +381,7 @@ an Office without wrecking.
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**"Players start with Whistle Posts, not Depots"** is the harder game, set when the game is created.
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A Whistle Post has **one** A/D track and is not a Passenger Facility: no passenger earns anything
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until somebody draws and plays a Depot upgrade, and a second train arriving is a collision unless an
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Interlocking holds it at the Limits.
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Interlocking holds it at the Limits until the track frees.
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The deck follows the choice. Starting on Depots, the **Depot upgrade cards are left out** — an
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upgrade must be to the next tier up, so a Depot card at a table that already has Depots is a dead
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