adding classification and division yard updates, train collisions, engine and car updates, turnout improvements.
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@@ -584,7 +584,12 @@ export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', co
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export const MANEUVER_CARDS: readonly SimpleCard[] = [
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{ key: 'redFlags', name: 'Red Flags', copies: 5, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' },
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{ key: 'flyingSwitch', name: 'Flying Switch', copies: 1, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' },
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{ key: 'poling', name: 'Poling', copies: 1, placement: 'any time', effect: 'TBD in the source.' },
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// POLING IS OUT OF THE DECK, at 0 copies rather than deleted.
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//
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// It is the one card whose effect the source records as "TBD", so there is nothing to implement
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// and inventing something would be worse than leaving it out. Kept in the table with its text so
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// the gap stays visible and the card can be dealt again the moment its rule is known.
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{ key: 'poling', name: 'Poling', copies: 0, placement: 'any time', effect: 'TBD in the source.' },
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];
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/** Played AT other players. We have no player-interaction mechanic yet. */
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