v0.8.6 — a Competitive seat gets its save when the game is over

Jesse's ruling on TODO #117: accept the leak in Co-op; otherwise, save only at the end of
the game. `/api/save` answers 403 SAVE_AFTER_FINISH to a Competitive seat while the game
runs, and serves a Co-op or one-seat game at any time. The Save replay button says why and
stays disabled until the end. Pinned in the HTTP suite; documented in rules.md §6.4.

Also corrects the 0.8.3 changelog entry: 0.8.2's notes did name the Second Section card
going into the deck; what was missing was the save check after it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FrCWubm9GAftYCm2hWdKwK
This commit is contained in:
Jesse.Markowitz
2026-09-29 17:31:23 -04:00
co-authored by Claude Fable 5.1
parent 04ca74c365
commit def48201e4
11 changed files with 84 additions and 10 deletions
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# Station Master — Components and Markers
**Version 0.8.5** · 2026-09-29
**Version 0.8.6** · 2026-09-29
**Scope:** non-card physical components and supplies. Card-created facilities, workers, deck piles,
hand state, timetable state and other markers are documented with their cards or in the
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# Station Master — Home Deck
**Version 0.8.5** · 2026-09-29
**Version 0.8.6** · 2026-09-29
**Scope:** the Home Office deck — how it is dealt, drawn, discarded and reshuffled, and what the
rules are for playing each kind of card out of it.
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# Station Master — Mainline Deck
**Version 0.8.5** · 2026-09-29
**Version 0.8.6** · 2026-09-29
**Scope:** the tarot-sized Mainline cards placed between Offices — how the deck is dealt, what a
card does to a train crossing it, and the Home Deck cards played onto one.
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# Station Master — Quickstart
**Version 0.8.5** · 2026-09-29
**Version 0.8.6** · 2026-09-29
For a player who has never played.
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# Station Master — Rules
**Version 0.8.5** · 2026-09-29
**Version 0.8.6** · 2026-09-29
**Authority:** observed code paths and tests. Where a card face, a prototype document and executable
behaviour differ, this document reports **executable behaviour** and marks unimplemented material.
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So multiplayer changes shared traffic, scores, turn order and how the game is won or lost — not card
attacks, which do not exist in any mode.
**Saving a multiplayer game.** The server holds the save; **Save replay** downloads your copy. A save
carries the seed, and the seed is the whole deal — every hand and the order of the deck — so in a
**Competitive** game the download is available once the game is over. In **Co-op** it is available
at any time.
## 7. Frequently asked questions
### Is the same seed always the same game?