v0.4.9f — an Extra starts where you put it, a train card is never discarded
The 0.6.2 change, ported to the playtest line. Three from the v0.4.9e gameplay-testing round — Gitea#4 extras did not start where the player said, #6 train cards could be discarded, #7 four train cards had the wrong coach counts — plus two bugs found underneath #4. Gitea#2 is diagnosed but NOT fixed; it needs a ruling, and the reasoning is in TODO.md. GITEA#4 — AN EXTRA STARTS WHERE THE PLAYER PUTS IT. Both Division Points are offered now, and the START decides the direction rather than the number: an odd westbound Extra placed at the WEST end would otherwise leave the Division on its first move having crossed nothing and be paid for the run. At an Interchange or a Control Point the player picks the direction. The Interchange start is a YARD, off the running line, which is what makes the Superintendent clause work — placing an Extra there can never force a collision, a guaranteed one holds it for another Stage, and a potential one is the Superintendent's to rule on, which are §8.1's two existing answers. Where an Extra may start is a new setting in the New Game dialog, defaulting to what the engine already did so this build does not change under its testers mid-line. FOUND UNDERNEATH IT, both already shipping: an Extra started away from a Division Point could never be given a consist and ran empty, so the Control Point start has been broken since it was added; and collide left destroyed trains' transits on the Mainline card, permanently poisoning that card for every later train. THE MAINLINE CARDS ARE DEALT FROM THE PRINTED DECK NOW, without replacement. They were drawn from the nine types with replacement, so a Division could hold two Interchanges — and "an Extra may start at the Interchange if one is on the board" only reads as a rule if the board holds at most one. This re-deals every seed, so both published replays were retired and re-recorded. GITEA#6 — A TRAIN CARD IS NEVER DISCARDED, Timetabled and Extra alike. No forcing mechanism was needed: nothing discardable plus a hand over the limit leaves exactly one legal way to end the turn, and playing a train is unconditionally legal, so a hand of four cannot trap anyone. The hand panel says so on the train, and the blocked end-turn button changes its wording. GITEA#7 — COACH COUNTS. 1/2 Crack Limited 3 -> 2, 5/6 The Sparrow 2 -> 3. WHAT DIFFERS FROM THE MAIN LINE. The car-placement round rotation test that accompanies #7 there arrived with the 0.6 multiplayer work and does not exist here, so there was nothing for the coach-count change to follow. src/web/main.ts and test/web.test.ts needed hand-resolution: this line's New Game dialog has neither the mode radios nor the victory dials, so only the Extra-start parts were taken. The content.ts comment pass came across whole; main's TODO documentation item did not, since this line keeps its own TODO. 623 tests pass, tsc clean, site builds.
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@@ -98,11 +98,18 @@ Playing a timetabled train card rolls the seeded D12 and places its number in th
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The listed consist is a maximum, not a minimum: a train may depart with fewer cars, but must not exceed the listed categories, put a car behind a caboose, or leave with the engine buried among cars. A Crew Tray holds no more than four rolling-stock cars.
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> **Changed 2026-08-22 (Gitea#7), Jesse's call:** the coach counts on **1/2 Crack Limited** and
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> **5/6 The Sparrow** were swapped — the Limited drops from three coaches to two, the Sparrow rises
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> from two to three. This is a change to the CARDS, not a correction to this table: `Trains3.pdf` and
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> the transcription in [`rules/implications.md`](rules/implications.md) §5 still show the original
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> numbers, and are right about what the printed cards said. `src/engine/content.ts` and this table
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> carry what the game plays.
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| Train | Speed | Direction | Listed maximum consist | Implemented special rule |
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| --- | --- | --- | --- | --- |
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| 1/2 Crack Limited | Fast | 1 west / 2 east | 3 coaches | No switching; passenger work only at Terminals; expedited. |
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| 1/2 Crack Limited | Fast | 1 west / 2 east | **2 coaches** | No switching; passenger work only at Terminals; expedited. |
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| 3/4 Express | Fast | 3 west / 4 east | 2 freight | May exchange at most one freight car at each grid location during its switching turn; expedited. |
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| 5/6 The Sparrow | Fast | 5 west / 6 east | 2 coaches | No switching; expedited. |
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| 5/6 The Sparrow | Fast | 5 west / 6 east | **3 coaches** | No switching; expedited. |
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| 7/8 Local | Slow | 7 west / 8 east | 1 freight, 1 coach | Its coach may not be set out during switching. |
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| 9/10 Heavy Freight | Slow | 9 west / 10 east | 3 freight, 1 caboose | — |
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| 11/12 Drag Freight | Slow | 11 west / 12 east | 2 freight, 1 caboose | — |
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