v0.7.9.3 — the reference says what only the code knows, and saves get a rule

The generated card reference now carries the half TODO #15a said was the
point of generating it: every Enhancement's `live` / `dormantSolo` /
`unbuilt` status — whether its printed effect actually resolves yet — and
the opponent-directed Action and Space-use cards, none of which is dealt
in any deck. A transcription cannot carry either fact.

Card counts are removed throughout, as ruled: they move with play balance
so a document printing them is stale on the next retune. Where a count
matters it is a yes/no "is this dealt at all", which is a fact about the
design rather than the current tuning. #88 closes with it — it asked
whether `card-reference.md`'s industry rows were stale, deliberately
without rewriting them since Laborer counts are a balance decision. They
are; nothing in the engine changed; that file is simply no longer where
anyone looks. The balance question it guarded is #70.

Save compatibility becomes a general rule in `README.md` § Design notes
rather than a fact restated per version: a save is a list of moves and
reopens by being re-played through the CURRENT rules, so any change that
makes a once-legal move illegal stops an older one there — a deck change
being the likeliest breaker. It fails safe every time. #40 generalised,
#32's version-specific note dropped, #52 carries the ruling that
versioned replays are a post-1.0 question.

#94 opened: a Red Flag set out at an Office's Limits holds the next train
from that side and is drawn nowhere. `DivisionView`'s office node has no
`redFlag` field and `board-svg.ts` never mentions one, so after the single
log line announcing it there is nothing on screen. Same class as Gitea#21
and #22, and already on the common board's step 1 list.

No engine change. 897 tests pass, unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E3Qk7uresKCHksdZajXCLg
This commit is contained in:
Jesse.Markowitz
2026-09-07 14:50:11 -04:00
co-authored by Claude Opus 5
parent 819996faa2
commit e734481d65
6 changed files with 353 additions and 105 deletions
+127 -44
View File
@@ -14,6 +14,11 @@ reasoning; read this for the numbers.
The engine instantiates from the same constants this is emitted from, so a disagreement between
this page and the game is a bug in the generator, not a stale table.
**No card counts appear here, deliberately** (TODO #15a, Jesse 2026-08-22): the counts move with
play balance, so a document that prints them is answering a question that will have a different
answer next retune. Where a count matters it is a yes/no — whether the deck deals the card at
all — which is a fact about the design rather than about the current tuning.
---
## Trains
@@ -97,12 +102,12 @@ Upgrades are strictly sequential — no skipping a tier — so a Terminal needs
order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**
to Porters rather than one more.
| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red | In deck |
| --- | :---: | :---: | ---: | ---: | ---: | ---: | ---: |
| Whistle Post | — | — | 1 | 0 | 0 | 0 | — |
| Depot | yes | yes | 2 | 1 | 1 | 1 | 4 |
| Station | yes | yes | 3 | 2 | 2 | 2 | 2 |
| Terminal | yes | yes | 4 | 3 | 3 | 3 | 1 |
| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |
| --- | :---: | :---: | ---: | ---: | ---: | ---: |
| Whistle Post | — | — | 1 | 0 | 0 | 0 |
| Depot | yes | yes | 2 | 1 | 1 | 1 |
| Station | yes | yes | 3 | 2 | 2 | 2 |
| Terminal | yes | yes | 4 | 3 | 3 | 3 |
Whistle Posts are a fixed supply of 4 outside the deck, and Limits signs a
supply of 8.
@@ -117,14 +122,14 @@ build one end of a chain or the other, never both, which is what forces traffic
districts rather than in circles inside one. No two of the same industry may share an Office Area,
and that rule is enforced for every kind rather than repeated in each row.
| Industry | Cars | Flow | Green | Red | Laborers | Locked out with | Copies |
| --- | --- | --- | ---: | ---: | ---: | --- | ---: |
| Freight House | boxcar | both | 1 | 1 | 1 | Grocer's Warehouse | 2 |
| Mine Tipple | hopper | outbound | 1 | 0 | 1 | Power Plant | 2 |
| Refinery | tank | outbound | 1 | 0 | 1 | Power Plant | 1 |
| Power Plant | hopper, tank | inbound | 0 | 1 | 1 | Mine Tipple, Refinery | 2 |
| Packing Sheds | reefer | outbound | 1 | 0 | 1 | Grocer's Warehouse | 1 |
| Grocer's Warehouse | boxcar, reefer | inbound | 0 | 1 | 1 | Packing Sheds, Freight House | 1 |
| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |
| --- | --- | --- | ---: | ---: | ---: | --- |
| Freight House | boxcar | both | 1 | 1 | 1 | Grocer's Warehouse |
| Mine Tipple | hopper | outbound | 1 | 0 | 1 | Power Plant |
| Refinery | tank | outbound | 1 | 0 | 1 | Power Plant |
| Power Plant | hopper, tank | inbound | 0 | 1 | 1 | Mine Tipple, Refinery |
| Packing Sheds | reefer | outbound | 1 | 0 | 1 | Grocer's Warehouse |
| Grocer's Warehouse | boxcar, reefer | inbound | 0 | 1 | 1 | Packing Sheds, Freight House |
---
@@ -134,25 +139,25 @@ Each sits beside a host and raises one of its capacities. `office` as a host mea
Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which
is not one.
| Modifier | Hosts | +Green | +Red | +Laborers | +Porters | Copies |
| --- | --- | ---: | ---: | ---: | ---: | ---: |
| Waiting area | any Passenger Facility | 1 | — | — | 1 | 3 |
| Restaurant | any Passenger Facility | 1 | — | — | 1 | 2 |
| Hotel | any Passenger Facility | 1 | — | — | 1 | 1 |
| Truck dock | Freight House, Packing Sheds, Grocer's Warehouse | — | 1 | — | — | 2 |
| Railroad Express Agency | Freight House | 1 | — | 1 | — | 1 |
| Forklifts | Freight House, Packing Sheds | 1 | — | 1 | — | 2 |
| Prep Plant | Mine Tipple | 1 | — | 1 | — | 1 |
| Coal Piles | Mine Tipple | 1 | — | 1 | — | 1 |
| Conveyor Belts | Mine Tipple | 1 | — | 1 | — | 1 |
| Pipelines | Refinery | 1 | — | 1 | — | 1 |
| Oil Depot | Refinery | 1 | — | 1 | — | 1 |
| Viscosity breakers | Refinery | 1 | — | 1 | — | 1 |
| Transmission lines | Power Plant | — | — | 1 | — | 1 |
| Rotary Dumps | Power Plant | — | — | 1 | — | 1 |
| Steam Turbines | Power Plant | — | — | 1 | — | 1 |
| Ice House | Packing Sheds, Grocer's Warehouse | 1 | — | 1 | — | 2 |
| Local small groceries | Grocer's Warehouse | — | — | 1 | — | 1 |
| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |
| --- | --- | ---: | ---: | ---: | ---: |
| Waiting area | any Passenger Facility | 1 | — | — | 1 |
| Restaurant | any Passenger Facility | 1 | — | — | 1 |
| Hotel | any Passenger Facility | 1 | — | — | 1 |
| Truck dock | Freight House, Packing Sheds, Grocer's Warehouse | — | 1 | — | — |
| Railroad Express Agency | Freight House | 1 | — | 1 | — |
| Forklifts | Freight House, Packing Sheds | 1 | — | 1 | — |
| Prep Plant | Mine Tipple | 1 | — | 1 | — |
| Coal Piles | Mine Tipple | 1 | — | 1 | — |
| Conveyor Belts | Mine Tipple | 1 | — | 1 | — |
| Pipelines | Refinery | 1 | — | 1 | — |
| Oil Depot | Refinery | 1 | — | 1 | — |
| Viscosity breakers | Refinery | 1 | — | 1 | — |
| Transmission lines | Power Plant | — | — | 1 | — |
| Rotary Dumps | Power Plant | — | — | 1 | — |
| Steam Turbines | Power Plant | — | — | 1 | — |
| Ice House | Packing Sheds, Grocer's Warehouse | 1 | — | 1 | — |
| Local small groceries | Grocer's Warehouse | — | — | 1 | — |
---
@@ -162,16 +167,94 @@ Track is **in the Home Office deck** and is drawn and played like any other card
per-player supply. Operational Rail is the flag that says a train may stop on the card; a turnout
may be run through but not stopped on.
| Track | Geometry | Hand | Operational rail | Move cost | In deck |
| --- | --- | --- | :---: | ---: | ---: |
| Straight track | straight | none | yes | 1 | 16 |
| Curved track (right) | curved | right | yes | 1 | 8 |
| Curved track (left) | curved | left | yes | 1 | 8 |
| Sharp Curved Track (right) | sharpCurved | right | yes | 2 | — |
| Sharp Curved Track (left) | sharpCurved | left | yes | 2 | — |
| Turnout (right) | turnout | right | — | 1 | 8 |
| Turnout (left) | turnout | left | — | 1 | 8 |
| Track | Geometry | Hand | Operational rail | Move cost | Dealt |
| --- | --- | --- | :---: | ---: | :---: |
| Straight track | straight | none | yes | 1 | yes |
| Curved track (right) | curved | right | yes | 1 | yes |
| Curved track (left) | curved | left | yes | 1 | yes |
| Sharp Curved Track (right) | sharpCurved | right | yes | 2 | no |
| Sharp Curved Track (left) | sharpCurved | left | yes | 2 | no |
| Turnout (right) | turnout | right | — | 1 | yes |
| Turnout (left) | turnout | left | — | 1 | yes |
48 track cards are dealt in total. Rows showing no copies are shapes the engine
understands but the deck does not currently print.
A row marked "no" is a shape the engine understands but the deck does not currently print.
---
## Enhancements
The column that only the implementation can fill in: **whether the printed effect actually
resolves yet.** `live` is read during play; `dormantSolo` is implemented at the point of attack
but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a
solitaire game; `unbuilt` means the effect is recorded and nothing reads it. A transcription
cannot carry this column, which is the argument for generating the page rather than writing it.
| Enhancement | Placement | Requires | Effect resolves |
| --- | --- | --- | :---: |
| Interlocking | runningTrackStraight | — | **live** |
| Facing Point Locks | onCard | interlocking in the district | **dormantSolo** |
| Yard office | secondaryTrackStraight | — | **live** |
| Small yard | secondaryTrackStraight | — | **live** |
| Water column | runningTrackStraight | — | **dormantSolo** |
| Overpass | onCard | — | **unbuilt** |
| Telegraph | runningTrackStraight | — | **live** |
| Telephone | onCard | telegraph on the same card | **live** |
| Radio | onCard | telephone on the same card | **live** |
| ABS Signals | mainlineCard | — | **live** |
---
## Opponent-directed cards, and what answers them
**None of these is dealt in any deck today.** A card that can only be played at another player
has no legal target in a solitaire game, and a defence with nothing to defend against is as dead
a draw as the attack — so both halves are held out until the attacks are implemented. They are
listed because they are the design, and because what a defence answers is the only record of why
it exists.
### Action cards — opponent-directed
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Derail | a moving train in the Local Phase | That train must stop for the remainder of the turn. | — |
| Broken coupler | a moving train in the Mainline Phase | That train must stop and not move. | — |
| Railroad crossing | any Secondary Track Straight | May not be used as a stop point for switching. May not become an Industry. | — |
| Per Diem inventory | another player | Lose one point per 2 empty cars on Secondary Tracks. | — |
| Demurrage charge | another player | Lose one point per 2 loaded freight cars on Secondary Tracks. | — |
| Customer complaints | another player | Lose one point per 2 coaches in loading boxes. | — |
| Vandalism | another player | A train passing a Hobo Jungle has a boxcar looted (converted to empty). | — |
| Hotbox | another player | A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs. | — |
| Outlawed | another player | A train just arrived may not depart for one turn — the crew’s hours have expired. | — |
### Space-use cards — opponent-directed
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Bean house | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
| Flop house | adjacent to any straight, curve, turnout | Burns tablespace. | — |
| Watertower | adjacent to any straight, turnout on Running Track | Burns tablespace. | — |
| Hobo Jungle | adjacent to any straight, turnout, Limit on Running Track | Burns tablespace. Vandalism can loot a boxcar passing it. | — |
| Section House | adjacent to any straight, curve, turnout | Burns tablespace. | — |
| City blocks | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
| Engine Shops | adjacent to any straight, curve, turnout | Burns tablespace. | — |
| Tenderloin District | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
| Engineer cemetery | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
### Maneuver cards
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Red Flags | any time | A stopped train is prevented from being hit; the approaching train is prevented from moving. | — |
| Flying Switch | any time | Break a cut of cars away from behind the engine and roll them into an industry. | — |
| Poling | any time | TBD in the source. | — |
Mainline modifier cards, for completeness — these ARE dealt:
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Brakeman | a GRADE Mainline card | Faster passage downhill. | — |
| Airbrakes | a GRADE Mainline card | Faster passage downhill. Brakeman must be in effect. | — |
| Helpers | a GRADE Mainline card | Faster passage uphill. | — |
| Realignment | a Mainline card | Convert one Mainline type to another. Not while a train is on it. | — |
| Facing Point Locks | adjacent to Interlocking | Prevents Derail being played on you. | Derail |