Initial commit
This commit is contained in:
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,437 @@
|
||||
# Component Inventory & Project Sizing
|
||||
|
||||
The buildable pieces: what code must be written, where each runs, when each runs, and how big each
|
||||
is. The five sibling documents describe the system's *concerns*; this one describes its *parts*.
|
||||
|
||||
Sizes are **indicative, not estimates of effort**. T-shirt size for MVP and for finished, a one-line
|
||||
driver of that size, and a LOC band for comparison between components.
|
||||
|
||||
---
|
||||
|
||||
## 1. What the MVP is
|
||||
|
||||
**Solitaire. One Office. A fixed number of Days. A server talking to a single browser. The display
|
||||
functional, not pretty.**
|
||||
|
||||
```
|
||||
DP(W) [ML] [ Office ] [ML] DP(E)
|
||||
```
|
||||
|
||||
Two Mainline cards, one Office Area, and the player is permanently the Superintendent. Trains enter
|
||||
at a Division Point, cross a Mainline card, reach the Office, get switched and worked, highball, and
|
||||
exit at the far end.
|
||||
|
||||
### What solitaire simplifies — and what it does not
|
||||
|
||||
**It removes players, not rules.** Every rule still runs with one player: the six-Move switching
|
||||
game, mandatory coupling, consist ordering, the four-Laborer freight pipeline, highball conditions,
|
||||
automatic collisions, the twelve-Stage clock, and the Superintendent's following-train clearance
|
||||
decision (you are the Superintendent, ruling on your own trains).
|
||||
|
||||
| Removed at MVP | Still required at MVP |
|
||||
| --- | --- |
|
||||
| Lobby, matchmaking, game codes | Full rules engine |
|
||||
| Hiding hands from opponents | Phase driver |
|
||||
| Turn arbitration between players | Card catalogue |
|
||||
| Presence, reconnection of others | Track graph and Move legality |
|
||||
| Fedora rotation between players | Board and action UI |
|
||||
| Competitive/Co-op victory modes | Event log and persistence |
|
||||
| Collision floor (Competitive only) | Server and protocol |
|
||||
|
||||
**Consequence: the engine is the dominant cost and it is front-loaded.** Components 4–6 barely differ
|
||||
between MVP and finished. Most of the MVP-to-finished delta lives in the server and client layers,
|
||||
not in the rules.
|
||||
|
||||
---
|
||||
|
||||
## 2. Component inventory
|
||||
|
||||
Execution locations: **Engine** (pure, runs wherever it is hosted — server-side at MVP), **Server**,
|
||||
**Browser**, **Dev** (developer machine or CI; ships nowhere).
|
||||
|
||||
### A. Engine core
|
||||
|
||||
Pure, no I/O, no clock, deterministic given a seed. See [`overview.md`](overview.md) — this boundary
|
||||
is what makes the whole system testable without a server.
|
||||
|
||||
---
|
||||
|
||||
**1. Card catalogue / static content**
|
||||
|
||||
- **Where:** Engine · **When:** loaded once at startup, immutable thereafter
|
||||
- **Does:** the 52-card deck composition, freight and passenger facility profiles, Modifier effects,
|
||||
train consist specs, track geometries. Source: [`../rules/card-reference.md`](../rules/card-reference.md)
|
||||
- **MVP: S** · **Final: S** · ~200 → ~350 LOC
|
||||
- **Size driver:** it is data, not logic. Grows only if card variants are added.
|
||||
- **Note:** every number here is provisional and will be retuned repeatedly. Keep it as data files,
|
||||
not code, so tuning never requires touching the engine.
|
||||
|
||||
**2. State model and types**
|
||||
|
||||
- **Where:** Engine · **When:** always resident
|
||||
- **Does:** the entity model from [`game-state.md`](game-state.md) — Division, Office Areas, Crew
|
||||
Trays, Facilities, decks, yards, clock, Revenue.
|
||||
- **MVP: M** · **Final: M** · ~400 → ~600 LOC
|
||||
- **Size driver:** breadth of the model. Nearly all of it is needed even for one Office; the delta is
|
||||
multi-player and multi-Office bookkeeping.
|
||||
|
||||
**3. Track graph and movement**
|
||||
|
||||
- **Where:** Engine · **When:** per Move, and per train step in the Mainline Phase
|
||||
- **Does:** the Office grid as a port graph — turnouts whose two legs are not joined to each other
|
||||
(§A.1), Operational Rail, the no-reversal rule within a Move, mandatory coupling, the Office card's
|
||||
plain junction stubs, and dynamic loss of Operational Rail while `MEN | AT | WORK` is occupied.
|
||||
- **MVP: L** · **Final: L** · ~500 → ~700 LOC · *built: 285 LOC*
|
||||
- **Size driver:** which port pairs each card joins, and the rule that a traversal never leaves by
|
||||
the port it entered. The constraints in `game-state.md` §3 all land here. Barely changes from MVP
|
||||
to finished.
|
||||
|
||||
**4. Intent validation and application**
|
||||
|
||||
- **Where:** Engine · **When:** per submitted player intent
|
||||
- **Does:** `apply(state, intent) → events | rejection`. Every legal player action from
|
||||
[`protocol.md`](protocol.md) §1 — the three-way Local Ops choice, Moves, drops, draws, card plays,
|
||||
Freight Agent operations, car placement, Porter and Laborer actions, clearance rulings.
|
||||
- **MVP: L** · **Final: L** · ~800 → ~1000 LOC
|
||||
- **Size driver:** the number of distinct legal actions, which solitaire does not reduce.
|
||||
|
||||
**5. Phase driver**
|
||||
|
||||
- **Where:** Engine · **When:** continuously between player inputs
|
||||
- **Does:** `advance(state) → events | needsInput`. Runs the whole automatic side: Mainline movement
|
||||
in `(number, isExtra)` order, highball evaluation, collision resolution, train make-up, Stage and
|
||||
Day advance, Fedora rotation, per-Stage resource reset, victory checks. Pauses for the
|
||||
Superintendent's clearance decision.
|
||||
- **MVP: M** · **Final: L** · ~400 → ~800 LOC · *built: 430 LOC*
|
||||
- **Size driver:** the Mainline Phase. Ordering, highball conditions and collision triggers are all
|
||||
here. Grows with multiplayer turn arbitration and the Competitive collision floor.
|
||||
- **Note:** carries a deliberate safety net — if an actor somehow has no legal action, the turn ends
|
||||
rather than the game hanging. It should never fire, but a hung game is far harder to diagnose than
|
||||
a forfeited turn.
|
||||
- **Note:** this is the component most likely to be missed entirely when planning, because it is not
|
||||
a feature anyone asks for — it is simply how the game moves.
|
||||
|
||||
**6. Legal-action enumeration**
|
||||
|
||||
- **Where:** Engine · **When:** whenever the client needs affordances — every state change
|
||||
- **Does:** `legalActions(state, actor) → Intent[]`. Which grid squares a Crew Tray can reach, which
|
||||
cars may be dropped, whether a Laborer has work available, which cards are playable where.
|
||||
- **MVP: M** · **Final: M** · ~300 → ~450 LOC
|
||||
- **Size driver:** it must mirror component 4's rules exactly. The temptation is to reimplement them;
|
||||
the discipline is to share predicates with 4 so the two can never disagree.
|
||||
|
||||
**7. Seeded RNG**
|
||||
|
||||
- **Where:** Engine · **When:** deck shuffles, the 1D12 timetable roll, setup rolls
|
||||
- **Does:** deterministic pseudo-random from one stored seed, so any game is exactly replayable.
|
||||
- **MVP: S** · **Final: S** · ~50 → ~80 LOC
|
||||
- **Size driver:** trivial, but must be threaded through the engine rather than called ambiently —
|
||||
a single stray `Math.random()` destroys replay.
|
||||
|
||||
### B. Server
|
||||
|
||||
---
|
||||
|
||||
**8. Game session host**
|
||||
|
||||
- **Where:** Server · **When:** per active game, for the game's lifetime
|
||||
- **Does:** owns one game's state, pumps `advance` until it needs input, routes intents to `apply`,
|
||||
emits events, serializes access so two intents never interleave.
|
||||
- **MVP: S** · **Final: M** · ~150 → ~400 LOC
|
||||
- **Size driver:** at MVP one game and one player, so the pump loop is nearly all of it. Grows with
|
||||
concurrent games and per-player routing.
|
||||
|
||||
**9. Event log and persistence**
|
||||
|
||||
- **Where:** Server · **When:** append per event; full read on startup
|
||||
- **Does:** append-only log to disk; state is `fold(events)`. Powers restart recovery at MVP, and
|
||||
later reconnection and the replay viewer.
|
||||
- **MVP: S** · **Final: M** · ~100 → ~350 LOC
|
||||
- **Size driver:** an append and a read-back. Grows with snapshotting, retention and indexing.
|
||||
|
||||
**10. View projection / redaction**
|
||||
|
||||
- **Where:** Server · **When:** per state change, per connected client
|
||||
- **Does:** builds each player's permitted view. Public board, private hand, deck **count** visible
|
||||
but deck **order** never sent.
|
||||
- **MVP: S** · **Final: M** · ~80 → ~300 LOC
|
||||
- **Size driver:** nearly free at MVP — one player, so the only secret is deck order. Grows sharply
|
||||
once opponents' hands must be hidden, and it is the trust boundary, so it must be exactly right.
|
||||
|
||||
**11. Transport**
|
||||
|
||||
- **Where:** Server · **When:** per connection; pushes on every event
|
||||
- **Does:** HTTP for lobby operations, WebSocket for the ordered event stream, static asset serving.
|
||||
Bidirectional — most traffic is server → client.
|
||||
- **MVP: S** · **Final: M** · ~150 → ~400 LOC
|
||||
- **Size driver:** small at MVP because one client needs no fan-out. Grows with broadcast, backpressure
|
||||
and reconnect-with-replay.
|
||||
|
||||
**12. Lobby and session lifecycle**
|
||||
|
||||
- **Where:** Server · **When:** before a game starts; on reconnect
|
||||
- **Does:** create/join by game code, seating order (which sets adjacency *and* Superintendent
|
||||
rotation), config lock at start, session tokens, reconnection.
|
||||
- **MVP: XS** · **Final: M** · ~50 → ~450 LOC
|
||||
- **Size driver:** essentially absent at MVP — one player, one game, start immediately. This is the
|
||||
single largest MVP-to-finished delta in the system.
|
||||
|
||||
**20. Process bootstrap and configuration**
|
||||
|
||||
- **Where:** Server · **When:** once, at process start
|
||||
- **Does:** reads environment configuration (bind address, port, data directory), opens or creates the
|
||||
event log, constructs the session host and transport, wires them together, handles shutdown.
|
||||
- **MVP: XS** · **Final: S** · ~80 → ~200 LOC
|
||||
- **Size driver:** trivial in itself, but it is where
|
||||
[`deployment.md`](deployment.md)'s five portability rules are actually enforced — single process
|
||||
and single port, relative URLs only, all state under one configurable directory, configurable bind
|
||||
address, and no assumption of public reachability. Those rules cost nothing here and are what keep
|
||||
both the plain-web-host and StartOS-service paths open.
|
||||
|
||||
### C. Browser
|
||||
|
||||
---
|
||||
|
||||
**13. Client state store**
|
||||
|
||||
- **Where:** Browser · **When:** on every received event
|
||||
- **Does:** applies events in order, detects gaps and requests replay, holds the current view and
|
||||
affordance set. Never mutates state locally in a way that could drift.
|
||||
- **MVP: S** · **Final: M** · ~150 → ~350 LOC
|
||||
- **Size driver:** ordered application is simple; gap recovery and optimistic prediction are what grow.
|
||||
|
||||
**14. Board renderer**
|
||||
|
||||
- **Where:** Browser · **When:** on every view change
|
||||
- **Does:** draws the Division, the Office grid, track geometry, trains and consists, facilities with
|
||||
their boxes and `MEN | AT | WORK` track, the turn chart and timetable.
|
||||
- **MVP: M** · **Final: L** · ~500 → ~1500 LOC
|
||||
- **Size driver:** at MVP, one Office and "functional not pretty". Grows with several Offices, the
|
||||
full Division chain, animation, and responsive layout.
|
||||
|
||||
**15. Action and affordance UI**
|
||||
|
||||
- **Where:** Browser · **When:** whenever the player may act
|
||||
- **Does:** presents the three-way Local Ops choice; the switching interface — six Moves, reachable
|
||||
squares, mandatory coupling, drop-in-seated-order, the four-slot limit; card play and placement;
|
||||
Laborer and Porter assignment; the clearance prompt.
|
||||
- **MVP: L** · **Final: L** · ~600 → ~1200 LOC
|
||||
- **Size driver:** **the sleeper of the project.** The switching interface is the hardest UI in the
|
||||
game and it is needed in full at MVP — a player cannot do anything useful without it. It barely
|
||||
simplifies for solitaire.
|
||||
|
||||
**16. Replay viewer**
|
||||
|
||||
- **Where:** Browser · **When:** after a game ends — **post-MVP**
|
||||
- **Does:** read-only projection over the stored event log, with playback controls.
|
||||
- **MVP: —** · **Final: S** · 0 → ~250 LOC
|
||||
- **Size driver:** small *because* it reuses component 14. Cheap only if events render standalone —
|
||||
see [`overview.md`](overview.md#post-game-replay--a-desired-future-capability).
|
||||
|
||||
### D. Dev-side
|
||||
|
||||
Real code that must be written and maintained, but ships nowhere. This is the answer to "what might
|
||||
need to run somewhere else."
|
||||
|
||||
---
|
||||
|
||||
**17. Heuristic bot players**
|
||||
|
||||
- **Where:** Dev · **When:** simulation runs and tests
|
||||
- **Does:** plays legal games without a human — picks a Local Ops option, spots cars, works freight,
|
||||
rules on clearances.
|
||||
- **MVP: S** · **Final: M** · ~200 → ~500 LOC
|
||||
- **Size driver:** a bot that plays *legally* is small; one that plays *well* enough to validate
|
||||
balance numbers is much larger. Only the former is needed first.
|
||||
|
||||
**18. Balance simulation harness**
|
||||
|
||||
- **Where:** Dev · **When:** on demand, in batches
|
||||
- **Does:** runs many seeded games, reports Revenue per Day, game length, collision frequency, Crew
|
||||
Tray contention — to retune the provisional numbers.
|
||||
- **MVP: S** · **Final: M** · ~150 → ~400 LOC
|
||||
- **Size driver:** trivial to run games; the work is in reporting and in deciding what to measure.
|
||||
- **Note:** this exists *only* because the phase driver lives inside the engine. It is a loop over
|
||||
`advance` and `apply` with no server involved.
|
||||
|
||||
**19. Test fixtures and golden replays**
|
||||
|
||||
- **Where:** Dev · **When:** CI, every commit
|
||||
- **Does:** hand-built states for tricky rules (facing-point switching, collision triggers, consist
|
||||
ordering) plus recorded full games replayed to detect regressions.
|
||||
- **MVP: M** · **Final: L** · ~400 → ~1000 LOC
|
||||
- **Size driver:** proportional to rules surface, which is large. Under-investing here is the most
|
||||
expensive mistake available, because rules bugs are silent.
|
||||
|
||||
---
|
||||
|
||||
### Estimate accuracy so far
|
||||
|
||||
Components 1–4, 6 and 7 are built. Actual against the MVP estimate:
|
||||
|
||||
| Component | Estimated | Actual | |
|
||||
| --- | ---: | ---: | --- |
|
||||
| 1 · card catalogue | ~200 | 465 | data-with-types is more verbose than allowed for |
|
||||
| 2 · state model | ~400 | 349 | close |
|
||||
| 3 · track graph | ~500 | 286 | the port-pair model turned out compact |
|
||||
| 4 · apply | ~800 | 830 | close |
|
||||
| 6 · legalActions | ~300 | 187 | small *because* it delegates every rule to `check` |
|
||||
| 7 · seeded RNG | ~50 | 75 | close |
|
||||
| **Engine subtotal** | **~2,250** | **2,192** | **within 3%** |
|
||||
|
||||
The individual figures move around by up to 2× in both directions, but the subtotal is close enough
|
||||
that the group-level numbers below are worth keeping. The one systematic lesson: **static data costs
|
||||
more than logic** — component 1 was the worst miss, and components 2 and 3 (types and graph) came in
|
||||
under.
|
||||
|
||||
## 3. Dependency graph
|
||||
|
||||
```
|
||||
[1] card catalogue
|
||||
│
|
||||
▼
|
||||
[2] state model ◄──── [7] seeded RNG
|
||||
│
|
||||
▼
|
||||
[3] track graph
|
||||
│
|
||||
┌───────┼───────┐
|
||||
▼ ▼ ▼
|
||||
[4]apply [5]advance [6]legalActions
|
||||
└───────┼───────┘
|
||||
▼
|
||||
[8] session host ──► [9] event log
|
||||
│
|
||||
▼
|
||||
[10] view projection
|
||||
│
|
||||
▼
|
||||
[11] transport ◄──── [12] lobby
|
||||
▲
|
||||
│ wired together at startup by
|
||||
[20] bootstrap / config ──► [9]
|
||||
│
|
||||
▼
|
||||
[13] client store
|
||||
│
|
||||
┌───────┴───────┐
|
||||
▼ ▼
|
||||
[14] renderer [15] action UI
|
||||
│
|
||||
▼
|
||||
[16] replay viewer
|
||||
|
||||
dev-side: [17] bots ──► [18] harness both depend on [4][5][6]
|
||||
[19] fixtures depends on [4][5][6]
|
||||
```
|
||||
|
||||
Acyclic. Everything flows from the engine outward.
|
||||
|
||||
---
|
||||
|
||||
## 4. Build order
|
||||
|
||||
Each step ends at something demonstrable.
|
||||
|
||||
| Step | Build | Testable when done |
|
||||
| --- | --- | --- |
|
||||
| 1 | 1, 2, 7 | Card data loads; a game state can be constructed and seeded |
|
||||
| 2 | 3 | Move legality provable against Appendix A's worked switching examples |
|
||||
| 3 | 4, 6 | Individual actions apply correctly; illegal ones rejected |
|
||||
| 4 | 5 | **A full solitaire game runs to completion, headless** |
|
||||
| 5 | 19, 17 | Rules regressions caught automatically; bots play legal games |
|
||||
| 6 | 18 | **Provisional numbers validated or retuned against real data** |
|
||||
| 7 | 8, 9, 20 | A game runs in a server process and survives restart |
|
||||
| 8 | 10, 11 | A browser can connect and receive an ordered event stream |
|
||||
| 9 | 13, 14 | The board renders and updates live |
|
||||
| 10 | 15 | **MVP complete — a human plays a solitaire game end to end** |
|
||||
| 11 | 12 | Multiple games, multiple players, lobby and reconnection |
|
||||
| 12 | 16 | Post-game replay |
|
||||
|
||||
**Step 4 is the important milestone.** A full game running headless proves the rules before a single
|
||||
pixel is drawn. **Step 6** answers whether the numbers are right — while changing them is still free.
|
||||
|
||||
---
|
||||
|
||||
## 5. Overall sizing
|
||||
|
||||
| Group | Components | MVP | Finished |
|
||||
| --- | --- | ---: | ---: |
|
||||
| A. Engine core | 1–7 | ~2,650 | ~3,980 |
|
||||
| B. Server | 8–12, 20 | ~610 | ~2,100 |
|
||||
| C. Browser | 13–16 | ~1,250 | ~3,300 |
|
||||
| D. Dev-side | 17–19 | ~750 | ~1,900 |
|
||||
| **Total** | **20** | **~5,260** | **~11,280** |
|
||||
|
||||
Read these as ratios, not promises. What they say:
|
||||
|
||||
- **The engine is half the MVP and it comes first.** No way around it — solitaire removes players,
|
||||
not rules.
|
||||
- **The MVP is roughly half the finished system.** Unusually high, because the rules do not shrink.
|
||||
- **The server is the cheapest group at MVP and grows the most proportionally** (~3.5×), almost
|
||||
entirely in lobby, redaction and fan-out — all multiplayer concerns.
|
||||
- **Dev-side is ~15% of the work.** That is proportionate for a game whose rules bugs are silent.
|
||||
|
||||
---
|
||||
|
||||
## 6. Worked trace — one Move, end to end
|
||||
|
||||
Following a single action through every component, to show where the seams are. The player moves a
|
||||
Crew Tray onto a card holding two standing cars, which couples them automatically (§A.4).
|
||||
|
||||
| # | Component | What happens |
|
||||
| --- | --- | --- |
|
||||
| 6 | Legal-action enumeration | Computes reachable Operational Rail squares from the tray's position, respecting turnout direction and the no-reversal rule. The occupied card is among them. |
|
||||
| 15 | Action UI | Highlights those squares. Player clicks the occupied one. |
|
||||
| 15 | Action UI | Emits `Switch.Move { trayId, to }`. Note it does **not** emit a couple intent — coupling is mandatory, not a choice. |
|
||||
| 11 | Transport | Carries the intent to the server. |
|
||||
| 8 | Session host | Checks it is this player's turn and the right phase; hands it to the engine. |
|
||||
| 4 | Apply | Validates the Move via component 3; rejects with `WOULD_REVERSE` / `NOT_OPERATIONAL_RAIL` / `TRACK_OCCUPIED` if illegal. |
|
||||
| 3 | Track graph | Confirms the path exists without a direction change. |
|
||||
| 4 | Apply | Moves the tray, couples the standing cars **in track order**, checks the four-slot limit, decrements Moves. Emits `TrayMoved` and `CarsCoupled`. |
|
||||
| 9 | Event log | Appends both events to disk. |
|
||||
| 8 | Session host | Calls `advance` — no automatic work is due mid-Local-Ops, so it returns `needsInput`. |
|
||||
| 10 | View projection | Rebuilds the view. Nothing is redacted here; the board is public. |
|
||||
| 6 | Legal-action enumeration | Recomputes affordances from the new state — fewer Moves remain, and a fuller consist may now be at its four-slot limit. |
|
||||
| 11 | Transport | Pushes events and the new view. |
|
||||
| 13 | Client store | Applies both events in order. |
|
||||
| 14 | Board renderer | Redraws the tray at its new position with the coupled cars in the consist. |
|
||||
| 15 | Action UI | Updates the Moves counter and the highlighted squares. |
|
||||
|
||||
Two things this makes concrete. **Coupling never appears as an intent** — it is a consequence the
|
||||
engine produces, so a client that offered it as a choice would be wrong. And **component 6 runs
|
||||
twice**, before and after: affordances are a projection of state, not a response to an action.
|
||||
|
||||
## 7. Design decisions this surfaces
|
||||
|
||||
The point of doing this before coding — questions now answerable, or now visibly needing an answer.
|
||||
|
||||
**Settled by the shape above:**
|
||||
|
||||
- **The phase driver belongs in the engine.** Without it the balance harness (18) would have to
|
||||
reimplement the phase loop, and the two would drift.
|
||||
- **`legalActions` must share predicates with `apply`**, not reimplement them. Two independent copies
|
||||
of turnout directionality will disagree eventually, and the failure is a legal move the UI refuses
|
||||
or an illegal one it offers.
|
||||
- **Persist events, not snapshots.** Components 9, 13 and 16 all assume it, and retrofitting it later
|
||||
means re-instrumenting everything.
|
||||
- **The RNG must be threaded, not ambient.** One stray global random call and replay silently breaks.
|
||||
|
||||
**Settled since:**
|
||||
|
||||
- **Stack: TypeScript**, chosen precisely so the engine can run in both places. Node 22 executes
|
||||
TypeScript natively by type stripping, so the engine, server and tests need no build step during
|
||||
development; `tsc --noEmit` provides typechecking separately. Note the constraint this implies:
|
||||
**erasable syntax only** — no `enum`, no parameter properties, no namespaces.
|
||||
- **The engine ships to the browser.** It is pure and has no I/O, so component 6 runs client-side for
|
||||
instant affordances without a round-trip, and there is exactly one implementation of turnout
|
||||
directionality rather than two that can disagree.
|
||||
- **The client computes affordances locally**, following from the above. Component 10 sends state,
|
||||
not affordance lists.
|
||||
|
||||
**Now visible, still open:**
|
||||
- **How is the Office grid rendered — DOM, SVG or canvas?** Component 14's finished size varies by
|
||||
roughly 2× across those choices, and component 15 depends on the hit-testing model the choice
|
||||
implies.
|
||||
- **What does the replay viewer show?** Hands were private during play. Revealing them afterwards is a
|
||||
design question, not a technical one — noted in `overview.md` and still unanswered.
|
||||
@@ -0,0 +1,94 @@
|
||||
# Deployment
|
||||
|
||||
A decision record comparing the two hosting paths under consideration: a plain web host, or packaging
|
||||
the server as a StartOS service. **No packaging work is done here** — this exists so the choice can be
|
||||
made deliberately, and so the architecture does not accidentally foreclose either option.
|
||||
|
||||
Target remains **small self-hosted** scale.
|
||||
|
||||
---
|
||||
|
||||
## 1. What the server needs, either way
|
||||
|
||||
The requirements are modest, which is what makes both paths viable:
|
||||
|
||||
| Need | Why |
|
||||
| --- | --- |
|
||||
| One long-running process | Active games are held in memory ([`overview.md`](overview.md)) |
|
||||
| HTTP + WebSocket on one port | Lobby over HTTP, game stream over WebSocket ([`protocol.md`](protocol.md)) |
|
||||
| A writable data directory | The append-only event log ([`lobby-and-sessions.md`](lobby-and-sessions.md)) |
|
||||
| Static asset serving | The browser client |
|
||||
| No outbound network access | The game talks to nobody |
|
||||
| No scheduled work | Nothing in the rules is real-time ([`overview.md`](overview.md)) |
|
||||
|
||||
No database server, no message broker, no cache, no cron. SQLite or flat files cover persistence.
|
||||
That single-process, single-port, one-volume shape is the least demanding thing either platform has
|
||||
to host.
|
||||
|
||||
---
|
||||
|
||||
## 2. Plain web host
|
||||
|
||||
**What it takes:** a small VM or container host, a reverse proxy terminating TLS, a process manager,
|
||||
and a backup of the data directory.
|
||||
|
||||
**Advantages.** Anyone with a link can join, which matters for a game whose discovery mechanism is
|
||||
"read a code aloud to your friends." Deployment is unremarkable and every stack has good support for
|
||||
it.
|
||||
|
||||
**Costs.** You own TLS certificates, updates, backups, and uptime. And a public URL means the server
|
||||
is exposed to the open internet, which raises questions the game does not otherwise have — abuse of
|
||||
game creation, resource exhaustion from unbounded lobbies, and the need for at least basic rate
|
||||
limiting.
|
||||
|
||||
---
|
||||
|
||||
## 3. StartOS service
|
||||
|
||||
**What it takes:** packaging the server as an `.s9pk`. The workspace guide is on disk at
|
||||
`start-technologies/projects/start-sdk/docs/src/` — `recipe-basic-service.md` for the overall shape,
|
||||
`interfaces.md` for how the UI is exposed, `recipe-health-checks.md` for readiness, and
|
||||
`recipe-backups.md` for the data directory. Start with `recipes.md`, which is the intent index.
|
||||
|
||||
**Advantages.** Installation, updates, TLS and backups are the platform's job rather than yours. The
|
||||
service declares what it exposes; the *user* decides where it is reachable from. For a friends-and-
|
||||
family game that fits well — the person running it already controls who gets the address.
|
||||
|
||||
**Costs.** Players must reach the host, which is a real constraint for a browser game: everyone needs
|
||||
network access to that StartOS box. How they get it is the user's configuration decision, not
|
||||
something the application chooses or should claim.
|
||||
|
||||
**One thing the architecture must respect.** A packaged service should not assume it is reachable at
|
||||
a fixed, publicly-routable URL. Anything that bakes an origin into the client — absolute WebSocket
|
||||
URLs, hard-coded hostnames in links, CORS allow-lists pinned to one domain — will break. Serve the
|
||||
client from the same origin as the API and use relative URLs throughout. This costs nothing on a
|
||||
plain web host and is required on StartOS, so it should simply be the rule.
|
||||
|
||||
---
|
||||
|
||||
## 4. Recommendation
|
||||
|
||||
**Build for both; decide later.** The requirements in §1 are satisfied identically by either path, and
|
||||
the only architectural constraint that differs is the same-origin/relative-URL rule in §3 — which is
|
||||
good practice regardless.
|
||||
|
||||
Concretely, do this from the start:
|
||||
|
||||
1. **Single process, single port**, serving both the client and the API.
|
||||
2. **Relative URLs everywhere** in the client. No baked-in origin, no hard-coded hostname.
|
||||
3. **All state under one configurable data directory**, path supplied by environment variable.
|
||||
4. **No assumption of public reachability** anywhere in the code.
|
||||
5. **Bind address and port configurable** by environment variable.
|
||||
|
||||
That set keeps both doors open at no cost. The decision only needs making when there is something
|
||||
worth deploying — and by then it will be an easier call, because you will know whether the people
|
||||
playing it are on your network or scattered.
|
||||
|
||||
---
|
||||
|
||||
## 5. Explicitly not decided here
|
||||
|
||||
- The stack. Still open; nothing above depends on it.
|
||||
- Whether to publish to a StartOS registry (`publishing.md` in the guide) — irrelevant until the game
|
||||
runs.
|
||||
- Domain names, TLS specifics, or backup schedules for the plain-host path.
|
||||
@@ -0,0 +1,365 @@
|
||||
# Game State Model
|
||||
|
||||
The entity model for one game of Station Master, derived from
|
||||
[`../rules/rules-v0.2.md`](../rules/rules-v0.2.md). This is the rules engine's world — pure data,
|
||||
no I/O.
|
||||
|
||||
Written as pseudo-structure. Field names are illustrative; the shapes and constraints are the point.
|
||||
|
||||
---
|
||||
|
||||
## 1. The game
|
||||
|
||||
```
|
||||
Game
|
||||
id
|
||||
config : GameConfig
|
||||
seed : integer -- all RNG derives from this; games are replayable
|
||||
players : Player[] -- index order IS seating order, west → east
|
||||
division : Division
|
||||
decks : Decks
|
||||
yards : Yards
|
||||
timetable : (TrainCardId | null)[12] -- index 0 = Stage 1
|
||||
clock : Clock
|
||||
collisionsToday : integer -- §3.4, resets at the start of each Day
|
||||
status : setup | active | finished
|
||||
outcome : Outcome | null
|
||||
```
|
||||
|
||||
```
|
||||
GameConfig
|
||||
mode : solitaire | competitive | coop
|
||||
victory : firstToTarget | highestAfterDays
|
||||
length : short | standard | campaign
|
||||
optionalRules : { reducedVisibility, sisterTrains, employeeRotation, emergencyToolbox }
|
||||
```
|
||||
|
||||
Targets and Day counts derive from `length` (§3.2): short 15/3, standard 30/5, campaign 60/10. Co-op
|
||||
multiplies the target by player count. Do not store the derived numbers — compute them, so a config
|
||||
change cannot leave a stale target behind.
|
||||
|
||||
```
|
||||
Clock
|
||||
day : integer, from 1
|
||||
stage : 1..12 -- the Pocket Watch
|
||||
phase : localOps | newTrain | mainline | loadUnload | shiftChange
|
||||
currentActor : PlayerIndex | null
|
||||
pendingDecision : SuperintendentClearance | null -- §8.1, during mainline only
|
||||
superintendent : PlayerIndex
|
||||
```
|
||||
|
||||
**`currentActor` is the whole turn machine.** After Gap 1, exactly one player may act at any moment.
|
||||
Every other client is spectating. Deriving this rather than storing it is tempting but wrong — the
|
||||
acting order starts at the Superintendent and proceeds left, and that traversal needs an explicit
|
||||
cursor.
|
||||
|
||||
**The Mainline Phase is automatic but not input-free.** §8.1's fourth condition hands the
|
||||
Superintendent a judgment call: when a train would depart into a Subdivision already occupied by a
|
||||
train moving *the same direction*, he decides whether it is safe to follow. Movement otherwise
|
||||
proceeds with no input.
|
||||
|
||||
```
|
||||
SuperintendentClearance
|
||||
train : CrewTrayId -- the train awaiting clearance
|
||||
followingInto: SubdivisionRef
|
||||
occupiedBy : CrewTrayId -- the train ahead, moving the same direction
|
||||
```
|
||||
|
||||
This is the game's central tension and must be modelled, not optimised away. Gap 2 made the
|
||||
*consequences* automatic — collisions resolve with no die roll — precisely so that this decision
|
||||
carries full weight. The Superintendent who clears a following train into an occupied Subdivision
|
||||
owns the wreck (§10), and in Competitive mode three wrecks in a Day ends the game for everyone
|
||||
(§3.4).
|
||||
|
||||
Note the asymmetry with §8.1's third condition: a train in the next Subdivision moving *towards* the
|
||||
considered train is an absolute bar — no decision, the train simply does not depart. Only the
|
||||
same-direction case is discretionary.
|
||||
|
||||
Shift change fires at Stages 3, 6, 9 and 12 (§5), passing the Fedora one seat left.
|
||||
|
||||
---
|
||||
|
||||
## 2. The Division
|
||||
|
||||
The Division is an **ordered west-to-east sequence** of nodes. For N players there are N Office Areas
|
||||
and N+1 Mainline cards (§4.3), with a Division Point beyond each end.
|
||||
|
||||
```
|
||||
Division
|
||||
nodes : DivisionNode[] -- ordered west → east
|
||||
|
||||
DivisionNode
|
||||
= DivisionPoint { side: west | east, holding: CrewTrayId[] }
|
||||
| MainlineCard { regions: [Region, Region] } -- 2 regions (§2.1, Gap 4b)
|
||||
| OfficeArea { ...see §3 }
|
||||
|
||||
Region
|
||||
occupant : CrewTrayId | null
|
||||
```
|
||||
|
||||
A concrete 3-player Division:
|
||||
|
||||
```
|
||||
DP(W) ML Office₀ ML Office₁ ML Office₂ ML DP(E)
|
||||
└── 2 regions each ──┘
|
||||
```
|
||||
|
||||
### Subdivisions are derived, never stored
|
||||
|
||||
A Subdivision is the Mainline track between the Limits of **opposing Control Points** (§2.1). Whistle
|
||||
Posts are not Control Points and sit *inside* a Subdivision like ordinary mainline.
|
||||
|
||||
```
|
||||
subdivisions(division) =
|
||||
split the node sequence at every Office whose type is a Control Point,
|
||||
and at both Division Points
|
||||
```
|
||||
|
||||
At game start every Office is a Whistle Post, so the entire railroad is **one** Subdivision (§8) —
|
||||
which is why early traffic is so constrained. Each Office upgrade splits a Subdivision in two.
|
||||
|
||||
Recompute this on demand. Caching it means every Office upgrade must remember to invalidate the
|
||||
cache, and forgetting is a silent, hard-to-find bug in highball legality.
|
||||
|
||||
---
|
||||
|
||||
## 3. The Office Area
|
||||
|
||||
A **grid** of track cards, not a row (Gap 4a). The Running Track is the horizontal row through the
|
||||
Office; everything else is Secondary Track.
|
||||
|
||||
```
|
||||
OfficeArea
|
||||
owner : PlayerIndex
|
||||
officeType : whistlePost | depot | station | terminal
|
||||
grid : Map<GridCoord, TrackCard> -- sparse; cards are placed during play
|
||||
officeCoord : GridCoord -- where the Office card sits
|
||||
runningRow : integer -- the grid row that is the Running Track
|
||||
limitsWest : GridCoord -- moves outward as the Running Track grows
|
||||
limitsEast : GridCoord
|
||||
adOccupancy : CrewTrayId[] -- length ≤ adTrackCount(officeType)
|
||||
```
|
||||
|
||||
```
|
||||
adTrackCount: whistlePost 1 | depot 2 | station 3 | terminal 4 -- §11.1
|
||||
isControlPoint = officeType != whistlePost
|
||||
isPassengerFacility = officeType != whistlePost
|
||||
```
|
||||
|
||||
**Office cards are geometrically interchangeable** (§11.3). All four tiers carry the same track
|
||||
footprint — a through track plus a plain junction stub above and below — and differ *only* in the
|
||||
three properties above. An upgrade therefore changes `officeType` and nothing else; it must never
|
||||
touch `grid`, `connections`, or anything attached to the Office card. The junction stubs carry no
|
||||
directional restriction: §A.1's turnout rule governs drawn turnout cards only.
|
||||
|
||||
```
|
||||
TrackCard
|
||||
geometry : straight | turnout | runAround | officeCard | facilityCard
|
||||
isOperationalRail : boolean -- the wheel icon; turnouts are false (§A.1)
|
||||
connections : Direction[] -- which edges have rails
|
||||
facility : Facility | null -- facility cards carry their own track (Gap 4a)
|
||||
standing : RollingStock[] -- uncoupled cars left here, in track order
|
||||
```
|
||||
|
||||
### Constraints that are easy to lose
|
||||
|
||||
These are the ones that will be got wrong if they are not written down explicitly:
|
||||
|
||||
1. **A turnout's two legs are not joined to each other.** Entering from the stem (§A.1's "A") permits
|
||||
either leg; entering from a leg permits only the stem. This is an **absent edge, not a one-way
|
||||
edge** — A→B and B→A are both legal. Modelling it as a directed graph forbids legal moves. The
|
||||
card's internal connections are `stem-through` and `stem-diverge`, and `through-diverge` simply
|
||||
does not exist. Separately, a traversal may never leave a card by the port it entered through;
|
||||
that is what "without changing direction" means in practice.
|
||||
2. **A turnout is not Operational Rail.** A train may pass through but not stop (§A.1).
|
||||
3. **A Move never changes direction.** One Move is travel from one Operational Rail card to another,
|
||||
any distance, no reversal (§2.4, §A). Reversing costs a second Move.
|
||||
4. **A Facility track locked by loads stops being Operational Rail.** While any load sits on
|
||||
`MEN | AT | WORK`, no car may be picked up or dropped off there and no train may occupy or move on
|
||||
it (§9.3). This is *dynamic* — `isOperationalRail` for a facility card is a function of facility
|
||||
state, not a constant.
|
||||
5. **Coupling is mandatory during Local Ops.** Moving a Crew Tray into standing cars picks them up;
|
||||
you may not go around them (§A.4).
|
||||
6. **Coupling is fatal during the Mainline Phase.** The same encounter is a collision (§A.4, §8.3).
|
||||
7. **The Office track accepts no drop-offs** despite being Operational Rail (§A.4).
|
||||
8. **Two trains may not share a card** or pass through each other — except the Office track, which
|
||||
admits as many trains as it has free A/D tracks (§A.4).
|
||||
9. **An Office upgrade must preserve every connection** (§11.3). All four tiers share identical
|
||||
geometry precisely so the upgrade is a property change, not a card swap. An implementation that
|
||||
models the upgrade as "remove old card, place new card" will silently orphan any Secondary Track
|
||||
hanging off the Office — mutate `officeType` in place instead.
|
||||
10. **The Office card's stubs are not turnouts.** Do not route them through the §A.1 directional
|
||||
logic; a train may pass between the Running Track and either Secondary row freely.
|
||||
|
||||
---
|
||||
|
||||
## 4. Trains and Rolling Stock
|
||||
|
||||
```
|
||||
CrewTray
|
||||
id
|
||||
trainCard : TrainCardId | null -- null while switching a local crew
|
||||
engineFront : boolean -- which end the engine occupies (§A.3)
|
||||
consist : RollingStock[] -- ORDERED, left-to-right, max 4
|
||||
direction : east | west
|
||||
position : NodeRef -- division point, mainline region, or grid coord
|
||||
movesUsed : integer -- within the current Local Ops Phase
|
||||
```
|
||||
|
||||
```
|
||||
RollingStock
|
||||
type : coach | boxcar | reefer | hopper | tank | caboose
|
||||
loaded : boolean -- coloured = loaded, white = empty (§2.2)
|
||||
```
|
||||
|
||||
**Consist order is load-bearing and must never be modelled as a set.** Cars come off in the order
|
||||
they are seated in the tray (§A.3), and §8.1 blocks a highball unless the consist matches the order
|
||||
listed on the train card. An unordered collection makes both rules unimplementable.
|
||||
|
||||
**The four-slot limit includes the caboose** (§A.4, Gap 4c). `consist.length ≤ 4`, cabooses counted.
|
||||
A train requiring a caboose therefore carries at most three revenue cars — the single most likely
|
||||
off-by-one in the whole model.
|
||||
|
||||
```
|
||||
TrainCard
|
||||
number : 1..12
|
||||
isExtra : boolean
|
||||
direction : east | west | playerChoice -- Extras are head-on; the player picks (§2.3)
|
||||
consistSpec : { count, allowedTypes[], requiresCaboose }
|
||||
class : limited | mailExpress | manifest | coalDrag | oilTrain | wayFreight | extra
|
||||
```
|
||||
|
||||
Mainline movement order is `sort by (number, isExtra)` ascending — Timetabled before Extra on a tie
|
||||
(§8, Gap 5).
|
||||
|
||||
**Train make-up is a loop, not a single pass** (§7, Gap 9). Cycle Superintendent-then-left, one car
|
||||
per player per pass, until either the consist reaches `consistSpec.count` or no suitable car remains
|
||||
in the Division Yard. A single pass would make consist length a function of player count. The loop
|
||||
also resolves the 5+ player case for free: it ends the moment the consist fills, mid-pass if need be,
|
||||
leaving no player holding a car they cannot place.
|
||||
|
||||
---
|
||||
|
||||
## 5. Facilities
|
||||
|
||||
```
|
||||
Facility
|
||||
kind : passenger | freight
|
||||
subtype : mineTipple | produceShed | grocersWarehouse | oilRefinery | powerPlant | office
|
||||
allows : { outbound: boolean, inbound: boolean } -- some freight are one-way (§9)
|
||||
outboundBox : RollingStock[] -- green, to-be-loaded
|
||||
inboundBox : RollingStock[] -- red, just-unloaded
|
||||
capacity : { outbound, inbound, combined? } -- combined when the number touches both boxes (§9.1)
|
||||
menAtWork : [Load|null, Load|null, Load|null] -- freight only; one load per box
|
||||
industryTrack : { length: integer, cars: RollingStock[] } -- 3 or 4 per card (§12.5); ≤4 (§9.3)
|
||||
laborers : integer
|
||||
porters : integer
|
||||
usedThisStage : { laborers: integer, porters: integer } -- resets each Stage (§9.1)
|
||||
modifiers : ModifierRef[] -- adjacent cards raising capacity, track length or workers
|
||||
```
|
||||
|
||||
All of these are populated from [`../rules/card-reference.md`](../rules/card-reference.md), which is
|
||||
the authoritative per-card catalogue.
|
||||
|
||||
**`industryTrack` is where cars are spotted for loading and unloading**, and it is the field that
|
||||
stops being Operational Rail while `menAtWork` holds any load (constraint 4 below). Its `length` is
|
||||
3 or 4 depending on the facility and may be raised by a Team Track modifier.
|
||||
|
||||
**A Modifier serves only one Facility per Stage** even when adjacent to two (§9). Track which one
|
||||
claimed it this Stage.
|
||||
|
||||
**A freight load costs four Laborer-actions for one Revenue point** — Green → MEN → AT → WORK → onto
|
||||
the car (§9.3). A Porter earns a point in one action. This asymmetry is deliberate; do not "fix" it.
|
||||
|
||||
**Neither is the binding constraint, though.** Each player gets exactly one Local Operations action
|
||||
per Stage, and stocking a green box or clearing a red one consumes the whole of it (§6.3). That
|
||||
one-action-per-Stage budget is what actually limits Revenue — roughly one point per action, ceiling
|
||||
12 per Day. Worker counts mostly determine how often a facility idles. See
|
||||
[`../rules/card-reference.md`](../rules/card-reference.md#7-economy-summary) for the full model; it is
|
||||
what §3's targets are calibrated against.
|
||||
|
||||
---
|
||||
|
||||
## 6. Decks and Yards
|
||||
|
||||
```
|
||||
Decks
|
||||
homeOffice : CardId[] -- face down, order is secret
|
||||
departments : [CardId|null, CardId|null, CardId|null] -- face-up market slots (§2.6)
|
||||
salvageYard : CardId[] -- face up
|
||||
hands : Map<PlayerIndex, CardId[]> -- private, max 3 (4 with Red Flag)
|
||||
redFlags : Map<PlayerIndex, boolean> -- separate supply; removed when played
|
||||
```
|
||||
|
||||
The Departments are **slots fed from the one deck**, not decks with their own contents (§2.6, Gap
|
||||
4a). Reshuffle sweeps the Salvage Yard *and* all three Department slots back into the Home Office
|
||||
deck (§6.2).
|
||||
|
||||
```
|
||||
Yards
|
||||
divisionYard : RollingStock[] -- the supply pile
|
||||
classificationYard: RollingStock[] -- used stock
|
||||
```
|
||||
|
||||
When the Division Yard empties, everything in the Classification Yard moves back to it (§2.2). Used
|
||||
engines and cabooses return **directly** to the Division Yard, skipping the Classification Yard.
|
||||
|
||||
---
|
||||
|
||||
## 7. Players and scoring
|
||||
|
||||
```
|
||||
Player
|
||||
index : integer -- seating position, fixed unless Employee Rotation is on
|
||||
name
|
||||
revenue : integer -- may go negative; collisions cost 5 (§10)
|
||||
officeArea : OfficeAreaRef
|
||||
```
|
||||
|
||||
Revenue sources are exactly two: **+1** per completed load/unload operation (§9.2, §9.3) and **−5**
|
||||
per collision charged to that player (§10). There are no others.
|
||||
|
||||
```
|
||||
Outcome
|
||||
result : win | loss
|
||||
winner : PlayerIndex | null -- null for co-op, solitaire, and shared losses
|
||||
reason : targetReached | daysElapsed | collisionFloor | revenueFloor
|
||||
```
|
||||
|
||||
Termination checks, in the order they must be evaluated:
|
||||
|
||||
1. **Collision floor** (Competitive only) — `collisionsToday >= 3` ends the game immediately, all
|
||||
players lose (§3.4). Checked the moment a collision resolves, not at end of Stage.
|
||||
2. **Target reached** (firstToTarget) — checked whenever Revenue increases.
|
||||
3. **Days elapsed** (highestAfterDays) — at the end of the final Day, apply the collective Revenue
|
||||
floor `3 × players × Days` for Competitive (§3.5), or the mode target for Solitaire and Co-op
|
||||
(§3.3). Below the floor, everyone loses regardless of score.
|
||||
|
||||
---
|
||||
|
||||
## 8. What is derived, not stored
|
||||
|
||||
Getting this list wrong produces stale-state bugs that are miserable to find:
|
||||
|
||||
| Derived | From |
|
||||
| --- | --- |
|
||||
| Subdivisions | Office types along the Division |
|
||||
| Whether a train may highball | Subdivision occupancy + consist order + A/D availability (§8.1) — except the same-direction case, which requires the Superintendent's decision |
|
||||
| Whether a collision occurs | Board state at the moment of movement (§8.3) — pure, no RNG |
|
||||
| Legal Moves for a Crew Tray | Grid connectivity, turnout direction, Operational Rail, occupancy |
|
||||
| Facility track's Operational Rail status | Whether `menAtWork` holds any load |
|
||||
| Revenue targets and floors | `config.length`, `config.mode`, player count |
|
||||
| Whose turn it is | `clock.currentActor` — the one exception; explicitly stored (§1) |
|
||||
|
||||
---
|
||||
|
||||
## 9. Notes for whoever implements this
|
||||
|
||||
- **Seed everything.** One seed per game, all shuffles and D12 rolls drawn from it. This makes a
|
||||
reported bug reproducible, which for a rules engine this size is worth more than it costs.
|
||||
- **Model the grid sparsely.** Office Areas start at three cards and grow unevenly; a fixed 2-D array
|
||||
will either waste space or need resizing at exactly the wrong moment.
|
||||
- **Validate consist order on every mutation**, not just at highball time. A consist that silently
|
||||
reorders during a switching move produces a train that can never legally depart, with no clue as to
|
||||
when it broke.
|
||||
- **Treat `isOperationalRail` as a function, not a field**, for facility cards — see constraint 4.
|
||||
@@ -0,0 +1,173 @@
|
||||
# Lobby and Sessions
|
||||
|
||||
Everything outside the rules engine: creating and joining games, seating, reconnection, and
|
||||
persistence. Target is **small self-hosted** scale — a handful of concurrent games among people who
|
||||
know each other.
|
||||
|
||||
Written against [`../rules/rules-v0.2.md`](../rules/rules-v0.2.md).
|
||||
|
||||
---
|
||||
|
||||
## 1. Identity
|
||||
|
||||
No accounts to begin with. A player is a **display name** plus a **session token** the server issues
|
||||
on join and the client stores locally.
|
||||
|
||||
```
|
||||
Session
|
||||
token : opaque, unguessable
|
||||
gameId
|
||||
playerIndex
|
||||
displayName
|
||||
```
|
||||
|
||||
The token is what makes reconnection work: it proves "I am the player who was sitting at seat 2,"
|
||||
which is the only identity claim the game needs. Keep it out of URLs so it is not shoulder-surfed or
|
||||
pasted into a chat.
|
||||
|
||||
Real accounts can be layered on later without touching the rules engine, which is exactly why
|
||||
[`overview.md`](overview.md) keeps that boundary sharp.
|
||||
|
||||
---
|
||||
|
||||
## 2. Creating and joining
|
||||
|
||||
```
|
||||
Lobby.Create { config } → { gameId, gameCode, token }
|
||||
Lobby.Join { gameCode, displayName } → { token, playerIndex }
|
||||
```
|
||||
|
||||
A **game code** — short, human-speakable, e.g. `RAIL-4471` — is the whole discovery mechanism. No
|
||||
matchmaking, no browsing, no public game list. Players are already talking to each other; the code
|
||||
just needs to survive being read aloud.
|
||||
|
||||
The creating player is the **host**: they set the config (§3) and start the game. Host-only rights
|
||||
end at `Lobby.Start` — the rules give no player special standing during play, and the Superintendent
|
||||
role rotates independently (§5).
|
||||
|
||||
**Player counts.** Solitaire is 1. Competitive and Co-op need at least 2. The upper bound is a
|
||||
practical judgment rather than a rules limit: the Division grows by one Office and one Mainline card
|
||||
per player (§4.3), and every added player lengthens the Superintendent's rotation and the
|
||||
phase-major waiting. **6 is a sensible cap** for the prototype.
|
||||
|
||||
---
|
||||
|
||||
## 3. Configuration, and when it locks
|
||||
|
||||
Set before start, immutable after:
|
||||
|
||||
```
|
||||
mode : solitaire | competitive | coop
|
||||
victory : firstToTarget | highestAfterDays
|
||||
length : short | standard | campaign
|
||||
optionalRules : { reducedVisibility, sisterTrains, employeeRotation, emergencyToolbox }
|
||||
```
|
||||
|
||||
These must lock at `Lobby.Start`. Changing `length` mid-game would move the finish line; changing
|
||||
`mode` would switch which failure floors apply (§3.4, §3.5). Neither has a coherent meaning
|
||||
mid-game, so the server should refuse rather than try.
|
||||
|
||||
---
|
||||
|
||||
## 4. Seating
|
||||
|
||||
**Seating order is not cosmetic.** The players form a physical west-to-east chain of Offices (§4.3),
|
||||
and seat order determines three separate things:
|
||||
|
||||
1. Which Office is adjacent to which — and therefore where each player's trains arrive from.
|
||||
2. The Superintendent rotation, which passes one seat left every three Stages (§5).
|
||||
3. Acting order within a phase, which starts at the Superintendent and proceeds left (Gap 1).
|
||||
|
||||
So seating must be settled before the opening D12 rolls, and the lobby should show the chain
|
||||
visually — a player should see whose Office lies east and west of theirs before the game begins.
|
||||
|
||||
**The opening rolls** (§4.4, §4.5) happen server-side at `Lobby.Start`, from the game seed: highest
|
||||
D12 takes the Eastern Division Point, and a second roll picks the opening Superintendent. Emit both
|
||||
as events so clients can show the rolls rather than just the outcome — it is the game's first moment
|
||||
of drama and there is no reason to hide it.
|
||||
|
||||
**Employee Rotation** (Appendix B), if enabled, moves every player one seat left at the end of each
|
||||
Day, carrying their Revenue and the Fedora with them. Note what this means for the model: a player's
|
||||
*seat* changes while their *score* follows them, so `Player.index` and Office ownership must be
|
||||
separable. This is the one optional rule with real structural consequences — worth wiring in from the
|
||||
start rather than retrofitting.
|
||||
|
||||
---
|
||||
|
||||
## 5. Disconnection and reconnection
|
||||
|
||||
Turn-based with one actor at a time makes this far easier than it would be in a real-time game.
|
||||
|
||||
**On disconnect:** keep the seat. Do not remove the player, do not auto-play. The game simply waits
|
||||
if it was their turn. Broadcast a `PlayerDisconnected` event so everyone else can see why nothing is
|
||||
happening — silence with no explanation is the worst version of this.
|
||||
|
||||
**On reconnect:** the client presents its token, and the server replies with a full current view plus
|
||||
the event tail it missed. Because state is `fold(events)` ([`protocol.md`](protocol.md)), catching up
|
||||
is a replay, not a special case.
|
||||
|
||||
**On a player who does not come back:** the honest options at this scale are to wait, or to let the
|
||||
host end the game. An optional **turn timer** is worth having — a lobby setting, off by default,
|
||||
never part of the rules — that on expiry takes the safest legal action:
|
||||
|
||||
| Phase | Timeout action |
|
||||
| --- | --- |
|
||||
| Local Operations | `Switch.End` / `Draw.End` — forfeit the remaining action |
|
||||
| New Train | `NewTrain.PassCar` if legal, else place any legal car |
|
||||
| Mainline clearance | **Deny** clearance — the safe answer; a held train costs a Stage, a wrecked one costs 5 Revenue and counts toward the collision floor |
|
||||
| Load/Unload | `LoadUnload.End` |
|
||||
|
||||
Denying clearance on timeout is the right default and worth stating explicitly: the asymmetry between
|
||||
the two outcomes is large, and in Competitive mode a timed-out clearance that causes a wreck could
|
||||
end the game for everybody (§3.4).
|
||||
|
||||
**Do not substitute an AI player.** The Superintendent's clearance decisions materially affect other
|
||||
players' scores; a bot making them on an absent player's behalf changes the game rather than
|
||||
preserving it.
|
||||
|
||||
---
|
||||
|
||||
## 6. Persistence
|
||||
|
||||
Persist the **event log**, not a state snapshot. It is smaller, it is the thing that already exists,
|
||||
and it makes a mid-game server restart a replay rather than a recovery.
|
||||
|
||||
```
|
||||
games : gameId → { config, seed, status, createdAt, gameCode }
|
||||
events : gameId → ordered event list
|
||||
sessions : token → { gameId, playerIndex, displayName }
|
||||
```
|
||||
|
||||
Requirements are modest enough that the storage choice is genuinely open — SQLite on a single node
|
||||
covers this comfortably, and so would flat files with an append-only log per game. The constraint
|
||||
worth honouring is that the **event log is append-only**: rewriting history breaks the one property
|
||||
that makes replay trustworthy.
|
||||
|
||||
**Snapshotting** is an optimisation, not a requirement. If a Campaign game's log grows long enough
|
||||
that replay feels slow, periodically store a state snapshot with its `eventSeq` and replay forward
|
||||
from there. Do not build this until it is needed.
|
||||
|
||||
**Retention.** Finished games **keep their event log, seed and config**, because post-game replay is
|
||||
a wanted capability (see [`overview.md`](overview.md#post-game-replay--a-desired-future-capability))
|
||||
and the log is the only thing it needs. Do not delete finished games by default.
|
||||
|
||||
Retention is an operator setting rather than an application decision — a self-hosted instance among
|
||||
friends may as well keep everything, since a finished game's log is small. If a cap is wanted, expire
|
||||
by age or by total count and say so plainly in the UI, because a replay that silently stops existing
|
||||
is worse than one that was never offered.
|
||||
|
||||
Session tokens are the exception: those can expire on a short window once their game has finished.
|
||||
|
||||
---
|
||||
|
||||
## 7. What this deliberately omits
|
||||
|
||||
At small self-hosted scale these are not needed, and building them early costs more than it returns:
|
||||
|
||||
- **Matchmaking or a public game browser.** The game code covers discovery.
|
||||
- **Ranking, ladders, persistent profiles.** §3's timed modes produce comparable scores, so a
|
||||
high-score table would be a natural first addition — but it is a feature, not infrastructure.
|
||||
- **Spectators.** Straightforward to add later, since a spectator is just a view with no `private`
|
||||
section and no ability to send intents — the same shape post-game replay needs.
|
||||
- **Horizontal scaling and cross-process coordination.** One process holds every active game
|
||||
in memory.
|
||||
@@ -0,0 +1,187 @@
|
||||
# Architecture Overview
|
||||
|
||||
Station Master as a multiplayer digital game: players connect from a web browser, an authoritative
|
||||
server manages lobbies and game state. Target scale is **small self-hosted** — a handful of
|
||||
concurrent games, friends-and-family — hosted on a website or packaged as a StartOS service.
|
||||
|
||||
**No stack is chosen.** These documents describe what any implementation must do. Where a concrete
|
||||
shape helps, it is written as pseudo-structure, not as a language.
|
||||
|
||||
Written against [`../rules/rules-v0.2.md`](../rules/rules-v0.2.md).
|
||||
|
||||
---
|
||||
|
||||
## The server is authoritative
|
||||
|
||||
The server owns all game state and is the sole party that may change it. Clients render state and
|
||||
submit *intents*; the server validates, applies, and broadcasts.
|
||||
|
||||
This is not a default choice — the rules force it:
|
||||
|
||||
**The game has hidden information.** Each player holds up to three cards (four with the Emergency
|
||||
Toolbox) that no other player may see. The Home Office deck is face-down and its order must not be
|
||||
knowable. A client holding full state could read both.
|
||||
|
||||
**The game has randomness that decides outcomes.** D12 rolls set the Eastern Division Point, the
|
||||
opening Superintendent, and — critically — the timetable slot a newly played Timetabled Train lands
|
||||
in (§7). Deck shuffles decide everything else. A client-side RNG is a client-side cheat.
|
||||
|
||||
**Turn legality is global, not local.** After Gap 1, phases resolve phase-major with one player
|
||||
acting at a time. Whether *you* may act depends on where every other player is. Only a global
|
||||
observer can answer that. The Mainline Phase adds a wrinkle: it is automatic except when §8.1's
|
||||
fourth condition prompts the Superintendent to rule on a following-train clearance — an input that
|
||||
arrives mid-phase, out of the normal turn order, and can be triggered by another player's train.
|
||||
|
||||
**Collision evaluation must be identical for everyone.** After Gap 2, collisions are automatic — a
|
||||
pure function of board state at each movement step. Two clients disagreeing about a wreck is a
|
||||
divergent game, and in Competitive mode a wreck can end the game for everyone (§3.4).
|
||||
|
||||
### What that means in practice
|
||||
|
||||
| Concern | Where it lives |
|
||||
| --- | --- |
|
||||
| Deck order, shuffles, all RNG | Server only. Seeded, so a game is replayable for debugging. |
|
||||
| Player hands | Server. Sent only to their owner. |
|
||||
| Board state (track, pieces, facilities, yards) | Server. Public — broadcast to everyone. |
|
||||
| Whose turn it is | Server. Derived, never client-asserted. |
|
||||
| Rules validation | Server. The client may pre-validate for responsiveness, but the server's answer is the only one that counts. |
|
||||
| Rendering, animation, local UI state | Client. |
|
||||
|
||||
The client is allowed to know the rules and grey out illegal moves — that is good UX. It is never
|
||||
allowed to *decide* one.
|
||||
|
||||
---
|
||||
|
||||
## State, intents, events
|
||||
|
||||
Three flows, and keeping them distinct is what keeps the implementation tractable:
|
||||
|
||||
```
|
||||
client ──── intent ────► server "I want to move Crew Tray 3 to card B4"
|
||||
│
|
||||
├─ validate against rules + current phase + current actor
|
||||
├─ apply to authoritative state
|
||||
│
|
||||
client ◄──── event ─────────┘ "Crew Tray 3 moved to B4; 4 Moves remain"
|
||||
client ◄──── view ─────────┘ per-player redacted snapshot
|
||||
```
|
||||
|
||||
- **Intents** are what a player wants to do. They are proposals; they can be rejected.
|
||||
- **Events** are what happened. They are facts, ordered, and form the game's history.
|
||||
- **Views** are per-player projections of state, with other players' hands redacted.
|
||||
|
||||
An event log that fully determines state is worth building even at this scale. It gives
|
||||
reconnection (replay to catch up), persistence (store the log, not a snapshot), and debugging (replay
|
||||
a reported bug exactly) for one design decision.
|
||||
|
||||
### Post-game replay — a desired future capability
|
||||
|
||||
**Not to be implemented yet.** Recorded here so it is not accidentally designed out, because the
|
||||
architecture above already produces almost everything it needs.
|
||||
|
||||
The goal: when a game finishes, players can watch it back at speed — the Division filling with
|
||||
traffic, the wrecks, who was Superintendent when. For a game whose drama is largely invisible while
|
||||
you are playing your own Office, this is worth more than it would be in most games. You spend the
|
||||
game watching your own station; the replay is where you find out what the railroad was doing.
|
||||
|
||||
State is already `fold(events)` over an ordered, append-only log, and all randomness derives from a
|
||||
stored seed. Replay is therefore a **read-only projection over the existing log** — no new rules-engine
|
||||
surface, no second code path, nothing the server has to do differently during play.
|
||||
|
||||
Three constraints keep it cheap, and all three are free if honoured from the start:
|
||||
|
||||
1. **Events must render standalone.** A `TrainMoved` should carry its from/to, not just an id the
|
||||
renderer has to resolve against live state. An event stream that only makes sense when applied in
|
||||
order to a mutable world is replayable but not *displayable* — the renderer would need to
|
||||
reconstruct the whole board to draw one frame.
|
||||
2. **Finished games keep their log, seed and config.** See the retention note in
|
||||
[`lobby-and-sessions.md`](lobby-and-sessions.md).
|
||||
3. **Timing is a presentation concern.** The log has no wall-clock pacing and does not need any —
|
||||
the replay UI decides how fast to advance. Do not record timestamps for the benefit of replay;
|
||||
Stage and phase boundaries are the natural beats.
|
||||
|
||||
The one genuine open question is **whose view a replay shows**. Hands were private during play, and
|
||||
revealing them afterwards is a design choice rather than a technical one — it changes what players
|
||||
learn about each other between games. Worth deciding before building, not during.
|
||||
|
||||
---
|
||||
|
||||
## Transport
|
||||
|
||||
The game is turn-based with exactly one actor at a time, so the traffic pattern is bursty and small —
|
||||
but every player needs to *watch* the acting player, and above all to watch the Mainline Phase, where
|
||||
trains move and wrecks happen while the Superintendent rules on clearances.
|
||||
|
||||
That means the server must push. A request/response API alone would leave four players polling to
|
||||
watch a fifth switch cars.
|
||||
|
||||
**WebSocket, with the HTTP endpoints alongside it** for lobby operations (list games, create, join)
|
||||
where a request/response shape is the natural fit. Server-Sent Events would also serve, since the
|
||||
push is nearly one-directional and intents are rare enough to send over HTTP — worth keeping in mind
|
||||
if the eventual stack makes SSE materially simpler.
|
||||
|
||||
What matters more than the choice: **every state change reaches clients as an event on one ordered
|
||||
stream**. Clients apply events in order and never mutate state locally in a way that could drift.
|
||||
|
||||
---
|
||||
|
||||
## Timing and the absence of clocks
|
||||
|
||||
Nothing in the rules is real-time. A Stage advances when the phase sequence completes, not when a
|
||||
timer fires. There are no reflexes to test and no reason to rush a player.
|
||||
|
||||
The one place real time may need to intrude is a player who walks away mid-game. That is a session
|
||||
concern, not a rules concern — see [`lobby-and-sessions.md`](lobby-and-sessions.md). Any turn timer
|
||||
is a lobby setting layered on top of the rules, never part of them.
|
||||
|
||||
---
|
||||
|
||||
## What the server does not need
|
||||
|
||||
Worth stating, because small self-hosted scale makes several standard concerns disappear:
|
||||
|
||||
- **No horizontal scaling.** A handful of concurrent games fits in one process. Game state lives in
|
||||
memory; the event log is persisted for durability, not for coordination.
|
||||
- **No matchmaking service.** Players share a game code (see `lobby-and-sessions.md`).
|
||||
- **No accounts system, initially.** A display name plus a session token is enough to join and
|
||||
reconnect. Real accounts can be layered on later without touching the game engine.
|
||||
- **No anti-cheat beyond authority.** Server authority plus redacted views is the whole model.
|
||||
|
||||
---
|
||||
|
||||
## The one boundary that matters
|
||||
|
||||
Keep the **rules engine** free of any knowledge of networking, storage, or players-as-connections:
|
||||
|
||||
```
|
||||
rules engine pure. state + intent → events, or a rejection.
|
||||
▲ no I/O, no clock, no sockets. deterministic given a seed.
|
||||
│
|
||||
game session owns one game's state, applies intents, emits events
|
||||
▲
|
||||
lobby / transport connections, reconnection, persistence, HTTP + WebSocket
|
||||
```
|
||||
|
||||
The rules engine being pure and deterministic is what makes the whole thing testable — you can drive
|
||||
a full game through it in a unit test with no server at all, which matters a great deal for a game
|
||||
with this much rules surface. It is also what would make a future Solitaire offline mode or an AI
|
||||
opponent cheap rather than a rewrite.
|
||||
|
||||
Everything in [`game-state.md`](game-state.md) belongs to the rules engine. Everything in
|
||||
[`lobby-and-sessions.md`](lobby-and-sessions.md) belongs outside it.
|
||||
|
||||
**The engine is reactive *and* active.** It exposes two entry points, not one:
|
||||
|
||||
```
|
||||
apply(state, intent) → events | rejection a player did something
|
||||
advance(state) → events | needsInput the game moves on its own
|
||||
```
|
||||
|
||||
The second matters more than it looks. Mainline movement, collision resolution, Stage and Day
|
||||
advance, Fedora rotation and train make-up all happen with no player acting — at a table the players
|
||||
do this collectively, and in software something must. Keeping that **phase driver** inside the engine
|
||||
rather than in the session layer means all rules knowledge stays in one pure deterministic place, and
|
||||
a balance simulation becomes a loop over these two functions with no server involved.
|
||||
|
||||
For the full list of buildable pieces — where each runs, when, and how big — see
|
||||
[`components.md`](components.md).
|
||||
@@ -0,0 +1,269 @@
|
||||
# Protocol
|
||||
|
||||
The client↔server message vocabulary, and how per-player views are redacted. Written against
|
||||
[`../rules/rules-v0.2.md`](../rules/rules-v0.2.md) and [`game-state.md`](game-state.md).
|
||||
|
||||
Three message families, matching the flows in [`overview.md`](overview.md):
|
||||
|
||||
- **Intent** — client → server. A proposal. May be rejected.
|
||||
- **Event** — server → clients. A fact. Ordered, and the game's history.
|
||||
- **View** — server → one client. A redacted state snapshot.
|
||||
|
||||
Message names below are illustrative. What matters is the *set* of decisions a player can make, which
|
||||
is fixed by the rules.
|
||||
|
||||
---
|
||||
|
||||
## 1. Intents
|
||||
|
||||
Every intent carries `gameId`, `playerId`, and a `seq` the server uses to reject duplicates from a
|
||||
reconnecting client.
|
||||
|
||||
### 1.1 Local Operations Phase
|
||||
|
||||
The phase opens with a three-way exclusive choice (§6). Choosing one forecloses the others for that
|
||||
Stage.
|
||||
|
||||
```
|
||||
LocalOps.Choose { option: switch | draw | freightAgent }
|
||||
```
|
||||
|
||||
**If `switch`** — six Moves, divisible across Crew Trays (§6.1). Five Moves under Reduced Visibility
|
||||
during night Stages (Appendix B).
|
||||
|
||||
```
|
||||
Switch.Move { trayId, to: GridCoord }
|
||||
Switch.DropCars { trayId, count } -- from the tray end; order is fixed (§A.3)
|
||||
Switch.SetDirection{ trayId, direction } -- costs a Move; a Move never reverses (§2.4)
|
||||
Switch.End { } -- forfeit remaining Moves
|
||||
```
|
||||
|
||||
Pick-up is **not** an intent. Moving into standing cars couples them automatically and mandatorily
|
||||
(§A.4) — the server does it as part of resolving `Switch.Move`. Offering a choice would be a rules
|
||||
violation.
|
||||
|
||||
`Switch.DropCars` takes a count, not a set of car ids: cars come off in seated order (§A.3), so the
|
||||
only free choice is how many.
|
||||
|
||||
**If `draw`** (§6.2):
|
||||
|
||||
```
|
||||
Draw.FromHomeOffice { }
|
||||
Draw.FromDepartment { slot: 0|1|2 }
|
||||
Card.Play { cardId, placement? } -- placement required for track/facility/office cards
|
||||
Card.Discard { cardId, toSlot: 0|1|2 }
|
||||
Draw.End { } -- server rejects while hand > 3
|
||||
```
|
||||
|
||||
`placement` is a `GridCoord` for track, Facility and Office cards (§11.2); absent for train cards,
|
||||
which go to the timetable or to an Extra's staging.
|
||||
|
||||
**If `freightAgent`** — exactly one of three operations (§6.3):
|
||||
|
||||
```
|
||||
FreightAgent.StockToOutbound { facilityId, stockType, loaded }
|
||||
FreightAgent.InboundToClass { facilityId, stockIndex }
|
||||
FreightAgent.UnjamToClass { facilityId, from: outbound|inbound|menAtWork, index }
|
||||
```
|
||||
|
||||
### 1.2 New Train Phase
|
||||
|
||||
Per train being made up, each player adds one car in Superintendent-then-left order (§7):
|
||||
|
||||
```
|
||||
NewTrain.PlaceCar { trainId, stockType, loaded }
|
||||
NewTrain.PassCar { trainId } -- only legal when no suitable car exists in the Division Yard
|
||||
```
|
||||
|
||||
**This cycles** (§7, Gap 9). The server keeps going round the table — one car per player per pass —
|
||||
until the consist is full or no suitable car remains in the Division Yard. It is not a single pass, so
|
||||
the client must not assume one prompt per player per train. At five or more players the round ends
|
||||
mid-pass when the consist fills; players not yet reached simply are not prompted.
|
||||
|
||||
`PassCar` must be validated, not trusted: §7 requires the player to "make every effort to find a
|
||||
suitable car." The server checks the Division Yard against the train's `consistSpec` and rejects a
|
||||
pass when a legal car is available. A pass by every player in a full pass is the loop's other
|
||||
termination condition.
|
||||
|
||||
For a played Extra (§7, Gap 4c) the owning player chooses its whole consist:
|
||||
|
||||
```
|
||||
Extra.Launch { trainCardId, at: westDP | eastDP, direction }
|
||||
Extra.LoadConsist { trainCardId, stock: [{stockType, loaded}] } -- ≤3 cars + caboose
|
||||
```
|
||||
|
||||
### 1.3 Mainline Phase
|
||||
|
||||
The phase is automatic **except** for the Superintendent's clearance decision (§8.1, fourth
|
||||
condition). The server pauses movement, sets `clock.pendingDecision`, and waits:
|
||||
|
||||
```
|
||||
Mainline.Clearance { trainId, allow: boolean }
|
||||
```
|
||||
|
||||
Only the current Superintendent may send this, and only for the train named in the pending decision.
|
||||
This intent arrives out of the normal turn order and may concern another player's train — the one
|
||||
place in the game where a player acts during someone else's traffic.
|
||||
|
||||
The Red Flag card (Emergency Toolbox, Appendix B) also interrupts here:
|
||||
|
||||
```
|
||||
RedFlag.Play { } -- averts an imminent collision; card is removed from the game
|
||||
```
|
||||
|
||||
### 1.4 Load/Unload Phase
|
||||
|
||||
Each Laborer and Porter is usable once per Stage (§9.1). Resolve one at a time.
|
||||
|
||||
```
|
||||
Porter.Board { facilityId } -- §9.2, +1 Revenue
|
||||
Porter.Detrain { facilityId } -- §9.2, +1 Revenue
|
||||
Laborer.AdvanceLoad { facilityId, loadRef } -- Green → MEN → AT → WORK → car (§9.3)
|
||||
Laborer.BeginUnload { facilityId, carIndex } -- first step of unloading
|
||||
LoadUnload.End { }
|
||||
```
|
||||
|
||||
A freight load needs four `Laborer.AdvanceLoad` intents to score one point; a Porter scores in one
|
||||
(§9.3). The client should show this clearly — it is the single most surprising thing about the game's
|
||||
economy for a new player.
|
||||
|
||||
### 1.5 Lobby
|
||||
|
||||
Covered in [`lobby-and-sessions.md`](lobby-and-sessions.md); listed here for completeness.
|
||||
|
||||
```
|
||||
Lobby.Create { config }
|
||||
Lobby.Join { gameCode, displayName }
|
||||
Lobby.Leave { }
|
||||
Lobby.SetConfig { config } -- host only, before start
|
||||
Lobby.Start { } -- host only
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 2. Rejections
|
||||
|
||||
An intent is rejected with a reason a client can render, not a stack trace:
|
||||
|
||||
```
|
||||
Rejected { seq, code, message, ... }
|
||||
|
||||
codes: NOT_YOUR_TURN | WRONG_PHASE | OPTION_ALREADY_CHOSEN | NO_MOVES_REMAINING
|
||||
ILLEGAL_MOVE | TRACK_OCCUPIED | NOT_OPERATIONAL_RAIL | WOULD_REVERSE
|
||||
CONSIST_FULL | CONSIST_ORDER | HAND_LIMIT | CARD_NOT_IN_HAND
|
||||
NO_PLACEMENT | NOT_CONNECTED | RESOURCE_SPENT | SUITABLE_CAR_EXISTS
|
||||
NOT_SUPERINTENDENT | NO_PENDING_DECISION
|
||||
```
|
||||
|
||||
The client may pre-validate to grey out illegal moves — good UX — but the server's answer is the only
|
||||
one that counts (`overview.md`). Rejections should be rare in a well-built client and are therefore
|
||||
worth logging server-side: a spike usually means client and server rules have drifted.
|
||||
|
||||
---
|
||||
|
||||
## 3. Events
|
||||
|
||||
Events are the authoritative history. State is `fold(events)`, which is what gives reconnection,
|
||||
persistence and replay for one design decision.
|
||||
|
||||
**Phase and clock**
|
||||
|
||||
```
|
||||
StageBegan { day, stage }
|
||||
PhaseBegan { phase }
|
||||
ActorChanged { playerIndex | null }
|
||||
SuperintendentChanged { playerIndex }
|
||||
DayEnded { day, revenues }
|
||||
```
|
||||
|
||||
**Local operations**
|
||||
|
||||
```
|
||||
LocalOpsOptionChosen { playerIndex, option }
|
||||
TrayMoved { trayId, from, to, movesRemaining }
|
||||
CarsCoupled { trayId, stock[] } -- automatic, from a Move
|
||||
CarsDropped { trayId, at, stock[] }
|
||||
CardDrawn { playerIndex, source, cardId? } -- cardId omitted for other players
|
||||
CardPlayed { playerIndex, cardId, placement? }
|
||||
OfficeUpgraded { playerIndex, from, to } -- property change; connections unaffected (§11.3)
|
||||
CardDiscarded { playerIndex, cardId, toSlot }
|
||||
DeckReshuffled { }
|
||||
```
|
||||
|
||||
**Trains**
|
||||
|
||||
```
|
||||
TrainScheduled { trainCardId, timetableSlot } -- from the 1D12 roll (§7)
|
||||
TrainMadeUp { trainCardId, trayId, at }
|
||||
CarPlacedOnTrain { playerIndex, trayId, stock }
|
||||
ClearanceRequested { trainId, followingInto, occupiedBy }
|
||||
ClearanceGiven { trainId, allow }
|
||||
TrainHighballed { trayId, from, to }
|
||||
TrainMoved { trayId, from, to }
|
||||
TrainCompleted { trayId, atDivisionPoint }
|
||||
```
|
||||
|
||||
**Consequences**
|
||||
|
||||
```
|
||||
CollisionOccurred { at, trains[], struckCars[], faultPlayer, penalty: 5 }
|
||||
RedFlagPlayed { playerIndex, avertedAt }
|
||||
RevenueChanged { playerIndex, delta, total, reason }
|
||||
CollisionCountChanged { collisionsToday }
|
||||
GameEnded { result, winner?, reason }
|
||||
```
|
||||
|
||||
`CollisionOccurred` carries `faultPlayer` explicitly rather than leaving clients to derive it. Fault
|
||||
depends on *where* the wreck happened — Superintendent for a Mainline card, the local player between
|
||||
his Limits (§10) — and getting that wrong misattributes a −5 and, in Competitive, contributes to a
|
||||
floor that ends the game.
|
||||
|
||||
---
|
||||
|
||||
## 4. Views and redaction
|
||||
|
||||
Each client receives a projection with other players' private state removed.
|
||||
|
||||
| State | Visibility |
|
||||
| --- | --- |
|
||||
| Board: track grids, Offices, Limits, trains, standing cars | **Public** |
|
||||
| Facilities: boxes, `MEN AT WORK`, Laborer/Porter usage | **Public** |
|
||||
| Division Yard, Classification Yard contents | **Public** — physical piles on the table |
|
||||
| Salvage Yard | **Public** — face up, explicitly so players can audit discards (§2.6) |
|
||||
| Department slots (the three face-up cards) | **Public** |
|
||||
| Home Office deck **contents and order** | **Secret** — never sent, to anyone |
|
||||
| Home Office deck **count** | Public — players can see the pile's height |
|
||||
| A player's hand | **Owner only**; others see the count |
|
||||
| Red Flag held | Public — it is a known starting card (Appendix B) |
|
||||
| Revenue totals | **Public** — the race is the game |
|
||||
| RNG seed | **Secret** — sending it leaks all future shuffles |
|
||||
|
||||
```
|
||||
View {
|
||||
public : PublicState -- identical for every client
|
||||
private : { hand: CardId[], redFlag: boolean }
|
||||
you : PlayerIndex
|
||||
canAct : boolean
|
||||
legalIntents? : IntentSummary[] -- optional server-computed affordances
|
||||
}
|
||||
```
|
||||
|
||||
**Two redaction traps.** First, `CardDrawn` from the Home Office must omit `cardId` for every client
|
||||
except the drawer — the obvious version of this event leaks the draw to the table. Second, the deck
|
||||
*count* is public but the *order* is secret; a naive implementation that ships the deck array and
|
||||
tells the client not to look is not redaction.
|
||||
|
||||
`legalIntents` is optional but worth it: the server already computes legality to validate, so
|
||||
returning the affordance set costs little and removes any need for the client to reimplement rules
|
||||
like turnout directionality or the four-slot consist limit.
|
||||
|
||||
---
|
||||
|
||||
## 5. Ordering and idempotency
|
||||
|
||||
- Events carry a monotonic `eventSeq` per game. Clients apply strictly in order and request a replay
|
||||
on a gap rather than guessing.
|
||||
- Intents carry a client `seq`. The server ignores a repeat of one it has already applied, so a
|
||||
reconnecting client can safely resend anything it is unsure about.
|
||||
- The server never applies two intents concurrently within a game. With one actor at a time this is
|
||||
free — a per-game queue is sufficient and there is no need for anything cleverer at this scale.
|
||||
+108
@@ -0,0 +1,108 @@
|
||||
# Station Master — design index
|
||||
|
||||
Station Master is a tabletop railroad-operations game set in the era of timetable-and-train-order
|
||||
railroading (1840–1950), being developed into a multiplayer digital game: players connect from a
|
||||
web browser and an authoritative server manages lobbies and game state.
|
||||
|
||||
## Source of record
|
||||
|
||||
- `StationMasterPrototypeRules.pdf` — the original prototype rules
|
||||
- `StationMaster-PrototypeTurnChart.pdf` — the 12-Stage turn chart
|
||||
|
||||
These stay as-is. Everything below is derived from them.
|
||||
|
||||
## Rules
|
||||
|
||||
| Document | What it is |
|
||||
| --- | --- |
|
||||
| [`rules/rules-v0.1.md`](rules/rules-v0.1.md) | Faithful markdown transcription of the PDFs. No corrections. The baseline everything diffs against. |
|
||||
| [`rules/rules-v0.2.md`](rules/rules-v0.2.md) | **The working ruleset.** v0.1 with all ten gaps resolved, each change marked with its gap number. |
|
||||
| [`rules/card-reference.md`](rules/card-reference.md) | What is printed on every card, plus the economy summary. The spec an engine or a print-and-play layout consumes. |
|
||||
| [`rules/glossary.md`](rules/glossary.md) | Every defined term, alphabetized. |
|
||||
| [`rules/open-questions.md`](rules/open-questions.md) | All thirteen gaps, each with the options considered, the decision, and the rationale. |
|
||||
|
||||
## Architecture
|
||||
|
||||
Target is **small self-hosted** scale: a handful of concurrent games, hosted on a website or as a
|
||||
StartOS service. Stack is deliberately undecided; these documents describe what any implementation
|
||||
must do.
|
||||
|
||||
| Document | What it is |
|
||||
| --- | --- |
|
||||
| [`architecture/components.md`](architecture/components.md) | **The project plan.** All 20 buildable pieces — where each runs, when, MVP vs finished size — plus dependency graph and build order. |
|
||||
| [`architecture/overview.md`](architecture/overview.md) | Why the server is authoritative; state/intent/event split; transport; the rules-engine boundary. |
|
||||
| [`architecture/game-state.md`](architecture/game-state.md) | The entity model, and the constraints that are easy to lose. |
|
||||
| [`architecture/protocol.md`](architecture/protocol.md) | Intents, events, and per-player view redaction. |
|
||||
| [`architecture/lobby-and-sessions.md`](architecture/lobby-and-sessions.md) | Create/join, seating, reconnection, persistence. |
|
||||
| [`architecture/deployment.md`](architecture/deployment.md) | Plain web host vs StartOS service — and the one constraint that differs. |
|
||||
|
||||
## Current status
|
||||
|
||||
Rules formalized, card faces specified, architecture documented, and the rules engine built and
|
||||
simulated. Eleven of thirteen gaps are closed; **Gap 12 (balance variance) and Gap 13 (deck scaling)
|
||||
remain open**, both with data behind them.
|
||||
|
||||
Gaps 8–13 were all found by working the design forward — building it or simulating it — rather than
|
||||
by reading the PDFs. None arises in tabletop play, where a person simply does the sensible thing.
|
||||
|
||||
**The economy, in one line:** Local Operations actions are the main currency — one per Stage, twelve
|
||||
per Day — but **inbound work bypasses them**, which is where the game's variance comes from. See
|
||||
`card-reference.md` §7.
|
||||
|
||||
**Wanted, not yet designed:** post-game replay — watching a finished game back at speed. The
|
||||
architecture already produces what it needs (an ordered append-only event log plus a stored seed), so
|
||||
the note in `architecture/overview.md` exists to keep the capability from being designed out. It is
|
||||
explicitly not scheduled.
|
||||
|
||||
**Provisional numbers** — the victory targets are now confirmed at the mean by simulation. Still
|
||||
untested by play: Crew Tray count, Laborer counts, and whether the variance in Gap 12 is a flaw.
|
||||
|
||||
**Next steps.** The specification is complete enough to build against or to play on paper.
|
||||
|
||||
The build path is laid out in [`architecture/components.md`](architecture/components.md) — 20
|
||||
components, a dependency graph, and a twelve-step order. Its **MVP is solitaire: one Office, a fixed
|
||||
number of Days, a server talking to a single browser, display functional rather than pretty.** The
|
||||
milestones worth knowing:
|
||||
|
||||
- **Step 4** — a full solitaire game runs to completion headless, proving the rules before a pixel is
|
||||
drawn.
|
||||
- **Step 6** — the balance harness validates or retunes the provisional numbers, while changing them
|
||||
is still free.
|
||||
- **Step 10** — MVP complete; a human plays end to end.
|
||||
|
||||
**Stack: TypeScript**, chosen so the engine runs in both the server and the browser — one
|
||||
implementation of the movement rules, and instant affordances without a round-trip. Node 22 runs
|
||||
TypeScript natively, so there is no build step during development.
|
||||
|
||||
**Steps 1–6 are done** — the rules engine (components 1–7), heuristic bots (17) and the balance
|
||||
harness (18), with 134 tests passing.
|
||||
|
||||
**The step 4 milestone is met: a full solitaire game runs to completion, headless.** Games are
|
||||
reproducible from a seed, terminate from every seed tried, conserve all 62 rolling stock pieces, and
|
||||
develop properly.
|
||||
|
||||
**End-of-game statistics** (`src/sim/stats.ts`) report revenue by source, traffic, development,
|
||||
action mix and strategy buckets — plus an **anomaly detector** that treats "this event never fired"
|
||||
as a finding. It caught two bugs on its first run.
|
||||
|
||||
**The step 6 milestone is met, with a caveat.** The harness found **five engine bugs that no test had
|
||||
caught**, and once they were fixed the numbers came good: **~35% win rate and 5.0 Revenue/player/Day,
|
||||
matching the Gap 10e prediction of 5-6.**
|
||||
|
||||
The caveat is large: those numbers were themselves measured against a **scoring bug**, since fixed.
|
||||
Honest figures are ~0.9 Revenue/Day and a **0% win rate** — the targets are currently unreachable.
|
||||
The bot is still the prime suspect (it uses ~10 Laborer actions per game out of ~900 available), so
|
||||
this is **Gap 12** and remains open. One genuine signal did emerge: **mixed freight/passenger
|
||||
strategies outscore pure ones**, with pure freight much the worst.
|
||||
|
||||
**Gap 11 is decided** — track orientation is chosen on placement, settled by measurement.
|
||||
**Gap 13** answers the deck-size question: do not double it; scale only the buildable cards with
|
||||
player count.
|
||||
|
||||
Next: step 7 begins the server (components 8, 9, 20).
|
||||
|
||||
Run the harness with `node src/sim/harness.ts [games] [length]`.
|
||||
|
||||
Running alongside, and independent of all of it: **print-and-play components.** `card-reference.md`
|
||||
specifies every card face, so layout and art are the only remaining work before a table playtest —
|
||||
which answers the one question simulation cannot, whether it is fun.
|
||||
@@ -0,0 +1,256 @@
|
||||
# Station Master — Card Reference
|
||||
|
||||
The per-card catalogue: what is printed on every card. This is the specification the rules engine
|
||||
instantiates from and that any print-and-play layout renders. It says *what each card says*, not how
|
||||
it looks.
|
||||
|
||||
Derived from [`rules-v0.2.md`](rules-v0.2.md) §12 and the Gap 10 decisions in
|
||||
[`open-questions.md`](open-questions.md#gap-10--card-face-specifications).
|
||||
|
||||
*All values provisional — calibration targets to retune after play.*
|
||||
|
||||
---
|
||||
|
||||
## 1. The Home Office deck — 52 cards
|
||||
|
||||
| Category | Cards | §12.1 |
|
||||
| --- | ---: | --- |
|
||||
| [Timetabled Trains](#3-train-cards) | 12 | one each, 1–12 |
|
||||
| [Extra Trains](#3-train-cards) | 4 | X9–X12 |
|
||||
| [Office upgrades](#4-office-cards) | 9 | Depot ×4, Station ×3, Terminal ×2 |
|
||||
| [Freight Facilities](#2-freight-facility-cards) | 10 | 5 types × 2 |
|
||||
| [Modifier Facilities](#5-modifier-cards) | 5 | one each |
|
||||
| [Plain track](#6-track-cards) | 12 | turnout ×6, straight ×3, run-around ×3 |
|
||||
| **Total** | **52** | |
|
||||
|
||||
---
|
||||
|
||||
## 2. Freight Facility cards
|
||||
|
||||
Ten cards, **five types in identical pairs**. Every freight facility card carries: a track with the
|
||||
Operational Rail wheel icon, an industry track of the stated length, Laborer icons, the
|
||||
`MEN | AT | WORK` three-box turn track, and its green Outbound and/or red Inbound boxes.
|
||||
|
||||
| Facility | Car type | Direction | Laborers | Outbound | Inbound | Industry track | Copies |
|
||||
| --- | --- | --- | ---: | ---: | ---: | ---: | ---: |
|
||||
| Mine Tipple | Hopper | Outbound only | 3 | 3 | — | 4 | 2 |
|
||||
| Produce Shed | Reefer | Outbound only | 2 | 2 | — | 3 | 2 |
|
||||
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 | 2 |
|
||||
| Oil Refinery | Tank car | Both | 3 | 2 | 2 | 4 | 2 |
|
||||
| Power Plant | Hopper | Inbound only | 3 | — | 3 | 4 | 2 |
|
||||
|
||||
Directions follow the commodity: coal originates at a Mine Tipple and is consumed at a Power Plant;
|
||||
produce ships out; a warehouse and a refinery do both. This gives §9 all three of its cases —
|
||||
outbound-only, inbound-only, and both.
|
||||
|
||||
**"Freight House"** (§9.3, Appendix A) is not a card. It is the collective term for a freight facility
|
||||
that loads *and* unloads — the Grocer's Warehouse and the Oil Refinery. §9.3's "Passenger Facilities
|
||||
and Freight Houses permit cars to move each direction" therefore names exactly those two.
|
||||
|
||||
### Throughput — why these Laborer counts
|
||||
|
||||
A complete freight load takes **four Laborer-actions** (§9.3): Green → MEN → AT → WORK → onto the
|
||||
car. Laborers are usable once each per Stage.
|
||||
|
||||
**`MEN | AT | WORK` is a pipeline, not a queue.** §9.1 allows one Load on each of its three boxes, so
|
||||
up to three loads are in flight at once and each Laborer advances one of them per Stage. This is the
|
||||
key to reading the numbers: **Laborer count is throughput, not latency.**
|
||||
|
||||
```
|
||||
single load, 2 Laborers → completes in 2 Stages
|
||||
single load, 3 Laborers → completes in 2 Stages (no faster!)
|
||||
|
||||
pipeline full, 3 Laborers → one load completes EVERY Stage
|
||||
```
|
||||
|
||||
The extra Laborer buys nothing on one load and triples output on a full pipeline.
|
||||
|
||||
**And the pipeline can only be fed one load per Stage**, because stocking the green box costs a whole
|
||||
Local Operations action (§6.3). So a 3-Laborer facility is exactly balanced against the feed rate —
|
||||
it completes loads as fast as a player can possibly supply them. The 2-Laborer facilities are the
|
||||
deliberately slower industries, unable to quite keep up with a dedicated player.
|
||||
|
||||
That is why Laborer counts track Outbound capacity: Mine Tipple 3/3, Power Plant 3/3, Produce Shed
|
||||
2/2, Grocer's Warehouse 2/2. The numbers are derived from the action budget, not chosen freely.
|
||||
|
||||
The Oil Refinery is the exception at 3 Laborers against 2+2 capacity, and deliberately so: it serves
|
||||
two flows through one three-box pipeline, so its pipeline stays fuller than a one-way facility's and
|
||||
the third Laborer is earning its keep.
|
||||
|
||||
Even so, Laborers are rarely what limits a player — spotting the empty car and hauling the loaded one
|
||||
away both cost switching actions from the same budget. See §7.
|
||||
|
||||
---
|
||||
|
||||
## 3. Train cards
|
||||
|
||||
Sixteen cards. Each carries its number, a direction from the card image, the consist specification,
|
||||
and the required order: **engine at the front, revenue cars, caboose last where required**.
|
||||
|
||||
Odd numbers run westbound, even eastbound. Pairs are sister trains under the optional rule (Appendix
|
||||
B). Seniority runs passenger-first — low numbers are the varnish, high numbers the drags and locals.
|
||||
|
||||
| Trains | Class | Consist | Direction |
|
||||
| --- | --- | --- | --- |
|
||||
| 1 / 2 | Limited | 4 coaches, no caboose | W / E |
|
||||
| 3 / 4 | Mail-Express | 3 coaches, no caboose | W / E |
|
||||
| 5 / 6 | Manifest Freight | 3 boxcars or reefers + caboose | W / E |
|
||||
| 7 / 8 | Coal Drag | 3 hoppers + caboose | W / E |
|
||||
| 9 / 10 | Oil Train | 3 tank cars + caboose | W / E |
|
||||
| 11 / 12 | Way Freight | 3 cars of any type + caboose | W / E |
|
||||
| X9, X10, X11, X12 | Extra | Any 3 cars + caboose, player's choice | Head-on — player chooses |
|
||||
|
||||
A Crew Tray holds at most **four** Rolling Stock and a caboose counts toward that four (§A.4), which
|
||||
is why no caboose train carries more than three revenue cars.
|
||||
|
||||
Only trains 1–4 carry coaches, so passenger work at any Office depends on those four trains' visits.
|
||||
|
||||
---
|
||||
|
||||
## 4. Office cards
|
||||
|
||||
Nine upgrade cards in the deck (Depot ×4, Station ×3, Terminal ×2 — the pyramid Gap 3b requires).
|
||||
Whistle Posts are a fixed supply outside the deck (§12.2).
|
||||
|
||||
| Office | Control Point | Passenger Facility | A/D tracks | Porters | Green slots | Red slots | In deck |
|
||||
| --- | :---: | :---: | ---: | ---: | ---: | ---: | ---: |
|
||||
| Whistle Post | no | no | 1 | — | — | — | supply |
|
||||
| Depot | yes | yes | 2 | 1 | 2 | 2 | 4 |
|
||||
| Station | yes | yes | 3 | 2 | 3 | 3 | 3 |
|
||||
| Terminal | yes | yes | 4 | 3 | 4 | 4 | 2 |
|
||||
|
||||
**Slot capacity deliberately exceeds Porter count.** Only trains 1–4 carry coaches, so an Office needs
|
||||
somewhere to bank boarding passengers between visits and room to absorb a whole trainload of
|
||||
arrivals. Slot counts mirror the A/D track progression.
|
||||
|
||||
**All four tiers carry identical track geometry** (§11.3): a through track plus a plain junction stub
|
||||
above and below. Upgrades are drop-in and must never disturb a connection.
|
||||
|
||||
---
|
||||
|
||||
## 5. Modifier cards
|
||||
|
||||
Five cards, one each. A Modifier is **not track**. It is placed adjacent to a Facility, on any of the
|
||||
nine nearby spots, and if adjacent to two Facilities its effect may be used on only one per Stage
|
||||
(§9).
|
||||
|
||||
| Card | Effect | Applies to |
|
||||
| --- | --- | --- |
|
||||
| Team Track | +1 car on the industry track | Freight |
|
||||
| Loading Dock | +1 green Outbound capacity | Freight |
|
||||
| Storage Shed | +1 red Inbound capacity | Freight |
|
||||
| Extra Platform | +1 green **and** +1 red slot | Passenger |
|
||||
| Section Gang | +1 Laborer **or** +1 Porter | Either |
|
||||
|
||||
Capacity modifiers matter more than they sound: banking room, not worker count, is what limits
|
||||
output. Section Gang is the only way to speed a facility up, and is deliberately the sole
|
||||
worker-adding card.
|
||||
|
||||
---
|
||||
|
||||
## 6. Track cards
|
||||
|
||||
Twelve plain track cards. Every one carries the Operational Rail wheel icon **except turnouts**, which
|
||||
a train may pass through but not stop on (§A.1).
|
||||
|
||||
| Geometry | Count | Notes |
|
||||
| --- | ---: | --- |
|
||||
| Turnout | 6 | Enter from A → B or C; enter from B or C → A only. Not Operational Rail. |
|
||||
| Straight | 3 | Operational Rail |
|
||||
| Run-around | 3 | Operational Rail. Required for the facing-point move of §A.5. |
|
||||
|
||||
Turnout-heavy because turnouts are how Secondary Track branches onward once the Office card's own
|
||||
junction stubs are built out (§11.3).
|
||||
|
||||
---
|
||||
|
||||
## 7. Economy summary
|
||||
|
||||
**Local Operations actions are the main currency.** One per Stage, twelve per Day, and each is
|
||||
exclusive — switch, *or* draw, *or* work the Freight Agent (§6).
|
||||
|
||||
| Revenue source | Local Ops cost |
|
||||
| --- | --- |
|
||||
| Freight load **out** | 1 to stock the green box, plus amortized switching |
|
||||
| Freight **unload** | **none up front** — 1 later, only once the red box fills |
|
||||
| Passenger boarding | 1 to stock a loaded coach |
|
||||
| Passenger de-training | **none up front** — 1 later to clear the slot |
|
||||
|
||||
> **⚠ Corrected against simulation.** An earlier version of this section claimed every Revenue point
|
||||
> costs about one action, giving a ceiling of 12/Day. **That is wrong**, and the error is
|
||||
> instructive: the two *inbound* operations need no Local Ops action at all at the moment they
|
||||
> score. A loaded car arrives on a train, per-Stage Laborers walk it off, and the point is earned
|
||||
> using only free per-Stage resources. The action is spent later, and only when a box actually
|
||||
> fills.
|
||||
>
|
||||
> That earlier correction was itself measured against a **scoring bug** — unloads were paying a full
|
||||
> Revenue point after one Laborer action instead of four. With the pipeline corrected, simulation
|
||||
> gives **~0.9 Revenue/player/Day and a 0% win rate** against these targets.
|
||||
>
|
||||
> **Treat the 5–6/Day figure as unfounded.** It was derived from the mistaken model above and has not
|
||||
> been re-derived. The measured cost of one freight point is four Laborer actions plus a stocking
|
||||
> action plus the switching to spot a car. See `open-questions.md` Gap 12.
|
||||
|
||||
### The development ramp
|
||||
|
||||
Players open with a Whistle Post — not a Passenger Facility — and no freight facilities at all. The
|
||||
timetable also starts empty, so no trains run until someone draws and plays a train card.
|
||||
|
||||
```
|
||||
Day 1 ~0 no facilities, no trains yet
|
||||
Day 2 ~2 first facility placed, first train running
|
||||
Day 3 ~5 developed
|
||||
Day 4+ ~6 steady state
|
||||
|
||||
cumulative: 3 Days ≈ 7 5 Days ≈ 19 10 Days ≈ 49
|
||||
```
|
||||
|
||||
The §3 victory targets (10 / 20 / 45) are set just under these cumulative figures, so a game is
|
||||
winnable by a player running well and missed by one who is not. The Competitive collective floor of
|
||||
`3 × players × Days` is about half of expected output and is comfortably met by a functioning
|
||||
Division.
|
||||
|
||||
---
|
||||
|
||||
## 8. Fixed supplies (outside the deck)
|
||||
|
||||
| Component | Count |
|
||||
| --- | --- |
|
||||
| Mainline cards (tarot, 2 regions each) | N + 1 for N players |
|
||||
| Division Point cards | 2 (East, West) |
|
||||
| Whistle Post cards | N + spares |
|
||||
| Limits cards | 2N + spares |
|
||||
| Crew Trays and engines | player count + 3 |
|
||||
| Number Boards | 12, numbered 1–12 |
|
||||
| Red Flag cards | 1 per player *(optional rule only; removed from game when played)* |
|
||||
| Fedora | 1 |
|
||||
| Pocket Watch | 1 |
|
||||
| D12 | 1 |
|
||||
|
||||
### Rolling Stock — 62 pieces
|
||||
|
||||
| Type | Loaded | Empty |
|
||||
| --- | ---: | ---: |
|
||||
| Coaches (blue) | 8 | 8 |
|
||||
| Boxcars (brown) | 6 | 6 |
|
||||
| Hoppers (brown) | 6 | 6 |
|
||||
| Reefers (brown) | 4 | 4 |
|
||||
| Tank cars (brown) | 4 | 4 |
|
||||
| Cabooses (red) | 6 | — |
|
||||
| **Total** | | **62** |
|
||||
|
||||
**Supply check against facility demand.** Worst case is every copy of every facility in play at once
|
||||
with all boxes full:
|
||||
|
||||
| Car | Facility demand | Supply | Headroom |
|
||||
| --- | ---: | ---: | --- |
|
||||
| Hopper | Mine Tipple 3×2 + Power Plant 3×2 = 12 | 12 | exactly met |
|
||||
| Tank | Oil Refinery (2+2)×2 = 8 | 8 | exactly met |
|
||||
| Boxcar | Grocer's (2+2)×2 = 8 | 12 | 4 spare |
|
||||
| Reefer | Produce Shed 2×2 = 4 | 8 | 4 spare |
|
||||
| Coach | Terminal 4+4, per Office | 16 | scales with Office count |
|
||||
|
||||
Hoppers and tank cars are exactly met in the theoretical worst case, which cannot occur in practice —
|
||||
only 10 freight facility cards exist across a 52-card deck shared by all players, and the §2.2
|
||||
Classification Yard recycle returns stock to the Division Yard whenever it empties. Both are worth
|
||||
watching in playtesting.
|
||||
@@ -0,0 +1,64 @@
|
||||
# Station Master — Glossary
|
||||
|
||||
Every defined term, alphabetized for lookup. The core comes from the Definitions section of
|
||||
`rules-v0.1.md` (§2); terms introduced by gap decisions carry their `rules-v0.2.md` section. The
|
||||
"Where" column points at the defining section.
|
||||
|
||||
| Term | Definition | Where |
|
||||
| --- | --- | --- |
|
||||
| **A/D (Arrival/Departure) Track** | Short sidings in front of your office where trains arrive and depart from. A train at an Office occupies one A/D track. If a train arrives and no A/D track is available, it is a collision. | §2.1, §8.3 |
|
||||
| **Caboose** | Red rolling stock, for the conductor and switch crews. Returns directly to the Division Yard when used. Counts toward the Crew Tray's four-piece limit. | §2.2, §A.4 |
|
||||
| **Classification Yard** | Where used Rolling Stock is placed. When the Division Yard empties, everything here moves back to it. | §2.2 |
|
||||
| **Coach** | Passenger rolling stock (blue = loaded, white = empty). | §2.2 |
|
||||
| **Consist** | A collection of Rolling Stock (cars) in a Crew Tray. Order is significant. | §2.2, §A.3 |
|
||||
| **Control Point** | An Office where trains are reported in to the distant (NPC) dispatcher — Division Points, Depots, Stations, Terminals. Whistle Posts are not Control Points. Denoted by a train order signal on the card. | §2.1 |
|
||||
| **Crew Tray** | The canoe-shaped holder containing the train pieces. Must always hold an engine; may hold at most four Rolling Stock, cabooses included. | §2.2, §A.4 |
|
||||
| **Day** | A series of twelve Stages. | §2.4 |
|
||||
| **Departments** | Three face-up slots beside the Home Office deck from which cards may be drawn and to which they may be discarded. Fed from the one deck, not decks of their own. | §2.6 |
|
||||
| **Dispatcher** | The imaginary (NPC) person running the railroad and granting rights to trains to operate. | §2.6 |
|
||||
| **Division** | Your company's tracks connecting the Eastern and Western Division Points. May represent hundreds of miles and several Offices. | §2.1 |
|
||||
| **Division Point** | Where your railroad ties into other railroads. There is an Eastern and a Western Division Point. | §2.1 |
|
||||
| **Division Yard** | A table-top pile of Rolling Stock. Cars for cargo, passengers, or trains are selected from here. | §2.2 |
|
||||
| **East** | The player's right. | §2.4 |
|
||||
| **Engine** | The engine piece. May pull cars, push cars, or both. Has couplers on the front end. | §2.2, §A.3 |
|
||||
| **Extra Platform** | Modifier card: +1 green and +1 red slot at a Passenger Facility. | §12.5 |
|
||||
| **Extra Train** | A one-and-done train; its card returns to the Salvage Yard on completion. Head-on card image, so the drawing player picks its direction. Numbered with an "X" prefix; the following number gives its seniority, and it yields to the Timetabled train of that number. | §2.3, §8 |
|
||||
| **Facility** | A business which loads/unloads cargo and freight. | §2.5 |
|
||||
| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
|
||||
| **Freight House** | Not a card — the collective term for a freight facility permitting both directions, namely the Grocer's Warehouse and the Oil Refinery. | §9.3, §12.5 |
|
||||
| **Highball** | When a train holding at an Office automatically departs. | §2.4 |
|
||||
| **Home Office** | The primary face-down deck cards are drawn from. 52 cards. | §2.6, §12.1 |
|
||||
| **Hopper** | Coal rolling stock (brown = loaded, white = empty). | §2.2 |
|
||||
| **Inbound box** | A red box holding all just-unloaded freight/passengers of the designated type. | §2.5 |
|
||||
| **Junction stub** | The diverging connection printed above and below every Office card's track, allowing Secondary Track to branch from the opening Stage. A plain connection — §A.1's turnout directionality does not apply. | §11.3 |
|
||||
| **Laborer** | A blue man-icon; works cargo. Usable once each per Stage. Four Laborer-actions complete one load. | §2.5, §9.1, §9.3 |
|
||||
| **Limits** | The sign east and west of your Office that denotes the limit of your control area. Moves outwards as your Running Track expands. | §2.1, §11.2 |
|
||||
| **Loading Dock** | Modifier card: +1 green Outbound capacity at a Freight Facility. | §12.5 |
|
||||
| **Mainline Card** | Tarot-sized cards representing roughly the hundred miles of track between train offices. Each has two regions. | §2.1 |
|
||||
| **MEN \| AT \| WORK** | A blue three-box turn track tracking how quickly freight cars are loaded/unloaded. Only one Load per box. While any load sits on it, the industry's track loses Operational Rail status. | §2.5, §9.3 |
|
||||
| **Modifier Facility** | A card placed adjacent to a Facility (any of the nine nearby spots) that increases its capacities or workers. If adjacent to two Facilities, it may only be used on one per Stage. | §2.5, §9, §12.5 |
|
||||
| **Move** | A Crew Tray moving from one Operational Rail card to another, regardless of distance, without changing direction. | §2.4, §A |
|
||||
| **Number board** | Small tiles numbered 1-12 recording which Stage (hour) a train departs. | §2.3 |
|
||||
| **Office** | The location the Station Master sits at. A Whistle Post, Depot, Station or Terminal. All four share identical track geometry. | §2.1, §11.1, §11.3 |
|
||||
| **Operational Rail** | Any track (Running or Secondary) on which a train may sit, change direction, and drop or pick up cars. Marked with a wheel icon. | §2.1 |
|
||||
| **Outbound box** | A green box holding all to-be-loaded freight/passengers of the indicated type. | §2.5 |
|
||||
| **Passenger Facility** | Depots, Stations and Terminals — any Office above Whistle Post. Always allow both loading and unloading. | §9, §11.1 |
|
||||
| **Phase** | An operational component of a Stage. | §2.4 |
|
||||
| **Porter** | A black man-icon; assists passengers. Usable once each per Stage. One Porter-action earns one Revenue. | §2.5, §9.1, §9.2 |
|
||||
| **Reefer** | Refrigerated rolling stock for field produce (brown = loaded, white = empty). | §2.2 |
|
||||
| **Revenue** | Points gained and lost to determine victory. +1 per load/unload operation, −5 per collision. | §2.4, §10 |
|
||||
| **Rolling stock** | The non-engine pieces representing rail cars, either in a Crew Tray or sitting on an Operational Rail card. A colored car is loaded; a white car is empty. | §2.2 |
|
||||
| **Running Track** | The "Mainline" running horizontally between your Limits, including your Office — the horizontal row of cards, Limit-to-Limit. | §2.1 |
|
||||
| **Salvage Yard** | Where used cards are placed, face up, so no card that shouldn't be discarded is. | §2.6 |
|
||||
| **Secondary Track** | All track inside your Limits that is not the Running Track. | §2.1 |
|
||||
| **Section Gang** | Modifier card: +1 Laborer or +1 Porter. The only worker-adding Modifier. | §12.5 |
|
||||
| **Stage** | A two-hour section of time. Twelve make a Day. Each player gets one Local Operations action per Stage. | §2.4, §6 |
|
||||
| **Storage Shed** | Modifier card: +1 red Inbound capacity at a Freight Facility. | §12.5 |
|
||||
| **Subdivision** | The Mainline track between the Limits of opposing Control Points. Whistle Posts are not Control Points and sit inside a Subdivision like ordinary Mainline. | §2.1 |
|
||||
| **Superintendent** | The Dispatcher's right-hand-man, managing the division. The role passes player to player; a shift is six hours (three Stages). Marked by the Fedora piece. Rules on following-train clearances. | §2.6, §8.1 |
|
||||
| **Tank car** | Oil rolling stock (brown = loaded, white = empty). | §2.2 |
|
||||
| **Team Track** | Modifier card: +1 car on a Freight Facility's industry track. | §12.5 |
|
||||
| **Timetabled Train** | A train scheduled to run every day at the same time, marked by a Number Board on the turn chart. Numbered 1-12; odd westbound, even eastbound. Lower numbers hold greater seniority, and all outrank Extras. | §2.3, §8 |
|
||||
| **Turnout** | A drawn track card where a train entering from "A" may proceed to B or C, but one entering from B or C may only proceed to A. Not Operational Rail, so no stopping. Distinct from the Office card's junction stubs, which carry no directional restriction. | §A.1, §11.3 |
|
||||
| **West** | The player's left. | §2.4 |
|
||||
| **Whistle Post** | The most basic Office — "a shack in the middle of nowhere". Not a Control Point and not a Passenger Facility, so a Whistle Post player has no passenger business. | §2.1, §11.1 |
|
||||
@@ -0,0 +1,972 @@
|
||||
# Station Master — Open Questions
|
||||
|
||||
Live tracker for gaps in the prototype rules. Each entry records the problem, the options
|
||||
considered, the decision, and why. Decided entries feed `rules-v0.2.md`; anything still open blocks
|
||||
implementation of the systems it touches.
|
||||
|
||||
**Status key:** `OPEN` — not yet discussed · `DECIDED` — settled, in v0.2 · `DEFERRED` — knowingly
|
||||
left open, with the consequence noted.
|
||||
|
||||
| # | Gap | Status |
|
||||
| - | --- | ------ |
|
||||
| 1 | Phase resolution order | **DECIDED** |
|
||||
| 2 | Collision resolution (and the Whistle Post highball condition) | **DECIDED** |
|
||||
| 3 | Office upgrades | **DECIDED** |
|
||||
| 4 | Component manifest and deck composition | **DECIDED** |
|
||||
| 5 | Extra-train seniority ties | **DECIDED** |
|
||||
| 6 | Victory conditions | **DECIDED** |
|
||||
| 7 | Terminology errata | **DECIDED** |
|
||||
| 8 | First placement into an empty Office Area | **DECIDED** — found during verification |
|
||||
| 9 | Consist length scales with player count | **DECIDED** — found during verification |
|
||||
| 10 | Card face specifications | **DECIDED** — revised the Gap 6 targets |
|
||||
| 11 | Track card orientation | **DECIDED** — orientation chosen on placement |
|
||||
| 12 | Balance targets | OPEN — targets unreachable once scoring was corrected |
|
||||
| 13 | Deck scaling by player count | OPEN — measured, recommendation ready |
|
||||
|
||||
---
|
||||
|
||||
## Gap 1 — Phase resolution order
|
||||
|
||||
**Status:** DECIDED — phase-major, strict player order.
|
||||
|
||||
**The problem.** §5 says "In each Stage of the day the players perform Phases, one at a time in
|
||||
order from the Superintendent through the players in order to his left." This admits two readings:
|
||||
|
||||
- **(a) Player-major** — each player performs all four Phases, then the next player does.
|
||||
- **(b) Phase-major** — every player performs Local Operations, then every player performs New
|
||||
Train, and so on.
|
||||
|
||||
Reading (b) is supported by the Mainline Phase (§8), which is described as global and automatic —
|
||||
trains move in train-number order across the whole Division, not per player — and by the New Train
|
||||
Phase (§7), where "starting with the superintendent and working left, each player may place ONE
|
||||
car" describes a single round inside one phase. Reading (a) would make both of those incoherent.
|
||||
|
||||
**Why it matters.** This is the server's entire turn state machine. Every other timing question
|
||||
(when Laborer/Porter usage resets, when a collision is evaluated, what a player sees while waiting)
|
||||
depends on it.
|
||||
|
||||
**Decision.** Reading (b), **phase-major**, with strict sequential player order:
|
||||
|
||||
```
|
||||
STAGE N
|
||||
├─ 1. Local Operations P(super) → P(+1) → P(+2) … one at a time
|
||||
├─ 2. New Train per train: super → left, ONE car each
|
||||
├─ 3. Mainline ALL trains move, train-number order (global)
|
||||
├─ 4. Load / Unload P(super) → P(+1) → P(+2) … one at a time
|
||||
└─ 5. Shift Change Stages 3, 6, 9, 12 only
|
||||
```
|
||||
|
||||
"One at a time in order from the Superintendent through the players to his left" describes ordering
|
||||
*within* a phase, not the phase loop.
|
||||
|
||||
**Rationale.** New Train's shared car-placement round (one train, each player adds one car in
|
||||
Superintendent-then-left order) and Mainline's global lowest-train-number-first ordering are both
|
||||
incoherent under player-major; phase-major is the only reading where the rules as written function.
|
||||
|
||||
Simultaneous resolution of the two player-local phases was considered and rejected for now: Local
|
||||
Operations and Load/Unload touch shared piles (Division Yard, Home Office deck, the three face-up
|
||||
Department decks), so concurrency would turn draw order into a race and change the game. It stays
|
||||
available as a possible later "fast mode" but is not the rule.
|
||||
|
||||
**Consequences for implementation.** The server holds a single current-actor pointer — exactly one
|
||||
player may act at any moment. Every other client is in a spectating state. Per-Stage resources
|
||||
(Laborer and Porter usage) reset at the start of each Stage, not each phase.
|
||||
|
||||
The Mainline Phase is the exception to the pointer, in both directions: it is automatic, so no player
|
||||
acts in turn order — but §8.1's fourth condition interrupts it to ask the **Superintendent** whether a
|
||||
following train may safely depart. That decision arrives out of turn order and may concern another
|
||||
player's train. It is the one point in the game where a player acts during someone else's traffic,
|
||||
and Gap 2 deliberately made the *consequences* automatic so that this decision carries full weight.
|
||||
|
||||
---
|
||||
|
||||
## Gap 2 — Collision resolution
|
||||
|
||||
**Status:** DECIDED — collisions are automatic.
|
||||
|
||||
**The problem.** §8.2 gives three collision triggers and each says a collision "**may** occur":
|
||||
|
||||
- cars or trains sitting on the Running Track between the Limits and the Office,
|
||||
- no room at the station (every A/D track occupied),
|
||||
- a train ready to Highball with the track between it and the Limits occupied.
|
||||
|
||||
§10 gives the consequence (−5 Revenue, both trains removed, timetabled trains rerun next day) and
|
||||
assigns fault. But nothing says whether "may" means automatic, a die roll, or a judgment call. A
|
||||
server needs a deterministic rule.
|
||||
|
||||
Note §A.4 states flatly that cars encountered by a train during the Mainline Phase "result in a
|
||||
collision" — no "may". That suggests the triggers are in fact automatic and "may" is loose writing,
|
||||
but this needs confirming rather than assuming.
|
||||
|
||||
**Sub-question 2b — the Whistle Post highball condition.** §8.1's final bullet reads: "If the
|
||||
Subdivision contains a Whistle Post (i.e. a non-Control Point) yet a train is occupying Secondary
|
||||
Track there (i.e. clear of the Running Track), the superintendent *must* Highball the train." It is
|
||||
unclear which train "the train" refers to — the one being considered for departure, or the one
|
||||
sitting on Secondary Track. Read as the former, it is a permission (a train parked clear of the
|
||||
Running Track doesn't block the Subdivision). That reading fits the surrounding list, but the
|
||||
sentence doesn't say so.
|
||||
|
||||
**Decision (2b) — "the train" is the train being considered for departure.** A train parked on
|
||||
Secondary Track at a Whistle Post does not foul the Running Track, so it does not count as occupying
|
||||
the Subdivision, and the Superintendent has no grounds to withhold clearance from the departing
|
||||
train — hence "must".
|
||||
|
||||
*Rationale.* The definition of Highball settles it. §2.4 defines it as "when a train holding at an
|
||||
Office automatically departs", and §8.1's first bullet requires that a train "must be sitting on the
|
||||
A/D track before the Office or at a Division Point" to be cleared. A train on Secondary Track fails
|
||||
that condition and is therefore not highball-eligible at all, so the word cannot be referring to it.
|
||||
|
||||
The bullet is a clarifying exception to bullets 3 and 4, not a new power: those say a train in the
|
||||
next Subdivision blocks or complicates departure, and this one carves out the case where that train
|
||||
is stabled clear of the Running Track. The alternative reading also has a destructive side effect —
|
||||
if the Superintendent could force a parked train back onto the mainline, any player mid-way through
|
||||
a six-Move switching sequence could have their train ejected, gutting the local switching game.
|
||||
|
||||
**Decision (2a) — collisions are automatic.** If a trigger condition holds at the moment the train
|
||||
moves, the collision occurs. There is no die roll and no judgment call. "May occur" is descriptive
|
||||
prose about risk, not a resolution mechanic.
|
||||
|
||||
*Rationale.* §A.4 states the identical situation without any hedge ("Any cars encountered by such
|
||||
trains result in a collision"). The Superintendent's discretion is already spent earlier, at §8.1,
|
||||
deciding whether to clear a following train — randomizing the outcome afterwards would blunt that
|
||||
decision, which is the game's central tension. And the Emergency Toolbox optional rule exists so
|
||||
collisions "can be avoided", which is most meaningful when they are otherwise certain.
|
||||
|
||||
**Decision (2c) — a train striking loose cars is a full collision.** §10's "both trains are removed"
|
||||
assumes two trains; triggers 1 and 3 can involve a moving train striking uncoupled Rolling Stock. In
|
||||
that case the train *and* the struck cars are destroyed and the responsible player loses 5 Revenue —
|
||||
the same penalty as a train-on-train wreck.
|
||||
|
||||
*Disposition of destroyed pieces* (following §2.2): engines and cabooses return to the Division Yard;
|
||||
all other Rolling Stock goes to the Classification Yard. Timetabled train cards return to their
|
||||
timetable slot and run again the next Day; Extra train cards go to the Salvage Yard.
|
||||
|
||||
**Decision (2d) — no room at the station is a collision.** A train arriving at an Office where every
|
||||
A/D track is occupied collides. Fault is the Office's player under §10 (it occurs inside his Limits),
|
||||
costing 5 Revenue, and the train is removed.
|
||||
|
||||
*Rationale.* Harsh, but it makes A/D capacity a constraint the player must actively plan around and
|
||||
gives Office upgrades (Gap 3) real value. The gentler alternative — holding the train short in the
|
||||
Subdivision — was rejected because a blocked Subdivision cascades into later Stages and is arguably
|
||||
the harsher punishment anyway, while costing more server state to evaluate.
|
||||
|
||||
**Consequences for implementation.** Collision evaluation is a pure function of board state at each
|
||||
train movement step in the Mainline Phase, with no player input and no RNG. The only interrupt is a
|
||||
Red Flag card (Emergency Toolbox optional rule), which means the Mainline Phase is automatic but not
|
||||
necessarily uninterruptible — see Gap 4 for what Red Flag actually does.
|
||||
|
||||
---
|
||||
|
||||
## Gap 3 — Office upgrades
|
||||
|
||||
**Status:** DECIDED — cards played from hand, strict sequence, 1/2/3/4 A/D tracks.
|
||||
|
||||
**The problem.** The rules depend on Offices changing type but never say how. §8 notes "Updating
|
||||
Offices with the Control Point icon split the Subdivision in two at that point," §2.1 lists Whistle
|
||||
Post / depot / station / terminal as Office types, and §A.4 says the Office track "has the number of
|
||||
A/D tracks listed" — implying the count varies by type. Setup (§4) starts everyone on a Whistle
|
||||
Post. Nothing states what card or action performs the upgrade, what each type costs, or what A/D
|
||||
counts each type has.
|
||||
|
||||
**Why it matters.** Control Point placement determines Subdivision boundaries, which determine
|
||||
highball legality, which is the core of the Mainline Phase. It also gates what card types must exist
|
||||
in the Home Office deck, so it precedes Gap 4.
|
||||
|
||||
**What the upgrade is worth.** Three benefits arrive together, which is why it needs no additional
|
||||
price: passenger revenue (a Whistle Post is not a Passenger Facility, so a Whistle Post player is
|
||||
restricted to freight entirely), A/D capacity (and after Gap 2, running out of A/D tracks is a −5
|
||||
collision), and Subdivision splitting (which raises traffic capacity for the whole Division, not
|
||||
just the upgrading player).
|
||||
|
||||
**Decision (3a) — upgrades are cards played from hand, at no Revenue cost.** Depot, Station and
|
||||
Terminal are card types in the Home Office deck. A player plays one during the "Draw a card" option
|
||||
of the Local Operations Phase (§6.2); it replaces the current Office card, and the replaced card
|
||||
goes to the Salvage Yard. The Office card carries the Control Point signal, the A/D track count, and
|
||||
the Passenger Facility icons (Porters and loading/unloading boxes — exact counts in Gap 4).
|
||||
|
||||
*Rationale.* Playing a card from hand is the only "play" verb the rules define. The cost is already
|
||||
real without adding Revenue: one of three hand slots, plus a whole Local Operations action, which is
|
||||
mutually exclusive with switching your trains or working freight that Stage.
|
||||
|
||||
**Decision (3b) — strict sequence: Whistle Post → Depot → Station → Terminal.** Each tier must be
|
||||
built in order; no skipping.
|
||||
|
||||
*Two consequences accepted with this choice.* First, a Terminal or Station drawn early is a dead
|
||||
card occupying one of only three hand slots — the player must either sit on it or discard it face-up
|
||||
onto a Department deck, where an opponent may take it. This turns the Department decks into an
|
||||
informal market for high-tier Office cards and is a genuine strategic wrinkle, not a defect.
|
||||
Second, it constrains Gap 4: the deck must contain Office cards in a **pyramid** (more Depots than
|
||||
Stations, more Stations than Terminals), or the strict chain will stall players who cannot find the
|
||||
next rung.
|
||||
|
||||
**Decision (3c) — A/D track counts are 1 / 2 / 3 / 4** for Whistle Post / Depot / Station /
|
||||
Terminal. A Whistle Post holds exactly one train, which makes the opening genuinely tense given that
|
||||
overflow is an automatic collision (Gap 2d); 4 matches the maximum consist length (§A.4).
|
||||
|
||||
**Deferred to Gap 4.** §2.1 says Limits "may be moved outwards" as controlled track expands, which
|
||||
implies separate track-expansion cards adding Secondary Track. That is a component question, not an
|
||||
Office-type question.
|
||||
|
||||
---
|
||||
|
||||
## Gap 4 — Component manifest and deck composition
|
||||
|
||||
**Status:** OPEN
|
||||
|
||||
**The problem.** No quantities are specified anywhere. Unknown:
|
||||
|
||||
- **Home Office deck contents** — what card types exist and in what proportion (Facilities,
|
||||
Modifiers, track/turnout cards, Timetabled Train cards, Extra Train cards, Office upgrades, Red
|
||||
Flag, anything else).
|
||||
- **Track cards** — how many Whistle Posts and Limits per player, how many Mainline cards, what
|
||||
track geometries exist (straight, turnout, crossover/run-around).
|
||||
- **Train cards** — 12 timetabled trains are implied by the 1-12 numbering, but how many Extras, and
|
||||
what consist criteria does each train card carry.
|
||||
- **Pieces** — how many Crew Trays and engines (§7 says the number is limited and it matters, since
|
||||
trains are held when none are free), how much Rolling Stock of each type, how many Number Boards.
|
||||
|
||||
**Why it matters.** The largest gap. Deck composition drives the whole economy; Crew Tray scarcity
|
||||
is an explicit mechanic that can't be tuned without a number.
|
||||
|
||||
**Approach.** Break into sub-discussions: (4a) card types and deck composition, (4b) piece counts,
|
||||
(4c) train card consist criteria.
|
||||
|
||||
---
|
||||
|
||||
### 4a — Card types and deck composition · DECIDED
|
||||
|
||||
**Three structural findings, derived from the rules rather than chosen.**
|
||||
|
||||
1. **The Home Office deck is a single deck containing every card type.** §4.5–4.6 shuffles one deck,
|
||||
deals three cards to each player, then turns three cards face-up beside it as the Department
|
||||
decks. §6.2's reshuffle sweeps the Salvage Yard *and* all three Department decks back into it. The
|
||||
Departments are therefore three face-up market slots fed from the one deck, not decks with their
|
||||
own contents.
|
||||
2. **A player's Office area is a card grid, not a row.** §9 permits a Modifier "adjacent (on any of
|
||||
the nine nearby spots)" — a 3×3 neighbourhood. Appendix A's diagrams show a 2×3 grid: bottom row
|
||||
D/E/F is the Running Track with the Depot as Office at E, top row A/B/C is Secondary Track with a
|
||||
Freighthouse at C. Setup deals only three cards (§4.1), so the grid demonstrably grows in play.
|
||||
3. **Facility cards are themselves track cards.** In the same diagrams the Freighthouse and Depot
|
||||
both have rails drawn across them and trains move onto them. Placing a Facility places track.
|
||||
|
||||
**Decision — the play area grows by playing track cards.** Plain track, turnouts and Facilities are
|
||||
all played from hand into an empty adjacent grid spot and must connect to existing track. One
|
||||
uniform placement rule covers every card with rails on it.
|
||||
|
||||
**Decision — the Running Track may be extended, moving the Limits outward.** §2.1's "the sign may be
|
||||
moved outwards" is given effect: extending the Running Track horizontally pushes that player's
|
||||
Limits out. Growth is uncapped for the prototype. A longer Running Track is also more track to keep
|
||||
clear, so it carries its own collision risk.
|
||||
|
||||
**Decision — 52-card deck for the prototype.** Chosen partly so the prototype can be built from a
|
||||
standard deck. **Provisional:** likely to need retuning by player count once the game is played.
|
||||
|
||||
| Category | Count | Detail |
|
||||
| --- | ---: | --- |
|
||||
| Timetabled Trains | 12 | One each, numbered 1–12 |
|
||||
| Extra Trains | 4 | X9, X10, X11, X12 |
|
||||
| Office upgrades | 9 | Depot ×4, Station ×3, Terminal ×2 — the pyramid Gap 3b requires |
|
||||
| Freight Facilities | 10 | 5 types × 2 (Mine Tipple, Produce Shed, Grocer's Warehouse, Oil Refinery, Power Plant) |
|
||||
| Modifier Facilities | 5 | |
|
||||
| Plain track / turnouts | 12 | Turnout ×6, straight ×3, run-around ×3 — see below |
|
||||
| **Total** | **52** | |
|
||||
|
||||
**Track mix (decided alongside Gap 8): turnout 6 / straight 3 / run-around 3.** Turnout-heavy because
|
||||
turnouts are how Secondary Track branches onward once the Office card's own junction stubs (Gap 8)
|
||||
are used up — a player who cannot draw one cannot develop past the first ring of cards. Run-arounds
|
||||
are commoner than they might otherwise be, which makes the facing-point switching move of §A.5 a
|
||||
normal tool rather than a rare prize.
|
||||
|
||||
All twelve Timetabled Trains must be in the deck: §4 starts the Division with no trains running, and
|
||||
§7 creates a scheduled train only when a player draws and plays its card. That fixed 12-card block is
|
||||
23% of a 52-card deck, which is what makes the composition tight.
|
||||
|
||||
**Decision — Extra Trains carry high numbers (X9–X12), i.e. low seniority.** They yield to nearly all
|
||||
scheduled traffic, making an Extra safe filler a player can slot in without upsetting the timetable,
|
||||
rather than a disruption that cuts ahead of everyone. Ties against Timetabled trains 9–12 remain
|
||||
possible and are Gap 5's problem.
|
||||
|
||||
**Decision — Red Flag cards are a separate supply, one per player,** dealt at setup outside the 52
|
||||
under the Emergency Toolbox optional rule, and **removed from the game when played** rather than
|
||||
reshuffled. This keeps the 52-card deck identical whether or not the optional rule is in use, and
|
||||
makes each player's flag a single precious escape.
|
||||
|
||||
**Card recirculation.** Office cards recycle: upgrading Depot → Station sends the Depot to the
|
||||
Salvage Yard, and it returns on the next reshuffle. Only Whistle Posts, Limits, Mainline cards and
|
||||
Division Point cards sit permanently outside the deck as fixed supplies.
|
||||
|
||||
---
|
||||
|
||||
### 4b — Piece counts · DECIDED
|
||||
|
||||
**Mainline card regions turned out to set the pace of the whole game.** §8.2 requires a train to move
|
||||
one region (vertical bar) per Stage, and each Office costs one further Stage (arrive, stop for
|
||||
orders, highball on the next Mainline Phase). With N players there are N+1 Mainline cards, so for
|
||||
3 players:
|
||||
|
||||
| Regions per card | Stages to cross the Division |
|
||||
| ---: | ---: |
|
||||
| 1 | 4 + 3 = 7 |
|
||||
| **2** | **8 + 3 = 11** |
|
||||
| 3 | 12 + 3 = 15 |
|
||||
|
||||
**Decision — 2 regions per Mainline card.** A Day is 12 Stages, so a train crosses the Division in
|
||||
just under a Day, completes its run, and frees its Crew Tray. Three regions would leave trains still
|
||||
on the road when the next Day began, locking trays permanently.
|
||||
|
||||
**Decision — Crew Trays and engines = player count + 3** (3 players → 6, 4 → 7, 5 → 8). Comfortable
|
||||
early while few trains are scheduled, and a real bottleneck once the timetable fills — which is the
|
||||
arc §7 describes. Note the end state: a full 12-slot timetable launches roughly one train per Stage
|
||||
and each occupies a tray for about a Day, so a saturated Division would want ~12 trays. Anything less
|
||||
is deliberate pressure, and this number is a prime candidate for retuning after play.
|
||||
|
||||
**Decision — Rolling Stock supply ≈ 62 pieces.** Loaded and empty counts are paired because loading
|
||||
swaps a white car for a coloured one (§9.3).
|
||||
|
||||
| Type | Loaded | Empty |
|
||||
| --- | ---: | ---: |
|
||||
| Coaches (blue) | 8 | 8 |
|
||||
| Boxcars (brown) | 6 | 6 |
|
||||
| Hoppers (brown) | 6 | 6 |
|
||||
| Reefers (brown) | 4 | 4 |
|
||||
| Tank cars (brown) | 4 | 4 |
|
||||
| Cabooses (red) | 6 | — |
|
||||
| **Total** | | **62** |
|
||||
|
||||
**Fixed supplies, derived from the rules rather than chosen.**
|
||||
|
||||
| Component | Count | Source |
|
||||
| --- | --- | --- |
|
||||
| Mainline cards (tarot) | N + 1 for N players | §4.2, plus one beyond each end Division Point |
|
||||
| Division Point cards | 2 (East, West) | §4.3 |
|
||||
| Whistle Post cards | N + spares | §4.1 — "all remaining … are set aside" |
|
||||
| Limits cards | 2N + spares | §4.1; the same card moves outward as the Running Track extends (4a) |
|
||||
| Number Boards | 12, numbered 1–12 | §2.3 — one per Timetabled Train |
|
||||
| Fedora | 1 | §4.4 — marks the Superintendent |
|
||||
| Pocket Watch | 1 | §4.4 — marks the current Stage |
|
||||
| D12 | 1 | §4.3, §4.4, §7 |
|
||||
|
||||
---
|
||||
|
||||
### 4c — Train card consist criteria · DECIDED
|
||||
|
||||
**What a train card carries**, from §7 and §8.1: its number, its direction (from the card image), the
|
||||
car types it accepts, the maximum consist, and whether a caboose is required — plus the required
|
||||
**order**, since §8.1 blocks a highball unless the consist is "in correct order listed on the train's
|
||||
card." A train may depart short (§8.1 explicitly permits fewer Rolling Stock than listed); it may not
|
||||
depart out of order.
|
||||
|
||||
**The four-slot constraint.** §A.4 caps a Crew Tray at four Rolling Stock, and §2.2 lists cabooses as
|
||||
Rolling Stock. A caboose therefore consumes one of the four slots, so any train requiring a caboose
|
||||
carries at most **three** revenue cars. This is easy to get wrong and is baked into the table below.
|
||||
|
||||
**Decision — six paired classes**, odd westbound and even eastbound, arranged so the pairs work as
|
||||
sister trains under the optional rule. Seniority runs passenger-first, matching real practice: low
|
||||
numbers are the varnish, high numbers the drags and locals.
|
||||
|
||||
| Trains | Class | Consist |
|
||||
| --- | --- | --- |
|
||||
| 1 / 2 | Limited | 4 coaches, no caboose |
|
||||
| 3 / 4 | Mail-Express | 3 coaches, no caboose |
|
||||
| 5 / 6 | Manifest Freight | 3 boxcars or reefers + caboose |
|
||||
| 7 / 8 | Coal Drag | 3 hoppers + caboose |
|
||||
| 9 / 10 | Oil Train | 3 tank cars + caboose |
|
||||
| 11 / 12 | Way Freight | 3 cars of any type + caboose |
|
||||
|
||||
Order in every case is engine at the front, revenue cars, caboose last where required.
|
||||
|
||||
**Decision — Extra Trains (X9–X12) list flexible criteria: any 3 cars + caboose.** §7 lets the player
|
||||
who played the Extra load it "as he chooses, subject to the listed criteria", so keeping the criteria
|
||||
loose is what gives an Extra its purpose — a train tailored to whatever cargo that player actually
|
||||
needs moved, rather than a duplicate of a scheduled train.
|
||||
|
||||
---
|
||||
|
||||
## Gap 5 — Extra-train seniority ties
|
||||
|
||||
**Status:** DECIDED — Timetabled trains always outrank Extras.
|
||||
|
||||
**The problem.** §8 orders Mainline movement by train number, lowest first, and says to "remove the
|
||||
'X' from extras to determine their true number." So Extra X7 resolves to 7 and can tie Timetabled
|
||||
Train 7 in the same Mainline Phase. No tiebreak is given. Multiple Extras sharing a number is also
|
||||
possible depending on how many Extra cards exist (Gap 4).
|
||||
|
||||
Gap 4a settled the Extras at X9, X10, X11 and X12 — one card each — so Extras never tie *each other*.
|
||||
The only tie is an Extra against the Timetabled train of the same number.
|
||||
|
||||
**Decision — the Timetabled train moves first; Extras yield to every scheduled train.**
|
||||
|
||||
*Rationale.* This is how it actually worked: extras carried no timetable authority and ran only on
|
||||
train orders, inferior to all regular trains. It also reinforces the Gap 4a choice of high X-numbers,
|
||||
which made Extras deliberately low-seniority filler rather than disruptions. Leaving the tiebreak to
|
||||
the Superintendent was rejected — it would reintroduce a judgment call into a Mainline Phase that
|
||||
Gap 2 made fully automatic.
|
||||
|
||||
**Ordering rule for implementation.** Sort Mainline Phase movement by `(number, isExtra)` ascending,
|
||||
where `isExtra` is false before true. Numbers are the train's own for Timetabled trains and the
|
||||
X-number stripped of its "X" for Extras.
|
||||
|
||||
---
|
||||
|
||||
## Gap 6 — Victory conditions
|
||||
|
||||
**Status:** DECIDED — mode × victory-condition matrix, with shared failure floors.
|
||||
|
||||
**The problem.** §3 says goals are "a specific total Revenue Points or highest Revenue within a
|
||||
specific number of Days" and, separately, Co-Op where "multiple players work to achieve a shared
|
||||
goal." No numbers for either, and no statement of what the Co-Op goal is. Revenue is earned at +1
|
||||
per load/unload operation and lost at −5 per collision; no other sources are defined, so the scoring
|
||||
range is narrow and target numbers need to be grounded in expected per-Day earnings.
|
||||
|
||||
**Expected earning rate, used to calibrate every number below.** §9.3 requires four separate
|
||||
Laborer-actions to complete one freight load — Green Slot → MEN → AT → WORK → onto the car — for a
|
||||
single Revenue point, so a Facility with 2 Laborers needs two full Stages to score once. §9.2 gives a
|
||||
Porter a point for one action, but passenger work is gated on a train actually standing at the A/D
|
||||
track. Netting out, a developed player earns roughly **5–8 Revenue per Day**, which makes a −5
|
||||
collision cost about a full Day's work.
|
||||
|
||||
### Structure
|
||||
|
||||
Setup selects a **mode** and a **victory condition** independently, plus a **length**.
|
||||
|
||||
| Length | Target | Days |
|
||||
| --- | ---: | ---: |
|
||||
| Short | ~~15~~ **10** | 3 |
|
||||
| Standard | ~~30~~ **20** | 5 |
|
||||
| Campaign | ~~60~~ **45** | 10 |
|
||||
|
||||
Co-op targets are the same figures **multiplied by player count**, since Co-op scores a pooled total.
|
||||
|
||||
> **Superseded by [Gap 10e](#10e--revenueday-revalidated-and-the-gap-6-targets-revised).** The
|
||||
> struck-through figures were set here against an estimate that assumed steady-state earning from Day
|
||||
> 1. Once the card faces were specified, the development ramp made them roughly 1.5× too high. The
|
||||
> structure, floors and mode matrix below all stand as decided — only these three numbers moved.
|
||||
|
||||
### The matrix
|
||||
|
||||
| Mode | First to Revenue target | Highest Revenue after N Days |
|
||||
| --- | --- | --- |
|
||||
| **Solitaire** | Reach the target → win | Must reach the target by the end of N Days, else **lose**. Above it, the final score stands as the result. |
|
||||
| **Competitive** | First player to reach the target wins | All players' Revenue **combined** must reach `3 × players × Days`, else **everyone loses**. Otherwise highest individual Revenue wins. |
|
||||
| **Co-op** | Pooled Revenue reaches `target × players` → team wins | Pooled Revenue must reach `target × players` by the end of N Days, else **lose**. Above it, the final pooled score stands as the result. |
|
||||
|
||||
**Decision — "Highest Revenue" becomes a threshold in Solitaire and Co-op.** A comparison between
|
||||
players is meaningless with one player and self-defeating among cooperating ones, so in those modes
|
||||
the timed format is pass/fail against the same target figure: below it you lose regardless of score;
|
||||
above it your score stands and is what players compare between sessions.
|
||||
|
||||
**Decision — Competitive carries a collision floor: three collisions within a single Day and every
|
||||
player loses.** Counted Division-wide across all players and the Superintendent, and **the counter
|
||||
resets at the start of each Day**. Applies to Competitive only, under both victory conditions;
|
||||
Solitaire and Co-op have no collision limit.
|
||||
|
||||
**Decision — Competitive timed games also carry a collective Revenue floor** of
|
||||
`3 × players × Days` — about half the expected output of a functioning Division, so it is comfortably
|
||||
met by a railroad that works and missed by one crippled with wrecks and blocked Subdivisions.
|
||||
|
||||
| Players | Days | Floor |
|
||||
| ---: | ---: | ---: |
|
||||
| 3 | 3 | 27 |
|
||||
| 3 | 5 | 45 |
|
||||
| 4 | 5 | 60 |
|
||||
| 4 | 10 | 120 |
|
||||
|
||||
**Why this matters beyond scoring.** The two floors make Competitive play *partly cooperative*:
|
||||
players race each other inside a railroad they all need to keep functioning. It is the mechanical
|
||||
expression of the game's premise — the railroad depends on you.
|
||||
|
||||
**Known failure mode, accepted.** A player who is clearly losing can deliberately wreck trains to
|
||||
trip the collision floor and deny the leader a win. Because the saboteur loses too, it is mutually
|
||||
assured destruction rather than a free grief, and the per-Day reset means three wrecks must land
|
||||
inside a single Day. Flagged in the rules rather than designed around.
|
||||
|
||||
---
|
||||
|
||||
## Gap 7 — Terminology errata
|
||||
|
||||
**Status:** DECIDED — all four fixes adopted.
|
||||
|
||||
Small wording inconsistencies, settled in one pass:
|
||||
|
||||
1. **"Cargo phase" vs "Load/Unload Phase."** §5.1 lists the fourth phase as "Cargo phase"; the
|
||||
section heading (§9) and the turn chart both call it "Load / Unload". Pick one.
|
||||
2. **"the day ends" vs "the Stage ends."** §5 says "Once all the Phases for that Stage are complete,
|
||||
the day ends." A Day is twelve Stages (§2.4), so this should almost certainly read "the Stage
|
||||
ends."
|
||||
3. **"Scrap Yard" vs "Salvage Yard."** §2.3 sends completed Extra Train cards to "the Scrap Yard
|
||||
deck"; §2.6 and §6.2 define and use "Salvage Yard". Presumed the same pile under two names.
|
||||
4. **"turn" vs "Stage."** Several passages use "turn" where "Stage" is meant (§4.4 "his shift runs
|
||||
three turns", §8.2 "must move one region every turn", §9 Modifier "only be used on one Facility
|
||||
in a turn"). Worth normalizing so timing rules read unambiguously.
|
||||
|
||||
**Decision — all four adopted in v0.2.**
|
||||
|
||||
| Original | v0.2 | Where |
|
||||
| --- | --- | --- |
|
||||
| "Cargo phase" | **Load/Unload Phase** | §5.1 — the outlier against both the §9 heading and the printed turn chart |
|
||||
| "the day ends" | **the Stage ends** | §5 |
|
||||
| "Scrap Yard" | **Salvage Yard** | §2.3 |
|
||||
| "turn" (meaning a Stage) | **Stage** | §4.4, §8.2, §9 |
|
||||
|
||||
The phase name follows the turn chart because the chart is a printed component players read every
|
||||
Stage; renaming it would mean reprinting it to match a single line of prose.
|
||||
|
||||
---
|
||||
|
||||
## Gap 8 — First placement into an empty Office Area
|
||||
|
||||
**Status:** DECIDED — Office cards carry junction stubs above and below.
|
||||
|
||||
**The problem.** Gap 4a established that track cards must **connect to existing track** when placed.
|
||||
But a player begins with exactly three cards in a horizontal row: Limits, Whistle Post, Limits (§4.2).
|
||||
If those three carry only straight-through rails, nothing can ever be placed above or below them —
|
||||
there is no diverging connection to attach to. The Office Area could never leave its opening row, and
|
||||
Appendix A's whole switching game would be unreachable.
|
||||
|
||||
Appendix A's diagrams show the Running Track row (D, E, F) carrying turnout geometry that curves up to
|
||||
the Secondary row (A, B, C), so turnouts clearly live *in* the Running Track. The question is how the
|
||||
first one gets there.
|
||||
|
||||
**Candidate readings.**
|
||||
|
||||
- **(a) The first build must extend the Running Track.** A player's first placement can only be a
|
||||
card played into the Running Track row, east or west of the Office, which moves the Limits outward
|
||||
(Gap 4a). Once that card is a turnout, Secondary Track can branch from it. Consequence: every
|
||||
player's opening development follows the same forced shape — widen first, then build up.
|
||||
- **(b) The starting cards carry turnout stubs.** The Whistle Post and/or Limits cards are printed
|
||||
with diverging connections, so Secondary Track can be placed immediately. Consequence: no forced
|
||||
opening, but it means the starting cards are a specific printed geometry that has to be designed.
|
||||
- **(c) Connection is not required for the first card.** A player may seed one disconnected card
|
||||
adjacent to their Office and connect it later. Consequence: simplest to implement, but permits
|
||||
orphaned track that trains cannot reach, which is a state the rules never contemplate.
|
||||
|
||||
**Decision — (b): the Office card is printed with a diverging connection above and below its
|
||||
track.** Both Secondary rows are reachable from turn one, so §9's 3×3 Modifier neighbourhood is
|
||||
usable immediately and players have real layout choices from the opening Stage.
|
||||
|
||||
```
|
||||
[ ][ ↓ ][ ]
|
||||
[Lim][Off][Lim]
|
||||
[ ][ ↑ ][ ]
|
||||
```
|
||||
|
||||
**The stubs are plain junctions, not turnouts.** §A.1's directional rule — enter from A and you may
|
||||
proceed to B or C; enter from B or C and you may only proceed to A — applies to *drawn turnout
|
||||
cards*, not to the Office card. This keeps the Office card's Operational Rail status and its A/D
|
||||
track rules (§A.4) from tangling with turnout directionality, which would otherwise interact badly
|
||||
with §A.4's provision that trains may pass through the Office while free A/D tracks remain.
|
||||
|
||||
**All four Office tiers share identical track geometry** — Whistle Post, Depot, Station and Terminal
|
||||
are printed with the same stubs in the same places. This is load-bearing, not cosmetic: an upgrade
|
||||
replaces the card in place (§11.1), so any difference in geometry between tiers would strand the
|
||||
Secondary Track attached to the old card. The tiers differ only in Control Point status, Passenger
|
||||
Facility status, and A/D track count.
|
||||
|
||||
*Why not (a).* Requiring the first build to extend the Running Track needed no new art, but it forced
|
||||
every player through an identical opening — widen, then branch — and made vertical development
|
||||
hostage to drawing a turnout card early.
|
||||
|
||||
*Why not (c).* Permitting a disconnected first card allows orphaned track that no train can reach, a
|
||||
state the rules never contemplate and the engine would have to tolerate indefinitely.
|
||||
|
||||
**Component consequence.** Office cards are geometrically interchangeable. Any card art must place
|
||||
the stubs identically across all four tiers.
|
||||
|
||||
---
|
||||
|
||||
## Gap 9 — Consist length scales with player count
|
||||
|
||||
**Status:** DECIDED — the make-up round repeats until the consist is full.
|
||||
|
||||
**The problem.** §7 makes up a train by having each player, "starting with the superintendent and
|
||||
working left," place **ONE car**. Read literally that is a single round, so the number of cars a
|
||||
train receives at make-up equals the number of players.
|
||||
|
||||
With the Gap 4c consist specs (4 coaches for a Limited, 3 + caboose for freights), that means:
|
||||
|
||||
| Players | Cars placed at make-up | Limited (wants 4) | Coal Drag (wants 3 + caboose) |
|
||||
| ---: | ---: | --- | --- |
|
||||
| 2 | 2 | half empty | no caboose possible |
|
||||
| 3 | 3 | short one coach | full only if someone places the caboose |
|
||||
| 4 | 4 | full | full |
|
||||
| 5+ | 5+ | over-full — round must stop early | over-full |
|
||||
|
||||
At two players every train leaves permanently short; at five the round overruns the consist and has
|
||||
to be cut off mid-way, which the rules do not describe.
|
||||
|
||||
§7 does provide a release valve — "Rolling stock might be added enroute to bring it to its maximum
|
||||
length" — so a short train is playable, and picking up cars along the line is arguably the intended
|
||||
texture. But it is very different at 2 players than at 4, and the rules never acknowledge it.
|
||||
|
||||
**Candidate readings.**
|
||||
|
||||
- **(a) One round, as written.** Trains at low player counts run short and fill enroute. Simple,
|
||||
faithful, and makes 2-player games a distinctly different experience.
|
||||
- **(b) Repeat the round until the consist is full** or no suitable cars remain in the Division Yard.
|
||||
Trains always leave properly made up regardless of table size; the make-up phase just takes more
|
||||
passes at low player counts.
|
||||
- **(c) One round, and cap consist specs at the player count.** Train cards specify a maximum, and the
|
||||
effective consist is `min(spec, players)`. Predictable, but it makes the printed train cards mean
|
||||
different things at different tables.
|
||||
|
||||
**Decision — (b): repeat the round.** Play continues around the table — Superintendent, then left —
|
||||
until the consist is full or no suitable cars remain in the Division Yard.
|
||||
|
||||
```
|
||||
4-coach Limited, 2 players
|
||||
round 1: P0 → coach P1 → coach
|
||||
round 2: P0 → coach P1 → coach
|
||||
full — departs with 4
|
||||
|
||||
5 players: round ends mid-way when the consist fills
|
||||
```
|
||||
|
||||
*Rationale.* Trains look like trains at every table size, at the cost only of extra passes around a
|
||||
short table. §7's existing requirement that a player "make every effort to find a suitable car" is
|
||||
the natural stopping condition, so no new rule is needed to end the round. The 5+ player over-full
|
||||
case resolves for free: the round simply ends when the consist is full, and no player is left holding
|
||||
a car they cannot place.
|
||||
|
||||
*Why not (a).* Faithful to the literal text, but it makes a 4-coach Limited leave half empty at two
|
||||
players and still leaves the over-full case undefined.
|
||||
|
||||
*Why not (c).* Capping the consist at player count means a printed train card denotes different
|
||||
trains at different tables, which undermines the point of having consist specs on the cards at all.
|
||||
|
||||
---
|
||||
|
||||
## Gap 10 — Card face specifications
|
||||
|
||||
**Status:** DECIDED. Full catalogue in [`card-reference.md`](card-reference.md).
|
||||
|
||||
**The problem.** The rules describe the *mechanism* of Laborers, Porters, capacities and Modifiers in
|
||||
detail (§9.1–§9.3), and Gap 4a fixed how many cards of each category exist — but no individual card
|
||||
ever received values. Nothing stated how many Laborers a Mine Tipple has, what capacity an Oil
|
||||
Refinery holds, which car types a Produce Shed accepts, or what a Modifier adds. The Modifier row in
|
||||
the §12.1 deck table was blank in its detail column.
|
||||
|
||||
This blocked every downstream path identically: the rules engine could not instantiate the `Facility`
|
||||
structure defined in `architecture/game-state.md` §5, print-and-play could not draw a card, and no
|
||||
balance work was possible.
|
||||
|
||||
### 10a — Freight facility profiles
|
||||
|
||||
**Decision.** Five types, moderate and varied by industry:
|
||||
|
||||
| Facility | Car | Direction | Laborers | Outbound | Inbound | Track |
|
||||
| --- | --- | --- | ---: | ---: | ---: | ---: |
|
||||
| Mine Tipple | Hopper | Outbound | 3 | 3 | — | 4 |
|
||||
| Produce Shed | Reefer | Outbound | 2 | 2 | — | 3 |
|
||||
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 |
|
||||
| Oil Refinery | Tank | Both | 3 | 2 | 2 | 4 |
|
||||
| Power Plant | Hopper | Inbound | 3 | — | 3 | 4 |
|
||||
|
||||
*Rationale.* Directions follow the commodity and give §9 all three of its stated cases. Bulk
|
||||
industries get more Laborers and a 4-car track so the types feel distinct when choosing what to
|
||||
build — but the counts stay moderate because Laborers are **not** the binding constraint (see 10e),
|
||||
so raising them buys little beyond reducing idle time.
|
||||
|
||||
### 10b — Identical pairs
|
||||
|
||||
**Decision.** Both copies of each freight type carry the same values. Small/large variants were
|
||||
considered and rejected: they double the specification work and make balance harder to reason about,
|
||||
for texture the five distinct types already provide.
|
||||
|
||||
### 10c — Passenger facility profiles
|
||||
|
||||
**Decision.** Slot capacity deliberately exceeds Porter count:
|
||||
|
||||
| Office | Porters | Green slots | Red slots |
|
||||
| --- | ---: | ---: | ---: |
|
||||
| Whistle Post | — | — | — |
|
||||
| Depot | 1 | 2 | 2 |
|
||||
| Station | 2 | 3 | 3 |
|
||||
| Terminal | 3 | 4 | 4 |
|
||||
|
||||
*Rationale.* Only trains 1–4 carry coaches, so an Office needs to bank boarding passengers between
|
||||
visits and absorb a whole trainload of arrivals. Matching slots to Porters one-for-one would leave a
|
||||
Depot idle whenever a train had not just arrived, and make a 4-coach Limited impossible to work
|
||||
fully. Slot counts mirror the A/D track progression already fixed in Gap 3c.
|
||||
|
||||
### 10d — Modifier cards
|
||||
|
||||
**Decision.** Five cards, mixing capacity and workers:
|
||||
|
||||
| Card | Effect | Applies to |
|
||||
| --- | --- | --- |
|
||||
| Team Track | +1 car on the industry track | Freight |
|
||||
| Loading Dock | +1 green Outbound capacity | Freight |
|
||||
| Storage Shed | +1 red Inbound capacity | Freight |
|
||||
| Extra Platform | +1 green **and** +1 red slot | Passenger |
|
||||
| Section Gang | +1 Laborer **or** +1 Porter | Either |
|
||||
|
||||
*Rationale.* §2.5 and §9 say only that Modifiers "increase capacities", which taken literally would
|
||||
leave no way at all to speed up a slow facility. Section Gang is the sole worker-adding card, which
|
||||
keeps that power scarce. Capacity modifiers are stronger than they sound, since banking room rather
|
||||
than worker count is what limits output.
|
||||
|
||||
**Sub-decision — what a "Freight House" is.** §9.3 and Appendix A refer to Freight Houses, but §9's
|
||||
facility list never defines one. It is **not a card**: it is the collective term for a freight
|
||||
facility that both loads and unloads — under 10a, the Grocer's Warehouse and the Oil Refinery. This
|
||||
reconciles every reference without adding a card type or disturbing Gap 4a's deck composition.
|
||||
|
||||
### 10e — Revenue/Day revalidated, and the Gap 6 targets revised
|
||||
|
||||
**The binding constraint is Local Operations actions, not workers.** A player gets exactly one per
|
||||
Stage — switch, *or* draw, *or* work the Freight Agent (§6) — so twelve per Day. Every Revenue point
|
||||
costs roughly one action: stocking a green box, or clearing a red one. Capacity buffers defer that
|
||||
cost but never remove it.
|
||||
|
||||
The ceiling is therefore **12 Revenue/Day**, reachable only by never switching and never drawing.
|
||||
Realistic mid-game play spends ~4 actions switching and ~2–3 drawing, leaving 5–6 for revenue.
|
||||
|
||||
**The correction: the original estimate ignored the development ramp.** Players open with a Whistle
|
||||
Post (not a Passenger Facility) and no freight facilities, and the timetable starts empty so no
|
||||
trains run until someone draws and plays a train card.
|
||||
|
||||
```
|
||||
Day 1 ~0 no facilities, no trains yet
|
||||
Day 2 ~2 first facility placed, first train running
|
||||
Day 3 ~5 developed
|
||||
Day 4+ ~6 steady state
|
||||
|
||||
cumulative: 3 Days ≈ 7 5 Days ≈ 19 10 Days ≈ 49
|
||||
```
|
||||
|
||||
**Decision — the Gap 6 targets are lowered from 15 / 30 / 60 to 10 / 20 / 45.** The original figures
|
||||
assumed the steady-state rate applied from Day 1 and were roughly 1.5× too high. This mattered most
|
||||
in Solitaire and Co-op, where the target doubles as a *minimum* — a Solitaire Standard game needed 30
|
||||
in 5 Days against a realistic ~19, so it would have failed nearly every time.
|
||||
|
||||
| Length | Target (was) | Days | Est. cumulative |
|
||||
| --- | ---: | ---: | ---: |
|
||||
| Short | 10 (15) | 3 | ~7 |
|
||||
| Standard | 20 (30) | 5 | ~19 |
|
||||
| Campaign | 45 (60) | 10 | ~49 |
|
||||
|
||||
**The Competitive collective floor is unchanged** at `3 × players × Days`. It was calibrated as about
|
||||
half of expected output — 15 per player over 5 Days against ~19 earned — and that still holds.
|
||||
|
||||
*Note on Gap 6.* Its structure, floors and mode matrix stand as decided; only the three target
|
||||
figures moved, and only because Gap 10 replaced an assumption with real numbers.
|
||||
|
||||
---
|
||||
|
||||
## Gap 11 — Track card orientation
|
||||
|
||||
**Status:** DECIDED — orientation is chosen when the card is placed.
|
||||
|
||||
**The problem.** Gap 4a fixed the track mix at turnout ×6, straight ×3, run-around ×3. But a track
|
||||
card has an **orientation**, and nothing says what any of them is.
|
||||
|
||||
- A **turnout** has handedness: which end is the stem (§A.1's "A"), and which way the leg diverges.
|
||||
A stem-east/diverge-north turnout and a stem-west/diverge-south turnout are different cards.
|
||||
- A **straight** has an axis: east-west along the Running Track, or north-south connecting rows.
|
||||
|
||||
**Why it is not cosmetic.** Card edges must actually meet for a placement to be legal (Gap 4a). An
|
||||
east-west straight placed north of the Office has no south port, so it cannot attach to the Office's
|
||||
junction stub at all — the placement is illegal, not merely awkward.
|
||||
|
||||
Taken to its conclusion: **if all three straights run east-west, the Office's junction stubs can
|
||||
never be used, and Gap 8's fix is undone.** Vertical growth needs cards with north-south ports, and
|
||||
the catalogue currently guarantees none.
|
||||
|
||||
The same applies to turnouts. Appendix A's worked examples require turnouts facing more than one way
|
||||
to be performable at all; six identical turnouts would not build the layout the diagrams show.
|
||||
|
||||
**What the code does meanwhile.** `TurnoutOrientation` and `TrackAxis` are carried per card in
|
||||
`src/engine/state.ts`, and turnouts with no stated orientation default to stem-east / diverge-north
|
||||
(`DEFAULT_TURNOUT` in `src/engine/track.ts`). Tests cover both axes and several turnout handednesses,
|
||||
so whichever way this is settled the engine already supports it.
|
||||
|
||||
**Candidate resolutions.**
|
||||
|
||||
- **(a) Specify a mix.** Give the six turnouts named orientations and split the three straights
|
||||
between axes — e.g. 2 east-west, 1 north-south. Concrete, and it makes the draw meaningful: the
|
||||
card you need may not come.
|
||||
- **(b) Orientation chosen on placement.** A track card is generic, and the player picks how to lay
|
||||
it when playing it. Removes the drought risk entirely and matches how model railroaders think, at
|
||||
the cost of making track cards much more flexible — arguably too flexible, since a turnout is a
|
||||
physical object.
|
||||
- **(c) Rotationally symmetric cards.** Each card carries all four ports. Simplest to implement and
|
||||
impossible to be stuck with, but it discards §A.1 entirely, which is one of the game's most
|
||||
characterful rules.
|
||||
|
||||
**Decision — (b): orientation is chosen when the card is placed.** A track card is generic; the
|
||||
player decides how to lay it. §A.1's constraint survives intact — a turnout's two legs still never
|
||||
join each other — only the rotation is free.
|
||||
|
||||
*Measured, not argued.* With orientation fixed at a default, 100 simulated Office Areas grew only
|
||||
sideways and downward, **never upward**: an east-west straight has no south port, so it could never
|
||||
attach to the Office's north junction stub. Gap 8's fix was silently undone and Appendix A's
|
||||
switching puzzle was unreachable.
|
||||
|
||||
```
|
||||
before (fixed orientation) after (chosen on placement)
|
||||
row 0: 561 cards row 3: 1
|
||||
row -1: 324 row 2: 30
|
||||
(nothing above the mainline) row 1: 193
|
||||
row 0: 456
|
||||
row -1: 186
|
||||
row -2: 17
|
||||
row -3: 2
|
||||
```
|
||||
|
||||
*Why not (a), a specified mix.* It would have to be tuned so no plausible draw leaves a player unable
|
||||
to build — hard to guarantee, and easy to break whenever the deck is retuned.
|
||||
|
||||
*Why not (c), rotationally symmetric cards.* It discards §A.1 entirely, one of the game's most
|
||||
characterful rules.
|
||||
|
||||
**Implemented.** `variantsFor()` in `src/engine/track.ts` enumerates the rotations — 2 for a straight,
|
||||
6 for a turnout, 2 for a run-around — and the chosen index rides the `cardPlayed` event, so replay
|
||||
reproduces the same layout.
|
||||
|
||||
**Consequence for print-and-play.** Card art must read correctly at any rotation the card allows.
|
||||
|
||||
---
|
||||
|
||||
## Gap 12 — Balance targets are NOT reachable as specified
|
||||
|
||||
**Status:** OPEN, and the earlier "validated" reading is **withdrawn**.
|
||||
|
||||
### What changed
|
||||
|
||||
An earlier run reported mean 5.0 Revenue/player/Day and a ~35% win rate, apparently confirming the
|
||||
Gap 10e prediction. **That was an artifact of a scoring bug.** Unloading was being scored through the
|
||||
same path as loading, so an unload paid a full Revenue point after ONE Laborer action instead of
|
||||
four. End-of-game statistics exposed it by showing that `loadAdvanced` never fired in 200 games.
|
||||
|
||||
With the pipeline corrected, honest numbers for 200 solitaire Standard games:
|
||||
|
||||
| | Observed | Gap 10e predicted |
|
||||
| --- | ---: | ---: |
|
||||
| Revenue per game | 4.6 mean | 19 |
|
||||
| Revenue/player/Day | ~0.9 | 5–6 |
|
||||
| Win rate vs target 20 | **0 / 200** | — |
|
||||
| Freight share of gross | 21% | — |
|
||||
|
||||
**Nobody wins.** The targets of 10 / 20 / 45 are unreachable at this level of play.
|
||||
|
||||
### Is that the game or the bot?
|
||||
|
||||
Still the bot, at least in part. It spends about **10 Laborer actions per game against roughly 900
|
||||
available** (5.3 facilities × ~2.5 Laborers × 60 Stages). It is leaving almost the entire freight
|
||||
capacity of the railroad unused. Until that gap closes, the targets cannot be judged.
|
||||
|
||||
What the correction *does* establish firmly: a completed freight load costs **four** Laborer actions
|
||||
plus a stocking action plus the switching to spot a car — far more than the model assumed. The
|
||||
`card-reference.md` §7 estimate of 5–6 Revenue/Day was built on that mistake and should be treated as
|
||||
unfounded until re-derived.
|
||||
|
||||
### Strategy signal — the first real one
|
||||
|
||||
Games bucketed by how their Revenue was earned:
|
||||
|
||||
| Strategy | Games | Mean Revenue |
|
||||
| --- | ---: | ---: |
|
||||
| passenger-only (freight 0%) | 94 | 4.8 |
|
||||
| passenger-heavy (<33%) | 11 | **8.2** |
|
||||
| balanced (33–66%) | 37 | **7.7** |
|
||||
| freight-heavy (>66%) | 6 | 5.3 |
|
||||
| freight-only (100%) | 18 | 1.2 |
|
||||
|
||||
**Mixed strategies beat pure ones**, and pure freight is much the worst. That is a genuinely good
|
||||
sign for the design — it means the two revenue systems complement rather than substitute. Worth
|
||||
re-checking once the bot improves, since a weak bot could produce this pattern by accident.
|
||||
|
||||
### The bot was NOT the dominant gap — measured
|
||||
|
||||
The obvious suspicion was that the bot simply failed to use its Laborers. Measured over 20 games:
|
||||
|
||||
| | |
|
||||
| --- | ---: |
|
||||
| Load/Unload decision points | 1496 |
|
||||
| ...where a Laborer action was **legal** | 238 (16%) |
|
||||
| Laborer actions the bot **took** | 226 |
|
||||
|
||||
**The bot takes 95% of the Laborer actions available to it.** The problem is that they are legal
|
||||
only 16% of the time. Attributing the shortfall to bot policy was wrong.
|
||||
|
||||
### What is actually limiting freight
|
||||
|
||||
**A train stands at the Office only 18% of Stages.** Measured across 20 games (1200 Stages):
|
||||
|
||||
| | |
|
||||
| --- | ---: |
|
||||
| Stages with a train at the Office | 213 (18%) |
|
||||
| Mean trains in play | 2.27 of 4 Crew Trays |
|
||||
| Stages where a due train was **held** for want of a crew | 140 (12%) |
|
||||
| Trains scheduled per game | 6.1 of a possible 12 |
|
||||
|
||||
Every freight point needs a car brought *in* and the loaded car taken *out*, and both require a
|
||||
train standing at the Office. At 18% of Stages that is roughly 11 opportunities per game, capping
|
||||
freight at perhaps 5 points **regardless of how well the player switches**.
|
||||
|
||||
Two things follow:
|
||||
|
||||
1. **Traffic volume, not labour, is the binding constraint** on freight. The tunable that matters
|
||||
most is how many trains are scheduled and how fast they turn around — Crew Tray count
|
||||
(`players + 3`, so only 4 in solitaire) and the 2-region Mainline card are both implicated.
|
||||
2. **Solitaire with one Office may simply be a thin configuration.** It is the MVP target, so this
|
||||
matters: the economy may only come alive with more Offices and a fuller timetable.
|
||||
|
||||
### Bot improvements made, and what they bought
|
||||
|
||||
| | Before | After |
|
||||
| --- | ---: | ---: |
|
||||
| Freight share of gross revenue | 5% | 31% |
|
||||
| Laborer actions per game | 10.1 | 13.4 |
|
||||
| Cars dropped (mostly junk before) | 19.0 | 13.8 |
|
||||
| Mean net revenue | 4.6 | 4.9 |
|
||||
|
||||
The largest single fix: the bot was dropping whichever car happened to sit at the tray's end, which
|
||||
silted industry tracks up with the wrong commodity — **532 coaches were observed parked on freight
|
||||
sidings across 20 games**. §A.3 forces cars off in seated order, so spotting the right car requires
|
||||
re-ordering the consist with the six Moves. That is the game's central switching puzzle and this bot
|
||||
still does not attempt it; it merely declines to drop a car that would do no work.
|
||||
|
||||
### Next steps
|
||||
|
||||
1. **Watch a game.** The remaining questions are about whether 18% train presence and a 6-of-12
|
||||
timetable *feel* right, which is a judgment call, not a measurement.
|
||||
2. Get the bot to schedule all 12 trains (it reaches only 6.1), which should roughly double freight
|
||||
opportunity.
|
||||
3. Only then decide whether the targets move or the economy does.
|
||||
|
||||
## Gap 13 — Deck scaling by player count
|
||||
|
||||
**Status:** OPEN — measured; recommendation below.
|
||||
|
||||
**The question asked:** should the 52-card deck be doubled?
|
||||
|
||||
**Measured answer: no.** 15 games per player count, Standard length:
|
||||
|
||||
| Players | Draws/game | Reshuffles | Trains scheduled | Freight facilities per player |
|
||||
| ---: | ---: | ---: | ---: | ---: |
|
||||
| 1 | 38 | 0.0 | 8.0 | 6.2 |
|
||||
| 2 | 47 | 0.0 | 12.0 | 5.0 |
|
||||
| 3 | 43 | 0.0 | 12.0 | 3.3 |
|
||||
| 4 | 40 | 0.0 | 12.0 | 2.5 |
|
||||
|
||||
**The deck never depletes.** Zero reshuffles at every player count; a solitaire player sees about
|
||||
74% of it. Deck size is not the constraint, so doubling would not relieve any pressure — and it
|
||||
would actively hurt, by halving the density of Timetabled Train cards. Trains are the scarcest
|
||||
useful card, and they are what drives all traffic.
|
||||
|
||||
Trains also cannot meaningfully double: the twelve are unique by number, and their numbers carry
|
||||
seniority (§8). Two Train 5s would be ambiguous. Note the table shows all 12 already get scheduled at
|
||||
2+ players.
|
||||
|
||||
**Where there IS real pressure: facilities, at higher player counts.** Freight facilities per player
|
||||
falls from 6.2 in solitaire to 2.5 at four players, from a fixed supply of 10. A facility is the only
|
||||
route to freight revenue, so that is a genuine squeeze — and it is a scaling problem, not a deck-size
|
||||
problem.
|
||||
|
||||
**Recommendation: scale the buildable portion with player count, and leave trains fixed.** Add
|
||||
roughly 4 cards per player beyond two — 2 freight facilities, 1 track, 1 Office upgrade — giving 52
|
||||
at 1–2 players, 56 at 3, 60 at 4. This keeps train density high in the early game, where traffic
|
||||
needs to get started, while giving each player material to build with.
|
||||
|
||||
**Not yet decided**, because it interacts with Gap 12's variance question: more facilities per player
|
||||
would raise the ceiling on the runaway mode as well as the floor.
|
||||
@@ -0,0 +1,549 @@
|
||||
# Station Master — Rules v0.1
|
||||
|
||||
> **Status: faithful transcription.** This document reproduces
|
||||
> `docs/StationMasterPrototypeRules.pdf` and `docs/StationMaster-PrototypeTurnChart.pdf` in
|
||||
> markdown. Nothing has been corrected, resolved, or added — including the places where the
|
||||
> original is ambiguous or self-contradictory. Those are catalogued in
|
||||
> [`open-questions.md`](open-questions.md) and resolved in `rules-v0.2.md`.
|
||||
>
|
||||
> Section numbering is editorial (the PDF is unnumbered) and exists only so other documents can
|
||||
> cite specific rules. Passages that depend on diagrams are described in text with a pointer to
|
||||
> the source page.
|
||||
|
||||
---
|
||||
|
||||
## 1. Historical Setting
|
||||
|
||||
Between 1840 to 1950, trains operated without radios in their cabs, racing in the dark against
|
||||
oncoming traffic, relying on timetables and pocket watches to avoid collisions. Station Operators
|
||||
physically passed engineers orders from the dispatchers and "OS" reported ("On Station") them
|
||||
through.
|
||||
|
||||
As the *Station Master* in your lineside Office, you'll manage a town's railroad connection,
|
||||
embarking passengers and gathering freight, meeting demands from all quarters. Can you manage
|
||||
trains and cargos effectively? The railroad depends on you!
|
||||
|
||||
---
|
||||
|
||||
## 2. Definitions
|
||||
|
||||
The following are railroad/game terms. (Also available as a lookup table in
|
||||
[`glossary.md`](glossary.md).)
|
||||
|
||||
### 2.1 Along the right of way
|
||||
|
||||
- **Division Point:** Where your railroad ties into other railroads. There is an Eastern Division
|
||||
Point and a Western Division Point.
|
||||
- **Division:** Your company's tracks that connect the Eastern and Western Division Points. It
|
||||
might represent hundreds of miles of track and several train "Offices" (each controlled by a
|
||||
player serving as a Station Operator).
|
||||
- **Mainline Card:** Tarot-sized cards that represent roughly the hundred miles of tracks between
|
||||
train offices.
|
||||
- **Office:** The location you (the Station Master) sit at to lord over your area. An Office might
|
||||
be a Whistle Post (basically, a shack in the middle of nowhere), a depot, a station or a
|
||||
terminal.
|
||||
- **Control Point:** An office where trains are reported in to the distant (NPC) dispatcher. These
|
||||
include Division Points, Depots, Stations and Terminals. Whistle posts are not Control Points.
|
||||
Control Points are denoted by a train order signal on their card.
|
||||
- **Limits:** The sign located on the track east and west of your Office's area that denote the
|
||||
limit of your control area. As the track controlled by your office expands, the sign may be
|
||||
moved outwards.
|
||||
- **Subdivision:** The Mainline track between the Limits of opposing Control Points. Note that
|
||||
Whistle Posts are *NOT* Control Points and are considered to be an internal part of a
|
||||
Subdivision, no different than Mainline Track.
|
||||
- **Running Track:** The "Mainline" that runs horizontally between your limits, including your
|
||||
office. It is the horizontal row of cards, Limit-to-Limit.
|
||||
- **Secondary Track:** All tracks in your limits that are not the Running Track.
|
||||
- **Operational Rail:** Any track (Running and Secondary) on which a train may sit, change
|
||||
direction, drop and pick up cars on. Operational Rail is marked with a wheel icon.
|
||||
- **A/D (Arrival/Departure) Track:** These are short sidings in front of your office where trains
|
||||
arrive and depart from. A train at an Office occupies one A/D track. Should a train arrive and
|
||||
there are no available A/D tracks, there might be a collision.
|
||||
|
||||
### 2.2 Train makeup
|
||||
|
||||
- **Crew Tray:** The canoe-shaped holder that contains the train pieces.
|
||||
- **Engine:** The engine piece. A Crew Tray must have an engine piece. The engine may be pulling
|
||||
cars, pushing cars, or a combination of both.
|
||||
- **Consist:** A collection of Rolling Stock (cars) in a Crew Tray.
|
||||
- **Rolling stock:** The non-engine pieces representing rail cars that make up either a train (in a
|
||||
Crew Tray) or are left sitting on an Operational Rail card. Rolling stock may be…
|
||||
- Coaches for passengers (blue or white)
|
||||
- Boxcars for general freight (brown or white)
|
||||
- Refrigerated cars (reefers) for field produce (brown or white)
|
||||
- Hoppers for coal (brown or white)
|
||||
- Tank cars for oil (brown or white)
|
||||
- Cabooses for the conductor and switch crews (red)
|
||||
- A colored car is loaded. A white car is empty.
|
||||
- **Division Yard:** A table-top pile of Rolling Stock. Rolling Stock for use for cargo, passengers
|
||||
or on trains are selected from here.
|
||||
- **Classification Yard:** Where used Rolling Stock is placed. Used engines and cabooses return
|
||||
directly to the Division Yard. When the Division Yard is empty, all Rolling Stock in the
|
||||
Classification Yard is moved back to the Division Yard.
|
||||
|
||||
### 2.3 Train types
|
||||
|
||||
- **Timetabled Trains:** These are trains scheduled to run every day at the same time. This time is
|
||||
denoted by a Number Board placed on the turn chart. The Timetabled Trains are numbered 1-12, with
|
||||
odd-numbers westbound (left) and even-numbered eastbound (right). The train image on their card
|
||||
also defines its direction. Lower-numbered trains are more important and the dispatcher will give
|
||||
them greater seniority on the railroad.
|
||||
- **Number board:** The small tiles, numbered 1-12, that record which stage (hour) the train should
|
||||
depart.
|
||||
- **Extra Trains:** These are one-and-done trains, a train which runs once with its card returned to
|
||||
the Scrap Yard deck upon completion. Since their image on the card is head-on, the player drawing
|
||||
it may determine its direction. Their train number is denoted with an "X" designation, but the
|
||||
actual following number denotes their seniority.
|
||||
|
||||
### 2.4 General terms
|
||||
|
||||
- **East** is to the player's right. **West** is to the player's left.
|
||||
- A **Stage** is a two-hour section of time.
|
||||
- A **Phase** is an operational component of a Stage.
|
||||
- A **Day** is a series of twelve Stages.
|
||||
- A **Move** is a Crew Tray moving from one Operational Rail card to another.
|
||||
- **Highball:** When a train holding at an Office automatically departs.
|
||||
- **Revenue:** Points gained and lost in the game to determine victory.
|
||||
|
||||
### 2.5 Passenger and Cargo elements
|
||||
|
||||
- A **Facility** is a business which loads/unloads cargo and freight.
|
||||
- A **Modifier Facility** is a card placed adjacent to a Facility that increases its capacities.
|
||||
- A blue man-icon is a **Laborer**, who works cargo.
|
||||
- A black man-icon is a **Porter**, who assists passengers.
|
||||
- A green **Outbound box** holds all to-be-loaded freight/passengers of the indicated type.
|
||||
- A red **Inbound box** holds all just-unloaded freight/passengers of the designated type.
|
||||
- A blue **"MEN | AT | WORK"** turn track follows how quickly freight cars are loaded/unloaded.
|
||||
|
||||
### 2.6 Railroad management
|
||||
|
||||
- **Dispatcher:** The imaginary person running the railroad and granting rights to trains to
|
||||
operate.
|
||||
- **Superintendent:** The Dispatcher's right-hand-man, who manages the division. The role of the
|
||||
superintendent is passed player to player, and a Superintendent's shift is six hours (i.e. three
|
||||
Stages).
|
||||
- **Home Office:** The primary face-down deck cards are drawn from.
|
||||
- **Departments:** Three decks (face up) from which cards may also be drawn from and discarded to.
|
||||
- **Salvage Yard:** Where used cards are placed. They are face up to ensure that no cards that
|
||||
should not be discarded are. We're keeping an eye on you.
|
||||
|
||||
---
|
||||
|
||||
## 3. Game Mode
|
||||
|
||||
The type of game should be chosen. Versions include
|
||||
|
||||
- **Solitaire** (player controls either one or several Offices). You may consider playing an
|
||||
open-ended solitaire game to grow familiar with *Station Master's* mechanics.
|
||||
- **Multiplayer** (players each control an Office)
|
||||
|
||||
Goals are…
|
||||
|
||||
- A specific total Revenue Points or highest Revenue within a specific number of Days.
|
||||
- **Co-Op.** Multiple players work to achieve a shared goal.
|
||||
|
||||
---
|
||||
|
||||
## 4. Game Setup
|
||||
|
||||
The game begins in the early days of railroading. The Division has just been spiked down and no
|
||||
trains are officially running yet. The future awaits!
|
||||
|
||||
1. Each player places a Whistle Post card (representing his Office) in the center of his play area.
|
||||
A Limits card is placed to either side, east and west. These three cards represent his "Running
|
||||
Track". All remaining Whistle Posts and Limits are set aside.
|
||||
|
||||
2. A "Mainline" card (tarot size) is drawn at random and placed between each player, forming a
|
||||
chain of Offices.
|
||||
|
||||
> *Diagram (PDF p. 4):* a player's Running Track is the horizontal three-card row —
|
||||
> Limits card, Office (Whistle Post) card, Limits card — with a tarot-sized Mainline card
|
||||
> abutting each end.
|
||||
|
||||
3. Players are assumed to be in a "chain" of Offices running east to west. Each player rolls a D12.
|
||||
Highest number is considered the Eastern Division point. Place the "Eastern Division Point" just
|
||||
right of the player's eastward Mainline card. The player to his right (or at the opposite end of
|
||||
the table space) gets the Western Division Point card to the left of another Mainline card,
|
||||
placed to his left.
|
||||
|
||||
> *Diagram (PDF p. 4):* example with two players — West Division Point card, Mainline card,
|
||||
> player 1's three-card Running Track, Mainline card, player 2's three-card Running Track,
|
||||
> Mainline card, East Division Point card.
|
||||
|
||||
4. Each player rolls the D12. Highest begins the game as the Superintendent (his shift runs three
|
||||
turns (or six hours)). Place the Fedora piece before him to signify his position. A Pocket watch
|
||||
piece is placed on the "midnight" hour on the turn sheet.
|
||||
|
||||
5. The "Home Office" deck is shuffled and placed face down.
|
||||
|
||||
6. Starting from the superintendent, each player draws three cards off the Home Office deck. Once
|
||||
they have these cards, three cards are drawn from the Home Office deck and placed face up next
|
||||
to it, three individual decks representing the Department decks.
|
||||
|
||||
7. Space should be provided for the Salvage Yard deck (discards).
|
||||
|
||||
8. All available train car pieces should be placed the Division Yard pile. Crew trays and Number
|
||||
Boards are placed near the turn sheet.
|
||||
|
||||
> *Diagram (PDF p. 5):* table layout — Home Office deck (face down) at top; three Department
|
||||
> decks face up below-left of it; Salvage Yard deck below those; Division Yard (a pile of
|
||||
> rolling stock) at right; Classification Yard (empty) below the Division Yard.
|
||||
|
||||
---
|
||||
|
||||
## 5. Order of Play
|
||||
|
||||
In each Stage of the day (a two-hour time period) the players perform Phases, one at a time in
|
||||
order from the Superintendent through the players in order to his left. Once all the Phases for
|
||||
that Stage are complete, the day ends. Every three Stages, the Superintendent's fedora piece is
|
||||
given to the player to the current Superintendent's left.
|
||||
|
||||
### 5.1 Phases
|
||||
|
||||
Phases are (in order)
|
||||
|
||||
1. Local Operations Phase
|
||||
2. New Train Phase
|
||||
3. Mainline Phase
|
||||
4. Cargo phase
|
||||
5. Superintendent Shift Change (at 4am, 10am, 4pm and 10pm)
|
||||
|
||||
---
|
||||
|
||||
## 6. Local Operations Phase
|
||||
|
||||
A player may do **one of three things** in this phase:
|
||||
|
||||
### 6.1 Switch with a train
|
||||
|
||||
- If choosing this option, the player may move trains about his station area.
|
||||
- He has six Moves he can use to move his Crew Trays about. He may divide these moves between
|
||||
multiple Crews in any fashion he chooses.
|
||||
- See [Appendix A](#appendix-a-local-switching) for details on how trains move and switch.
|
||||
|
||||
### 6.2 Draw a card
|
||||
|
||||
- The player may draw a single face-down card from the Home Office deck, or take the top face-up
|
||||
card from any of the three Department decks.
|
||||
- He may play any or all appropriate cards from his hand.
|
||||
- Any played cards are placed on the table or into the Salvage Yard deck, face up.
|
||||
- Before concluding, the player must reduce his hand to no more than three cards. If he must (or
|
||||
wishes to) discard, that card is placed face up on top of one of the three Department decks.
|
||||
- If drawing a card has depleted the Home Office deck, immediately collect all cards from the
|
||||
Salvage Yard and three Department decks, reshuffle, and reestablish the Home Office and
|
||||
Department decks.
|
||||
- If any of the Department decks is empty, draw a Home Office card and place it in the empty spot.
|
||||
|
||||
### 6.3 Freight Agent Operations
|
||||
|
||||
- You may select one Rolling Stock from the Division Yard pile and place it onto a Facility's green
|
||||
Outbound box.
|
||||
- Or you may select one Rolling Stock from a Facility's red Inbound box and place it into the
|
||||
Classification Yard pile.
|
||||
- Or if your Facility is hopelessly jammed, you may remove one car from the
|
||||
Outbound / Inbound / "MEN|AT|WORK" areas and place it into the Classification yard.
|
||||
|
||||
---
|
||||
|
||||
## 7. New Train Phase
|
||||
|
||||
There are only a limited number of crew trays / engine pieces. If all are in play, keep any train
|
||||
cards due out near the turn sheet to remind you of these "held trains". As soon as you can run a
|
||||
train, build it as specified below. The lowest numbered train should go out first.
|
||||
|
||||
If there is a Timetabled Train (one with a number board on that Stage) and a crew is available, set
|
||||
the crew on the appropriate Division Point (based on the train card's image's direction). Put an
|
||||
engine piece on the "front" of the train. Then, starting with the superintendent and working left,
|
||||
each player may place ONE car (loaded or empty) on the train (within the car types and numbers
|
||||
specified) from the Division Yard pile. The person placing the Rolling Stock piece on the train must
|
||||
make every effort to find a suitable car (within the train's specific criteria, either loaded or
|
||||
empty). If no appropriate cars exist, the train will run short (Rolling stock might be added enroute
|
||||
to bring it to its maximum length).
|
||||
|
||||
For new Timetabled Trains (when a player draws that card and plays it), roll 1D12 and place the
|
||||
number board in that spot on the Timetable column of the turn chart. If occupied by a scheduled
|
||||
train, work down the column, looking for the next available space. If you get to the bottom of the
|
||||
chart, start again at the top. This train is now a scheduled train and will run every day at that
|
||||
time. If a new timetabled train is placed on the current turn, refer to the paragraph above for
|
||||
determining the consist.
|
||||
|
||||
Once all timetabled trains are created, if there is a played Extra Train card and an available Crew
|
||||
Tray, the player who played the card may place the Crew Tray in either division point (west or east)
|
||||
for immediate departure and may load the consist *as he chooses, subject to the listed criteria*.
|
||||
|
||||
---
|
||||
|
||||
## 8. Mainline Phase
|
||||
|
||||
Any train holding at a player's Office (Whistle Post, Depot, Station, or Terminal) or a Division
|
||||
Point must attempt to move. These trains move automatically and in numeric order based on the white
|
||||
number board pictured on the train's image (lowest number first). Remove the "X" from extras to
|
||||
determine their true number.
|
||||
|
||||
Note that at the start of the game, the entire railroad consisting nothing but Whistle Posts is
|
||||
considered to be one big Subdivision. Updating Offices with the Control Point icon split the
|
||||
Subdivision in two at that point.
|
||||
|
||||
### 8.1 Highball conditions
|
||||
|
||||
The imaginary dispatcher will Highball (i.e. clear a train) out of an Office under the following
|
||||
conditions:
|
||||
|
||||
- The train must be sitting on the A/D track before the Office or at a Division Point.
|
||||
- The train must be in correct order listed on the train's card (engine on the front, Rolling Stock
|
||||
and possibly a Caboose). It may depart with fewer Rolling Stock than listed.
|
||||
- If there is a train in the next Subdivision and moving towards the considered train, the
|
||||
considered train will not depart.
|
||||
- If there is a train in the next Subdivision moving in the same direction (i.e. the considered
|
||||
train is following the other train), the Superintendent determines if it is safe for a following
|
||||
train to depart.
|
||||
- If the Subdivision contains a Whistle Post (i.e. a non-Control Point) yet a train is occupying
|
||||
Secondary Track there (i.e. clear of the Running Track), the superintendent must Highball the
|
||||
train.
|
||||
|
||||
### 8.2 Movement along the Division
|
||||
|
||||
Trains are placed on the appropriate "Start" point of the Mainline card. They must move one region
|
||||
(vertical bar) every turn. Once they run off the end of the card, they enter the adjoining player's
|
||||
Limit. They are then moved immediately to the Office, where they stop for orders. When moving trains
|
||||
along the division, it's a good idea to keep their train card near them for reference as to the
|
||||
train number and operation details.
|
||||
|
||||
If any cars or trains are sitting on the Running Track between the Limits and the Office, a
|
||||
collision may occur. Further, if there is no room at the station (every A/D track is occupied by a
|
||||
train or Rolling Stock) a collision may occur.
|
||||
|
||||
If a train is ready to Highball and the track between it and the Limits is occupied by a train or
|
||||
cars, a collision may occur.
|
||||
|
||||
---
|
||||
|
||||
## 9. Load/Unload Phase
|
||||
|
||||
Loading and unloading of Rolling Stock (passengers and freight) takes place in this phase. There are
|
||||
special cards that permit this.
|
||||
|
||||
- **Passenger Facilities:** Depots, Stations and Terminals.
|
||||
- **Freight Facilities:** Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power
|
||||
Plants.
|
||||
- **Modifier Facilities:** A number of cards that, if placed adjacent (on any of the nine nearby
|
||||
spots) increase the passenger or freight facility's capacities. If two Facilities are adjacent to
|
||||
the Modifier, the effects of a Modifier Facility may only be used on one Facility in a turn.
|
||||
- Note that some Freight Faculties allow only outbound cargos (loading), some inbound (unloading)
|
||||
and some both. Passenger Faculties always allow both.
|
||||
|
||||
### 9.1 Special Icons
|
||||
|
||||
- Loading boxes are green, with the icon of the car type that can be loaded from there.
|
||||
- Unloading boxes are red, with the icon of the car types unloaded from there.
|
||||
- A number touching a box denotes the number of cars that can be held in the Loading/Unloading
|
||||
boxes. If it touches *both* boxes, then that is the total of *all* loads/unloads on that card.
|
||||
- Human icons in denim blue are Laborers, used for handling freight.
|
||||
- Human icons in uniform black are Porters, and used for assisting passengers.
|
||||
- Laborers and Porters may only be used once each in a Stage.
|
||||
- For Freight Facilities, there is a blue "MEN | AT | WORK" sign. This is used as a turn track for
|
||||
loading/unloading cars. Only one Load may exist on each of the three blue boxes. However, you may
|
||||
"move past" another load if you have enough Laborers to hop past it.
|
||||
|
||||
For each Facility, add up the number of icon resources (Laborers and Porters) that you have at each
|
||||
site. Resolve them one at a time.
|
||||
|
||||
### 9.2 Passenger Operations
|
||||
|
||||
One Porter will allow you to do any one of the following actions.
|
||||
|
||||
- **Assist passengers to board.** *Requirements:* A blue coach occupying a green Loading Slot, and a
|
||||
train at the Office's A/D track with a white empty coach. *Action:* Replace the white empty coach
|
||||
on the train with the loaded blue one, discard the empty coach into the Classification Yard, and
|
||||
earn a Revenue point.
|
||||
- **Assist passengers to de-train.** *Requirements:* White empty coach in Division Yard, and an
|
||||
unoccupied red Unloading slot. Replace the blue coach with the white one on the train. Place the
|
||||
blue coach on the red Unloading Slot. Earn a Revenue Point.
|
||||
|
||||
### 9.3 Freight Operations
|
||||
|
||||
Freight operations are like passenger operations with the distinct difference that passengers
|
||||
self-load and unload, whereas freight can take hours to manually work. Each Laborer may do one thing
|
||||
below.
|
||||
|
||||
- **Load the car:** *Requirements:* A load in the Green Loading Box and an empty car of the required
|
||||
type on the industry's track (maximum of four cars). It takes one laborer to move the cargo one
|
||||
spot: from the Green Loading Slot to "MEN", then "AT", then "WORK". If moved off "WORK", replace
|
||||
the empty white car on the industry's track with the load and discard the white car into the
|
||||
Classification Yard. Earn a Revenue Point.
|
||||
- **Unload the car:** *Requirements:* A load in the industry's track and an empty car of that type
|
||||
in the Division Yard. The first Laborer replaces the load with an empty car of that type on the
|
||||
industry's track and places the load on "WORK". Additional Laborers move it to "AT" then "MEN".
|
||||
The last one places the load on a red Unloading box. Earn a Revenue Point.
|
||||
- **NOTE:** While ANY loads are in the "MEN | AT | WORK" track; the industry's track is locked down
|
||||
for safety reasons. It loses its status as Operational Rail. No cars can be picked up or dropped
|
||||
off, and no trains may occupy or move on it.
|
||||
|
||||
Passenger Facilities and Freight Houses permit cars to move each direction (loading and unloading).
|
||||
Of course, you *may not* load a car, gain a point, then unload it and gain another. To keep track of
|
||||
complex platform operations, the player should denote outbound pieces by flipping them onto their
|
||||
roofs. Once the train completes operations and highballs, the pieces can be flipped right-side-up
|
||||
once more.
|
||||
|
||||
---
|
||||
|
||||
## 10. Collisions
|
||||
|
||||
- Any collisions that occurred on a mainline card are the fault of the Superintendent who cleared
|
||||
the trains out. He loses 5 Revenue points. Both trains are immediately removed. Timetabled trains
|
||||
can run the next day.
|
||||
- Any collisions that occur on the track between (and including) a player's Limits are his fault.
|
||||
Lose 5 Revenue points. Both trains are removed. Timetabled trains run the next day.
|
||||
|
||||
---
|
||||
|
||||
## Appendix A: Local Switching
|
||||
|
||||
As mentioned before, *Operational Rail* is any track card that a train can stop and leave Rolling
|
||||
Stock (uncouple) on. Operational Rail is any track card with a train wheel icon on it.
|
||||
|
||||
During the Local Operation Phase, you may operate your train if you do not draw a card or add/remove
|
||||
cargo or passengers from a card. You will have six Moves that you can make, and these moves can be
|
||||
split between trains if desired. A Move involves a train travelling from one Operational Rail to
|
||||
another (regardless of distance) without changing direction.
|
||||
|
||||
### A.1 Turnouts
|
||||
|
||||
A train that enters a turnout from "A" may proceed to B or C. However, a train entering through B or
|
||||
C may only proceed to A. Since there is no Operational Rail wheel icon, the train may not stop on
|
||||
this card.
|
||||
|
||||
> *Diagram (PDF p. 9):* a single track card showing a turnout. "A" is the right-hand end of the
|
||||
> horizontal track; "C" is the left-hand end of the same horizontal track; "B" is the upper-right
|
||||
> end of the diverging leg.
|
||||
|
||||
### A.2 Reachable squares in one Move
|
||||
|
||||
> *Diagram (PDF p. 10):* a six-card grid (two rows of three) with four cards highlighted green as
|
||||
> reachable in one Move from a Crew Tray sitting on the lower-right card. Two blue arrows mark the
|
||||
> possible routes. The example notes he cannot end up in the upper-right card, as that would
|
||||
> require a change of direction.
|
||||
|
||||
### A.3 Dropping and picking up cars
|
||||
|
||||
A train may drop off cars, either where he starts or while moving. Note that cars **must come off
|
||||
the train in the order they are seated in the Crew Tray.**
|
||||
|
||||
> *Diagram (PDF p. 10):* the train starts with four cars (yellow, brown, blue and red, in that
|
||||
> order). He drops red as he starts, then brown and blue during his move. He ends with only the
|
||||
> yellow car.
|
||||
|
||||
Engines also have couplers on the front end. In this case, a train can pick up two cars and add them
|
||||
to the Crew Tray in order that they were in, pushing them into the Facility.
|
||||
|
||||
> *Diagram (PDF p. 10):* a train with a yellow car and a forward-facing engine moves right, picks
|
||||
> up a brown and a blue car, and arrives at the Freighthouse with the consist ordered
|
||||
> yellow, engine, brown, blue.
|
||||
|
||||
It is critical that cars are loaded into and unloaded from the Crew Tray, and occupy the track, in
|
||||
the same order they originally held, left-to-right.
|
||||
|
||||
### A.4 Special Rules
|
||||
|
||||
- While your Office Track is considered Operational Rail, Rolling Stock may not be dropped off here.
|
||||
As there is a passenger platform here, it would be dangerous for the railroad to switch Rolling
|
||||
Stock in this area.
|
||||
- If two trains are operating in your station area, they may not share the same card or move through
|
||||
each other.
|
||||
- The exception to the above is your Office track. It has the number of A/D (Arrival/Departure)
|
||||
tracks listed. As long as there are fewer trains holding here than A/D tracks, you may enter and
|
||||
pass through.
|
||||
- If you move your Crew Tray into cars on your track, you **MUST** pick them up. You may not "go
|
||||
around them".
|
||||
- A Crew Tray must always have an engine. It may only move a maximum of four Rolling Stock.
|
||||
- While you automatically couple to any cars you come across during your Moves, the same is not true
|
||||
for arriving at or departing trains during the Mainline Phase. Those trains are running at high
|
||||
speed and are not expecting any trains or Rolling Stock on the line. Any cars encountered by such
|
||||
trains result in a collision.
|
||||
|
||||
### A.5 Basic Switching Moves
|
||||
|
||||
There are two basic switching moves you should be aware of, *trailing* (that require a reverse move)
|
||||
and *facing* (more difficult, as they require you to push the cars in). See if you can figure out how
|
||||
to spot the brown car (in the middle of your train) to the freight house on Card "C".
|
||||
|
||||
**Trailing point.** How to get that brown car to the industry on Card C?
|
||||
|
||||
> *Diagram (PDF p. 11):* a six-card grid labelled A, B, C on the top row and D, E, F on the bottom
|
||||
> row. C is a Freighthouse; E is a Depot. The train sits on Card F with cars yellow, brown, blue,
|
||||
> red and a left-facing engine.
|
||||
|
||||
1. First move: Drop your back two cars (blue and red) on Card F. Move train to Card B.
|
||||
2. Second move: Reverse to card C and drop the brown car.
|
||||
3. Third Move: Move forward to Card B.
|
||||
4. Fourth Move: Back up to Card F and collect the rest of your train. Simple!
|
||||
|
||||
**Facing point.** Again, get the brown car to Card C. This is more difficult and can only be done if
|
||||
you have a run-around (i.e. bypass) track in your Secondary Trackage.
|
||||
|
||||
> *Diagram (PDF p. 11):* the same six-card grid, but the train now sits on Card D with cars
|
||||
> red, blue, brown, yellow and a right-facing engine.
|
||||
|
||||
1. First Move: Move to Card B, dropping the red, blue and brown car. Continue with the yellow to
|
||||
Card F.
|
||||
2. Second Move: Back up via Card E to Card D.
|
||||
3. Third Move. Move forward to Card B, collecting red, blue and brown cars on the nose of your
|
||||
train. Push them into Card C, where the brown car is dropped off.
|
||||
4. Fourth Move: Back up and drop off everything on the nose of your train (red and blue) on Card B.
|
||||
Continue backing to Card D.
|
||||
5. Fifth Move: Pull forward to Card F via Card E.
|
||||
6. Sixth Move. Back up your train to Card B to rebuild your train (red, blue, yellow). If you wish to
|
||||
start back where you began, continue back to Card D. However, note that, with the Sixth Move, your
|
||||
Local Operations Phase is over. If the next Mainline Phase has either a train coming from the west
|
||||
(left) or highballing from Card E west, you might wish to remain clear of the Running Track.
|
||||
|
||||
---
|
||||
|
||||
## Appendix B: Optional Rules
|
||||
|
||||
- **Reduced visibility:** The first three Stages (midnight through 4am) and the last two (8pm
|
||||
through 10pm) are night operations. You only get five Moves in the Local Operations Phase during
|
||||
these times.
|
||||
- **"Sister" trains.** Generally, trains run with counterparts, such as Trains 1 & 2, trains 3 & 4.
|
||||
Pull out all even train cards from the deck (2 through 12) and set them aside. When their companion
|
||||
train (odd number) is drawn and played, bring the Sister Train in as well. This does not include
|
||||
Extras.
|
||||
- **Employee Rotation.** At the end of the day, all players move one chair to the left and take over
|
||||
the next station up the line. Take your points (and the Fedora) with you. Railroads are known for
|
||||
constantly moving people to new regions and why should you be excluded?
|
||||
- **Emergency Toolbox:** Each player starts with a RED FLAG card, bringing his total hand up to
|
||||
four. He must play/discard his hand down to three on his first turn. This allows more collisions to
|
||||
be avoided.
|
||||
|
||||
---
|
||||
|
||||
## Appendix C: Turn Chart
|
||||
|
||||
Transcribed from `docs/StationMaster-PrototypeTurnChart.pdf`. The chart's columns are: Roll 1D12,
|
||||
Timetable (blank, filled in with Number Boards during play), Stage, and then one column per phase —
|
||||
Local Operations Phase, New Train Phase, Mainline phase, Load / Unload, and "Super" Shift Change.
|
||||
|
||||
The four phase columns carry the same icon in every row (a card back for Local Operations, a crew
|
||||
tray for New Train, a mainline card for Mainline, and rolling-stock pieces for Load/Unload) — they
|
||||
mark that every Stage runs all four phases. The Shift Change column carries a fedora icon only on
|
||||
the rows listed below.
|
||||
|
||||
| Roll 1D12 | Stage | Clock | Shift Change |
|
||||
| --------- | ----- | ----- | ------------ |
|
||||
| 1 | 1 | Midnight | |
|
||||
| 2 | 2 | 2:00 AM | |
|
||||
| 3 | 3 | 4:00 AM | Fedora |
|
||||
| 4 | 4 | 6:00 AM | |
|
||||
| 5 | 5 | 8:00 AM | |
|
||||
| 6 | 6 | 10:00 AM | Fedora |
|
||||
| 7 | 7 | Noon | |
|
||||
| 8 | 8 | 2:00 PM | |
|
||||
| 9 | 9 | 4:00 PM | Fedora |
|
||||
| 10 | 10 | 6:00 PM | |
|
||||
| 11 | 11 | 8:00 PM | |
|
||||
| 12 | 12 | 10:00 PM | Fedora |
|
||||
|
||||
The Stage cells are color-coded on the printed chart, suggesting daylight: deep blue at Midnight
|
||||
warming through to yellow at 6:00 AM, pale blue through midday, red at 6:00 PM, and back to deep
|
||||
blue by 10:00 PM. The coloring appears to be informational (it aligns with the Reduced Visibility
|
||||
optional rule) rather than mechanical.
|
||||
@@ -0,0 +1,841 @@
|
||||
# Station Master — Rules v0.2
|
||||
|
||||
> **Status: working ruleset.** This is [`rules-v0.1.md`](rules-v0.1.md) — the faithful transcription
|
||||
> of the prototype PDFs — with the seven gaps from [`open-questions.md`](open-questions.md) resolved
|
||||
> and integrated in place.
|
||||
>
|
||||
> Every passage that differs from v0.1 is marked **[Gap N]**, so the provenance of each change stays
|
||||
> visible. Section numbers match v0.1 wherever a section existed there; §11 and §12 are new.
|
||||
> `open-questions.md` cites v0.1 numbering throughout.
|
||||
>
|
||||
> Numbers marked *provisional* are calibration targets to be retuned after the game is played.
|
||||
|
||||
---
|
||||
|
||||
## 1. Historical Setting
|
||||
|
||||
Between 1840 to 1950, trains operated without radios in their cabs, racing in the dark against
|
||||
oncoming traffic, relying on timetables and pocket watches to avoid collisions. Station Operators
|
||||
physically passed engineers orders from the dispatchers and "OS" reported ("On Station") them
|
||||
through.
|
||||
|
||||
As the *Station Master* in your lineside Office, you'll manage a town's railroad connection,
|
||||
embarking passengers and gathering freight, meeting demands from all quarters. Can you manage trains
|
||||
and cargos effectively? The railroad depends on you!
|
||||
|
||||
---
|
||||
|
||||
## 2. Definitions
|
||||
|
||||
See [`glossary.md`](glossary.md) for the same terms as an alphabetical lookup table.
|
||||
|
||||
### 2.1 Along the right of way
|
||||
|
||||
- **Division Point:** Where your railroad ties into other railroads. There is an Eastern Division
|
||||
Point and a Western Division Point.
|
||||
- **Division:** Your company's tracks that connect the Eastern and Western Division Points.
|
||||
- **Mainline Card:** Tarot-sized cards that represent roughly the hundred miles of tracks between
|
||||
train offices. **[Gap 4b]** Each Mainline card is divided into **two regions**.
|
||||
- **Office:** The location you (the Station Master) sit at to lord over your area. An Office is a
|
||||
Whistle Post, a Depot, a Station, or a Terminal — see §11.
|
||||
- **Control Point:** An office where trains are reported in to the distant (NPC) dispatcher. These
|
||||
include Division Points, Depots, Stations and Terminals. Whistle Posts are not Control Points.
|
||||
Control Points are denoted by a train order signal on their card.
|
||||
- **Limits:** The sign located on the track east and west of your Office's area that denote the limit
|
||||
of your control area. **[Gap 4a]** When you extend your Running Track, the Limits sign moves
|
||||
outwards with it.
|
||||
- **Subdivision:** The Mainline track between the Limits of opposing Control Points. Whistle Posts
|
||||
are *NOT* Control Points and are an internal part of a Subdivision, no different than Mainline
|
||||
Track.
|
||||
- **Running Track:** The "Mainline" that runs horizontally between your limits, including your
|
||||
office. It is the horizontal row of cards, Limit-to-Limit.
|
||||
- **Secondary Track:** All tracks in your limits that are not the Running Track.
|
||||
- **Operational Rail:** Any track (Running and Secondary) on which a train may sit, change direction,
|
||||
drop and pick up cars on. Operational Rail is marked with a wheel icon.
|
||||
- **A/D (Arrival/Departure) Track:** Short sidings in front of your office where trains arrive and
|
||||
depart from. A train at an Office occupies one A/D track. **[Gap 2d]** If a train arrives and no
|
||||
A/D track is available, it is a collision.
|
||||
- **Office Area:** **[Gap 4a]** The grid of track cards a player controls. It grows during play as
|
||||
track and Facility cards are placed (§11.2).
|
||||
|
||||
### 2.2 Train makeup
|
||||
|
||||
- **Crew Tray:** The canoe-shaped holder that contains the train pieces.
|
||||
- **Engine:** The engine piece. A Crew Tray must have an engine piece. The engine may be pulling
|
||||
cars, pushing cars, or a combination of both.
|
||||
- **Consist:** A collection of Rolling Stock (cars) in a Crew Tray.
|
||||
- **Rolling stock:** The non-engine pieces representing rail cars that make up either a train (in a
|
||||
Crew Tray) or are left sitting on an Operational Rail card. Rolling stock may be…
|
||||
- Coaches for passengers (blue or white)
|
||||
- Boxcars for general freight (brown or white)
|
||||
- Refrigerated cars (reefers) for field produce (brown or white)
|
||||
- Hoppers for coal (brown or white)
|
||||
- Tank cars for oil (brown or white)
|
||||
- Cabooses for the conductor and switch crews (red)
|
||||
- A colored car is loaded. A white car is empty.
|
||||
- **Division Yard:** A table-top pile of Rolling Stock. Rolling Stock for use for cargo, passengers or
|
||||
on trains are selected from here.
|
||||
- **Classification Yard:** Where used Rolling Stock is placed. Used engines and cabooses return
|
||||
directly to the Division Yard. When the Division Yard is empty, all Rolling Stock in the
|
||||
Classification Yard is moved back to the Division Yard.
|
||||
|
||||
> **[Gap 4c]** A Crew Tray holds a maximum of four Rolling Stock (§A.4), and a caboose *is* Rolling
|
||||
> Stock. A train requiring a caboose therefore carries at most **three** revenue cars.
|
||||
|
||||
### 2.3 Train types
|
||||
|
||||
- **Timetabled Trains:** Trains scheduled to run every day at the same time, denoted by a Number
|
||||
Board placed on the turn chart. Numbered 1-12, with odd-numbers westbound (left) and even-numbered
|
||||
eastbound (right). The train image on their card also defines its direction. Lower-numbered trains
|
||||
are more important and the dispatcher will give them greater seniority on the railroad.
|
||||
- **Number board:** The small tiles, numbered 1-12, that record which Stage (hour) the train should
|
||||
depart. **[Gap 7]**
|
||||
- **Extra Trains:** One-and-done trains, which run once with their card returned to the **Salvage
|
||||
Yard** deck upon completion **[Gap 7]**. Since their image on the card is head-on, the player
|
||||
drawing it may determine its direction. Their train number is denoted with an "X" designation, but
|
||||
the actual following number denotes their seniority.
|
||||
|
||||
### 2.4 General terms
|
||||
|
||||
- **East** is to the player's right. **West** is to the player's left.
|
||||
- A **Stage** is a two-hour section of time.
|
||||
- A **Phase** is an operational component of a Stage.
|
||||
- A **Day** is a series of twelve Stages.
|
||||
- A **Move** is a Crew Tray moving from one Operational Rail card to another.
|
||||
- **Highball:** When a train holding at an Office automatically departs.
|
||||
- **Revenue:** Points gained and lost in the game to determine victory.
|
||||
|
||||
### 2.5 Passenger and Cargo elements
|
||||
|
||||
- A **Facility** is a business which loads/unloads cargo and freight.
|
||||
- A **Modifier Facility** is a card placed adjacent to a Facility that increases its capacities.
|
||||
- A blue man-icon is a **Laborer**, who works cargo.
|
||||
- A black man-icon is a **Porter**, who assists passengers.
|
||||
- A green **Outbound box** holds all to-be-loaded freight/passengers of the indicated type.
|
||||
- A red **Inbound box** holds all just-unloaded freight/passengers of the designated type.
|
||||
- A blue **"MEN | AT | WORK"** turn track follows how quickly freight cars are loaded/unloaded.
|
||||
|
||||
### 2.6 Railroad management
|
||||
|
||||
- **Dispatcher:** The imaginary person running the railroad and granting rights to trains to operate.
|
||||
- **Superintendent:** The Dispatcher's right-hand-man, who manages the division. The role is passed
|
||||
player to player; a Superintendent's shift is six hours (three Stages).
|
||||
- **Home Office:** The primary face-down deck cards are drawn from.
|
||||
- **Departments:** Three face-up slots beside the Home Office deck from which cards may also be drawn
|
||||
and to which they may be discarded. **[Gap 4a]** These are market slots fed from the Home Office
|
||||
deck, not separate decks with their own contents.
|
||||
- **Salvage Yard:** Where used cards are placed. They are face up to ensure that no cards that should
|
||||
not be discarded are. We're keeping an eye on you.
|
||||
|
||||
---
|
||||
|
||||
## 3. Game Mode and Victory · **[Gap 6]**
|
||||
|
||||
At setup the players choose a **mode**, a **victory condition**, and a **length**.
|
||||
|
||||
### 3.1 Modes
|
||||
|
||||
- **Solitaire** — one player controls one or several Offices. A good way to learn the mechanics.
|
||||
- **Competitive** — players each control an Office and race each other.
|
||||
- **Co-op** — players each control an Office and work toward a shared pooled total.
|
||||
|
||||
### 3.2 Length *(provisional)*
|
||||
|
||||
| Length | Revenue target | Days |
|
||||
| --- | ---: | ---: |
|
||||
| Short | 10 | 3 |
|
||||
| Standard | 20 | 5 |
|
||||
| Campaign | 45 | 10 |
|
||||
|
||||
**[Gap 10e]** These figures were lowered from 15 / 30 / 60 once the card faces were specified and the
|
||||
development ramp accounted for. A player earns nothing on Day 1 — no facilities exist and no trains
|
||||
run yet — so cumulative output is roughly 7 / 19 / 49 at those Day counts. The targets sit just under
|
||||
those figures: winnable by a player running well, missed by one who is not. See
|
||||
[`card-reference.md`](card-reference.md#7-economy-summary).
|
||||
|
||||
In **Co-op**, the Revenue target is multiplied by the number of players, since Co-op scores a pooled
|
||||
total.
|
||||
|
||||
### 3.3 Victory conditions
|
||||
|
||||
| Mode | First to Revenue target | Highest Revenue after N Days |
|
||||
| --- | --- | --- |
|
||||
| **Solitaire** | Reach the target → win. | Must reach the target by the end of N Days, or **lose**. Above it, the final score stands as the result. |
|
||||
| **Competitive** | First player to reach the target wins. | All players' Revenue **combined** must reach the collective floor (§3.5), or **everyone loses**. Otherwise the highest individual Revenue wins. |
|
||||
| **Co-op** | Pooled Revenue reaches `target × players` → the team wins. | Pooled Revenue must reach `target × players` by the end of N Days, or **lose**. Above it, the final pooled score stands as the result. |
|
||||
|
||||
"Highest Revenue" is a comparison between rivals, which is meaningless in Solitaire and
|
||||
self-defeating in Co-op. In those two modes the timed condition is therefore pass/fail against the
|
||||
target figure: below it you lose regardless of score, above it your score stands and is what players
|
||||
compare between sessions.
|
||||
|
||||
### 3.4 Collision floor — Competitive only
|
||||
|
||||
**Three collisions within a single Day and every player loses immediately.** Collisions are counted
|
||||
Division-wide, across all players and the Superintendent alike. **The counter resets at the start of
|
||||
each Day.**
|
||||
|
||||
This applies under both victory conditions. Solitaire and Co-op have no collision limit.
|
||||
|
||||
### 3.5 Collective Revenue floor — Competitive, timed games only
|
||||
|
||||
All players' Revenue combined must reach **`3 × players × Days`** by the end of the game. If it does
|
||||
not, every player loses regardless of individual scores. *(Provisional — roughly half the expected
|
||||
output of a functioning Division.)*
|
||||
|
||||
| Players | Days | Floor |
|
||||
| ---: | ---: | ---: |
|
||||
| 3 | 3 | 27 |
|
||||
| 3 | 5 | 45 |
|
||||
| 4 | 5 | 60 |
|
||||
| 4 | 10 | 120 |
|
||||
|
||||
### 3.6 Note on the floors
|
||||
|
||||
The two floors make Competitive play partly cooperative: players race each other inside a railroad
|
||||
they all need to keep functioning. This is the mechanical expression of the game's premise.
|
||||
|
||||
Be aware of one consequence: a player who is clearly losing can deliberately wreck trains to trip the
|
||||
collision floor and deny the leader a win. The saboteur loses too, so it is mutually assured
|
||||
destruction rather than a free grief, and the per-Day reset means three wrecks must land inside a
|
||||
single Day.
|
||||
|
||||
---
|
||||
|
||||
## 4. Game Setup
|
||||
|
||||
The game begins in the early days of railroading. The Division has just been spiked down and no
|
||||
trains are officially running yet. The future awaits!
|
||||
|
||||
1. Choose mode, victory condition and length (§3).
|
||||
|
||||
2. Each player places a Whistle Post card (representing his Office) in the center of his play area. A
|
||||
Limits card is placed to either side, east and west. These three cards represent his Running Track.
|
||||
All remaining Whistle Posts and Limits are set aside.
|
||||
|
||||
3. A Mainline card (tarot size) is drawn at random and placed between each player, forming a chain of
|
||||
Offices. **[Gap 4b]** With N players there are N+1 Mainline cards — one between each adjacent pair,
|
||||
and one beyond each end.
|
||||
|
||||
4. Players are assumed to be in a chain of Offices running east to west. Each player rolls a D12.
|
||||
Highest is the Eastern Division Point; place that card just right of the player's eastward Mainline
|
||||
card. The player at the opposite end of the chain gets the Western Division Point card to the left
|
||||
of his westward Mainline card.
|
||||
|
||||
5. Each player rolls the D12. Highest begins as the Superintendent (his shift runs three Stages).
|
||||
**[Gap 7]** Place the Fedora piece before him. A Pocket Watch piece is placed on the "midnight"
|
||||
hour on the turn sheet.
|
||||
|
||||
6. The Home Office deck (52 cards, §12.1) is shuffled and placed face down.
|
||||
|
||||
7. Starting from the Superintendent, each player draws three cards off the Home Office deck. Then
|
||||
three cards are drawn from the Home Office deck and placed face up next to it, forming the three
|
||||
Department slots.
|
||||
|
||||
8. Space should be provided for the Salvage Yard deck (discards).
|
||||
|
||||
9. All available train car pieces are placed in the Division Yard pile. Crew Trays and Number Boards
|
||||
are placed near the turn sheet.
|
||||
|
||||
10. *(Optional rule — Emergency Toolbox)* Each player is dealt one Red Flag card from its separate
|
||||
supply, bringing his hand to four. He must play or discard down to three on his first turn.
|
||||
|
||||
---
|
||||
|
||||
## 5. Order of Play · **[Gap 1]**
|
||||
|
||||
Each Stage runs its Phases in order. Within a Phase, players act one at a time starting with the
|
||||
Superintendent and proceeding to his left. Once all the Phases for that Stage are complete, **the
|
||||
Stage ends** **[Gap 7]** and the Pocket Watch advances. After twelve Stages, the Day ends.
|
||||
|
||||
Every three Stages the Superintendent's Fedora passes to the player on the current Superintendent's
|
||||
left.
|
||||
|
||||
```
|
||||
STAGE N
|
||||
├─ 1. Local Operations P(super) → P(+1) → P(+2) … one at a time
|
||||
├─ 2. New Train per train: super → left, ONE car each
|
||||
├─ 3. Mainline ALL trains move, train-number order (global)
|
||||
├─ 4. Load / Unload P(super) → P(+1) → P(+2) … one at a time
|
||||
└─ 5. Shift Change Stages 3, 6, 9, 12 only
|
||||
```
|
||||
|
||||
### 5.1 Phases
|
||||
|
||||
Phases are, in order:
|
||||
|
||||
1. Local Operations Phase
|
||||
2. New Train Phase
|
||||
3. Mainline Phase
|
||||
4. **Load/Unload Phase** **[Gap 7]**
|
||||
5. Superintendent Shift Change (at 4am, 10am, 4pm and 10pm)
|
||||
|
||||
**[Gap 1]** Phases are resolved *phase-major*: every player completes Phase 1 before any player
|
||||
begins Phase 2. The Mainline Phase is global and automatic, with one exception: §8.1's fourth
|
||||
condition requires the Superintendent to rule on whether a following train may depart. No other
|
||||
player acts during it. Per-Stage resources (Laborer and Porter usage) reset at the start of each
|
||||
Stage, not each Phase.
|
||||
|
||||
---
|
||||
|
||||
## 6. Local Operations Phase
|
||||
|
||||
A player may do **one of three things** in this phase:
|
||||
|
||||
### 6.1 Switch with a train
|
||||
|
||||
- The player may move trains about his station area.
|
||||
- He has six Moves to move his Crew Trays about, divisible between multiple Crews in any fashion.
|
||||
- See [Appendix A](#appendix-a-local-switching) for how trains move and switch.
|
||||
|
||||
### 6.2 Draw a card
|
||||
|
||||
- The player may draw a single face-down card from the Home Office deck, or take the top face-up card
|
||||
from any of the three Department slots.
|
||||
- He may play any or all appropriate cards from his hand. **[Gap 3a]** This includes Office upgrade
|
||||
cards (§11) and **[Gap 4a]** track and Facility cards placed into his Office Area (§11.2).
|
||||
- Any played cards are placed on the table or into the Salvage Yard deck, face up.
|
||||
- Before concluding, the player must reduce his hand to no more than three cards. If he must (or
|
||||
wishes to) discard, that card is placed face up on top of one of the three Department slots.
|
||||
- If drawing a card has depleted the Home Office deck, immediately collect all cards from the Salvage
|
||||
Yard and three Department slots, reshuffle, and reestablish the Home Office deck and Department
|
||||
slots.
|
||||
- If any Department slot is empty, draw a Home Office card and place it in the empty spot.
|
||||
|
||||
### 6.3 Freight Agent Operations
|
||||
|
||||
- Select one Rolling Stock from the Division Yard pile and place it onto a Facility's green Outbound
|
||||
box.
|
||||
- Or select one Rolling Stock from a Facility's red Inbound box and place it into the Classification
|
||||
Yard pile.
|
||||
- Or if your Facility is hopelessly jammed, remove one car from the Outbound / Inbound /
|
||||
"MEN|AT|WORK" areas and place it into the Classification Yard.
|
||||
|
||||
---
|
||||
|
||||
## 7. New Train Phase
|
||||
|
||||
There are only a limited number of Crew Trays and engine pieces **[Gap 4b: player count + 3]**. If
|
||||
all are in play, keep any train cards due out near the turn sheet to remind you of these "held
|
||||
trains". As soon as a Crew Tray frees up, build the train as specified below. The lowest numbered
|
||||
train goes out first.
|
||||
|
||||
If there is a Timetabled Train (one with a number board on that Stage) and a crew is available, set
|
||||
the crew on the appropriate Division Point (based on the train card image's direction). Put an engine
|
||||
piece on the "front" of the train. Then, starting with the Superintendent and working left, each
|
||||
player may place ONE car (loaded or empty) on the train, within the car types and numbers specified
|
||||
on the train card (§12.4), from the Division Yard pile. The person placing the Rolling Stock must
|
||||
make every effort to find a suitable car.
|
||||
|
||||
**[Gap 9] The round repeats.** Play continues around the table — Superintendent, then left — until
|
||||
the consist is full or no suitable cars remain in the Division Yard. A single pass would tie consist
|
||||
length to player count, leaving trains permanently short at two or three players and overrunning the
|
||||
consist at five or more.
|
||||
|
||||
```
|
||||
4-coach Limited, 2 players
|
||||
round 1: P0 → coach P1 → coach
|
||||
round 2: P0 → coach P1 → coach
|
||||
full — departs with 4
|
||||
|
||||
5 players: the round ends mid-way, when the consist fills
|
||||
```
|
||||
|
||||
If no appropriate cars exist, the train runs short — Rolling Stock may be added enroute to bring it
|
||||
to its maximum length.
|
||||
|
||||
For new Timetabled Trains (when a player draws that card and plays it), roll 1D12 and place the
|
||||
Number Board in that spot on the Timetable column of the turn chart. If that slot is occupied by a
|
||||
scheduled train, work down the column to the next available space; if you reach the bottom, continue
|
||||
from the top. This train is now scheduled and will run every Day at that time. If a new Timetabled
|
||||
Train is placed on the current Stage, refer to the paragraph above for determining the consist.
|
||||
|
||||
Once all Timetabled Trains are created, if there is a played Extra Train card and an available Crew
|
||||
Tray, the player who played the card may place the Crew Tray at either Division Point for immediate
|
||||
departure and may load the consist *as he chooses, subject to the criteria listed on the card*
|
||||
(§12.4).
|
||||
|
||||
---
|
||||
|
||||
## 8. Mainline Phase
|
||||
|
||||
Any train holding at a player's Office (Whistle Post, Depot, Station, or Terminal) or at a Division
|
||||
Point must attempt to move. These trains move automatically, with **no player input**, in numeric
|
||||
order based on the white number board pictured on the train's image (lowest first). Remove the "X"
|
||||
from Extras to determine their true number.
|
||||
|
||||
> **[Gap 5]** When an Extra ties a Timetabled train on number, **the Timetabled train moves first**.
|
||||
> Extras carry no timetable authority and yield to every scheduled train. Sort by
|
||||
> `(number, isExtra)` ascending.
|
||||
|
||||
At the start of the game the entire railroad, consisting of nothing but Whistle Posts, is one big
|
||||
Subdivision. Upgrading an Office to a Control Point (§11) splits the Subdivision in two at that
|
||||
point.
|
||||
|
||||
### 8.1 Highball conditions
|
||||
|
||||
The imaginary dispatcher will Highball (clear) a train out of an Office under the following
|
||||
conditions:
|
||||
|
||||
- The train must be sitting on the A/D track before the Office, or at a Division Point.
|
||||
- The train must be in the order listed on the train's card (engine on the front, Rolling Stock, and
|
||||
possibly a Caboose). It may depart with fewer Rolling Stock than listed, but not out of order.
|
||||
- If there is a train in the next Subdivision moving towards the considered train, the considered
|
||||
train will not depart.
|
||||
- If there is a train in the next Subdivision moving in the same direction (i.e. the considered train
|
||||
would be following it), the Superintendent determines whether it is safe for the following train to
|
||||
depart.
|
||||
- **[Gap 2b]** If the Subdivision contains a Whistle Post (a non-Control Point) and a train is
|
||||
occupying Secondary Track there — that is, standing clear of the Running Track — that train does not
|
||||
count as occupying the Subdivision. The Superintendent has no grounds to withhold clearance and
|
||||
**must Highball the considered train**. A train on Secondary Track is not itself eligible to be
|
||||
highballed; §8.1's first condition requires an A/D track or a Division Point.
|
||||
|
||||
### 8.2 Movement along the Division
|
||||
|
||||
Trains are placed on the appropriate "Start" point of the Mainline card and must move one region
|
||||
(vertical bar) every **Stage** **[Gap 7]**. **[Gap 4b]** Each Mainline card has two regions. Once a
|
||||
train runs off the end of a card it enters the adjoining player's Limit, and is then moved
|
||||
immediately to the Office, where it stops for orders.
|
||||
|
||||
Keep each train's card near it for reference to its number and operating details.
|
||||
|
||||
### 8.3 Collision triggers · **[Gap 2a]**
|
||||
|
||||
Collisions are **automatic**. If any of the following holds at the moment a train moves, the
|
||||
collision occurs — there is no die roll and no judgment call:
|
||||
|
||||
- Cars or trains are sitting on the Running Track between the Limits and the Office when a train
|
||||
arrives.
|
||||
- **[Gap 2d]** There is no room at the station — every A/D track is occupied by a train or Rolling
|
||||
Stock — when a train arrives.
|
||||
- A train is ready to Highball and the track between it and the Limits is occupied by a train or
|
||||
cars.
|
||||
|
||||
Trains in the Mainline Phase run at speed and are not expecting anything on the line (§A.4). This is
|
||||
the counterpart of local switching, where a Crew Tray automatically couples to whatever it meets.
|
||||
|
||||
---
|
||||
|
||||
## 9. Load/Unload Phase **[Gap 7]**
|
||||
|
||||
Loading and unloading of Rolling Stock (passengers and freight) takes place in this phase.
|
||||
|
||||
- **Passenger Facilities:** Depots, Stations and Terminals — that is, any Office above Whistle Post
|
||||
(§11). A Whistle Post is not a Passenger Facility, so a player who has not upgraded has no
|
||||
passenger business at all.
|
||||
- **Freight Facilities:** Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power
|
||||
Plants. Per-card values in §12.5.
|
||||
- **Freight House:** **[Gap 10d]** not a facility type of its own, but the collective term for a
|
||||
freight facility permitting both directions — the Grocer's Warehouse and the Oil Refinery.
|
||||
- **Modifier Facilities:** Cards that, placed adjacent (on any of the nine nearby spots), increase a
|
||||
passenger or freight facility's capacities. If two Facilities are adjacent to the Modifier, its
|
||||
effects may only be used on one Facility per **Stage** **[Gap 7]**.
|
||||
- Some Freight Facilities allow only outbound cargos (loading), some inbound (unloading), and some
|
||||
both. Passenger Facilities always allow both.
|
||||
|
||||
### 9.1 Special Icons
|
||||
|
||||
- Loading boxes are green, with the icon of the car type that can be loaded from there.
|
||||
- Unloading boxes are red, with the icon of the car types unloaded from there.
|
||||
- A number touching a box denotes how many cars can be held in the Loading/Unloading boxes. If it
|
||||
touches *both* boxes, that is the total of *all* loads/unloads on that card.
|
||||
- Human icons in denim blue are Laborers, used for handling freight.
|
||||
- Human icons in uniform black are Porters, used for assisting passengers.
|
||||
- Laborers and Porters may only be used once each in a Stage.
|
||||
- For Freight Facilities there is a blue "MEN | AT | WORK" sign, used as a turn track for
|
||||
loading/unloading cars. Only one Load may exist on each of the three blue boxes. You may "move past"
|
||||
another load if you have enough Laborers to hop past it.
|
||||
|
||||
For each Facility, add up the icon resources (Laborers and Porters) you have at that site. Resolve
|
||||
them one at a time.
|
||||
|
||||
### 9.2 Passenger Operations
|
||||
|
||||
One Porter allows one of the following:
|
||||
|
||||
- **Assist passengers to board.** *Requirements:* a blue coach occupying a green Loading Slot, and a
|
||||
train at the Office's A/D track with a white empty coach. *Action:* replace the white empty coach on
|
||||
the train with the loaded blue one, discard the empty coach into the Classification Yard, and earn a
|
||||
Revenue point.
|
||||
- **Assist passengers to de-train.** *Requirements:* a white empty coach in the Division Yard and an
|
||||
unoccupied red Unloading slot. Replace the blue coach on the train with the white one. Place the
|
||||
blue coach on the red Unloading Slot. Earn a Revenue point.
|
||||
|
||||
### 9.3 Freight Operations
|
||||
|
||||
Passengers self-load and unload; freight can take hours to work manually. Each Laborer may do one
|
||||
thing:
|
||||
|
||||
- **Load the car.** *Requirements:* a load in the Green Loading Box and an empty car of the required
|
||||
type on the industry's track (maximum four cars). One Laborer moves the cargo one spot: Green
|
||||
Loading Slot → "MEN" → "AT" → "WORK". Moved off "WORK", replace the empty white car on the
|
||||
industry's track with the load and discard the white car into the Classification Yard. Earn a
|
||||
Revenue point.
|
||||
- **Unload the car.** *Requirements:* a load on the industry's track and an empty car of that type in
|
||||
the Division Yard. The first Laborer replaces the load with an empty car of that type on the
|
||||
industry's track and places the load on "WORK". Additional Laborers move it to "AT" then "MEN". The
|
||||
last places the load on a red Unloading box. Earn a Revenue point.
|
||||
- **NOTE:** while ANY load sits in the "MEN | AT | WORK" track, the industry's track is locked down
|
||||
for safety. It loses its status as Operational Rail: no cars may be picked up or dropped off, and no
|
||||
train may occupy or move on it.
|
||||
|
||||
> A complete freight load therefore takes **four Laborer-actions** for one Revenue point, while a
|
||||
> passenger operation takes one. This asymmetry is intentional.
|
||||
>
|
||||
> **[Gap 10e]** Laborers are nevertheless rarely the binding constraint. Stocking a green box costs a
|
||||
> whole Local Operations action (§6.3), and spotting the empty car costs switching — so it is the
|
||||
> one-action-per-Stage budget, not worker count, that limits Revenue. See
|
||||
> [`card-reference.md`](card-reference.md#7-economy-summary).
|
||||
|
||||
Passenger Facilities and Freight Houses permit cars to move each direction (loading and unloading).
|
||||
You *may not* load a car, gain a point, then unload it and gain another. To track complex platform
|
||||
operations, denote outbound pieces by flipping them onto their roofs; once the train completes
|
||||
operations and highballs, flip them right-side-up again.
|
||||
|
||||
---
|
||||
|
||||
## 10. Collisions · **[Gap 2]**
|
||||
|
||||
Collisions are automatic (§8.3). When one occurs:
|
||||
|
||||
- **Fault and penalty.** A collision on a Mainline card is the fault of the Superintendent who cleared
|
||||
the trains out; he loses 5 Revenue points. A collision on the track between (and including) a
|
||||
player's Limits is that player's fault; he loses 5 Revenue points.
|
||||
- **Train-on-train.** Both trains are immediately removed.
|
||||
- **[Gap 2c] Train-on-cars.** A moving train striking uncoupled Rolling Stock is a full collision: the
|
||||
train *and* the struck cars are destroyed, and the responsible party loses 5 Revenue points — the
|
||||
same penalty as a train-on-train wreck.
|
||||
- **[Gap 2c] Disposition of destroyed pieces.** Engines and cabooses return to the Division Yard; all
|
||||
other Rolling Stock goes to the Classification Yard. Timetabled train cards return to their
|
||||
timetable slot and run again the next Day. Extra train cards go to the Salvage Yard.
|
||||
- **[Gap 3c/6]** Note that an Office with fewer A/D tracks collides more readily (§2.1, §11.1), and
|
||||
that in Competitive games three collisions in one Day ends the game for everyone (§3.4).
|
||||
|
||||
---
|
||||
|
||||
## 11. Offices and the Office Area · **[Gap 3, Gap 4a]**
|
||||
|
||||
### 11.1 Office types
|
||||
|
||||
Every player begins on a Whistle Post (§4.2). Offices are upgraded by playing an Office card from
|
||||
hand during the "Draw a card" option of the Local Operations Phase (§6.2). The card replaces the
|
||||
current Office card; the replaced card goes to the Salvage Yard. **There is no Revenue cost** — the
|
||||
cost is one of only three hand slots, plus a whole Local Operations action, which is mutually
|
||||
exclusive with switching your trains or working freight that Stage.
|
||||
|
||||
| Office | Control Point | Passenger Facility | A/D tracks |
|
||||
| --- | :---: | :---: | ---: |
|
||||
| Whistle Post | no | no | 1 |
|
||||
| Depot | yes | yes | 2 |
|
||||
| Station | yes | yes | 3 |
|
||||
| Terminal | yes | yes | 4 |
|
||||
|
||||
**[Gap 8]** These are the *only* differences between the tiers. All four carry identical track
|
||||
geometry (§11.3), so an upgrade is a drop-in replacement that preserves every connection.
|
||||
|
||||
**Upgrades follow a strict sequence: Whistle Post → Depot → Station → Terminal.** No tier may be
|
||||
skipped. A Station or Terminal card drawn early is therefore a dead card occupying one of three hand
|
||||
slots; the player may sit on it, or discard it face-up to a Department slot where a rival may take
|
||||
it.
|
||||
|
||||
An upgrade delivers three benefits at once: passenger revenue (a Whistle Post has none), A/D capacity
|
||||
(and running out of A/D tracks is an automatic collision, §8.3), and Subdivision splitting — which
|
||||
raises traffic capacity for the whole Division, not just for the upgrading player.
|
||||
|
||||
### 11.2 Growing the Office Area
|
||||
|
||||
A player's Office Area is a **grid** of track cards, not a single row. The Running Track is the
|
||||
horizontal row through the Office, Limit-to-Limit; everything else is Secondary Track.
|
||||
|
||||
- Plain track, turnouts and Facility cards are all played from hand into an empty adjacent grid spot,
|
||||
and **must connect to existing track**. Facility cards carry their own rails — placing a Facility
|
||||
places track.
|
||||
- Extending the **Running Track** horizontally moves that player's Limits sign outward with it (§2.1).
|
||||
Growth is uncapped in the prototype.
|
||||
- Modifier Facility cards are not track. They are placed adjacent to a Facility, on any of the nine
|
||||
nearby spots (§9).
|
||||
|
||||
A longer Running Track is more track to keep clear of arriving trains, so territory carries its own
|
||||
collision risk.
|
||||
|
||||
### 11.3 Office card geometry · **[Gap 8]**
|
||||
|
||||
Every Office card is printed with a **diverging junction stub above and below** its track:
|
||||
|
||||
```
|
||||
[ ][ ↓ ][ ]
|
||||
[Lim][Off][Lim]
|
||||
[ ][ ↑ ][ ]
|
||||
```
|
||||
|
||||
Both Secondary rows are therefore reachable from the opening Stage, and the nine-spot Modifier
|
||||
neighbourhood (§9) is usable immediately.
|
||||
|
||||
**These stubs are plain junctions, not turnouts.** The directional rule of §A.1 — enter from A and you
|
||||
may proceed to B or C; enter from B or C and you may only proceed to A — governs *drawn turnout
|
||||
cards*. It does not apply to the Office card, which remains Operational Rail with its A/D tracks and
|
||||
its §A.4 pass-through allowance intact.
|
||||
|
||||
**All four Office tiers carry identical track geometry.** Whistle Post, Depot, Station and Terminal
|
||||
print the same stubs in the same places, and differ only in Control Point status, Passenger Facility
|
||||
status, and A/D track count (§11.1). This matters because an upgrade replaces the card in place: any
|
||||
difference in geometry between tiers would strand the Secondary Track attached to the old card. An
|
||||
upgrade must never disturb a connection.
|
||||
|
||||
---
|
||||
|
||||
## 12. Components · **[Gap 4]**
|
||||
|
||||
*All counts provisional — calibration targets to retune after play.*
|
||||
|
||||
### 12.1 The Home Office deck — 52 cards
|
||||
|
||||
A single deck containing every card type. The three Department slots are face-up market slots fed
|
||||
from it, not decks with their own contents (§2.6).
|
||||
|
||||
| Category | Count | Detail |
|
||||
| --- | ---: | --- |
|
||||
| Timetabled Trains | 12 | One each, numbered 1–12 |
|
||||
| Extra Trains | 4 | X9, X10, X11, X12 |
|
||||
| Office upgrades | 9 | Depot ×4, Station ×3, Terminal ×2 |
|
||||
| Freight Facilities | 10 | 5 types × 2 |
|
||||
| Modifier Facilities | 5 | |
|
||||
| Plain track / turnouts | 12 | Turnout ×6, straight ×3, run-around ×3 |
|
||||
| **Total** | **52** | |
|
||||
|
||||
The track mix is turnout-heavy because turnouts are how Secondary Track branches onward once the
|
||||
Office card's own junction stubs (§11.3) are built out.
|
||||
|
||||
All twelve Timetabled Trains are in the deck: the Division starts with no trains running (§4), and a
|
||||
train becomes scheduled only when a player draws and plays its card (§7).
|
||||
|
||||
Office cards recirculate — upgrading Depot → Station sends the Depot to the Salvage Yard, and it
|
||||
returns on the next reshuffle. The Office pyramid (4/3/2) exists so the strict upgrade sequence
|
||||
(§11.1) does not strand players with nowhere to climb.
|
||||
|
||||
### 12.2 Fixed supplies (outside the deck)
|
||||
|
||||
| Component | Count |
|
||||
| --- | --- |
|
||||
| Mainline cards (tarot, 2 regions each) | N + 1 for N players |
|
||||
| Division Point cards | 2 (East, West) |
|
||||
| Whistle Post cards | N + spares |
|
||||
| Limits cards | 2N + spares |
|
||||
| Crew Trays and engines | **player count + 3** |
|
||||
| Number Boards | 12, numbered 1–12 |
|
||||
| Red Flag cards | 1 per player *(optional rule only)* |
|
||||
| Fedora | 1 |
|
||||
| Pocket Watch | 1 |
|
||||
| D12 | 1 |
|
||||
|
||||
Red Flag cards sit outside the 52 so the deck is identical whether or not the Emergency Toolbox
|
||||
optional rule is used, and are **removed from the game when played** rather than reshuffled — each
|
||||
player's flag is a single escape.
|
||||
|
||||
### 12.3 Rolling Stock — 62 pieces
|
||||
|
||||
Loaded and empty counts are paired because loading swaps a white car for a coloured one (§9.3).
|
||||
|
||||
| Type | Loaded | Empty |
|
||||
| --- | ---: | ---: |
|
||||
| Coaches (blue) | 8 | 8 |
|
||||
| Boxcars (brown) | 6 | 6 |
|
||||
| Hoppers (brown) | 6 | 6 |
|
||||
| Reefers (brown) | 4 | 4 |
|
||||
| Tank cars (brown) | 4 | 4 |
|
||||
| Cabooses (red) | 6 | — |
|
||||
| **Total** | | **62** |
|
||||
|
||||
### 12.4 Train consist criteria · **[Gap 4c]**
|
||||
|
||||
Odd numbers run westbound, even eastbound. Pairs are sister trains under the optional rule. Seniority
|
||||
runs passenger-first: low numbers are the varnish, high numbers the drags and locals. Order in every
|
||||
case is engine at the front, revenue cars, caboose last where required.
|
||||
|
||||
| Trains | Class | Consist |
|
||||
| --- | --- | --- |
|
||||
| 1 / 2 | Limited | 4 coaches, no caboose |
|
||||
| 3 / 4 | Mail-Express | 3 coaches, no caboose |
|
||||
| 5 / 6 | Manifest Freight | 3 boxcars or reefers + caboose |
|
||||
| 7 / 8 | Coal Drag | 3 hoppers + caboose |
|
||||
| 9 / 10 | Oil Train | 3 tank cars + caboose |
|
||||
| 11 / 12 | Way Freight | 3 cars of any type + caboose |
|
||||
| X9–X12 | Extra | Any 3 cars + caboose — the player who played it chooses |
|
||||
|
||||
Remember the four-slot Crew Tray limit includes the caboose, which is why no caboose train carries
|
||||
more than three revenue cars.
|
||||
|
||||
### 12.5 Card faces · **[Gap 10]**
|
||||
|
||||
What is printed on each individual card — freight facility profiles, passenger facility profiles,
|
||||
Modifier effects, and track geometries — is catalogued in
|
||||
**[`card-reference.md`](card-reference.md)**. Summary:
|
||||
|
||||
| Facility | Car | Direction | Laborers | Out | In | Track |
|
||||
| --- | --- | --- | ---: | ---: | ---: | ---: |
|
||||
| Mine Tipple | Hopper | Outbound | 3 | 3 | — | 4 |
|
||||
| Produce Shed | Reefer | Outbound | 2 | 2 | — | 3 |
|
||||
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 |
|
||||
| Oil Refinery | Tank | Both | 3 | 2 | 2 | 4 |
|
||||
| Power Plant | Hopper | Inbound | 3 | — | 3 | 4 |
|
||||
|
||||
| Office | Porters | Green slots | Red slots |
|
||||
| --- | ---: | ---: | ---: |
|
||||
| Depot | 1 | 2 | 2 |
|
||||
| Station | 2 | 3 | 3 |
|
||||
| Terminal | 3 | 4 | 4 |
|
||||
|
||||
| Modifier | Effect |
|
||||
| --- | --- |
|
||||
| Team Track | +1 car on the industry track |
|
||||
| Loading Dock | +1 green Outbound capacity |
|
||||
| Storage Shed | +1 red Inbound capacity |
|
||||
| Extra Platform | +1 green and +1 red slot (passenger) |
|
||||
| Section Gang | +1 Laborer or +1 Porter |
|
||||
|
||||
**"Freight House"** (§9.3, Appendix A) is not a card — it is the collective term for a freight
|
||||
facility that both loads and unloads, namely the Grocer's Warehouse and the Oil Refinery.
|
||||
|
||||
---
|
||||
|
||||
## Appendix A: Local Switching
|
||||
|
||||
*Operational Rail* is any track card a train can stop and leave Rolling Stock (uncouple) on, marked
|
||||
with a train wheel icon.
|
||||
|
||||
During the Local Operations Phase you may operate your trains if you do not draw a card or work
|
||||
cargo. You have six Moves, splittable between trains. A Move is a train travelling from one
|
||||
Operational Rail card to another (regardless of distance) without changing direction.
|
||||
|
||||
### A.1 Turnouts
|
||||
|
||||
A train entering a turnout from "A" may proceed to B or C. A train entering through B or C may only
|
||||
proceed to A. There is no Operational Rail wheel icon on a turnout, so a train may not stop there.
|
||||
|
||||
> *Diagram (v0.1 §A.1, PDF p. 9):* "A" is the right-hand end of the horizontal track, "C" the
|
||||
> left-hand end of the same horizontal track, "B" the upper-right end of the diverging leg.
|
||||
|
||||
### A.2 Reachable squares in one Move
|
||||
|
||||
> *Diagram (v0.1 §A.2, PDF p. 10):* a 2×3 grid with four cards reachable in one Move from a Crew Tray
|
||||
> on the lower-right card. The upper-right card is unreachable, as getting there would require a
|
||||
> change of direction.
|
||||
|
||||
### A.3 Dropping and picking up cars
|
||||
|
||||
A train may drop off cars where it starts or while moving. Cars **must come off the train in the order
|
||||
they are seated in the Crew Tray.**
|
||||
|
||||
Engines also have couplers on the front end, so a train can pick cars up onto its nose and push them
|
||||
into a Facility, in the order they were in.
|
||||
|
||||
It is critical that cars are loaded into and unloaded from the Crew Tray, and occupy the track, in the
|
||||
same order they originally held, left-to-right.
|
||||
|
||||
### A.4 Special Rules
|
||||
|
||||
- While your Office Track is Operational Rail, Rolling Stock may not be dropped off there — there is a
|
||||
passenger platform, and switching there would be dangerous.
|
||||
- If two trains are operating in your station area, they may not share a card or move through each
|
||||
other.
|
||||
- The exception is your Office track, which has the number of A/D tracks listed (§11.1). As long as
|
||||
fewer trains are holding there than A/D tracks, you may enter and pass through.
|
||||
- If you move your Crew Tray into cars on your track, you **MUST** pick them up. You may not go around
|
||||
them.
|
||||
- A Crew Tray must always have an engine, and may move a maximum of four Rolling Stock — cabooses
|
||||
included **[Gap 4c]**.
|
||||
- You automatically couple to cars you meet during your Moves. The same is **not** true of trains
|
||||
arriving or departing in the Mainline Phase: those run at speed and are not expecting anything on the
|
||||
line. Any cars they encounter result in a collision (§8.3).
|
||||
|
||||
### A.5 Basic Switching Moves
|
||||
|
||||
Two basic moves: *trailing* (requiring a reverse move) and *facing* (harder, requiring you to push the
|
||||
cars in). Both worked examples use a 2×3 grid — A, B, C on the top row (C a Freighthouse), D, E, F on
|
||||
the bottom (E a Depot).
|
||||
|
||||
**Trailing point** — train on Card F, cars yellow, brown, blue, red, engine facing left:
|
||||
|
||||
1. Drop the back two cars (blue and red) on Card F. Move train to Card B.
|
||||
2. Reverse to Card C and drop the brown car.
|
||||
3. Move forward to Card B.
|
||||
4. Back up to Card F and collect the rest of your train.
|
||||
|
||||
**Facing point** — train on Card D, cars red, blue, brown, yellow, engine facing right. Possible only
|
||||
with a run-around (bypass) track in your Secondary Trackage:
|
||||
|
||||
1. Move to Card B, dropping red, blue and brown. Continue with the yellow to Card F.
|
||||
2. Back up via Card E to Card D.
|
||||
3. Move forward to Card B, collecting red, blue and brown on the nose. Push them into Card C, dropping
|
||||
the brown car.
|
||||
4. Back up and drop red and blue on Card B. Continue backing to Card D.
|
||||
5. Pull forward to Card F via Card E.
|
||||
6. Back up to Card B to rebuild your train (red, blue, yellow); continue to Card D to finish where you
|
||||
began. Note that this sixth Move ends your Local Operations Phase — if the next Mainline Phase has a
|
||||
train coming from the west or highballing from Card E westward, you may wish to remain clear of the
|
||||
Running Track.
|
||||
|
||||
---
|
||||
|
||||
## Appendix B: Optional Rules
|
||||
|
||||
- **Reduced visibility.** The first three Stages (midnight through 4am) and the last two (8pm through
|
||||
10pm) are night operations. You get only five Moves in the Local Operations Phase during these
|
||||
Stages.
|
||||
- **"Sister" trains.** Trains run with counterparts — 1 & 2, 3 & 4, and so on. Pull all even train
|
||||
cards (2 through 12) from the deck and set them aside. When the companion odd-numbered train is
|
||||
drawn and played, bring the Sister Train in as well. Does not include Extras.
|
||||
- **Employee Rotation.** At the end of the Day, all players move one chair to the left and take over
|
||||
the next station up the line, taking their points and the Fedora with them.
|
||||
- **Emergency Toolbox.** Each player starts with a RED FLAG card, bringing his hand to four; he must
|
||||
play or discard down to three on his first turn. This allows more collisions to be avoided. **[Gap
|
||||
4a]** Red Flags come from a separate supply and are removed from the game when played, not
|
||||
reshuffled.
|
||||
|
||||
---
|
||||
|
||||
## Appendix C: Turn Chart
|
||||
|
||||
Columns: Roll 1D12, Timetable (filled with Number Boards during play), Stage, then one column per
|
||||
Phase — Local Operations, New Train, Mainline, Load/Unload — and "Super" Shift Change.
|
||||
|
||||
| Roll 1D12 | Stage | Clock | Shift Change |
|
||||
| --- | --- | --- | --- |
|
||||
| 1 | 1 | Midnight | |
|
||||
| 2 | 2 | 2:00 AM | |
|
||||
| 3 | 3 | 4:00 AM | Fedora |
|
||||
| 4 | 4 | 6:00 AM | |
|
||||
| 5 | 5 | 8:00 AM | |
|
||||
| 6 | 6 | 10:00 AM | Fedora |
|
||||
| 7 | 7 | Noon | |
|
||||
| 8 | 8 | 2:00 PM | |
|
||||
| 9 | 9 | 4:00 PM | Fedora |
|
||||
| 10 | 10 | 6:00 PM | |
|
||||
| 11 | 11 | 8:00 PM | |
|
||||
| 12 | 12 | 10:00 PM | Fedora |
|
||||
|
||||
Stage cells are colour-coded for daylight — deep blue at Midnight warming to yellow at 6:00 AM, pale
|
||||
blue through midday, red at 6:00 PM, deep blue again by 10:00 PM. The colouring is informational and
|
||||
aligns with the Reduced Visibility optional rule; it has no mechanical effect.
|
||||
|
||||
---
|
||||
|
||||
## Change log from v0.1
|
||||
|
||||
| Gap | Change | Sections |
|
||||
| --- | --- | --- |
|
||||
| 1 | Phases resolve phase-major, players in Superintendent-then-left order within a phase | §5 |
|
||||
| 2 | Collisions are automatic; train-on-cars is a full collision; no A/D room is a collision; Whistle Post highball clarified | §8.1, §8.3, §10 |
|
||||
| 3 | Office upgrades: cards played from hand, strict sequence, A/D counts 1/2/3/4 | §11.1 |
|
||||
| 4 | 52-card deck, piece counts, 2-region Mainline cards, train consist criteria, grid-based Office Area | §2.1, §11.2, §12 |
|
||||
| 5 | Timetabled trains outrank Extras on a number tie | §8 |
|
||||
| 6 | Mode × victory-condition matrix, collision floor, collective Revenue floor | §3 |
|
||||
| 7 | Load/Unload Phase; "the Stage ends"; Salvage Yard; turn → Stage | throughout |
|
||||
| 8 | Office cards carry junction stubs above and below; all four tiers share identical geometry; track mix 6/3/3 | §11.1, §11.3, §12.1 |
|
||||
| 9 | The New Train make-up round repeats until the consist is full | §7 |
|
||||
| 10 | Card face specifications: freight and passenger facility profiles, Modifier effects, "Freight House" defined; §3 targets lowered to 10/20/45 | §3.2, §9, §12.5, `card-reference.md` |
|
||||
|
||||
Gaps 8 and 9 were found by a verification walkthrough of one full Stage against v0.2 and the
|
||||
architecture model, not by reading the original PDFs. Neither question arises in tabletop play, where
|
||||
a person simply does the sensible thing.
|
||||
Reference in New Issue
Block a user