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# Station Master — Rules v0.1
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> **Status: faithful transcription.** This document reproduces
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> `docs/StationMasterPrototypeRules.pdf` and `docs/StationMaster-PrototypeTurnChart.pdf` in
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> markdown. Nothing has been corrected, resolved, or added — including the places where the
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> original is ambiguous or self-contradictory. Those are catalogued in
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> [`open-questions.md`](open-questions.md) and resolved in `rules-v0.2.md`.
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>
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> Section numbering is editorial (the PDF is unnumbered) and exists only so other documents can
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> cite specific rules. Passages that depend on diagrams are described in text with a pointer to
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> the source page.
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---
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## 1. Historical Setting
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Between 1840 to 1950, trains operated without radios in their cabs, racing in the dark against
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oncoming traffic, relying on timetables and pocket watches to avoid collisions. Station Operators
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physically passed engineers orders from the dispatchers and "OS" reported ("On Station") them
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through.
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As the *Station Master* in your lineside Office, you'll manage a town's railroad connection,
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embarking passengers and gathering freight, meeting demands from all quarters. Can you manage
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trains and cargos effectively? The railroad depends on you!
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---
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## 2. Definitions
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The following are railroad/game terms. (Also available as a lookup table in
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[`glossary.md`](glossary.md).)
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### 2.1 Along the right of way
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- **Division Point:** Where your railroad ties into other railroads. There is an Eastern Division
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Point and a Western Division Point.
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- **Division:** Your company's tracks that connect the Eastern and Western Division Points. It
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might represent hundreds of miles of track and several train "Offices" (each controlled by a
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player serving as a Station Operator).
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- **Mainline Card:** Tarot-sized cards that represent roughly the hundred miles of tracks between
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train offices.
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- **Office:** The location you (the Station Master) sit at to lord over your area. An Office might
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be a Whistle Post (basically, a shack in the middle of nowhere), a depot, a station or a
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terminal.
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- **Control Point:** An office where trains are reported in to the distant (NPC) dispatcher. These
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include Division Points, Depots, Stations and Terminals. Whistle posts are not Control Points.
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Control Points are denoted by a train order signal on their card.
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- **Limits:** The sign located on the track east and west of your Office's area that denote the
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limit of your control area. As the track controlled by your office expands, the sign may be
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moved outwards.
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- **Subdivision:** The Mainline track between the Limits of opposing Control Points. Note that
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Whistle Posts are *NOT* Control Points and are considered to be an internal part of a
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Subdivision, no different than Mainline Track.
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- **Running Track:** The "Mainline" that runs horizontally between your limits, including your
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office. It is the horizontal row of cards, Limit-to-Limit.
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- **Secondary Track:** All tracks in your limits that are not the Running Track.
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- **Operational Rail:** Any track (Running and Secondary) on which a train may sit, change
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direction, drop and pick up cars on. Operational Rail is marked with a wheel icon.
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- **A/D (Arrival/Departure) Track:** These are short sidings in front of your office where trains
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arrive and depart from. A train at an Office occupies one A/D track. Should a train arrive and
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there are no available A/D tracks, there might be a collision.
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### 2.2 Train makeup
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- **Crew Tray:** The canoe-shaped holder that contains the train pieces.
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- **Engine:** The engine piece. A Crew Tray must have an engine piece. The engine may be pulling
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cars, pushing cars, or a combination of both.
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- **Consist:** A collection of Rolling Stock (cars) in a Crew Tray.
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- **Rolling stock:** The non-engine pieces representing rail cars that make up either a train (in a
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Crew Tray) or are left sitting on an Operational Rail card. Rolling stock may be…
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- Coaches for passengers (blue or white)
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- Boxcars for general freight (brown or white)
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- Refrigerated cars (reefers) for field produce (brown or white)
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- Hoppers for coal (brown or white)
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- Tank cars for oil (brown or white)
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- Cabooses for the conductor and switch crews (red)
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- A colored car is loaded. A white car is empty.
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- **Division Yard:** A table-top pile of Rolling Stock. Rolling Stock for use for cargo, passengers
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or on trains are selected from here.
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- **Classification Yard:** Where used Rolling Stock is placed. Used engines and cabooses return
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directly to the Division Yard. When the Division Yard is empty, all Rolling Stock in the
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Classification Yard is moved back to the Division Yard.
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### 2.3 Train types
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- **Timetabled Trains:** These are trains scheduled to run every day at the same time. This time is
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denoted by a Number Board placed on the turn chart. The Timetabled Trains are numbered 1-12, with
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odd-numbers westbound (left) and even-numbered eastbound (right). The train image on their card
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also defines its direction. Lower-numbered trains are more important and the dispatcher will give
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them greater seniority on the railroad.
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- **Number board:** The small tiles, numbered 1-12, that record which stage (hour) the train should
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depart.
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- **Extra Trains:** These are one-and-done trains, a train which runs once with its card returned to
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the Scrap Yard deck upon completion. Since their image on the card is head-on, the player drawing
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it may determine its direction. Their train number is denoted with an "X" designation, but the
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actual following number denotes their seniority.
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### 2.4 General terms
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- **East** is to the player's right. **West** is to the player's left.
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- A **Stage** is a two-hour section of time.
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- A **Phase** is an operational component of a Stage.
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- A **Day** is a series of twelve Stages.
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- A **Move** is a Crew Tray moving from one Operational Rail card to another.
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- **Highball:** When a train holding at an Office automatically departs.
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- **Revenue:** Points gained and lost in the game to determine victory.
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### 2.5 Passenger and Cargo elements
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- A **Facility** is a business which loads/unloads cargo and freight.
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- A **Modifier Facility** is a card placed adjacent to a Facility that increases its capacities.
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- A blue man-icon is a **Laborer**, who works cargo.
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- A black man-icon is a **Porter**, who assists passengers.
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- A green **Outbound box** holds all to-be-loaded freight/passengers of the indicated type.
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- A red **Inbound box** holds all just-unloaded freight/passengers of the designated type.
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- A blue **"MEN | AT | WORK"** turn track follows how quickly freight cars are loaded/unloaded.
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### 2.6 Railroad management
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- **Dispatcher:** The imaginary person running the railroad and granting rights to trains to
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operate.
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- **Superintendent:** The Dispatcher's right-hand-man, who manages the division. The role of the
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superintendent is passed player to player, and a Superintendent's shift is six hours (i.e. three
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Stages).
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- **Home Office:** The primary face-down deck cards are drawn from.
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- **Departments:** Three decks (face up) from which cards may also be drawn from and discarded to.
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- **Salvage Yard:** Where used cards are placed. They are face up to ensure that no cards that
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should not be discarded are. We're keeping an eye on you.
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---
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## 3. Game Mode
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The type of game should be chosen. Versions include
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- **Solitaire** (player controls either one or several Offices). You may consider playing an
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open-ended solitaire game to grow familiar with *Station Master's* mechanics.
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- **Multiplayer** (players each control an Office)
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Goals are…
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- A specific total Revenue Points or highest Revenue within a specific number of Days.
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- **Co-Op.** Multiple players work to achieve a shared goal.
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---
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## 4. Game Setup
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The game begins in the early days of railroading. The Division has just been spiked down and no
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trains are officially running yet. The future awaits!
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1. Each player places a Whistle Post card (representing his Office) in the center of his play area.
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A Limits card is placed to either side, east and west. These three cards represent his "Running
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Track". All remaining Whistle Posts and Limits are set aside.
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2. A "Mainline" card (tarot size) is drawn at random and placed between each player, forming a
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chain of Offices.
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> *Diagram (PDF p. 4):* a player's Running Track is the horizontal three-card row —
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> Limits card, Office (Whistle Post) card, Limits card — with a tarot-sized Mainline card
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> abutting each end.
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3. Players are assumed to be in a "chain" of Offices running east to west. Each player rolls a D12.
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Highest number is considered the Eastern Division point. Place the "Eastern Division Point" just
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right of the player's eastward Mainline card. The player to his right (or at the opposite end of
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the table space) gets the Western Division Point card to the left of another Mainline card,
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placed to his left.
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> *Diagram (PDF p. 4):* example with two players — West Division Point card, Mainline card,
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> player 1's three-card Running Track, Mainline card, player 2's three-card Running Track,
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> Mainline card, East Division Point card.
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4. Each player rolls the D12. Highest begins the game as the Superintendent (his shift runs three
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turns (or six hours)). Place the Fedora piece before him to signify his position. A Pocket watch
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piece is placed on the "midnight" hour on the turn sheet.
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5. The "Home Office" deck is shuffled and placed face down.
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6. Starting from the superintendent, each player draws three cards off the Home Office deck. Once
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they have these cards, three cards are drawn from the Home Office deck and placed face up next
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to it, three individual decks representing the Department decks.
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7. Space should be provided for the Salvage Yard deck (discards).
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8. All available train car pieces should be placed the Division Yard pile. Crew trays and Number
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Boards are placed near the turn sheet.
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> *Diagram (PDF p. 5):* table layout — Home Office deck (face down) at top; three Department
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> decks face up below-left of it; Salvage Yard deck below those; Division Yard (a pile of
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> rolling stock) at right; Classification Yard (empty) below the Division Yard.
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---
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## 5. Order of Play
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In each Stage of the day (a two-hour time period) the players perform Phases, one at a time in
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order from the Superintendent through the players in order to his left. Once all the Phases for
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that Stage are complete, the day ends. Every three Stages, the Superintendent's fedora piece is
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given to the player to the current Superintendent's left.
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### 5.1 Phases
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Phases are (in order)
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1. Local Operations Phase
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2. New Train Phase
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3. Mainline Phase
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4. Cargo phase
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5. Superintendent Shift Change (at 4am, 10am, 4pm and 10pm)
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---
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## 6. Local Operations Phase
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A player may do **one of three things** in this phase:
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### 6.1 Switch with a train
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- If choosing this option, the player may move trains about his station area.
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- He has six Moves he can use to move his Crew Trays about. He may divide these moves between
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multiple Crews in any fashion he chooses.
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- See [Appendix A](#appendix-a-local-switching) for details on how trains move and switch.
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### 6.2 Draw a card
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- The player may draw a single face-down card from the Home Office deck, or take the top face-up
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card from any of the three Department decks.
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- He may play any or all appropriate cards from his hand.
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- Any played cards are placed on the table or into the Salvage Yard deck, face up.
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- Before concluding, the player must reduce his hand to no more than three cards. If he must (or
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wishes to) discard, that card is placed face up on top of one of the three Department decks.
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- If drawing a card has depleted the Home Office deck, immediately collect all cards from the
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Salvage Yard and three Department decks, reshuffle, and reestablish the Home Office and
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Department decks.
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- If any of the Department decks is empty, draw a Home Office card and place it in the empty spot.
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### 6.3 Freight Agent Operations
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- You may select one Rolling Stock from the Division Yard pile and place it onto a Facility's green
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Outbound box.
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- Or you may select one Rolling Stock from a Facility's red Inbound box and place it into the
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Classification Yard pile.
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- Or if your Facility is hopelessly jammed, you may remove one car from the
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Outbound / Inbound / "MEN|AT|WORK" areas and place it into the Classification yard.
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---
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## 7. New Train Phase
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There are only a limited number of crew trays / engine pieces. If all are in play, keep any train
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cards due out near the turn sheet to remind you of these "held trains". As soon as you can run a
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train, build it as specified below. The lowest numbered train should go out first.
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If there is a Timetabled Train (one with a number board on that Stage) and a crew is available, set
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the crew on the appropriate Division Point (based on the train card's image's direction). Put an
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engine piece on the "front" of the train. Then, starting with the superintendent and working left,
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each player may place ONE car (loaded or empty) on the train (within the car types and numbers
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specified) from the Division Yard pile. The person placing the Rolling Stock piece on the train must
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make every effort to find a suitable car (within the train's specific criteria, either loaded or
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empty). If no appropriate cars exist, the train will run short (Rolling stock might be added enroute
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to bring it to its maximum length).
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For new Timetabled Trains (when a player draws that card and plays it), roll 1D12 and place the
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number board in that spot on the Timetable column of the turn chart. If occupied by a scheduled
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train, work down the column, looking for the next available space. If you get to the bottom of the
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chart, start again at the top. This train is now a scheduled train and will run every day at that
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time. If a new timetabled train is placed on the current turn, refer to the paragraph above for
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determining the consist.
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Once all timetabled trains are created, if there is a played Extra Train card and an available Crew
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Tray, the player who played the card may place the Crew Tray in either division point (west or east)
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for immediate departure and may load the consist *as he chooses, subject to the listed criteria*.
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---
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## 8. Mainline Phase
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Any train holding at a player's Office (Whistle Post, Depot, Station, or Terminal) or a Division
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Point must attempt to move. These trains move automatically and in numeric order based on the white
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number board pictured on the train's image (lowest number first). Remove the "X" from extras to
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determine their true number.
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Note that at the start of the game, the entire railroad consisting nothing but Whistle Posts is
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considered to be one big Subdivision. Updating Offices with the Control Point icon split the
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Subdivision in two at that point.
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### 8.1 Highball conditions
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The imaginary dispatcher will Highball (i.e. clear a train) out of an Office under the following
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conditions:
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- The train must be sitting on the A/D track before the Office or at a Division Point.
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- The train must be in correct order listed on the train's card (engine on the front, Rolling Stock
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and possibly a Caboose). It may depart with fewer Rolling Stock than listed.
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- If there is a train in the next Subdivision and moving towards the considered train, the
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considered train will not depart.
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- If there is a train in the next Subdivision moving in the same direction (i.e. the considered
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train is following the other train), the Superintendent determines if it is safe for a following
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train to depart.
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- If the Subdivision contains a Whistle Post (i.e. a non-Control Point) yet a train is occupying
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Secondary Track there (i.e. clear of the Running Track), the superintendent must Highball the
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train.
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### 8.2 Movement along the Division
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Trains are placed on the appropriate "Start" point of the Mainline card. They must move one region
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(vertical bar) every turn. Once they run off the end of the card, they enter the adjoining player's
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Limit. They are then moved immediately to the Office, where they stop for orders. When moving trains
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along the division, it's a good idea to keep their train card near them for reference as to the
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train number and operation details.
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If any cars or trains are sitting on the Running Track between the Limits and the Office, a
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collision may occur. Further, if there is no room at the station (every A/D track is occupied by a
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train or Rolling Stock) a collision may occur.
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If a train is ready to Highball and the track between it and the Limits is occupied by a train or
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cars, a collision may occur.
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---
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## 9. Load/Unload Phase
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Loading and unloading of Rolling Stock (passengers and freight) takes place in this phase. There are
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special cards that permit this.
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- **Passenger Facilities:** Depots, Stations and Terminals.
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- **Freight Facilities:** Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power
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Plants.
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- **Modifier Facilities:** A number of cards that, if placed adjacent (on any of the nine nearby
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spots) increase the passenger or freight facility's capacities. If two Facilities are adjacent to
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the Modifier, the effects of a Modifier Facility may only be used on one Facility in a turn.
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- Note that some Freight Faculties allow only outbound cargos (loading), some inbound (unloading)
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and some both. Passenger Faculties always allow both.
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### 9.1 Special Icons
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- Loading boxes are green, with the icon of the car type that can be loaded from there.
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- Unloading boxes are red, with the icon of the car types unloaded from there.
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- A number touching a box denotes the number of cars that can be held in the Loading/Unloading
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boxes. If it touches *both* boxes, then that is the total of *all* loads/unloads on that card.
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- Human icons in denim blue are Laborers, used for handling freight.
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- Human icons in uniform black are Porters, and used for assisting passengers.
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- Laborers and Porters may only be used once each in a Stage.
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- For Freight Facilities, there is a blue "MEN | AT | WORK" sign. This is used as a turn track for
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loading/unloading cars. Only one Load may exist on each of the three blue boxes. However, you may
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"move past" another load if you have enough Laborers to hop past it.
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For each Facility, add up the number of icon resources (Laborers and Porters) that you have at each
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site. Resolve them one at a time.
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### 9.2 Passenger Operations
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One Porter will allow you to do any one of the following actions.
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- **Assist passengers to board.** *Requirements:* A blue coach occupying a green Loading Slot, and a
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train at the Office's A/D track with a white empty coach. *Action:* Replace the white empty coach
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on the train with the loaded blue one, discard the empty coach into the Classification Yard, and
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earn a Revenue point.
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- **Assist passengers to de-train.** *Requirements:* White empty coach in Division Yard, and an
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unoccupied red Unloading slot. Replace the blue coach with the white one on the train. Place the
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blue coach on the red Unloading Slot. Earn a Revenue Point.
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### 9.3 Freight Operations
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Freight operations are like passenger operations with the distinct difference that passengers
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self-load and unload, whereas freight can take hours to manually work. Each Laborer may do one thing
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below.
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- **Load the car:** *Requirements:* A load in the Green Loading Box and an empty car of the required
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type on the industry's track (maximum of four cars). It takes one laborer to move the cargo one
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spot: from the Green Loading Slot to "MEN", then "AT", then "WORK". If moved off "WORK", replace
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the empty white car on the industry's track with the load and discard the white car into the
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Classification Yard. Earn a Revenue Point.
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- **Unload the car:** *Requirements:* A load in the industry's track and an empty car of that type
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in the Division Yard. The first Laborer replaces the load with an empty car of that type on the
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industry's track and places the load on "WORK". Additional Laborers move it to "AT" then "MEN".
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The last one places the load on a red Unloading box. Earn a Revenue Point.
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- **NOTE:** While ANY loads are in the "MEN | AT | WORK" track; the industry's track is locked down
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for safety reasons. It loses its status as Operational Rail. No cars can be picked up or dropped
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off, and no trains may occupy or move on it.
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||||
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||||
Passenger Facilities and Freight Houses permit cars to move each direction (loading and unloading).
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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
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||||
roofs. Once the train completes operations and highballs, the pieces can be flipped right-side-up
|
||||
once more.
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||||
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||||
---
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||||
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||||
## 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.
|
||||
Reference in New Issue
Block a user