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Jesse.MarkowitzandClaude Opus 5 f308a2d94d v0.8.0.15 — the reference documents, and a card that advertised what it cannot do
The four hand-written references brought up to the game as it actually runs,
ahead of the next testing round, plus a Quickstart to hand a tester who has never
played. They had not been touched since v0.6.2 — a month and two minor versions —
and each now says at the top which build it describes.

ONE LIVE BUG CAME OUT OF THE PASS. mainlineDescription told players "Cars may be
sorted into any new order here" on the Interchange. It is the printed capability
and has never been implemented: nothing reads sortsCars to permit a sort, and its
one live use is marking the card an Extra may be made up on, because it is the
Mainline card with a yard. That sentence is not only documentation — view.ts
renders it as a Mainline card's `what`, so it is what a player reads on the
board, and the generated reference printed a "Sorts cars: yes" column beside it.
A card advertising a button that does not exist sends a player hunting for it and
then concluding the game is broken.

What the documents had wrong, all of it verified against the code rather than
read for tone: the victory model in the Rules book (firstToTarget /
highestAfterDays and the target-bearing length presets stopped existing in
2026-08 — it is a free days count and a combined floor of 3 x players x days);
"there is no lobby, no server, no multiplayer"; crossing time in mph rather than
regions; Extras launched automatically eastbound; the Uncontrolled Siding listed
as a passing card; industry track length taken from the box count; and a
"Sister Trains" optional rule that never existed. The Home deck's counts table
came out under TODO #15a — Jesse's own ruling that counts move with balance —
and it had been wrong for a month, which is the argument made twice.

The Home and Mainline deck references are restructured to explain how a deck is
USED and to defer every per-card table to rules/as-built.md. Duplicating it by
hand is precisely the drift #15a was raised about: as-built needed no correction
beyond the Interchange, because build:cards regenerates it and a test fails when
the checked-in file disagrees. Everything hand-maintained around it had drifted;
it had not.

docs/design.md, the index everything starts from, said v0.4.3, "what is not: the
server", and 493 tests. It now also lists the player-facing references, which it
never has, so the Quickstart is findable at all.

999 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
2026-09-20 12:13:18 -04:00
Jesse.MarkowitzandClaude Opus 5 a6657241de v0.8.0.14 — the coaches that never come back, and a district that ends at its own sign
Six reports from the Day 2-3 playtest of v0.8.0.13.

GAMES IN PROGRESS DO NOT SURVIVE THIS ONE. Modifiers are now bounded by the
Limits, which makes a once-legal move illegal, so a save holding one is refused
at that move: whistle-6945.day3.stage10 stops at intent 528 of 539. Jesse's call,
knowing it strands the game on the box. The file is untouched and v0.8.0.13
still finishes it.

The Sparrow running empty and Tom unable to unload his passengers are the same
shortage from opposite ends, and both are the rules working as printed. §9.2
boarding discards the emptied coach into the CLASSIFICATION yard, detraining
draws a fresh empty out of the DIVISION yard, and §2.2 sends Classification back
only when the Division Yard runs bare — so coaches move one way. Measured over
the save: sixteen in the Division Yard at setup, zero from Day 2 Stage 8 to the
end, fifteen piled in Classification, the Division Yard steady at 46-47 freight
cars with no prospect of going bare. Jesse's ruling is Gitea#2's: the shortage
stays and the game says so. A train made up short now reports what its card
wanted and why none is coming (`makeUpShort` — `trainNeedingCars` answered null
for "done" and for "cannot be done" alike, so the phase moved on in silence); the
yard panel warns while the condition lasts; the Depot's blocked panel was right
all along.

The modifier outside the Limits was working as designed and the design was
Jesse's own call, now reversed. What decided it is what the board shows — a card
beyond your own sign, in territory §8.1 and §10 reason about. The case that
motivated the exemption was checked on the reported move rather than argued away:
the Power Plant sat at (-1,3) against a sign at column 3 and two spots inside
were free, legal and adjacent.

Switching filled the history with coordinates — a line per move, plus one per
mandatory coupling. It is still LOGGED in full; what the panel draws is the line
saying somebody switched, the first move, work at an INDUSTRY (named, not a
coordinate), the Small Yard sort, and a closing summary. The suppressed lines are
still WRITTEN, marked `trace`: dropping them outright was the first attempt and
the step-queue suite caught it, because dwellForStep pays nothing for a step that
said nothing, so the board stopped replaying switching at all. The last move
rides in the closing line rather than being kept in place — nothing knows a move
was the last until the turn is over, by which time the line has been streamed to
every client and cannot be revised. Two things fell out of reading those lines:
every move ended with a tutorial sentence the opener already gives, and the move
count said "of 6" with the six hardcoded, which is wrong on a night Stage.

Make-up lines name their train — they all read "the train being made up", so
looking back for train 10 found nothing under that name — and "a empty tank" is
now "an empty tank". The Small Yard's options read as the train they would build
instead of `[1,2,3,0]`; the one Jesse wanted was the first of five and unreadable.
Two of those five were junk: bringing the last car to the end is the identity and
would have spent a Move, and a two-car reversal duplicated its only real option.
Both are filtered by the resulting order, not by the case that made them.

A Small Yard may now put cars AHEAD of the engine, which was Jesse's own open
question. Two sources disagreed and the design notes won: the v0.4.5 card text
says the sort puts the engine at the nose, implications.md says "any order,
including cars ahead of the engine". `engineAt` is optional on the intent, so
older saves replay to the same train. The menu did not multiply — the engine is a
separate short list against the consist as it stands, eight options for a
four-car train rather than twenty. §8.2 needed no new code: badlyMadeUp is
deliberately direction-free, so a PUSHING train is fit to run and only a
broken-backed one is held. The button warns by asking that predicate rather than
copying it, and immediately earned itself — every one of train 10's eight options
is refused, the one asked for at the table included, because that train carries a
caboose and each sort moves it off the rear. That is the right answer rather than
a gap: the train is already made up, so every offer would break it, and the labels
say which is which. A made-up order is always on the menu for a train that needs
one, because "bring car k to the tail" is enumerated for every car and the caboose
is one of them.

Labels read WEST TO EAST, with the engine drawn as the board's own ◀ / ▶ arrow.
"Front to back" is not a direction a table can read — which end is the front
depends on which way the train points — and board-svg has reversed east-facing
consists since v0.8.0, so the button now describes the same train as the picture.

The Freight Agent, Porter and Laborer groups now say what the role is for, where
the role is chosen. Tom reached for the Freight Agent to detrain passengers,
which is a Porter's action in the Cargo phase; both halves were working and
neither was visible.

TODO closes #107 (the nose sort) and gains #108 (the coach ratchet, with the
measurement, to revisit on a second game's data).

999 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
2026-09-17 20:49:31 -04:00
Jesse.MarkowitzandClaude Opus 5 ad277fb994 v0.8.0.13 — the board on screen is the board you can act on
Nine reports from the Day 1-2 playtest of v0.8.0.12. One moved a car, one was a
rule working correctly with nothing on screen to say so, and the rest are things
the table could not see.

The real bug: the Division Yard chips stayed lit and clickable while the board
was catching up. `renderActions` puts the action list away while the queue is
behind — a move offered against a position that has already moved on is a move
made blind — but the make-up wiring sat outside that guard. A chip was clicked
during a bot's make-up, a coach left the yard, and the train ended up with three
cars: a real intent submitted against a board several moves stale. The chips now
follow the queue like every other control, and the yard COUNTS are drawn from the
shown board rather than the live game — they were the one panel still reporting a
future the player had not been shown.

The Office Area picker had a button per opponent and none for yourself, so the
one player who could not reach their own district was the player waiting on
everybody else. Your own seat is in the row now, and the row is ordered by SEAT,
west to east as the Division map draws it, rather than by join order — sorted
from the Frame's own `seat` on every render, so it rotates with Employee Rotation
instead of having to be told.

§5's handover of the Fedora rode on `actorChanged`, which is turn bookkeeping and
which `record()` drops as noise, so the one moment it carried that a player needed
went past in silence. It is its own event now, narrated and announced. The phase
keeps its name: the Supervisor Shift refreshes every Laborer and Porter EVERY
Stage and the Fedora moves only every third.

A collision now names whose Office it was and who paid the 5 Revenue, which rode
in a separate `revenueChanged`; a Mainline collision is phrased differently
because §10 makes it the Superintendent's.

Passengers, reported as a bug and ruled not one after replaying the save: the
Depot's capacity and modifiers were fine, and §6.3 stocking wants a LOADED coach
out of the Division Yard, which held none while six sat in Classification. The
shortage stays — running out is part of the game, the same ruling Gitea#2 got —
but the blocked panel says so now instead of the action being silently absent.

Smaller: "working left" is "working eastward" in the make-up panel and the New
Train tip, because the map runs west to east and the table does not; the history
panel keeps 90 lines instead of 60 in the same 230px box.

`git diff v0.8.0.12..v0.8.0.13 -- src/engine/` is NOT empty this time:
`events.ts` declares `superintendentChanged` and `advance.ts` emits it. Both are
additive — `check()`, `legal.ts` and every predicate are untouched, and events are
derived by replaying a save rather than stored — so no once-legal move became
illegal and games in progress resume.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
2026-09-17 04:43:59 -04:00
Jesse.MarkowitzandClaude Opus 5 7c9ef8797d v0.8.0.12 — put a player back in their seat after losing their browser storage
Gitea#33. A session token is the only identity the game has, and it lives in
exactly one place the player controls: their browser's localStorage, scoped to
the origin they joined at. Lose it — a cleared profile, a private window, a
different browser — and the seat is unreachable while the game runs on and the
session sits intact on disk. Reported from the table: of two humans in one game
the host reloaded straight back in, the joiner met an empty lobby.

Diagnosed before it was fixed, and two server-side theories of mine were
retracted on the evidence: no storage key changed in 0.8.0.11, nothing in the
app deletes the secret or name, create and join both call persistSession, that
game's sessions.json held both seats, and it resumed with 80 intents replayed.
Both players used the same URL, so it was not a second origin either.

The fix is a recovery link. An administrator mints a code for a named seat
(admin-gated: deciding somebody lost a seat is a judgement no route can make);
the player opens the link and the page trades the code for the token over a
POST, then strips it from the address bar. The link never carries the token —
lobby-and-sessions.md §1 says keep it out of URLs, and a recovery link is
exactly what gets pasted into a chat. Single use, 30-minute expiry, held in
memory because a restart dropping them is the right failure.

server/claims.ts is a pure store, so single use, lazy expiry and one identical
answer for unknown/spent/expired codes are tested rather than asserted. The
admin game listing gained seatedPlayers — the seats a human holds a token for,
read from the session map rather than guessed from player names — so the
StartOS action can offer real players instead of bot chairs.

No rule changed: `git diff v0.8.0.11..v0.8.0.12 -- src/engine/` is empty, so
games in progress resume.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-16 20:16:24 -04:00
Jesse.MarkowitzandClaude Opus 5 9a9e50b3c6 v0.8.0.11 — sixteen fixes from the second multiplayer playtest
Arrivals name whose Office they reached, and no longer tell every seat they can
work the train. The turn chart follows the animation queue, so being five behind
looks five behind across the whole screen rather than half of it. Pause sits
beside Skip and preserves the dwell a held step still owed. A one-render look at
another player's Office Area. The district summary counts the board being shown.
LIMITS is printed beneath its card instead of through its border. The Mainline
region divider is visible. Only Hilly mentions FAST/SLOW, because it is the only
card that reads it. A passenger Modifier on a Whistle Post reports itself dormant
rather than claiming the facility "only receives". An automatic phase says what
the Division is doing instead of answering by negation. The version appears once
in the header rather than twice on every .s9pk. Save files carry the join code,
the Stage and the date.

The New Train phase, reviewed before being changed: the make-up panel now says
what the train STILL needs rather than only what its card calls for, explains
that a player adds one car before the round passes on, marks the train being
loaded on the Division map, and gives an addable car in the yard the same amber
every other clickable thing on the page wears.

Reasoning, measurements and the reports behind each are in CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-16 16:06:01 -04:00
45 changed files with 3562 additions and 382 deletions
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@@ -19,6 +19,508 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
---
## 0.8.0.15 — 2026-09-20
The reference documentation brought up to the game as it actually runs, ahead of the next round of
testing, plus a **Quickstart** to hand a tester who has never played. One live bug fell out of the
pass.
### The Interchange advertised an action the game does not have
`mainlineDescription` told players "Cars may be sorted into any new order here." It is the printed
capability and **it has never been implemented** — nothing reads `sortsCars` to permit a sort. Its
one live use is identifying the card an Extra may be made up on, because the Interchange is the
Mainline card with a yard.
That sentence was not only in the documentation. `view.ts` renders this text as a Mainline card's
`what`, so it is what a player reads **on the board**, and the generated card reference printed a
"Sorts cars: yes" column beside it. A card advertising a button that does not exist sends a player
hunting for it and then concluding the game is broken. The description now says what the card does,
the generated column is headed "Extra may start", and the Rules FAQ answer says the card used to
claim otherwise.
### The documents
Four hand-written references had not been touched since **v0.6.2** and were a month and two minor
versions stale. Each now carries the build it describes at the top. The `v0.4.5` in their filenames
is the prototype rules edition they were first written against, and the names are kept deliberately:
`src/`, `CHANGELOG.md` and `docs/rules/` all cite them, and several of those citations are historical
records of what a document said at the time.
- **`StationMaster-Quickstart.md` — NEW.** What the game is, how you win, the shape of a Stage, what
is on the screen, a first twenty minutes, the things that surprise new players, and what to report.
Written for somebody about to play rather than somebody building it.
- **Rules.** §3.4 replaced outright — the `firstToTarget` / `highestAfterDays` victory model and the
`target`-bearing length presets have not existed since 2026-08; it is a free `days` count and a
combined floor of `3 × players × days`, with extended play. §3.5 and §6 said there was no lobby, no
server and no multiplayer; there is. All three optional rules are implemented now, and "Sister
Trains" never existed. Crossing time is regions, not mph. Extras are started where the player
chooses. Added: the coach ratchet, the Small Yard's nose sorting, the make-up shortfall report, and
the screen's names for the last two phases, which differ from the rules' names.
- **Home deck.** Restructured around how the deck is *used* — piles, hand limit, reshuffle,
placement, upgrades, what a modifier grant means — and defers every per-card table to
`rules/as-built.md`. The counts table came out under TODO #15a, Jesse's own ruling: counts move
with balance, and that table had been wrong for a month. Also corrected: industry track length
(four cars like any card, not the box count), modifier grants, and `emptiesOnly`, which is enforced.
- **Mainline deck.** Said cards were dealt "with replacement" in its opening paragraph and corrected
itself four sections later; priced crossings in mph; and listed the Uncontrolled Siding as a
passing card, which it is not — it puts an arriving train in the siding a region behind.
- **Components.** Verified against `ROLLING_STOCK_SUPPLY`; the table was right. Added the Crew Tray,
Whistle Post and Limits supplies, the coach ratchet, and what the Fedora actually carries.
- **`docs/design.md`**, the index everything starts from, said **v0.4.3**, "what is not: the server",
and 493 tests. It now lists the player-facing references — which it never has — so the Quickstart
is findable, and marks `card-reference.md` superseded rather than presenting it as the card spec.
**`rules/as-built.md` needed no correction beyond the Interchange**, which is the point of generating
it: `npm run build:cards` rewrites it from `content.ts` and `test/card-reference.test.ts` fails if
the checked-in file disagrees. Everything hand-maintained around it had drifted; it had not.
## 0.8.0.14 — 2026-09-17
Six reports from the Day 2-3 playtest of v0.8.0.13. Two were the same shortage seen from opposite
ends, one was a rule working as designed that Jesse has now reversed, and three were the screen
saying too little or too much.
**THIS RELEASE STRANDS GAMES IN PROGRESS, INCLUDING THE ONE ON THE BOX.** Modifiers are now bounded
by the Limits, which makes a once-legal move illegal — so a save holding one is refused at that move.
Measured on the playtest save: `whistle-6945.day3.stage10` stops at intent 528 of 539, eleven moves
from the end, on `card.play c55 → (-2,4)`. The file is untouched and v0.8.0.13 still finishes it.
### Every coach in the game was stuck in the Classification Yard
Two reports, one cause. The Sparrow (trains 5/6) calls for three coaches and nothing else, and ran
the length of the Division empty; Tom had a loaded coach standing at his Depot and could find no way
to unload the passengers. Both are §2.2 and §9.2 acting exactly as printed, and the combination is a
one-way ratchet: boarding discards the emptied coach into the **Classification** Yard, detraining
draws a fresh empty **out of the Division Yard**, and Classification comes back only when the
Division Yard runs bare.
Measured across the save, because the shape of it is the point: sixteen coaches in the Division Yard
at setup, **zero from Day 2 Stage 8 onward**, fifteen piled up in Classification — while the Division
Yard sat at 46-47 freight cars and stopped draining, so the refill was never going to fire. Every
passenger operation in the game was over, and four of the twelve timetabled trains carry nothing but
coaches.
**Jesse's ruling: the rule stands, the game says so loudly.** The same ruling Gitea#2 got, and the
same one 0.8.0.13 gave the blocked Depot panel. Three places say it now:
- **A train made up short reports it** (`makeUpShort`). `trainNeedingCars` returns null both when a
consist is full and when the yard holds nothing it will take — the same answer for "done" and
"cannot be done" — so the phase moved on in silence, and the only trace was a MADE UP line
promising "now taking cars" with nothing after it. It now names what the card wanted, how many are
waiting in Classification, and how far the Division Yard is from bare.
- **The yard panel warns while the condition lasts**, rather than only at the moment a train goes
short.
- **The Depot's blocked panel already said it**, and still does — it was correct all along, off to
the side, and read by nobody who had gone looking in the wrong place.
### A modifier may no longer stand outside the Limits
Reported as a bug and it was working as designed — the design being a call of Jesse's, recorded in
`apply.ts`: a Modifier is not track, so a Facility standing at the limit kept all nine of its spots,
because bounding the card looked like it would make it unplayable exactly where a district ends.
**Reversed.** What decided it is what the board shows — Transmission Lines at (-2,4) with the sign at
column 3 reads as building outside your own territory, and §8.1 and §10 both reason about what lies
inside a player's Limits.
The feared case was checked on the move that prompted the change rather than argued away: the Power
Plant was at (-1,3) against a sign at column 3, and (-2,2) and (-2,3) were both free, legal and
inside. Six of the nine spots survive a Facility at the limit, and the sign moves outward as the
Running Track grows (§2.1, Gap 4a).
### The history panel was full of coordinates
"Does switching show up in history at all?" — it all did. A six-Move turn wrote a line per move,
every one of them a pair of grid coordinates, plus one per mandatory coupling. **Switching is still
logged in full**; what changed is what the panel DRAWS: the line saying somebody switched, the first
move of the turn, work at an **industry**, the Small Yard sort, and a closing summary.
**The suppressed lines are still written, marked `trace`, and that is not a detail.** Dropping these
events was the first attempt and the step-queue suite caught it: `dwellForStep` gives a step no dwell
when it produced no narration, so a switching move with no line became a silent step and the board
stopped replaying switching altogether — the exact thing v0.8.0 was built to let a table watch. The
tone is the seam. The caption keeps its text, the panel filters the tone.
**The last move rides in the closing line rather than being kept in place**, and it has to: nothing
knows a move was the last until the turn is over, and by then the line has been written and streamed
to every client (`server/session.ts` § `linesSince`), so it cannot be revised. `switchingEnded` says
what the turn cost and where the crew was left — "finished switching — 3 of 6 Moves used, leaving
Train 10 at the Small Yard".
Places are named rather than pointed at: `at the Freight House` and `the Small Yard` instead of
`(1,1)`. Two smaller things fell out of reading these lines properly. Every move line ended with
"The crew chip on the grid carries the whole train with it" — six times a turn, when the opener
already says it once, and it pushed the useful half of the line out of the caption row. And the move
count said "of 6" with the 6 hardcoded, which is simply wrong on a Reduced-Visibility night Stage
where a turn gets five; the turn now carries its own allowance.
### Making up a train says which train
"I did not see anything in the history about making up train 10." It was all there — a MADE UP line
and one line per car — and every one of those lines read "the train being made up", so a player
looking back for train 10 found nothing under that name. `carPlacedOnTrain` and `carPassed` now carry
the number, the way `trainArrived` carries its owner. Also "a empty tank" is now "an empty tank".
### The Small Yard offered permutations, not trains
The menu read `re-order consist [1,2,3,0]` — the engine's own array indices offered to a person. The
option Jesse wanted was the **first of the five** and he could not tell which one it was. Each option
now reads as the train it would build: `re-order to engine · loaded hopper · empty tank · caboose ·
loaded boxcar (front to back)`.
One of the five re-ordered nothing at all and would still have spent a Move — bringing the LAST car
to the end is the identity — and a two-car train's "full reversal" duplicated its only real option.
Both are filtered by the resulting ORDER rather than by the case that produced them, so a new
generator cannot bring either back. No typed-order box: `check` already accepts any permutation, so
one is buildable, and Jesse declined it as more to go wrong for a labelling problem.
### A Small Yard may now put cars ahead of the engine
Jesse's own open question, discussed and then built. **Two sources disagreed and the design notes
won.** The v0.4.5 card text says a train there may "reorder its entire consist **and put the engine
at the nose**", which is what `consistSorted` did unconditionally. `implications.md`, drawn from the
design source, says a train "may sort itself into any order, **including cars ahead of the engine**"
— and records that the Small Yard is the answer the switching puzzle was designed to have.
`switch.sortConsist` carries an optional `engineAt`, absent meaning the nose, so every save written
before this replays to exactly the train it built. **The menu did not multiply.** Offering every car
order at every engine position takes a four-car consist from four options to twenty, which is the
unreadability that started this; instead the engine is a separate short list offered against the
consist as it stands — four re-orders and four engine positions, eight readable options. A player
who wants both spends two Moves, the same price the yard charges for any second sort.
**§8.2 needed no new code, and the reason is worth stating because the obvious guess is wrong.**
`badlyMadeUp` is deliberately direction-free: a train with its whole consist ahead of the engine is a
PUSHING train and fit to run. What it refuses is a broken-backed train — the engine buried among its
own cars — and a caboose anywhere but the end away from the engine. So the hold Jesse asked for was
already there, and the button now warns before the Move is spent by asking that same predicate rather
than keeping a copy of it.
That warning immediately earned itself: **every one of the eight options on train 10 is refused by
§8.2**, including the arrangement asked for at the table, because that train carries a caboose and
each sort moves it off the rear. The menu says so now instead of spending a Move to find out. It is
also the correct answer rather than a gap — that train is ALREADY made up, so every sort on offer
would break it — and the labels distinguish the two cases outright: `MADE UP, ready to leave` or
`HELD at the Office: <why>`.
**A made-up order is always on the menu for a train that needs one**, which is worth stating because
it looks as though it might not be. A yard sort serves two errands — pulling one car out to an end to
be spotted, and putting the train back together to leave — and the curated orders are written for the
first. They cover the second as a by-product: "bring car k to the tail" is enumerated for EVERY car,
so bringing the CABOOSE to the tail is always among them. An explicit "make it up to leave" option
was written and then deleted, because it produced exactly that order and was dropped by the dedupe
every time.
### West to east, the way the board draws it
"Front to back" is not a direction a table can read: which end is the front depends on which way the
train is pointed, and the board has drawn the crew strip **west on the left** since v0.8.0 —
reversing the consist for an east-facing train so its nose lands at the east end, with the engine as
a ◀ or ▶ arrow. The sort labels now read the same way, so the button and the picture describe the
same train and "ahead of" and "behind" the engine are read off the strip rather than asserted:
```
re-order — west to east: loaded boxcar · caboose · empty tank · loaded hopper · ENGINE ▶ · HELD at the Office: the caboose must be at the rear of the train
put the whole consist ahead of the engine — west to east: ENGINE ▶ · caboose · empty tank · loaded hopper · loaded boxcar
```
`badlyMadeUp`'s "1 car(s) ahead of it" is a real plural now; it reaches a player through the held
train's reason as well as through these labels.
### A role says what it is for
Tom reached for the Freight Agent to unload passengers, which it has never done — detraining is a
**Porter's** action in the Cargo phase. Both halves were working and neither was visible. The
Freight Agent, Porter and Laborer groups now carry a sentence saying what the role does, where the
role is chosen, rather than leaving a player who picked the wrong one to discover it by finding
nothing there.
## 0.8.0.13 — 2026-09-16
Nine reports from the Day 1–2 playtest of v0.8.0.12. One was a real bug that cost a car, one was a
rule working correctly with nothing on screen to say so, and the rest are things the table could not
see.
### The Division Yard no longer takes a click while your board is behind
The worst of the batch, because it moved a car. `renderActions` puts the action list away while the
queue is catching up — a move offered against a position that has already moved on is a move made
blind — but the make-up wiring sat OUTSIDE that guard, so the yard chips stayed lit and clickable.
Reported exactly as it happens: a bot was adding the last car, the board lagged, a chip was clicked,
a coach left the Division Yard and the train still ended up with three cars. The click had submitted
a real intent against a board that was several moves stale.
Both halves are fixed. The chips are wired only when the queue is idle, and the yard COUNTS are now
drawn from the board on screen rather than the live game — they were the one panel still reporting a
future the player had not been shown, which is what "the yards may not be in sync with the turns
behind" was describing.
### Every seat has a button, in map order
The Office Area picker had a button per opponent and none for yourself, so the one player who could
not reach their own district was the player waiting on everybody else — watching the board follow
whoever was acting, with no way back. Your own seat is now in the row, and `watchedDistrict` returns
your board for it rather than falling through to the actor, which is the same bug seen from the other
side.
The buttons are ordered by SEAT — west to east, exactly as the Division map draws it — instead of by
player index, which is the order people joined. Seat is not player index and must not be assumed to
be: under Employee Rotation the seating moves, and because the row is sorted from the Frame's own
`seat` on every render, the buttons rotate with the players rather than having to be told.
### The Fedora passing is said out loud
§5 moves the Superintendent at the end of Stages 3, 6, 9 and 12, and the log never mentioned it. The
rotation was riding on `actorChanged` — turn bookkeeping, fired every time the cursor moves, which
`record()` drops as noise — so the one moment that event carried something a player needed went past
in silence, with only "Supervisor Shift" in the history to hint at it.
It is its own event now (`superintendentChanged`), narrated in the log and announced on screen the
way a completed run already is. The phase keeps its name: the Supervisor Shift refreshes every
Laborer and Porter EVERY Stage, and the Fedora moves only every third — naming the phase after the
rarer event would mislead about the common one.
### A collision says whose Office it was and who paid for it
The line named the wreck and the reason and stopped there: the 5-point penalty rides in a separate
`revenueChanged`, so a player had to add two log entries together to learn who had just lost five
Revenue, and "COLLISION at the Office" never said whose. The faulting seat is in the event — and for
anything inside a district that seat IS the district's owner — so the line now reads "COLLISION at
Tom's Office … Tom loses 5 Revenue — it happened in their district." A Mainline collision is phrased
differently because §10 makes it the Superintendent's, which is a different kind of fault.
### Passengers: the rule stands, the silence goes
Reported as a bug and it is not one, which took a replay of the save to establish. The Depot in
question had a Restaurant and a Hotel beside it and `cap{out:3}` — capacity was never the problem,
and the modifiers grant exactly what they print. What stopped a second passenger was §6.3: stocking
takes a LOADED car of the facility's type out of the Division Yard, and there was not a loaded coach
in it. Six were sitting in the Classification Yard, which §2.2 returns only when the Division Yard
runs bare, and it was holding sixty-odd cars.
Jesse's ruling is the same one Gitea#2 got: the shortage stays, because running out is part of the
game. So the blocked panel now says it — room for N more passengers, no loaded coach in the Division
Yard, and how many are waiting in Classification — instead of the action simply being absent from the
menu with no reason given.
### Smaller
"Working left" is now "working eastward" in the make-up panel and the New Train tip. It was always the
same rule — `playerLeftOf` is increasing seat index — but "left" describes a table nobody is looking
at, while the map runs west to east, so at a real three-player game the second car went to the player
sitting EAST and the text read as wrong. The history panel keeps 90 lines instead of 60, in the same
230px box: more to scroll back through, no more screen taken, and the newest line stays where the eye
already is.
### Note for the packaging repo
`git diff v0.8.0.12..v0.8.0.13 -- src/engine/` is NOT empty this time: `events.ts` declares
`superintendentChanged` and `advance.ts` emits it. Both are additive — `check()`, `legal.ts` and
every predicate are untouched, and events are derived by replaying a save rather than stored — so no
once-legal move became illegal and games in progress resume.
## 0.8.0.12 — 2026-09-16
A player who has lost their browser storage can be put back in their seat (Gitea#33). No rule
changed: `git diff v0.8.0.11..v0.8.0.12 -- src/engine/` is empty, so games in progress resume.
### The failure this fixes, and the four things it was not
Reported from the table after the 0.8.0.11 update: of two humans in one game, the host reloaded
straight back into it and the player who had JOINED found an empty lobby — no join secret, no display
name, no game code. Their seat was never lost. `sessions.json` for that game held both seats, and the
server logged it resuming with 80 intents replayed.
Four explanations were ruled out with evidence before any code was written, and two of them were
theories of mine that had to be retracted:
- **Not the update.** `git diff v0.8.0.10..v0.8.0.11 -- src/web/` contains no storage change at all;
both tags declare identical `SECRET_KEY` and `NAME_KEY`.
- **Not a create-vs-join asymmetry in the client.** `lb-secret` and `lb-name` sit above both doors in
`play.html`, so a joiner writes the same three keys a host does.
- **Not the server forgetting joiners.** Create calls `persistSession` and so does join; it writes
every session for the game. Two-seat session files plainly work.
- **Not a second origin.** Both players used the identical URL.
What is left is the thing §1 has always said: the token lives in one browser's `localStorage`, scoped
to the origin. A cleared profile, a private window or a different browser ends the seat while the game
runs on without it. Nothing in the client can detect that — origin isolation is the point — and
nothing in it can repair it either.
### A recovery link carries a code, never the token
`lobby-and-sessions.md` §1: *"Keep it out of URLs so it is not shoulder-surfed or pasted into a
chat."* A recovery link is precisely what gets pasted into a chat, so the URL carries a **single-use
code that expires in 30 minutes** and the page trades it for the real token over a POST, then strips
it from the address bar. A spent code is worth nothing; a token in a chat log is the seat for the rest
of the game.
```
POST /api/games/<id>/claim { player } → { code, expiresAt, … } admin secret
POST /api/claim { code } → { token, gameId, player, gameCode }
```
**Minting is administrative; spending is not.** Deciding that a particular person has lost a
particular seat is a judgement no route can make safely — anyone able to mint their own code could
take any chair at the table. Spending needs no secret because the player following the link is the one
person in the story who holds none: the code *is* the authorisation, unguessable and one-time, which
is the same shape as the token it returns.
`server/claims.ts` is a pure store — no clock, no sockets, no disk — so its rules are actually tested
rather than asserted: single use, lazy expiry, and one identical answer for unknown, spent and expired
codes so it cannot be probed. The codes are held in memory on purpose. They are minted on demand and
spent within minutes with the administrator present, so a restart dropping them is the right failure;
persisting them would put a credential-equivalent on disk to solve a problem measured in seconds.
### The administrator picks a seat, not a string
The admin game listing now reports `seatedPlayers` — the seats a HUMAN holds a token for, read from
the server's session map rather than guessed by matching "Bot 1" against a display name. That is what
lets the StartOS side offer real players to choose from instead of chairs no token was ever issued
for.
## 0.8.0.11 — 2026-09-16
Fourteen reports from the second multiplayer playtest of v0.8.0.10, the WHISTLE-6945 table. Eleven are
fixed here; the review of the New Train phase turned into four changes of its own; and two were
questions the engine had already answered.
### A train's arrival says WHOSE Office it reached
The line went to every seat reading "Train 3 ARRIVED at the Whistle Post … **You** can work it in Cargo
now". At a table of four that is one true sentence and one false one: every seat has an Office, so the
tier alone never said which district the train was standing in, and three of the four readers could not
touch it. `trainArrived` now carries `owner`, and the narration resolves the name — "ARRIVED at Tom's
Whistle Post … Tom can work it". The Mainline Phase has no actor, which is why nothing upstream could
name the seat for it. Saves replay history rather than storing events, so the new field strands nothing.
### Being five behind now looks five behind everywhere
*"When player Jesse is 5 behind, it should always look like he's 5 behind."* The board, the district
panel and the caption row have followed the animation queue since v0.8.0; the turn chart never did. So a
player watching three bots play out a Stage saw their cards moving under a chart that had already ticked
over to the next phase — the one part of the screen quietly insisting the game was elsewhere. The Day,
Stage, clock, phase and Fedora now come from the step on screen (`shownTable`), as does the district
panel's auto-open. Being behind is fine and the counter says so; being behind on *part* of the screen is
what made it unreadable.
### Pause, beside Skip
Skip was the only control the catching-up row had, and it is one-way and total: the way to look harder
at a move that had just gone past was to not be too slow about it. Pause is the opposite lever. The
property that matters is not that it stops — any flag gives you that — but that a hold **costs the step
nothing**: a move paused half-way through its dwell resumes with half a dwell left, rather than being
thrown away the moment you let go. Skip lifts a hold rather than leaving a Resume button that does
nothing.
### A one-render look at another player's Office Area
One button per opponent in the district header. Deliberately not a mode: the look survives exactly the
render its own click causes, so the panel is back to following whoever is acting the next time anything
redraws. Jesse's call, and the right one — a sticky pin has to answer what happens when the game moves
on beneath it, and both honest answers are bad (snap home silently, or leave a player studying a stale
board while the game waits on them). Pause already means "hold everything", so that is the lever for a
long look and this stays a glance. Player names reach the page through `textContent`, never markup.
### The Office Area summary counts the district on screen
The panel has drawn somebody else's board since v0.8.0 and the heading says whose — but the summary
line read the viewer's own frame every time. So a bot's turn showed "Bot 2's Office Area" over Bot 2's
cards, above a line counting *your* cards, facilities and trains.
### LIMITS is printed beneath the card, not through it
*"The text is split by the bottom border of the limits card."* It was: the bottom row's edge lands at
`height - 7` and the label's baseline was `height - 4`, so its 8px glyphs spanned `height - 12` to
`height - 4` and the border ran through the middle of the word. Raising it would have put it on the
card, over the rails, so a 14px band is added below the bottom row and the baseline moved into it.
### The Mainline region divider is visible
Drawn at `#4a5361`, 1.2px, on a `#161b21` card — faint enough not to be made out at all. It is the ruler
the train is measured against and should stay quieter than the rail, but a ruler you cannot read is not
restraint.
### Only Hilly talks about FAST/SLOW
Every other Mainline card ended its description with "the printed speed is scenery", which sent a player
hunting the card for a number that is not drawn on it. Exactly one card reads the rating — Hilly, the
only profile with `speedStarts` — and it already explains itself. Everywhere else now says nothing,
which is the honest answer when the rating does not apply.
### A passenger Modifier on a Whistle Post says it is dormant
A Restaurant appeared to do nothing. It does nothing: a Whistle Post is not a Passenger Facility, so it
allows neither direction and has zero capacity each way; `usableGrant` discards the capacity while the
porter is granted regardless, leaving a porter with nothing to carry. The Freight Agent then refuses to
stock the box twice over, so no coach can ever be there to board. Playing it there stays legal on
Jesse's call — the card is not wasted, it starts working on upgrade — and the panel now says so. It had
been claiming the facility "only receives", which is wrong in both directions at a Whistle Post.
### An automatic phase says what it is doing
"waiting on **nobody — the Division is running itself**" reached its answer by negation, on the one line
whose job is to say where the game is. The phase's name is already printed directly above it, so these
describe the work instead: "the Division is moving trains", "the Division is building this Stage's
trains". Only a person is waited on.
### The version appears once in the header
The no-git fallback for the cache-bust key led with the version, and the stamp already begins with
`v${version}` — so the header read "v0.8.0.10 · 0.8.0.10-mfq2p1 · …". It showed up on exactly the builds
that take that path, which is **every `.s9pk`**, because the Dockerfile copies the tree in without
`.git`. The uniqueness that fallback exists to provide comes from the timestamp, not the version, so the
two requirements never competed. Pinned in `test/web.test.ts` beside the constant-fallback assertion
that the same function already carries.
### Save files name the game, the Stage and the day
Every server game downloaded as `station-master-day1-stage5.json`, so two saves off different tables
collided in the downloads folder and neither said which table it came from. The join code is what a
player already says out loud to identify a game, so it leads: `whistle-6945.day1.stage5.2026.09.16.json`.
A solitaire game has no code and falls back to its seed.
### The New Train phase says what is left, and why your turn ended
Reviewed before changing anything, at Jesse's request — and the phase turned out to be better served
than it looked from a grep: the Division Yard chip IS the button, the panel already names the train
and what its card calls for, warns about assembly order on the trains where order can lock switching,
and carries the "no more cars" button that exists to prevent a real softlock. Four things were missing.
**Still needs.** The heading says what the card CALLS FOR and goes on saying it unchanged as cars go
on, so the one question a player actually has while clicking — what is left? — was the only thing on
screen that had to be worked out by eye, against a consist drawn in the other column. `consistNeeds`
counts by the same categories `acceptsCar` does, so it can never ask for a car the engine would then
refuse, and it reads null when the consist is complete.
**One car each.** §7's round — a single car, then the next player, from the Superintendent working
left — was written down only in the turn chart's New Train chip tooltip: hovered once, early on, and
never again. "Click a car" then reads as "build this train", and the turn ends with no explanation.
It now says so where the clicking happens.
**The train is marked on the map.** `TrainChip` gained `beingMadeUp`, set from the engine's own
`isBeingMadeUp`, and the chip is drawn in the action amber — so the panel on the right and the train
on the Division strip at the top left are visibly one subject rather than two.
**A clickable car looks clickable.** The addable highlight was a thin blue outline, reported as "just
a small bold and basically the same color as everything else". It now wears `#c8912f`, the border
colour the action buttons themselves use. The loaded/empty text colours are deliberately left alone:
green and blue-grey are what say which of the two numbers is which, and that is a different question
from whether you may click.
### Asked, and already answered by the engine
**Does the bot know how to use Interlocking?** It plays it deliberately — the bot ranks it above the
other enhancements precisely because it stops an Office collision — and a Running Track straight is the
card's printed placement, so the play seen at the table was correct. Nobody "uses" it: `advance.ts`
applies it automatically, turning an arrival at a full Office into a hold at the Limits. There is no
decision to get wrong, so no change was made.
**Can passengers load or unload at a Whistle Post?** No. Zero porters, zero outbound, zero inbound, and
not a Passenger Facility — it takes a Depot to do any passenger work at all.
---
## 0.8.0.10 — 2026-09-15
Three reports from the first multiplayer playtest of v0.8.0.9 — one player and three bots — each traced
+9
View File
@@ -46,6 +46,15 @@ deliberately no longer names one: it went stale for six releases.
from the game. Dwell is assigned **by kind** — a switching move holds the screen, turn bookkeeping
costs nothing — and is tunable per viewer without a rebuild. Solitaire runs the same path, which is
where its automatic phases finally get a visible beat.
**The caption and the history panel are not the same list**, since 2026-09-17. Switching is logged
in full; a move from the middle of a turn writes its line as tone `trace`, so the step still
carries it — the board captions the move and earns its dwell, and `dwellForStep` pays nothing for a
step that said nothing — while the history panel filters the tone out. What the panel draws is the
line saying somebody switched, the FIRST move, work at an **industry**, the Small Yard sort, and a
closing summary. The last move rides in that summary rather than being kept in place: nothing knows
a move was the last until the turn is over, by which time the line has been written and streamed to
every client, so it cannot be revised.
**Not yet checked in a browser:** the mechanism is proven server-side against a live SSE stream and
the page is proven not to throw, but nobody has watched a bot switch on screen.
- **Not built** — the opponent-directed cards (the Action and Space-use categories, held out of every
+37 -1
View File
@@ -79,7 +79,7 @@ Not items. Things that are true of every change, and that have gone wrong when s
3. **Multiplayer, sessions and operations** — #8 #7 #76 #77 #79
4. **The screen** — #44 #81 #33 #36
5. **Replays and saved games** — #14 #47 #48 #49 #50 #51 #52
6. **Rules** — #12 #80 #82 #83 #85
6. **Rules** — #12 #80 #82 #83 #85 #108
7. **Play balance** — #61 #62 #63 #64 #67 #68 #69 #70 #71 #72 #73 #66 #65 #74
8. **The bot** — #104 #105 #106 #41 #57 #59 #54 #58 #55 #56 #60
9. **Code health and housekeeping** — #46 #45 #84 #87
@@ -407,6 +407,42 @@ need RAR or Jesse rather than code.**
- [ ] **#85** — The 0.4.9 playtest line is behind on a rules ruling, and that was checked rather than
assumed. See **Reference · #85**.
- [x] **#107** — **May a Small Yard put cars on the NOSE of the engine? YES** — raised by Jesse
2026-09-17, discussed the same day and built. Two sources disagreed: the v0.4.5 card text says
a train there reorders "and puts the engine at the nose", `implications.md` says "any order,
INCLUDING cars ahead of the engine". The design notes won.
`switch.sortConsist` gained an optional `engineAt` (absent = the nose, so older saves replay
unchanged). The menu did NOT multiply: the engine is a separate short list offered against the
consist as it stands, so a four-car train has eight options rather than twenty, and a player
wanting both a re-order and an engine move spends two Moves. §8.2 needed no new code —
`badlyMadeUp` already holds a broken-backed train, and is deliberately direction-free, so a
PUSHING train (whole consist ahead of the engine) is fit to run. The button warns first, by
asking that predicate rather than copying it.
Labels read WEST TO EAST with the engine drawn as the board's own ◀ / ▶ arrow, because "front
to back" depends on which way the train points and the board has reversed east-facing consists
since v0.8.0. Each says `MADE UP, ready to leave` or `HELD at the Office: <why>`.
- [ ] **#108** — **The coach ratchet: every coach ends up in the Classification Yard and never comes
back.** RULED 2026-09-17 — *the rule stands, the game says so loudly* — and recorded here
because the ruling was made on one game's evidence and the balance question behind it is open.
§9.2 boarding discards the emptied coach into **Classification**; detraining draws a fresh
empty **out of the Division Yard**; §2.2 returns Classification only when the Division Yard runs
bare. Coaches therefore move one way only. **Measured over `whistle-6945` (3 Days, 539
intents):** 16 coaches in the Division Yard at setup, **0 from Day 2 Stage 8 to the end**, 15
in Classification — while the Division Yard held steady at 46-47 freight cars, so the refill
could not fire. From that point no passenger can board or detrain anywhere on the board, and
four of the twelve timetabled trains (1/2 Crack Limited, 5/6 Sparrow) carry nothing but
coaches.
The two changes that would break the ratchet were put up and declined for now: sending the
emptied coach back to the **Division** Yard instead of Classification (a one-line change to the
boarding reducer), or amending §2.2 to refill when the Division Yard holds no car of a NEEDED
type rather than only when bare. **Revisit with a second game's data** — one game cannot tell a
rule from a seed.
---
## Play balance
+39 -4
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@@ -1,7 +1,16 @@
# Station Master — Components and Markers
**Rules implementation reference: v0.4.5**
**Scope:** non-card physical components and supplies modeled by the v0.4.5 game. Card-created facilities, workers, deck piles, hand state, timetable state, and other markers are documented with their cards or in the rules book.
**Describes the game as built at v0.8.0.15** (2026-09-20). Previously stamped "v0.4.5", the
prototype rules edition these references were first written against; the filename keeps that stamp
because `src/`, `CHANGELOG.md` and `docs/rules/` all cite this file by name.
**Scope:** non-card physical components and supplies. Card-created facilities, workers, deck piles,
hand state, timetable state and other markers are documented with their cards or in the
[rules book](StationMaster-Rules-v0.4.5.md).
The figures below are checked against `ROLLING_STOCK_SUPPLY` and the supply constants in
`src/engine/content.ts`. They are physical inventory rather than deck tuning, which is why they are
printed here at all — per-category CARD counts are deliberately not published anywhere (TODO #15a).
## Rolling stock
@@ -19,6 +28,14 @@ Rolling stock has a type and a load state. In the interface, coloured cars are l
The engine is not rolling stock and does not count against the four-car Crew Tray limit.
## Other supplies
| Component | Count | Note |
| --- | ---: | --- |
| Crew Trays | players + 3 | Engine and tray are one combined resource; there is no "engine without a tray". |
| Whistle Post cards | 4 | Every player starts on one; it is not drawn from the deck. |
| Limits signs | 8 | "2N + spares", so relocating one is never a supply question. |
## The two yards
### Division Yard
@@ -34,7 +51,16 @@ When a train completes a run or is destroyed, its caboose returns to the Divisio
### Classification Yard
The Classification Yard collects used rolling stock: cars displaced by boarding passengers, cars cleared from inbound red boxes, cars removed by unjamming a facility, ordinary cars from completed or destroyed trains, and empty cars replaced by a completed outbound freight load. It is not a player-selectable source. It returns to service only when the Division Yard is empty.
The Classification Yard collects used rolling stock: cars displaced by boarding passengers, cars
cleared from inbound red boxes, cars removed by unjamming a facility, ordinary cars from completed
or destroyed trains, and empty cars replaced by a completed outbound freight load. It is not a
player-selectable source. It returns to service only when the Division Yard is empty.
> **This is a one-way ratchet for COACHES, and it decides games.** Boarding sends an emptied coach
> here; detraining takes a fresh empty out of the *Division* Yard. Nothing returns a coach to the
> Division Yard except the bare-yard refill — and a yard kept topped up with freight cars returning
> from industries may never run bare. Measured over one three-Day game, every coach was here by the
> middle of Day 2 and stayed. See [Rules](StationMaster-Rules-v0.4.5.md) §4.6.
## Crew Trays and trains
@@ -44,7 +70,16 @@ Within a tray, the engine can pull, push, or be between cars while switching. To
## Fedora
The **Fedora** is the physical marker for the Superintendent. The player with it resolves following-train clearance decisions and takes the 5-Revenue penalty for a Mainline collision caused by an unsafe clearance. The initial holder is the first player tied for the highest Superintendent setup D12 roll. The Fedora passes to the next seat to the left at each third-stage shift change.
The **Fedora** is the physical marker for the Superintendent. The player with it resolves
following-train clearance decisions, takes the Yard Office and Red Flag questions, and is the player
every round round the table starts with. A Mainline collision is their fault by §10, and costs 5
Revenue. The initial holder is the first player tied for the highest Superintendent setup D12 roll.
It passes at the end of Stages 3, 6, 9 and 12 — every third Stage, at the Supervisor Shift. Since
v0.8.0.13 the handover is **announced on screen and written into the history**: it is the one thing
in the game that changes hands on the clock rather than because somebody did something, so nobody is
watching for it. Note that the Supervisor Shift refreshes every Laborer and Porter *every* Stage
while the Fedora moves only every third.
## D12 and seeded randomness
+116 -125
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@@ -1,162 +1,153 @@
# Station Master — Home Deck
**Rules implementation reference: v0.4.5**
**Scope:** every card associated with the Home Office deck, including cards catalogued in the source but deliberately excluded from the dealt deck.
**Describes the game as built at v0.8.0.15** (2026-09-20). Previously stamped "v0.4.5", the
prototype rules edition these references were first written against; the filename keeps that stamp
because `src/`, `CHANGELOG.md` and `docs/rules/` all cite this file by name.
## Dealt card catalogue
**Scope:** the Home Office deck — how it is dealt, drawn, discarded and reshuffled, and what the
rules are for playing each kind of card out of it.
The live Home Office deck contains **213 cards** in every currently supported mode. The rules for its setup, drawing, discarding, reshuffling, and hand limit are in the rules book, section 4.2.
> **Per-card facts live in [`rules/as-built.md`](rules/as-built.md)**, which is GENERATED from
> `src/engine/content.ts` and checked by `test/card-reference.test.ts`, so it cannot disagree with
> the game. Read it for every card's name, effect, placement and whether its printed effect actually
> resolves yet. This document is how the deck WORKS; that one is what is in it.
>
> **No card counts appear here, deliberately** (TODO #15a, Jesse's call 2026-08-22): counts move
> with play balance, so a document printing them is answering a question that has a different answer
> after the next retune. Where a count matters it is rendered as a yes/no — whether the deck deals
> the card at all — which is a fact about the design. This page used to print a full counts table
> and it was wrong for a month before anyone noticed.
| Active category | Cards |
| --- | ---: |
| Track | 96 |
| Office upgrades | 14 |
| Freight facilities | 27 |
| Facility modifiers | 23 |
| Train cards | 22 |
| Enhancements | 18 |
| Mainline modifiers | 7 |
| Maneuvers | 6 |
| **Total dealt** | **213** |
## The piles
The catalogue also contains 12 space-use cards and 10 action cards. All 22 are excluded from every v0.4.5 dealt deck because their opponent-directed play rules are not implemented. They are listed at the end of this document for completeness.
- **Home Office deck** — face down. The pile a Draw comes from.
- **Three Departments** — face-up discard piles. A discard goes onto one, which is precisely so a
rival may take it; a Draw may take the top card of a Department instead of the deck.
- **Salvage Yard** — where a played-out card ends up. An Extra's card goes here after its run.
## Track cards — 96
When the Home Office deck runs out it is rebuilt from the Salvage Yard and **all three Departments
in full**, reshuffled from the seeded stream. A **spent timetabled train** is not collected — its
number is on the timetable and it cannot run twice — but a *discarded* train was never played and
is still runnable, so it comes back.
Track cards are ordinary Home Office cards, not a separate personal supply. A placed card must connect to existing rail. The Running Track is the horizontal row from Limit to Limit; cards there must carry an east–west through route. Placing track on a Limit extends the Running Track and moves that Limit outward.
## Hand and turn
| Card | Copies | Implemented placement facts |
| --- | ---: | --- |
| Straight track | 32 | East–west Operational Rail. |
| Curved track, right | 16 | A 45° curve; can rotate 180°, but cannot flip. Right-hand geometry is fixed to the `ne_sw` diagonal. |
| Curved track, left | 16 | A 45° curve; can rotate 180°, but cannot flip. Left-hand geometry is fixed to the `nw_se` diagonal. |
| Turnout, right | 16 | East–west through route plus one 45° branch. It may be passed through but is not Operational Rail, so a train cannot end a Move on it. |
| Turnout, left | 16 | Same operational rules; opposite fixed diagonal. |
| Sharp curved track, right | 0 | Catalogued but not dealt. |
| Sharp curved track, left | 0 | Catalogued but not dealt. |
The hand limit is **three**, or four while you hold a Red Flag. You may not end a turn over the
limit: play a card or discard one to a Department. Some cards cannot be discarded at all — an Extra
never can, and a timetabled train cannot when the `discardTimetabled` house rule is off — so a hand
of nothing but those has exactly one way forward, which is to play one.
A turnout may upgrade an existing straight, or a curve whose arc is exactly the turnout’s diverging arc. An upgrade is forbidden if the existing card holds standing cars or an enhancement. All other occupied squares are unavailable.
The opening deal is a house-rule choice made when the game is dealt. The default (`threeRandom`) is
three cards from one shuffled deck; `threeTrackThreeOther` deals three track and three others from
two separately shuffled piles, deliberately over the hand limit, so the first turn is spent choosing
which district you can afford to build.
## Offices — 14
Drawing is one of the three Local Operations options — see [Rules](StationMaster-Rules-v0.4.5.md)
§4.2. Taking the option lets you draw **and** play or discard within the same turn.
Every player begins at a Whistle Post, which is not drawn from the deck. Office cards are upgrades and must be played in sequence; they upgrade the existing Office rather than replacing its card or attached track.
## Track cards
| Card | Copies | A/D tracks | Porters | Passenger outbound/inbound slots | Other effect |
| --- | ---: | ---: | ---: | ---: | --- |
| Depot | 8 | 2 | 1 | 1 / 1 | Becomes a Control Point and Passenger Facility. |
| Station | 4 | 3 | 2 | 2 / 2 | Upgrade Depot only; Control Point and Passenger Facility. |
| Terminal | 2 | 4 | 3 | 3 / 3 | Upgrade Station only; Control Point and Passenger Facility. |
Track cards are ordinary Home Office cards, not a separate personal supply.
The Whistle Post has one A/D track, no porters, and no passenger slots. An Office upgrade preserves modifiers already applied to it.
- A placed card must **connect to existing rail**: at least one neighbour must join it.
- The **Running Track** is the row from Limit to Limit. A card placed there must carry an east–west
through route, or it breaks the main.
- Placing track **on a Limit sign** extends the Running Track and moves that sign outward. The sign
is a physical card, so it moves rather than being left stranded mid-track.
- **Nothing may be placed outside your Limits** — track, industries and, since v0.8.0.14, Modifiers
too. Your district ends at its sign.
- Curves and turnouts are printed left- or right-handed. A card may be turned 180° but never flipped
over, so its 45° leg never changes diagonal.
- A **turnout may upgrade** an existing straight, or a curve whose arc is exactly the turnout's
diverging arc. Not if the card holds standing cars or an enhancement. Every other occupied square
is unavailable.
- A turnout may be **run through but not stopped on**: it is not Operational Rail, so a Move may not
end there.
## Freight facilities — 27
## Office cards
An industry may be placed only on a connected straight stub off the Running Track. Each facility begins with one Laborer and a three-box MEN | AT | WORK freight pipeline. Its industry track has capacity equal to its base outbound plus inbound capacity, with a minimum of one car.
Every player begins at a **Whistle Post**, which is not drawn from the deck: one A/D track, no
Porters, no passenger slots, and not a Control Point.
No Office Area may contain a duplicate industry, or both ends of a listed lockout pair.
Office cards are **upgrades in strict sequence** — Whistle Post → Depot → Station → Terminal — and
each upgrades the Office in place rather than replacing its card or its attached track. Modifiers
already beside it are preserved. Each tier adds an A/D track, a Porter, and an outbound and inbound
passenger slot; a Depot and above is a Control Point and a Passenger Facility.
| Card | Copies | Cars handled | Flow | Base boxes | Lockout in same Office Area |
| --- | ---: | --- | --- | --- | --- |
| Freight House | 6 | Boxcar | Outbound and inbound | 1 out / 1 in | Freight House; Grocer’s Warehouse |
| Mine Tipple | 6 | Hopper | Outbound | 1 out / 0 in | Power Plant |
| Refinery | 3 | Tank car | Outbound | 1 out / 0 in | Power Plant |
| Power Plant | 6 | Hopper or tank car | Inbound | 0 out / 1 in | Mine Tipple; Refinery |
| Packing Sheds | 3 | Reefer | Outbound | 1 out / 0 in | Grocer’s Warehouse |
| Grocer’s Warehouse | 3 | Boxcar or reefer | Inbound | 0 out / 1 in | Packing Sheds; Freight House |
An upgrade takes no placement: the Office is where it already is.
## Facility modifiers — 23
## Freight facilities
A modifier occupies an empty square adjacent to an eligible facility. It is unique by modifier type within an Office Area. The implementation attaches it permanently to the first eligible adjacent facility found; it does not implement a per-Stage choice when one modifier touches more than one possible facility.
An industry is placed on a connected straight **stub off the Running Track** — never on the Running
Track itself, and never outside the Limits. A Facility carries its own rails, so placing one places
track.
`+ out` adds green outbound capacity only where the host can load; `+ in` adds red inbound capacity only where the host can unload. A capacity increase at a freight facility also lengthens its industry track by the usable number of added slots. Worker increases always apply.
Each begins with one Laborer and a three-box **MEN | AT | WORK** pipeline. No Office Area may hold a
duplicate industry, or both ends of a lockout pair — a producer and the consumer of the same
commodity cannot be built in one district.
| Modifier | Copies | Eligible host | Actual grant |
| --- | ---: | --- | --- |
| Waiting Area | 3 | Any Office | +1 outbound passenger slot; +1 Porter |
| Restaurant | 2 | Any Office | +1 outbound passenger slot; +1 Porter |
| Hotel | 1 | Any Office | +1 outbound passenger slot; +1 Porter |
| Truck Dock | 2 | Freight House, Packing Sheds, Grocer’s Warehouse | +1 **inbound** slot; no Laborer |
| Railroad Express Agency | 1 | Freight House | +1 outbound slot; +1 Laborer |
| Forklifts | 2 | Freight House, Packing Sheds | +1 outbound slot; +1 Laborer |
| Prep Plant | 1 | Mine Tipple | +1 outbound slot; +1 Laborer |
| Coal Piles | 1 | Mine Tipple | +1 outbound slot; +1 Laborer |
| Conveyor Belts | 1 | Mine Tipple | +1 outbound slot; +1 Laborer |
| Pipelines | 1 | Refinery | +1 outbound slot; +1 Laborer |
| Oil Depot | 1 | Refinery | +1 outbound slot; +1 Laborer |
| Viscosity Breakers | 1 | Refinery | +1 outbound slot; +1 Laborer |
| Transmission Lines | 1 | Power Plant | +1 Laborer |
| Rotary Dumps | 1 | Power Plant | +1 Laborer |
| Steam Turbines | 1 | Power Plant | +1 Laborer |
| Ice House | 2 | Packing Sheds or Grocer’s Warehouse | +1 outbound slot; +1 Laborer |
| Local Small Groceries | 1 | Grocer’s Warehouse | +1 Laborer |
**An industry track holds four cars, like any other card.** It is *not* sized by the industry's box
count. That distinction was a real bug: box count is how much WORK an industry can hold, not how
much RAIL it has, and conflating the two invented a printed siding no industry card carries.
A bonus beside a facility that cannot use its direction is not usable and does not create a slot or lengthen the track — an outbound bonus beside an inbound-only facility, or the Truck Dock's inbound bonus beside the outbound-only Packing Sheds, which leaves that card with no effect at all. Likewise, passenger modifiers beside a Whistle Post add Porters but do not create an outbound slot until the Office becomes a Passenger Facility.
## Facility modifiers
## Train cards — 22
A Modifier sits on an empty square among the **nine spots around its host Facility** — and, since
v0.8.0.14, **inside your Limits**, like everything else. It may not stand in the Running Track row.
One of each kind per Office Area.
Playing a timetabled train card rolls the seeded D12 and places its number in the first open timetable slot at or after the result, wrapping around the 12-slot chart. It then runs at that Stage every Day. An Extra is queued and made up when a Crew Tray becomes available; v0.4.5 automatically launches Extras eastbound from the Western Division Point.
**A Modifier adds a BOX, never room for a car.** A Truck Dock beside a Grocer's Warehouse gives it a
second red box — somewhere for one more arriving load to be cleared to — and changes nothing about
how many cars may be spotted there.
The listed consist is a maximum, not a minimum: a train may depart with fewer cars, but must not exceed the listed categories, put a car behind a caboose, or leave with the engine buried among cars. A Crew Tray holds no more than four rolling-stock cars.
**A grant the host cannot use does nothing**, and the game says so rather than pretending. An
outbound bonus beside an inbound-only facility, or the Truck Dock's inbound bonus beside the
outbound-only Packing Sheds, is discarded — the latter leaving that card with no effect at all.
Passenger modifiers beside a **Whistle Post** add Porters but create no outbound slot until the
Office becomes a Passenger Facility; the panel reports that as DORMANT rather than claiming the
facility "only receives", which was wrong in both directions.
> **Changed 2026-08-22 (Gitea#7), Jesse's call:** the coach counts on **1/2 Crack Limited** and
> **5/6 The Sparrow** were swapped — the Limited drops from three coaches to two, the Sparrow rises
> from two to three. This is a change to the CARDS, not a correction to this table: `Trains3.pdf` and
> the transcription in [`rules/implications.md`](rules/implications.md) §5 still show the original
> numbers, and are right about what the printed cards said. `src/engine/content.ts` and this table
> carry what the game plays.
## Train cards
| Train | Speed | Direction | Listed maximum consist | Implemented special rule |
| --- | --- | --- | --- | --- |
| 1/2 Crack Limited | Fast | 1 west / 2 east | **2 coaches** | No switching; passenger work only at Terminals; expedited. |
| 3/4 Express | Fast | 3 west / 4 east | 2 freight | May exchange at most one freight car at each grid location during its switching turn; expedited. |
| 5/6 The Sparrow | Fast | 5 west / 6 east | **3 coaches** | No switching; expedited. |
| 7/8 Local | Slow | 7 west / 8 east | 1 freight, 1 coach | Its coach may not be set out during switching. |
| 9/10 Heavy Freight | Slow | 9 west / 10 east | 3 freight, 1 caboose | — |
| 11/12 Drag Freight | Slow | 11 west / 12 east | 2 freight, 1 caboose | — |
| X13 Appleseed Extra | Slow | Player choice printed; v0.4.5 launches east | 3 empty freight, 1 caboose | May drop cars but cannot pick up. The engine enforces no pickup, but does not enforce the printed empties-only consist restriction at make-up. |
| X14 Fruit Growers Express | Fast | Player choice printed; v0.4.5 launches east | 2 reefers, 1 caboose | Expedited. The code enforces reefers-only; the printed extra loaded-reefer pickup is not a separate rule. |
| X15 Yard Xfer | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 caboose | — |
| X16 Light Engine Move | Fast | Player choice printed; v0.4.5 launches east | No cars | No switching. |
| X17 Campaign Train | Fast | Player choice printed; v0.4.5 launches east | 1 coach | No switching. First Office arrival lays over for speeches; later arrivals are expedited. |
| X18 Circus Train | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 coach, 1 caboose | No switching. The first Mainline Phase in which it remains stopped awards its current Office’s player 1 Revenue. |
| X19 Military Train | Slow | Player choice printed; v0.4.5 launches east | 1 freight, 2 coaches | No switching; no passenger work; expedited. |
| X20 Director’s Private Car | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 coach | No passenger work. |
| X21 Freight Extra | Slow | Player choice printed; v0.4.5 launches east | 3 freight, 1 caboose | — |
| X22 Pee-Dee | Slow | Player choice printed; v0.4.5 launches east | 1 caboose | May pick up empty cars only. |
Playing a **timetabled** train rolls the seeded D12 and puts its number in the first open timetable
slot at or after the result, wrapping around the 12-slot chart. It then runs at that Stage **every
Day**.
## Enhancements — 18
Playing an **Extra** queues it; it is made up when a Crew Tray comes free, and **the player who
played the card chooses where it starts and loads it as they choose** (§7). Where it may start is a
house rule — `divisionPointsOnly`, `ownOffice`, or `anyOffice` (the default) — and the Interchange is
also available, because it is the one Mainline card with a yard. An Extra runs once and its card
goes to the Salvage Yard.
| Card | Copies | Placement | v0.4.5 behavior |
| --- | ---: | --- | --- |
| Interlocking | 2 | Bare Running Track straight | When the Office is full, an inbound train is held at the Limits instead of colliding. |
| Facing Point Locks | 2 | Any card; requires an Interlocking somewhere in the district | Blocks Derail. Derail is unavailable in v0.4.5, so this remains dormant. |
| Yard Office | 1 | Bare Secondary Track straight | A coachless inbound train is diverted to this track instead of occupying an A/D track. |
| Small Yard | 1 | Bare Secondary Track straight | A train may spend one switching Move here to reorder its entire consist and put the engine at the nose. |
| Water Column | 2 | Bare Running Track straight | Removes a Watertower. Watertower cards are unavailable, so this remains dormant. |
| Overpass | 1 | Any card | No implemented effect. |
| Telegraph | 3 | Bare Running Track straight | Once per Day, the Superintendent may add 4 to an opposing train’s number when that makes a facing clearance safe. |
| Telephone | 2 | On a Telegraph | Same dispatch mechanism, +8 once per Day. |
| Radio | 2 | On a Telephone | Same dispatch mechanism, +12 once per Day. |
| ABS Signals | 2 | Any Mainline card | Prevents rear-end collisions and holds a following train short. |
> The v0.4.5 behaviour of launching every Extra eastbound from the Western Division Point was
> replaced in v0.6.2. The number no longer decides an Extra's direction; the start does.
An enhancement requiring a bare straight cannot share that straight with another such enhancement. Telephone and Radio are the explicit stackable chain.
The listed consist is a **maximum, not a minimum**. A train may depart with fewer cars, but not with
more, not of the wrong category, not with a car behind the caboose, and not with the engine buried
among its own cars. A Crew Tray holds four pieces, and a caboose counts toward the four.
## Maneuvers — 6
A train made up short of what its card calls for is reported as such, with what it wanted and why
the yard could not supply it — see Rules §4.4.
| Card | Copies | Behavior |
| --- | ---: | --- |
| Red Flags | 5 | May be played at any time on a train stopped on a Mainline card. An approaching following train is held instead of moving into it. |
| Flying Switch | 1 | During the owner’s switching option, spend one Move to roll a tail-end cut into a track-connected freight facility without moving the engine there. |
| Poling | 0 | Catalogued but not dealt; no rule is implemented. |
**Per-train consists and printed rules: [`rules/as-built.md`](rules/as-built.md) § Trains.** It
carries the `empties only`, `reefers only`, `drop only` and `pick up empties only` restrictions,
every one of which the engine enforces.
## Catalogued but not dealt — 22 opponent-directed cards
## Enhancements, Mainline modifiers and Maneuvers
### Space-use cards — 12
- **Enhancements** are played into your district and change what a square does — the **Small Yard**
(re-order a consist for one Move), **Interlocking**, **Yard Office**, **ABS Signals** and the rest.
`as-built.md` marks each one `live`, `dormantSolo` or `unbuilt`, which is the part only the
implementation knows.
- **Mainline modifiers** are played onto a Mainline card: the Heavy Grade helpers and Realignment.
See [Mainline deck](StationMaster-Mainline-Deck-v0.4.5.md).
- **Maneuvers** are held and spent: **Red Flags** and **Flying Switch** have their own actions.
Poling is catalogued but its effect is recorded as "TBD in the source", so there is nothing to
implement.
Bean House (1), Flop House (1), Watertower (1), Hobo Jungle (1), Section House (1), City Blocks (4), Engine Shops (1), Tenderloin District (1), and Engineer Cemetery (1) are excluded. Their source descriptions say they consume table space; Hobo Jungle additionally describes vandalism looting a passing boxcar. No placement or effect is available in v0.4.5.
## Opponent-directed cards — not dealt
### Action cards — 10
Derail (2), Broken Coupler (1), Railroad Crossing (1), Per Diem Inventory (1), Demurrage Charge (1), Customer Complaints (1), Vandalism (1), Hotbox (1), and Outlawed (1) are excluded. Their printed target/effect text is catalogued in the code, but `card.play` rejects the categories as not implemented. Consequently, no card can currently be played on another player.
There are also two **Facing Point Locks** listed among Mainline modifiers. They are treated as the same grid enhancement as Facing Point Locks above, require an Interlocking, and are included in the active 213-card total.
The **Action** and **Space-use** categories are opponent-directed and are **excluded from every
dealt deck**, because their play rules are not implemented. They are catalogued in
`as-built.md` so the composition is on record, and `check` refuses to play one. This is deliberate:
silently accepting them would make a card look playable while doing nothing.
+91 -48
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@@ -1,21 +1,62 @@
# Station Master — Mainline Deck
**Rules implementation reference: v0.4.5**
**Scope:** the tarot-sized Mainline cards placed between Offices. This is an implementation reference, not a transcription of earlier prototype rules.
**Describes the game as built at v0.8.0.15** (2026-09-20). Previously stamped "v0.4.5", the
prototype rules edition these references were first written against; the filename keeps that stamp
because `src/`, `CHANGELOG.md` and `docs/rules/` all cite this file by name.
**Scope:** the tarot-sized Mainline cards placed between Offices — how the deck is dealt, what a
card does to a train crossing it, and the Home Deck cards played onto one.
> **Per-card numbers live in [`rules/as-built.md`](rules/as-built.md)**, which is GENERATED from
> `src/engine/content.ts` and checked by `test/card-reference.test.ts`, so it cannot disagree with
> the game. This document explains how the deck is used; that one is the table of record. Where the
> two ever differ, as-built is right.
## How Mainline cards work
At setup the game places one randomly selected Mainline card between each neighbouring pair of Offices and one beyond each end Office, between it and a Division Point. Thus, a game with *N* players has *N + 1* Mainline cards. The implementation selects types with replacement; it does not deal them from a shuffled finite deck.
At setup the game lays one Mainline card between each neighbouring pair of Offices and one beyond
each end Office, between it and a Division Point — so a game with *N* players uses **N + 1** cards.
They are **dealt from a finite deck without replacement** (since v0.6.2), so no Division can hold
two of a card printed once. The two Division Points are the fixed ends of the Division and are not
in the deck: `buildDivision` lays them itself.
A train crossing a Mainline card spends Stages, rather than moving through its printed cells. A 60 mph card costs one Stage and a 30 mph card costs two. A Slow train adds one Stage to every crossing. On Hilly terrain, any train carrying at least one coach uses the passenger rate; a train carrying no coach uses the freight rate. No crossing can take less than one Stage.
A card does not belong to either neighbouring Office. It is shared Division.
The card does not itself determine which player owns the adjacent Office. It is part of the shared Division.
### Crossing time is REGIONS, not mph
## Physical card inventory in `Mainline Cards.pdf`
A card is divided into **regions**, and a train advances **one region per Stage**. Crossing time is
therefore `regions − startRegion`, and nothing else. **The printed mph is scenery.**
The supplied PDF has **ten** tarot-sized terrain cards. Plains appears twice; the other terrain types appear once each. It also includes two Division Point cards.
This is the part most likely to be remembered wrong, because it used to work the other way: mph set
the cost and a Slow train added a Stage to *every* card. It does not. Four things move a train's
start region and nothing else does:
| Physical card | Copies in the PDF |
1. **The card's own back region.** The Uncontrolled Siding and the Interchange print a back region
that is not part of the road, so a train running through begins past it.
2. **A card that prints a Fast and a Slow start — and only Hilly does.** A fast train starts one
region along and crosses in 1 Stage; a slow one takes 2. **No other card reads a train's
Fast/Slow rating at all.**
3. **The permanent Heavy Grade modifiers**, each moving a train one region up the hill.
4. **Occupancy**: arriving to find the card occupied can put a train in the siding, a region behind.
No crossing ever takes less than one Stage.
### Traffic
Only **Double Track** lets two trains stand on one card, so a following train is not held behind a
slower one. Every other card holds one train at a time. The **Uncontrolled Siding** is not a passing
card: arriving to find a train already there puts you in the siding a region behind it — you do not
run into it, and it costs you the extra Stage instead.
Whether a following train may enter an occupied card at all is the Superintendent's ruling (§8.1,
Rules §4.5). Getting it wrong is what causes collisions.
## The deck
Ten drawable cards — Plains twice, the other eight once each — plus the two Division Point cards,
which are not drawn.
| Card | Copies |
| --- | ---: |
| Plains | 2 |
| Curves | 1 |
@@ -26,60 +67,62 @@ The supplied PDF has **ten** tarot-sized terrain cards. Plains appears twice; th
| Tunnel | 1 |
| Trestle | 1 |
| Interchange | 1 |
| East Division Point | 1 |
| West Division Point | 1 |
| East / West Division Point | 1 each, not dealt |
The PDF art labels this card “Yard”; this reference uses the implementation’s correct name, **Interchange**, to distinguish it from the Division Yard, Classification Yard, Yard Office, and Small Yard.
The PDF art labels the Interchange "Yard". This reference uses **Interchange** throughout, to keep
it apart from the Division Yard, the Classification Yard, the Yard Office and the Small Yard — five
different things.
## Implemented Mainline card reference
**Region counts and entry points per card are in [`rules/as-built.md`](rules/as-built.md).**
| Card | Implemented crossing time and feature |
| --- | --- |
| Plains | 60 mph; one Stage for Fast, two for Slow. The implementation has one Plains *type* rather than the PDF’s two physical copies. |
| Curves | 30 mph; two Stages for Fast, three for Slow. |
| Hilly | Passenger train: 60 mph. Freight-only train: 30 mph. Add one Stage if Slow. |
| Heavy Grade | Starts at 30 mph; two Stages for Fast, three for Slow. The card prints “Player sets orientation”; **the game deliberately overrides that and rolls the uphill direction from the seed** — settled in v0.5.0 and re-confirmed 2026-08-23, see the note below. Grade modifiers can reduce the time, to a minimum of one Stage. |
| Double Track | 60 mph. Printed capability: trains may pass. The traffic-resolution rule is in Rules §4.5. |
| Uncontrolled Siding | 60 mph. Printed capability: trains may pass. The traffic-resolution rule is in Rules §4.5. |
| Tunnel | 30 mph. |
| Trestle | 60 mph. |
| Interchange | 60 mph. A train may be reordered there only through the card’s printed “sort cars” concept; the current engine does **not** provide a Mainline sorting action for it. |
## The Interchange, and what it does NOT do
### PDF/code mismatch — CORRECTED
The Interchange prints a car-sorting capability. **It is not implemented, and never has been.** The
one thing the card's `sortsCars` flag actually gates is that an **Extra Train may be made up and
started here** — it is the Mainline card with a yard, which is why §7 allows it (v0.6.2). An Extra
starting here begins in the back region and takes the extra Stage.
**Was:** `src/engine/content.ts` defines nine `MAINLINE_PROFILES` types: one Plains entry plus the eight other terrain types above. `setup.ts` selected uniformly from that nine-type list, **with replacement**. The second Plains card shown in `Mainline Cards.pdf` was therefore not represented as a duplicate card or as extra Plains weight in setup — and, worse than a weighting error, a Division could be dealt two Interchanges, two Tunnels or two Trestles, none of which the deck contains.
Re-ordering a consist is done at a **Small Yard** in an Office Area, for one switching Move. See
Rules §4.3.
**Now:** `MAINLINE_DECK` in `content.ts` is the inventory table above — ten drawable cards, Plains twice and the other eight once each — and `buildDivision` deals from it without replacement. The two Division Point cards are not in that deck: they are the fixed ends of the Division, laid by `buildDivision` itself rather than drawn.
The Interchange is what forced the correction. §7 lets an Extra be started at the Interchange "if one is on the board" (see `docs/rules/implications.md`, §7), which only reads as a rule if the board can hold at most one.
The executable state represents East and West Division Points as fixed end nodes, not as card records. They are functionally present at the ends of the Division, but are not represented as the two PDF cards in the deck/state model.
> **Corrected 2026-09-20.** Until this pass the card said "Cars may be sorted into any new order
> here" — on the board, in the tooltip a player reads, and in the generated reference. A card
> advertising an action the game will not offer sends a player hunting for a button that does not
> exist. The description now says what the card does.
## Heavy Grade modifiers
These cards come from the Home Office deck and are played onto a Mainline card during a player’s Draw option.
Home Office cards, played onto a Mainline card during a player's Draw option.
| Card | Copies | Placement and actual effect |
| --- | ---: | --- |
| Brakeman | 1 | Heavy Grade only. Reduces a downhill crossing by one Stage. |
| Airbrakes | 1 | Heavy Grade only, and Brakeman must already be on that card. Reduces a downhill crossing by one additional Stage. |
| Helpers | 1 | Heavy Grade only. Reduces an uphill crossing by one Stage. |
| Realignment | 2 | May be played only onto an unoccupied Mainline card. Changes Plains → Double Track, Curves → Plains, Uncontrolled Siding → Double Track, or Trestle → Uncontrolled Siding. It cannot be played on any other card type. |
| Card | Placement and effect |
| --- | --- |
| Brakeman | Heavy Grade only. A **downhill** train starts one region further on. |
| Airbrakes | Heavy Grade only, and **Brakeman must already be on that card**. A downhill train starts one region further again. |
| Helpers | Heavy Grade only. An **uphill** train starts one region further on. |
| Realignment | Only onto an **unoccupied** Mainline card. Plains → Double Track, Curves → Plains, Uncontrolled Siding → Double Track, Trestle → Uncontrolled Siding. No other card may be realigned. |
For the grade cards, “uphill” should be the direction selected by the player when the card is placed. In v0.4.5 it is the seeded `gradeUp` direction because setup has no player-choice step.
## What is not implemented
- There is no player choice or physical placement interaction for Mainline cards; setup deals them automatically from the seeded random stream. There **is** a finite draw pile as of v0.6.2 — the deck above, dealt without replacement, so no Division can hold two of a card printed once.
- Interchange is catalogued as a “sort cars” card, but v0.4.5 has no operation that reorders a train on the Interchange. The Small Yard in an Office Area is the implemented sorting mechanism.
- Interchange now has one player-facing use: an Extra Train may be **started** there, made up in its yard and highballing onto the Mainline when the Subdivision is clear (§7, v0.6.2). Car sorting remains unimplemented.
A Heavy Grade is 3 regions, so it is 3 Stages to climb and 3 to run down before help. Modifiers
never reduce a crossing below one Stage.
## Heavy Grade orientation is settled, not missing
Heavy Grade orientation is rolled from the seed rather than chosen by a player. **This is a decision, not a gap, and it is not awaiting a player-selection step.**
Heavy Grade orientation is **rolled from the seed**, not chosen by a player. **This is a decision,
not a gap.**
The card prints “(Up)” and “Player sets orientation”, which assumes the card has an owner. This one does not: `buildDivision` lays the Division as `DP · Mainline · Office · Mainline · … · DP`, so a Heavy Grade always sits **between two districts**, or beyond an end Division Point next to one — never inside a single player’s own district.
The card prints "(Up)" and "Player sets orientation", which assumes the card has an owner. This one
does not: the Division is laid `DP · Mainline · Office · Mainline · … · DP`, so a Heavy Grade always
sits **between two districts**, or beyond an end Division Point beside one — never inside a single
player's district.
Orientation is not cosmetic: Brakeman and Airbrakes each take a Stage off a train running **downhill**, Helpers takes one off a train running **uphill**, and odd-numbered trains run west while even run east. Turning the card around therefore decides which of those modifier cards are worth anything and which direction of traffic is favoured — permanently, for the whole game. Handing that to one of the two neighbours advantages them over the other, and no player has a fair claim to it.
Orientation is not cosmetic. Brakeman and Airbrakes help a train running **downhill**, Helpers helps
one running **uphill**, and odd-numbered trains run west while even run east. Turning the card
around decides which modifiers are worth anything and which direction of traffic is favoured, for
the whole game. Handing that to one of two neighbours advantages them over the other, and neither
has a fair claim to it.
**Re-opened and closed again on 2026-08-23**, when the option of giving the choice to the Superintendent was considered and rejected. Jesse’s call: v0.5.0’s ruling stands. Rolling from the seed is deterministic, roughly even (51/49 east/west over 400 games), identical for solitaire and multiplayer, and keeps setup non-interactive — the game has no setup phase, so the question would have to interrupt play before the first Local Operations, in the minority of games that deal the card at all (20% at one player, rising to 50% at four).
**Re-opened and closed again on 2026-08-23**, when giving the choice to the Superintendent was
considered and rejected. Jesse's call: v0.5.0's ruling stands. Rolling from the seed is
deterministic, roughly even (51/49 east/west over 400 games), identical in solitaire and
multiplayer, and keeps setup non-interactive — the game has no setup phase, so the question would
have to interrupt play before the first Local Operations, in the minority of games that deal the
card at all (20% at one player, rising to 50% at four).
+199
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@@ -0,0 +1,199 @@
# Station Master — Quickstart
**For a tester who has never played. Describes the game as built at v0.8.0.15** (2026-09-20).
Read this once before you sit down. It is about twenty minutes of reading and will save you an hour
of confusion. The deeper references are listed at the end.
---
## 1. What the game is
You are a railroad **Office** — a town — on a shared east–west main line called the **Division**.
Everyone's Office sits in a row along it, west to east, with **Mainline cards** between them.
Two jobs run at once:
**Your own job, in your district.** Build track. Build industries and a passenger platform. Shunt
cars around with a switching crew to get the right car to the right place, so that freight can be
loaded and unloaded and passengers can get on and off. Every one of those completed pieces of work
pays **Revenue**, which is the score.
**The shared job, out on the Division.** Scheduled trains run across everybody's territory on a
timetable. They arrive at your Office, and you work them. When two trains want the same stretch of
track, the player wearing the **Superintendent's Fedora** rules on whether the second may follow the
first. Rule wrong and they collide, which costs 5 Revenue and counts against a limit that can end
the game.
The tension the game is built around: **the useful work is local and slow, and the trains are shared
and do not wait.**
---
## 2. How you win
The game runs a set number of **Days** — five by default. Each Day is **12 Stages**, which you can
think of as two-hour clock periods from midnight.
At the end of the last Day:
1. **The table's combined Revenue is checked first**, against a floor of **3 × players × Days**. At
three players over five Days that is 45. **Miss it and everybody loses**, however well you
personally did. This is the number to watch.
2. **Co-op:** meeting the floor is the win, together.
3. **Competitive:** meeting the floor puts the game on, and the **highest individual Revenue** wins.
4. **Solitaire:** meet the floor by yourself.
**Collisions can end it early and badly.** Breaching the collision limit stops play at once in a
collective loss — the railroad has been declared unsafe. Default limits are 3 in one Day and 5 in
the game.
**Falling short offers another Day** rather than just ending, so a game that misses the floor can be
played on. A game stopped by collisions cannot.
### Where Revenue comes from
| Work | Pays |
| --- | --- |
| A passenger boarding at your platform | 1 |
| A passenger getting off at your platform | 1 |
| Completing an outbound freight load | 1 |
| Completing an inbound freight unload | 1 |
| A train completing its run across the whole Division | 0 by default, to every player |
Those rates are set when the game is dealt and can be changed. The default means **your score comes
almost entirely from working cars in your own district** — trains passing through pay nothing by
themselves.
---
## 3. The shape of a Stage
Every Stage runs five phases in this order. Only two of them are your turn.
| # | Phase | What happens |
| --- | --- | --- |
| 1 | **Local Operations** | **Your turn.** Choose ONE of three things (below). Each player in turn, starting with the Superintendent and working eastward. |
| 2 | **New Train** | Trains due this Stage are made up from the Division Yard. The table takes turns adding one car each. |
| 3 | **Mainline** | Automatic. Trains move, lowest number first. This is where clearance rulings and collisions happen. |
| 4 | **Cargo** | **Your turn.** Your Laborers and Porters do their work — the loading, unloading, boarding and detraining that actually pays. |
| 5 | **Supervisor Shift** | Automatic. Laborers and Porters refresh; expedited trains depart. Every third Stage the Fedora passes. |
### Local Operations: you get exactly one of these
- **Switch** — take a crew and shunt. **Six Moves** (five at night under Reduced Visibility). This is
how cars physically get from the yard to an industry and back. Cars you run over are coupled up
automatically, so plan the route.
- **Draw** — take a card, then play and/or discard. This is how your district gets built: track,
industries, Office upgrades, modifiers, train cards.
- **Freight Agent** — one clerical act: stock a green outbound box, clear a red inbound box, or
unjam a facility.
**You cannot do two of them in one Stage.** Choosing is most of the game. A Stage spent drawing is a
Stage not spent switching.
> Passengers are **not** the Freight Agent's job. They board and get off in the **Cargo** phase, with
> a **Porter**. Reaching for the wrong role and finding nothing there is the single most common new
> player mistake, so each role now says on screen what it is for.
---
## 4. The screen
Left column, top to bottom:
- **The Division — west to east.** The shared main line: every Office and the Mainline cards between
them, with trains drawn where they are. **West is always on the left**, and a train's engine is
drawn as an arrow (◀ or ▶) showing which way it points.
- **Your Office Area.** Your own grid of track cards. This is where switching happens. It folds away
outside the phases that change it, unless you pin it open.
- **History.** What has happened, most recent first.
Right column:
- **Your Move** — the buttons. If it is not your turn this is empty, and the board tells you who is
acting.
- **Cards in My Hand**, and the **Department decks** — three face-up discard piles anyone may draw
the top of.
- **The Yards.** The **Division Yard** is the live supply of cars. The **Classification Yard** is
where used cars go, and it comes back **only when the Division Yard runs completely bare**.
- **Timetable** — who is due out and when.
- **Blocked — why nothing is moving.** *Read this panel.* When something will not work, this is
where the game explains why, in rules terms.
- **Facilities** — the load pipelines at each industry.
Across the top: your Revenue, the target, the Day and Stage, collisions, and the game code.
**When other players are acting**, their turns are replayed on your board a step at a time rather
than arriving already rearranged, with a `[N behind]` counter, **Pause** and **Skip**. Your own moves
are not replayed at you — they are already on your screen.
---
## 5. Your first twenty minutes
Play a **solitaire** game first. It needs no server and nobody else, and it is the same rules.
1. Open the site, choose **Play solitaire**, accept the defaults, **Deal**.
2. **Stage 1 — Draw.** You start on a **Whistle Post** with almost nothing. Play a track card or two
to extend your Running Track, and get a **Depot** down as soon as one appears: it is the upgrade
that makes you a passenger facility and gives you a second A/D track.
3. **Build one industry** on a stub off the main — not on the Running Track itself, which the game
will not allow.
4. **Play a train card** when you get one. It rolls onto the timetable and then runs at that Stage
**every Day**.
5. **When a train arrives at your Office**, switch cars to it or from it, and do the paying work in
the **Cargo** phase.
6. Watch the **Blocked** panel whenever you are stuck. It is usually one missing thing: no empty car
spotted, no loaded car in the yard, a full box, a locked industry track.
Then play a Day or two of multiplayer with bots filling the other seats, to see the table take turns.
---
## 6. Things that surprise new players
- **A turnout cannot be stopped on.** You may run through it; you may not end a Move there.
- **Coupling is mandatory.** Run over a standing car and you take it, whether or not you wanted it.
- **An industry track locks while a load is on its MEN | AT | WORK boxes.** No train can enter,
cross or work there until it clears.
- **A modifier adds a BOX, never room for a car.** It raises how much work an industry can hold, not
how much rail it has.
- **Nothing may be built outside your Limits** — track, industries and modifiers alike. Your district
ends at its sign, and the sign moves outward as your Running Track grows.
- **A train must be made up to leave.** Engine at one end; if it has a caboose, the caboose at the
far end. A train shunted out of shape sits at your Office until you fix it — a **Small Yard** will
re-order a consist for one Move, and each option tells you whether the result can leave.
- **Passengers may dry up completely.** Coaches move one way — boarding sends the emptied coach to
the Classification Yard, and it only comes back when the Division Yard is bare, which may never
happen. When it does, the yard panel warns you and passenger trains are made up empty. **This is
the rules working as designed**, not a bug; report how it felt, not that it happened.
- **Expedited trains leave the same Stage they arrived**, after the Cargo phase. Ordinary ones wait.
---
## 7. What to report
Most useful, in order:
1. **What you expected versus what happened**, with the Day and Stage. "Day 2 Stage 9, train 5 had
no coaches" is worth more than "passengers seem broken".
2. **Save the game** (the **Save replay** button) and send the file. A save is the seed and the moves
made, so it replays exactly and the bug can be looked at directly.
3. **Anything the screen did not explain.** If you had to guess a rule, that is a finding even when
the game was right.
4. **Anything you went looking for and could not find.**
Bugs go to the tracker; anything unclear in this guide is also worth saying.
---
## 8. Where to read more
| For | Read |
| --- | --- |
| The rules in full, with the FAQ | [Rules](StationMaster-Rules-v0.4.5.md) |
| Every card, generated from the code | [`rules/as-built.md`](rules/as-built.md) |
| How the Home Office deck is dealt and played | [Home deck](StationMaster-Home-Deck-v0.4.5.md) |
| The Mainline cards and what they do to a train | [Mainline deck](StationMaster-Mainline-Deck-v0.4.5.md) |
| Rolling stock, yards, trays, the Fedora | [Components](StationMaster-Components-v0.4.5.md) |
+200 -48
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@@ -1,7 +1,15 @@
# Station Master — Rules
**First-draft rules reference for v0.4.5**
**Authority:** observed v0.4.5 code paths and tests. Where a card face, prototype document, and executable behavior differ, this document reports executable behavior and marks unimplemented material.
**Describes the game as built at v0.8.0.15** (2026-09-20). Previously stamped "v0.4.5", the
prototype rules edition this reference was first written against; the filename keeps that stamp
because `src/`, `CHANGELOG.md` and `docs/rules/` all cite this file by name.
**Authority:** observed code paths and tests. Where a card face, a prototype document and executable
behaviour differ, this document reports **executable behaviour** and marks unimplemented material.
Per-card numbers are not repeated here — [`rules/as-built.md`](rules/as-built.md) is generated from
`src/engine/content.ts` and is the table of record.
**New to the game? Start with the [Quickstart](StationMaster-Quickstart.md).**
## 1. Overview and background
@@ -19,11 +27,14 @@ This book is divided as follows:
6. the implemented multiplayer/engine status; and
7. FAQs and implementation limits.
The companion references are [Mainline deck](StationMaster-Mainline-Deck-v0.4.5.md), [Home deck](StationMaster-Home-Deck-v0.4.5.md), and [components](StationMaster-Components-v0.4.5.md).
The companion references are the [Quickstart](StationMaster-Quickstart.md) for a new player,
[Mainline deck](StationMaster-Mainline-Deck-v0.4.5.md), [Home deck](StationMaster-Home-Deck-v0.4.5.md),
[components](StationMaster-Components-v0.4.5.md), and the generated per-card table
[`rules/as-built.md`](rules/as-built.md).
## 2. Definitions
| Term | Meaning in v0.4.5 |
| Term | Meaning |
| --- | --- |
| A/D track | An Office arrival/departure capacity. A Whistle Post has 1; Depot, Station, and Terminal have 2, 3, and 4. |
| Card location | A square in an Office Area grid. A train may end a switching Move only on Operational Rail. |
@@ -43,7 +54,7 @@ The companion references are [Mainline deck](StationMaster-Mainline-Deck-v0.4.5.
| Operational Rail | A card on which a train may finish a Move. Turnouts are pass-through only; a locked industry is not usable at all. |
| Running Track | The east–west track between an Office Area’s Limits, including its Office. |
| Secondary Track | All local rail inside the Limits that is not Running Track. |
| Stage | One of twelve turns in a Day. Its phases are Local Operations, New Train, Mainline, Load/Unload, and Shift Change. |
| Stage | One of twelve turns in a Day. Its phases are Local Operations, New Train, Mainline, Load/Unload and Shift Change. **On screen the last two are labelled "Cargo" and "Supervisor Shift"** — same phases, the names the interface uses. |
| Subdivision | Mainline between Division Points or Control Points. Clearance checks look through the whole next Subdivision. |
| Superintendent | The player with the Fedora. The role decides same-direction clearances and rotates every three Stages. |
| Timetabled train | A numbered train card scheduled to one of the 12 Stage slots, then due at that slot each Day. Odd numbers go west; even numbers go east. |
@@ -52,11 +63,18 @@ The companion references are [Mainline deck](StationMaster-Mainline-Deck-v0.4.5.
### 3.1 Starting a new game in the shipped client
The v0.4.5 browser page creates a **one-player solitaire Standard game**. Select **New game**, then choose:
The front page has three doors: **Play multiplayer**, **Play solitaire**, and **Browse replays**.
**Solitaire** runs entirely in your own browser and needs nothing from the server. Select **New
game**, then choose:
1. a numeric seed, or leave it blank for a fresh browser-generated seed;
2. a starting hand;
3. passenger, freight, and train-transit Revenue rates.
3. passenger, freight, and train-transit Revenue rates;
4. the number of Days, and the optional rules.
**Multiplayer** goes to the lobby — see §3.5. It needs the server, because the game is authoritative
there rather than in any one browser.
The browser writes those choices into the URL. A particular game is defined by the **seed plus these house rules**, not the seed alone.
@@ -87,7 +105,7 @@ In a multi-player engine game, every player receives two seeded D12 rolls:
- The **division roll** orders seats from low west to high east; equal results put the lower player index farther east.
- The **Superintendent roll** gives the initial Fedora to the first player tied for highest.
The opening deal starts at the Superintendent’s seat and proceeds left (eastward in the engine’s seat ordering).
The opening deal starts at the Superintendent’s seat and proceeds **eastward** — increasing seat index, which is how the Division map draws the table.
### 3.3 Saving, resuming, and replaying solitaire
@@ -97,25 +115,61 @@ The browser also stores the current local game and resumes it automatically when
**Undo is solitaire-only.** It removes the final accepted intent and rebuilds the game from the earlier history. Random outcomes are not rerolled: replaying the same action consumes the same seeded result. Undo can therefore change the player’s decision after seeing an outcome, but cannot fish for a different timetable die roll.
### 3.4 Engine game modes and endings
### 3.4 Game modes and endings
The engine defines Solitaire, Competitive, and Co-op modes. The browser exposes only Solitaire.
Three modes: **Solitaire**, **Competitive** and **Co-op**. All three are playable.
| Length | Target | Days |
| --- | ---: | ---: |
| Short | 10 | 3 |
| Standard | 20 | 5 |
| Campaign | 45 | 10 |
**Length is a free `days` count**, not a preset. The old `short`/`standard`/`campaign` presets
carried a `target` and were dropped in 2026-08; they survive only as a convenience argument for the
simulation tooling, resolving to 3, 5 and 10 Days. The default is 5.
With `firstToTarget`, competitive mode ends when any individual reaches the target; co-op uses target × player count and total Revenue. With `highestAfterDays`, competitive mode requires the table’s combined Revenue to reach `3 × players × days`; otherwise everyone loses. If that floor is met, the highest individual score wins. Solitaire and co-op win only if their score reaches their target at the end of the length.
**How a game ends and who wins:**
Competitive mode also ends in a collective loss after three collisions in one Day.
1. **The timetable runs out** at the end of the last Day. Then:
2. **The combined Revenue floor** is checked first — `3 × players × days`. Fall short and
**everybody loses**, whatever anyone individually scored.
3. **Co-op** wins as a table if the floor is met.
4. **Competitive** is won by the **highest individual Revenue** once the floor is met.
5. **Collisions end it early.** Breaching the per-Day or total collision limit ends play at once in a
collective loss — the railroad has been declared unsafe.
The configuration contains four optional-rule flags. Only two have engine effects: **Reduced Visibility** gives five rather than six switching Moves in Stages 1, 2, 3, 11, and 12; **Emergency Toolbox** initially sets the Red Flags hand-limit status, allowing four cards. Sister Trains and Employee Rotation are represented in configuration/state design but are not executed by v0.4.5.
**Extended play (Gitea#11).** Both days-based endings — running out of timetable, and closing short
of the Revenue floor — offer **another Day**, because they are the same event seen twice: the last
Day ended, and this is what the books say. A collision ending is **not** extendable, and neither is a
collision breach during an extended Day. The official result is frozen when the timetable first ran
out, so a railroad declared unsafe on Day 9 does not retract who won on Day 5.
### 3.5 Multiplayer setup status
**Three optional rules, all implemented:**
There is no multiplayer lobby, room creation flow, remote server, invitation flow, or network session in v0.4.5. The engine can be called with multiple player names (and rejects a Solitaire configuration with more than one), but the delivered page always calls it for one local player. See section 6.
| Rule | Effect |
| --- | --- |
| Reduced Visibility | Five switching Moves instead of six, in Stages 1, 2, 3, 11 and 12 — the night Stages. |
| Employee Rotation | Every player moves one chair at the end of each Day. Revenue and the Fedora travel with the player; the Office Areas stay with the seats. |
| Emergency Toolbox | Starts every player holding the Red Flags status, so the hand limit opens at four. |
(There is no "Sister Trains" flag. It appeared in an earlier draft of this document and never in the
configuration.)
### 3.5 Multiplayer setup
Multiplayer is delivered and is what this package is for. The flow:
1. **Create or join.** The host creates a game and gets a **game code**; everyone else joins with
that code. Seats fill as people arrive, and any seat left empty can be **filled with a bot**.
2. **Start.** Once the host starts, that same page is where every player plays their turns and
watches the table. There is nothing else to open.
3. **The server is authoritative.** The game lives on the server, not in a browser: it survives a
page reload, a browser restart and a service update, replaying its intent history to get back to
where it was.
4. **Your seat is a token in YOUR browser**, scoped to the origin you joined at. A reload finds it
and puts you straight back. Clearing site data, a private window, or a different browser does not:
the seat is still yours and still on the server, but that browser can no longer prove it is you.
An administrator can mint a **single-use recovery link** (StartOS action **Restore a Seat**) that
trades a code for the token and expires in 30 minutes.
5. **Watching the table.** Other players' turns arrive as an ordered replay rather than as a board
that has silently rearranged itself, with a `[N behind]` counter, Pause and Skip.
Solitaire needs none of this and runs with the page alone.
## 4. Basic game mechanics
@@ -124,13 +178,16 @@ There is no multiplayer lobby, room creation flow, remote server, invitation flo
Each of 12 Stages follows this sequence:
```text
1. Local Operations — each player, starting with the Superintendent and proceeding left
2. New Train — make up due timetabled trains, then queued second sections and Extras
3. Mainline — automatic train movement in numeric order
4. Load/Unload — each player, starting with the Superintendent and proceeding left
5. Shift Change — expedited departures, clocks/workers, and possibly the Fedora
1. Local Operations — each player, starting with the Superintendent and proceeding eastward
2. New Train — make up due timetabled trains, then queued second sections and Extras
3. Mainline — automatic train movement in numeric order
4. Load/Unload — each player, same order. On screen: "Cargo"
5. Shift Change — expedited departures, workers. On screen: "Supervisor Shift"
```
**"Proceeding left" is seat order, west to east**, which is how the Division map draws it — the
screen says "eastward" for that reason, because a table has no shared left.
At a Shift Change, Laborers and Porters reset. The Fedora moves after Stages 3, 6, 9, and 12. At Day end, dispatch-device use resets, collision count resets, the Day and Stage roll over, and victory is checked.
### 4.2 Local Operations: choose one option
@@ -139,13 +196,19 @@ On a player’s Local Operations turn, choose exactly one available option.
**Switch.** Select any Crew Tray currently in that player’s Office Area. It gets six Moves, or five under Reduced Visibility on the listed night Stages. A Move travels any connected distance in one direction and must end on Operational Rail. Reversing is a separate Move. A train may pass through a turnout but cannot stop on it. It may not share or pass through another train except through an Office with a free A/D track.
Standing cars couple automatically when the train reaches them; it may not pass them, and the resulting consist may not exceed four cars. Coupling forward places cars ahead of the engine; coupling while backing places them behind it. Setting out cars does not spend a Move, but the cut must come from an outer end of the consist and may not be left on the Office. A Small Yard can reorder a consist for one Move. Flying Switch spends one Move to roll a tail cut into a connected Freight Facility.
Standing cars couple automatically when the train reaches them; it may not pass them, and the resulting consist may not exceed four cars. Coupling forward places cars ahead of the engine; coupling while backing places them behind it. Setting out cars does not spend a Move, but the cut must come from an outer end of the consist and may not be left on the Office. A **Small Yard** re-orders a consist for one Move, and since v0.8.0.14 may also place cars **ahead
of the engine** — which is how a cut is set up to be shoved into a facing industry. Each option on
the menu shows the train it would build, laid out west to east as the board draws it, and says
whether the result may leave the Office or would be held there. Flying Switch spends one Move to
roll a tail cut into a connected Freight Facility.
**Draw.** Take one card from the face-down Home Office or the exposed top of one Department pile. During this option, play eligible cards and/or discard cards to Department piles, then finish at the hand limit. Track, facilities, offices, modifiers, enhancements, and train cards have the placement or scheduling rules in the deck references. Mainline modifiers are played from this option as well.
**Freight Agent.** Make one of these operations, then the turn ends: stock one green outbound box from a matching loaded Division Yard car; clear one red inbound box to the Classification Yard; unjam one outbound, inbound, or MEN | AT | WORK load to the Classification Yard; or explicitly end without acting. Freight can be stocked only when an unclaimed empty matching car is already spotted at that industry. Passengers may wait in a green Office box without a train present.
Implementation note: `card.discard` is accepted by the v0.4.5 engine during Local Operations without checking that Draw was chosen. This unusual implementation behavior is not a separate published turn option.
Implementation note, still true at v0.8.0.15: `card.discard` is accepted during Local Operations
without checking that the Draw option was chosen — unlike `card.play`, which does check. This is an
implementation quirk rather than a fourth published turn option.
### 4.3 Track, switching, and local safety
@@ -159,18 +222,36 @@ Train-card restrictions also apply while switching. No-switching trains cannot m
At the Stage shown on the timetable, the engine makes up the matching timetabled train if a Crew Tray is free. It starts at the Division Point appropriate to its direction. A train may receive matching loaded or empty cars from the Division Yard until its listed maximum consist is reached or no suitable car remains. It is permitted to leave under-strength.
A Second Section order on the due train creates another identical timetabled train behind it when a free tray is available. A played Extra is made up after timetabled trains and Second Sections when a tray is free; v0.4.5 automatically sends every Extra east from the Western Division Point.
A Second Section order on the due train creates another identical timetabled train behind it when a
free tray is available. A played Extra is made up after timetabled trains and Second Sections when a
tray is free, and **the player who played the card chooses where it starts** — either Division
Point, the Interchange, or an Office, according to the `extraStart` house rule — and loads it as they
choose rather than going round the table.
A timetabled train's consist is built by the table: **starting with the Superintendent and working
eastward, each player adds ONE car**, going round again until the train is full or the Division Yard
holds nothing it can take.
**When the yard can supply nothing, the game says so.** The round is skipped — there is no point
asking for a car that cannot be given — and the train is reported as made up short, naming what its
card wanted, how many such cars are waiting in the Classification Yard, and how far the Division Yard
is from bare. See §4.6 for why that happens to coaches in particular.
### 4.5 Mainline movement and Office arrival
Mainline movement is automatic and processes lower train numbers first; a timetabled train outranks an Extra with the same number. A train at a Division Point, at an Office A/D track, or already crossing a Mainline card attempts its applicable movement.
Crossing time comes from the Mainline card and train speed. On a normal card, a train must check the entire next Subdivision before entering it:
**Crossing time is the card's REGIONS**, one per Stage — not its printed mph, which is scenery, and
not the train's Fast/Slow rating, which only **Hilly** reads. See the
[Mainline deck](StationMaster-Mainline-Deck-v0.4.5.md) reference for what moves a train's entry
point. On a normal card, a train must check the entire next Subdivision before entering it:
- an opposing train normally blocks entry;
- a following same-direction train asks the Superintendent to allow or deny clearance;
- Red Flags or ABS Signals hold the follower automatically; and
- passing cards allow entry without this occupancy check.
- **Double Track** — the one card two trains may stand on — allows entry without that check. The
**Uncontrolled Siding** is not a passing card: a train arriving to find it occupied takes the
siding a region behind, which costs it the extra Stage instead of a collision.
An Office arrival normally takes a free A/D track. If the Office is full, the inbound train collides and the local Office player loses 5 Revenue; Interlocking instead holds it at the Limits. A coachless inbound train may divert to a Yard Office. Cars fouling the Running Track at the Office also cause a collision.
@@ -185,7 +266,22 @@ Passenger work occurs during Load/Unload, at a Depot, Station, or Terminal. Each
- **Board:** replace an empty coach on an eligible train at the Office with a loaded coach from a green outbound box. The removed empty coach goes to the Classification Yard. Earn configured passenger Revenue.
- **Detrain:** replace a loaded coach on an eligible train with an empty coach from the Division Yard, placing the loaded coach into an available red inbound box. Earn configured passenger Revenue.
Crack Limited trains permit passenger work at Terminals only. Military Train and Director’s Private Car permit no passenger work. A Whistle Post has no Porters.
Crack Limited trains permit passenger work at Terminals only. Military Train and Director's Private
Car permit no passenger work. A Whistle Post has no Porters.
> **Coaches travel one way, and it is worth knowing before you plan around passengers.** Boarding
> sends the emptied coach to the **Classification** Yard; detraining draws a fresh empty out of the
> **Division** Yard; and §2.2 returns the Classification Yard only when the Division Yard runs
> completely bare. Measured over one three-Day game: sixteen coaches in the Division Yard at setup,
> **none from Day 2 Stage 8 onward**, fifteen piled in Classification while the Division Yard held
> steady at 46–47 freight cars and stopped draining — so the refill never fired and no passenger
> could board or detrain anywhere for the rest of the game, while trains whose cards call for coaches
> were made up empty.
>
> **This is the rules working as printed and the ruling is that it stands** (Jesse, 2026-09-17, the
> same ruling Gitea#2 got: running out is part of the game). What changed is that the game now says
> it — the yard panel warns while the shortage lasts, and a train made up short reports why. Whether
> the ratchet should be broken is open as TODO #108, to be decided on a second game's evidence.
### 4.7 Freight work
@@ -197,43 +293,77 @@ For an **inbound unload**, a matching loaded car must be spotted at an inbound-c
## 5. Solitaire
The implemented game is solitaire: one named player, one Office Area, local browser execution, Standard length, highest-after-days victory, and the default house rules unless changed in New Game. The game has no AI opponent. “Multiplayer” gameplay does not occur locally by simulating other players.
Solitaire is one named player and one Office Area, running entirely in the browser with no server.
It is **not** the only implemented game any more — see §6 — but it is the one that needs nothing but
the page.
Solitaire-specific features are:
- a local browser save, automatic resume, and JSON download/load;
- unlimited step-by-step Undo back through accepted action history; and
- **unlimited step-by-step Undo** back through accepted action history — multiplayer has none,
because a shared game cannot be rewound under the other players; and
- a seed/rules URL suitable for sharing or reproducing a game.
Automatic phases get a visible beat in solitaire too, so the board plays its own moves out rather
than jumping.
The active deck removes all 22 opponent-directed cards. Therefore, the defensive cards whose only purpose is to answer them (Facing Point Locks and Water Column) can be placed but have no opportunity to fire; Overpass has no effect at all. The game still includes shared-rail mechanics such as Mainline clearance, but with one player no other player can occupy the Division.
To win the default game, finish Day 5 with at least 20 Revenue. A result below 20 is a loss. Train-transit Revenue defaults to zero, so the default score must principally come from passenger and freight work.
To win the default one-player game, finish Day 5 having met the combined Revenue floor —
`3 × players × days`, which at one player over five Days is **15**. Below it is a loss, and the game
offers you another Day rather than simply ending. Train-transit Revenue defaults to zero, so the
score has to come principally from passenger and freight work.
## 6. Multiplayer
### 6.1 What the engine supports
The engine has player, seat, score, Office Area, Director/Division, phase-order, co-op, and competitive-mode data for multiple named players. It deals each player a hand, creates one Office Area per seat, starts acting order at the Superintendent and proceeds left, and models the following multiplayer-specific outcomes:
The rules engine has always supported multiple named players; since v0.7 the lobby, server and
client around it are delivered too, so this section now describes a game people actually play. The
engine has player, seat, score, Office Area, Division, phase-order, co-op and competitive-mode data
for multiple named players. It deals each player a hand, creates one Office Area per seat, starts acting order at the Superintendent and proceeds eastward, and models the following multiplayer-specific outcomes:
- the D12 seating and Superintendent rolls described in section 3;
- individual Revenue in competitive play and shared total Revenue in co-op;
- a competitive collective loss after three collisions in one Day;
- a collective Revenue floor for competitive highest-after-days games; and
- a collective loss on breaching the collision limits;
- the combined Revenue floor, `3 × players × days`; and
- train-transit Revenue awarded to every player, if that revenue setting is nonzero.
The engine’s setup checks only that there is at least one player and that Solitaire has exactly one player. It does not enforce a maximum player count, although the test and design material exercise two through four players.
### 6.2 What is not delivered in v0.4.5
### 6.2 What IS delivered
There is no implemented multiplayer game setup for end users: no server, lobby, invitation, room code, player join flow, authoritative remote state, or remote Session. The browser page creates a local single-player session only. Accordingly, there is no supported procedure for resuming a multiplayer game, and no multiplayer Undo.
Everything in §3.5: a lobby with game codes, seating, bots filling empty chairs, an authoritative
server that survives restarts and updates by replaying its intent history, per-seat reconnection, an
administrator's single-use seat-recovery link, and an ordered replay of other players' turns on each
player's own screen.
The 12 space-use cards and 10 action cards are not dealt in competitive or co-op either. The engine rejects attempts to play either category. Thus, **no card can currently be played on another player**. This includes Derail, Broken Coupler, Railroad Crossing, score-penalty cards, Vandalism, Hotbox, Outlawed, and all table-space cards. Facing Point Locks and Water Column are implemented only as dormant defences for these unavailable effects.
The package also exposes administrative **actions** on StartOS — list games in progress, get the
join secret, manage a game, restore a seat — documented in the wrapper repository rather than here.
### 6.3 Difference from solitaire, if a multi-player engine session is created
### 6.3 What is NOT delivered
Players have separate local districts, hands, and scores, but they share the Home Office deck, Department piles, yards, timetable, Mainline, and traffic consequences. Turn order is sequential; one current actor acts at a time. The Superintendent role is attached to a player while Offices are attached to fixed seats. Employee Rotation is not active, so players do not actually change seats in v0.4.5.
**No card may be played at another player.** The 12 space-use and 10 action cards are excluded from
every dealt deck in every mode, and `check` rejects playing one. That includes Derail, Broken
Coupler, Railroad Crossing, the score-penalty cards, Vandalism, Hotbox, Outlawed and all
table-space cards. Facing Point Locks and Water Column exist only as dormant defences against
effects nothing can currently cause, and Overpass has no effect at all.
The deck is still 213 cards and still excludes opponent-directed content. Therefore multi-player engine mode changes shared traffic, scores, turns, and win/loss evaluation—not card attacks or a remote user experience.
**No multiplayer Undo.** A shared game cannot be rewound under the other players.
### 6.4 How multiplayer differs from solitaire
Players have separate districts, hands and scores, and share the Home Office deck, the Department
piles, the yards, the timetable, the Mainline and every traffic consequence. One player acts at a
time.
**A seat is not a player**, and the distinction is load-bearing. Offices belong to seats; Revenue,
hands, the Fedora and identity belong to players. With **Employee Rotation** on, players move one
chair at the end of each Day and take their Revenue and the Fedora with them, while the districts
stay where they are.
So multiplayer changes shared traffic, scores, turn order and how the game is won or lost — not card
attacks, which do not exist in any mode.
## 7. Frequently asked questions
@@ -271,20 +401,42 @@ It may be on Secondary Track rather than the Office, or be badly made up: its en
### Why did an expedited train leave after passenger/freight work?
Expedite means it departs in the Stage it arrived, but v0.4.5 waits until Shift Change so it remains present for that Stage’s Load/Unload phase.
Expedite means it departs in the Stage it arrived, but the departure waits until Shift Change so the
train is still present for that Stage's Load/Unload phase.
### Can I choose the direction of an Extra or a Heavy Grade?
Not in v0.4.5. The engine launches Extras eastbound from the Western Division Point. Heavy Grade orientation is seeded automatically at setup.
**An Extra, yes** — the player who played the card chooses where it starts and which way it runs, and
loads it as they choose (v0.6.2). **A Heavy Grade, no**: orientation is rolled from the seed. That is
a decision rather than a gap — the card sits between two districts and belongs to neither, so handing
the choice to one neighbour would advantage them permanently. See the Mainline deck reference.
### Can I use an Interchange to reorder a train?
No. The card is catalogued with a sorting concept, but there is no implemented Interchange sorting action. Small Yard is the available local sorting mechanism.
**No, and the card used to claim otherwise.** Its printed car-sorting has never been implemented; the
description was corrected on 2026-09-20 to stop advertising it. What the Interchange actually offers
is the one Mainline card with a yard, so an **Extra may be made up and started there**. Re-ordering a
consist is done at a **Small Yard** in a district.
### Can I play attack cards on another player?
No. All action and space-use cards are excluded from every dealt deck in v0.4.5 and their play is rejected.
No. All action and space-use cards are excluded from every dealt deck in every mode, and playing one
is rejected.
### Is multiplayer playable?
No. Multi-player state and rules-engine support exist, but the lobby, server, remote client, and opponent-directed card mechanics are not implemented.
**Yes.** Lobby, game codes, seating, bots, an authoritative server that survives restarts, per-seat
reconnection and a replayed view of everyone else's turns are all delivered — see §3.5 and §6. The
opponent-directed cards remain unimplemented in every mode, so there are still no card attacks.
### Why did my passenger train arrive with no coaches?
Almost certainly the coach ratchet in §4.6: every coach has ended up in the Classification Yard,
which comes back only when the Division Yard runs completely bare. The yard panel warns when this
has happened, and a train made up short says so in the log.
### Why is every option in the Small Yard marked "HELD at the Office"?
Because that train is **already made up**, so every re-order on offer would break it — most often by
moving the caboose off the rear, which §8.2 will not let a train depart with. If the train is *not*
currently fit to run, at least one option will be marked "MADE UP, ready to leave".
+28
View File
@@ -36,6 +36,34 @@ and `<ip>:<port>` are both expected — and browser storage is scoped to the ori
at one address must come back to that address, or they are a stranger with no token. Say so in the
UI at join time rather than letting someone discover it when they cannot get back in.
**A lost token is recoverable, administratively** (Gitea#33). Everything above makes the token the
single point of failure: it lives in one browser's storage, and a cleared profile, a private window or
a different browser ends the seat with the game still running and the session still on disk. Seen at a
real table — the returning player met an empty lobby while their token sat intact in `sessions.json`,
and the only way back was an administrator reading the file off the volume and the player pasting it
into a devtools console.
So there is a supported path, in two halves that are gated differently on purpose:
```
POST /api/games/<id>/claim { player } → { code, expiresAt, … } admin secret
POST /api/claim { code } → { token, gameId, player, gameCode }
```
**The link carries the code, never the token** — which is the rule three paragraphs up, applied. A
recovery link is exactly the sort of thing that gets pasted into a chat, so what travels in the URL is
single-use and expires in thirty minutes (`server/claims.ts`), and the page trades it for the real
token over a POST as it loads (`?claim=` in `web/main.ts`, which strips it from the address bar either
way). A leaked code is worthless once spent; a leaked token is the seat for the rest of the game.
**Minting is administrative; spending is not.** Deciding that a particular person has lost a
particular seat is a judgement no route can make safely — anyone able to mint their own code could
take any chair at the table. Spending needs no secret because the player following the link is the one
person in the story who holds none; the code *is* the authorisation, and it is the same shape
(unguessable, one-time) as the token it hands back. The codes are held in memory: they are minted on
demand and spent within minutes, so a restart dropping them is the right failure, and persisting them
would put a credential-equivalent on the volume to solve a problem measured in seconds.
Real accounts can be layered on later without touching the rules engine, which is exactly why
[`overview.md`](overview.md) keeps that boundary sharp.
+35 -21
View File
@@ -20,13 +20,30 @@ These stay as-is. Everything below is derived from them.
> placeholder for exactly this material, and the balance measurements in Gap 12 were taken against a
> ruleset that does not match the design.
## For players and testers
Written to be handed to somebody who is about to play, rather than to somebody building the game.
| Document | What it is |
| --- | --- |
| [`StationMaster-Quickstart.md`](StationMaster-Quickstart.md) | **Start here if you have never played.** The point of the game, how a Stage runs, what is on screen, how you win, a first twenty minutes, and what to report. |
| [`StationMaster-Rules-v0.4.5.md`](StationMaster-Rules-v0.4.5.md) | **The rules in full**, as the engine actually runs them, with a FAQ. |
| [`rules/as-built.md`](rules/as-built.md) | **Every card, GENERATED from `src/engine/content.ts`** and checked by a test, so it cannot disagree with the game. The table of record for per-card facts. |
| [`StationMaster-Home-Deck-v0.4.5.md`](StationMaster-Home-Deck-v0.4.5.md) | How the Home Office deck is dealt, drawn and played out. |
| [`StationMaster-Mainline-Deck-v0.4.5.md`](StationMaster-Mainline-Deck-v0.4.5.md) | The Mainline cards, how the deck is dealt, and what a card does to a train crossing it. |
| [`StationMaster-Components-v0.4.5.md`](StationMaster-Components-v0.4.5.md) | Rolling stock, the two yards, Crew Trays, the Fedora, the D12. |
The `v0.4.5` in four of those filenames is the **prototype rules edition they were first written
against**, not the version they describe — each says at the top which build it is current to. The
names are kept because `src/`, `CHANGELOG.md` and `docs/rules/` cite 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/card-reference.md`](rules/card-reference.md) | **⚠ SUPERSEDED** — an invented 52-card placeholder, kept for its economy summary and its history. For what is printed on every card, read [`rules/as-built.md`](rules/as-built.md), which is generated from the code. |
| [`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. |
| [`rules/implications.md`](rules/implications.md) | **Read this first.** What the four recovered design files (`Deck cards2.xlsx`, `Mainline Cards.pdf`, `Trains3.pdf`, `tracks.png`) change — and which decisions they supersede. |
@@ -49,23 +66,20 @@ must do.
## Current status
**v0.4.3.** Rules formalized, card faces specified, architecture documented, and the game playable
solitaire in a browser. See [`../CHANGELOG.md`](../CHANGELOG.md) for what each version changed and
[`../TODO.md`](../TODO.md) for what is open; this section is the shape of the project, not a
running tally, because a hand-maintained tally is what drifted last time.
**v0.8.0.15.** Rules formalized, card faces specified, architecture documented, and the game
playable **solitaire and multiplayer** in a browser against an authoritative server. See
[`../CHANGELOG.md`](../CHANGELOG.md) for what each version changed and [`../TODO.md`](../TODO.md) for
what is open; this section is the shape of the project, not a running tally, because a
hand-maintained tally is what drifted last time.
**What is built.** The rules engine, the developer bot, the balance harness, the replay viewer and
the playable page — components 1–7, 17 and 18 of
[`architecture/components.md`](architecture/components.md). A game can be saved, shared, replayed and
stepped back through. **493 tests.**
**What is built.** The rules engine, the developer bot, the balance harness, the replay viewer, the
playable page — and the server: lobby, game codes, seating, bots, per-seat reconnection, persistence
by replaying the intent history, and an ordered replay of other players' turns on each player's own
screen. It ships as a StartOS package. **999 fast tests and 35 simulation tests.**
**What is not.** The server. Phases 0 and 1 of
[`architecture/multiplayer.md`](architecture/multiplayer.md) landed in v0.4.0 — seat and player are
separate, turn state is per player, and the page talks to a `Session` rather than to the engine, so a
`RemoteSession` drops in without the page changing. Phase 2 onward is **deliberately held** until the
two provisional rules introduced in v0.3.0 have been played at a table: changing a rule after the wire
format is live costs far more than changing it before. Also unbuilt: the 22 opponent-directed cards
and real audio.
**What is not.** The 22 opponent-directed cards — the Action and Space-use categories — are held out
of every dealt deck until they have an implementation, along with the two defensive cards whose only
purpose is to answer them. Real audio: everything the game plays is synthesised from oscillators.
**Balance is not where it should be, and no conclusion should be read from the revenue numbers yet.**
The rebalance pass is deliberately deferred until the rules stop moving — card counts, industry counts
@@ -85,17 +99,17 @@ on that. [`architecture/protocol.md`](architecture/protocol.md) §3 has the reas
`test/events.test.ts` pins it.
**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.
per Day — but **inbound work bypasses them**, which is where the game's variance comes from.
**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, which also means **erasable syntax
only**: no `enum`, no parameter properties, no namespaces.
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.
Running alongside, and independent of all of it: **print-and-play components.**
[`rules/as-built.md`](rules/as-built.md) carries every card face as the game actually deals it, so
layout and art are the only remaining work before a table playtest — which answers the one question
simulation cannot, whether it is fun.
Run the harness with `node src/sim/harness.ts [games] [length]`.
+7 -7
View File
@@ -69,7 +69,7 @@ card prints are what it costs to cross. Where a train *enters* is what the rules
train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than
part of the road all change the entry point rather than the card's length.
| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Sorts cars |
| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Extra may start |
| --- | ---: | ---: | --- | :---: | :---: |
| Plains | 1 | 0 | — | — | — |
| Curves | 2 | 0 | — | — | — |
@@ -84,15 +84,15 @@ part of the road all change the entry point rather than the card's length.
The Mainline deck is 10 cards; the two Division Points are the fixed ends of
the Division and are not dealt. What each card does, in the words the game uses on screen:
- **Plains** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Curves** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Plains** — 1 region — one Stage each. · 1 Stage for every train. · One train at a time — anything following has to wait for it to clear.
- **Curves** — 2 regions — one Stage each. · 2 Stages for every train. · One train at a time — anything following has to wait for it to clear.
- **Hilly** — 2 regions — one Stage each. · This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses in 1 Stage, a slow one in 2 Stages. No other card cares which it is. · One train at a time — anything following has to wait for it to clear.
- **Heavy Grade** — 3 regions — one Stage each. · A grade, climbing eastward. 3 Stages to climb it and 3 Stages to run down, before help. Helpers start an UPHILL train a region further on; Brakeman does the same DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. Never less than one Stage. · One train at a time — anything following has to wait for it to clear.
- **Double Track** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held behind a slower one.
- **Double Track** — 1 region — one Stage each. · 1 Stage for every train. · TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held behind a slower one.
- **Uncontrolled Siding** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region behind it. You are not in the same place, so you do not run into it; it costs you the extra Stage instead. · One train at a time — anything following has to wait for it to clear.
- **Tunnel** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Trestle** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Interchange** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · An Extra beginning its run here starts in the back region and takes the extra Stage. · One train at a time — anything following has to wait for it to clear. · Cars may be sorted into any new order here.
- **Tunnel** — 2 regions — one Stage each. · 2 Stages for every train. · One train at a time — anything following has to wait for it to clear.
- **Trestle** — 1 region — one Stage each. · 1 Stage for every train. · One train at a time — anything following has to wait for it to clear.
- **Interchange** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · An Extra beginning its run here starts in the back region and takes the extra Stage. · One train at a time — anything following has to wait for it to clear. · This is the one Mainline card with a yard, so an Extra Train may be made up and started here. Its printed car-sorting is NOT implemented — a consist is re-ordered at a Small Yard in a district.
---
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.8.0.10",
"version": "0.8.0.15",
"private": true,
"type": "module",
"description": "Station Master — a railroad operations game",
+1 -1
View File
@@ -126,7 +126,7 @@ w('card prints are what it costs to cross. Where a train *enters* is what the ru
w('train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than');
w('part of the road all change the entry point rather than the card\'s length.');
w();
w('| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Sorts cars |');
w('| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Extra may start |');
w('| --- | ---: | ---: | --- | :---: | :---: |');
for (const m of MAINLINE_PROFILES) {
const ss = m.speedStarts ? `${m.speedStarts.fast} / ${m.speedStarts.slow}` : '—';
+10 -4
View File
@@ -70,11 +70,17 @@ function buildStamp(): string {
* and v0.7.6's fix to it both shipped correctly to `phoenix.local` and neither reached the browser
* that asked for them (Jesse, twice, 2026-08-29 — "setup did not work").
*
* The version plus the build's own timestamp is always distinct, needs nothing from the
* environment, and stays honest: two builds of the same commit ARE two deploys, and a cache key
* that says so costs one refetch, while one that lies costs a release nobody receives.
* A marker plus the build's own timestamp is always distinct, needs nothing from the environment,
* and stays honest: two builds of the same commit ARE two deploys, and a cache key that says so
* costs one refetch, while one that lies costs a release nobody receives.
*
* NOT THE VERSION, which is what this used to lead with. The stamp below already begins with
* `v${pkg.version}`, so on exactly the builds that take this path — every `.s9pk`, which has no
* `.git` — the header read "v0.8.0.10 · 0.8.0.10-mfq2p1 · …" and the version appeared twice
* (Jesse, playtest 2026-09-16). The timestamp alone carries the uniqueness; the version is
* already said once, properly, at the front.
*/
let git = `${pkg.version}-${Date.now().toString(36)}`;
let git = `nogit-${Date.now().toString(36)}`;
try {
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
.toString()
+51 -3
View File
@@ -31,12 +31,13 @@ import {
houseRules,
officeProfile,
mainlineProfile,
consistSize,
} from './content.ts';
import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
import type { CarType, Direction, MainlineEntry, MainlineKind } from './content.ts';
import type { GameEvent } from './events.ts';
// `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and
// the legality test cannot disagree about which train is being assembled.
import { areaAtSeat, areaOf, occupancyFor, trainNeedingCars } from './apply.ts';
import { acceptsCar, areaAtSeat, areaOf, isBeingMadeUp, occupancyFor, trainNeedingCars } from './apply.ts';
import { legalActions } from './legal.ts';
import type { CrewTray, DivisionNode, GameState, GridCoord, Outcome, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
import { cloneTally, coordKey, freshTurns, isExtendable, playerAtSeat, playerLeftOf, pooled, railFacingOf, subdivisions, totalRevenue, turnOf } from './state.ts';
@@ -393,6 +394,45 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
return { events, needsInput: true };
}
/**
* SAY SO WHEN A TRAIN GOT NOTHING, before the round is over and the train runs (playtest,
* 2026-09-16: "train 5, the sparrow, has no coaches, which seems strange").
*
* `trainNeedingCars` returns null both when every consist is full and when the Division Yard holds
* nothing a short train will take — the same answer for "done" and for "cannot be done" — so the
* phase moved on in silence and the only trace was a MADE UP line promising "now taking cars". The
* Sparrow calls for three coaches and left empty twice in one game.
*
* REPORTED HERE RATHER THAN AT THE MADE-UP MOMENT, because a train made up early in the round can
* still be filled by a later placement; only once the round has nothing left to offer is the
* shortfall a fact. This is reached exactly once per Stage — the next line enters the Mainline
* Phase — so the report cannot repeat.
*/
for (const tray of s.trays.values()) {
if (!isBeingMadeUp(tray) || tray.trainNumber === null) continue;
const profile = trainProfile(tray.trainNumber, tray.trainIsExtra);
if (!profile) continue;
const category = (t: CarType): 'freight' | 'coach' | 'caboose' =>
t === 'coach' ? 'coach' : t === 'caboose' ? 'caboose' : 'freight';
// What the card still wants: asked of `acceptsCar` per category, so a full category and a
// category barred by the card's own rules answer the same way here as they do to a player.
const missing = (['freight', 'coach', 'caboose'] as const).filter((cat) => {
const sample: CarType = cat === 'coach' ? 'coach' : cat === 'caboose' ? 'caboose' : 'boxcar';
return acceptsCar(tray, sample);
});
if (missing.length === 0) continue;
events.push({
type: 'makeUpShort',
trainNumber: tray.trainNumber,
isExtra: tray.trainIsExtra,
placed: tray.consist.length,
wanted: consistSize(profile.consist),
missing: [...missing],
waiting: s.yards.classificationYard.filter((c) => missing.includes(category(c.type))).length,
divisionYardHolds: s.yards.divisionYard.length,
});
}
return { events: [...events, ...enterPhase(s, 'mainline')], needsInput: false };
}
@@ -544,7 +584,7 @@ export function badlyMadeUp(tray: CrewTray): string | null {
const pulling = tray.engineAt === 0;
const pushing = tray.engineAt === n;
if (!pulling && !pushing) {
return `not made up — the engine is buried in the train, ${tray.engineAt} car(s) ahead of it`;
return `not made up — the engine is buried in the train, ${tray.engineAt} car${tray.engineAt === 1 ? '' : 's'} ahead of it`;
}
const caboose = tray.consist.findIndex((c) => c.type === 'caboose');
if (caboose === -1) return null;
@@ -1484,6 +1524,7 @@ function arriveAtOffice(
trainNumber: tray.trainNumber ?? 0,
consist: tray.consist.map((c) => ({ ...c })),
office: officeProfile(area.tier).name,
owner: playerAtSeat(s, seat),
expedited: isExpedited(tray),
});
@@ -1655,6 +1696,13 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
if (s.clock.stage % STAGES_PER_SHIFT === 0) {
s.clock.superintendent = playerLeftOf(s, s.clock.superintendent);
events.push({ type: 'actorChanged', player: s.clock.superintendent });
/**
* SAID OUT LOUD, as well as recorded. `actorChanged` is turn bookkeeping and the log discards it,
* so this — the one time in three Stages that it means the Fedora moved — had no line anywhere
* (playtest, 2026-09-16). Emitted alongside rather than instead: `actorChanged` still carries the
* cursor, and anything reading it keeps working.
*/
events.push({ type: 'superintendentChanged', player: s.clock.superintendent, stage: s.clock.stage });
}
// §9.1 — Laborers and Porters reset at the start of each Stage, not each Phase.
+95 -16
View File
@@ -974,6 +974,16 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
const seen = new Set(i.order);
if (seen.size !== i.order.length) return 'CONSIST_ORDER';
if (i.order.some((n) => n < 0 || n >= tray.consist.length)) return 'CONSIST_ORDER';
/**
* The engine may finish anywhere in the train, including with cars ahead of it (Jesse,
* 2026-09-17). `engineAt` indexes the SORTED consist, so `consist.length` is legal and means
* the engine on the tail with everything ahead of it — the shoving case a Small Yard exists to
* set up. Refused outside that range rather than clamped: a clamp would silently build a
* different train from the one the player asked for.
*/
if (i.engineAt !== undefined && (i.engineAt < 0 || i.engineAt > tray.consist.length)) {
return 'CONSIST_ORDER';
}
return null;
}
@@ -1426,17 +1436,30 @@ function checkPlay(
if (!placement) return 'NO_PLACEMENT';
if (area.grid.has(coordKey(placement))) return 'NOT_CONNECTED';
/**
* NOT ON THE RUNNING TRACK ROW — AND NOT BOUNDED BY THE LIMITS EITHER. Jesse's call, both
* halves.
* NEITHER ON THE RUNNING TRACK ROW NOR OUTSIDE THE LIMITS — Jesse's call, both halves, the
* second REVERSED on 2026-09-17 after a Day 3 playtest.
*
* A Modifier is not track (§9), so unlike a siding it may hang outside the Limits: a Facility
* standing at the limit has three of its nine spots out there, and refusing them would make
* the card unplayable exactly where the district ends. What it may NOT do is stand in the row
* the Running Track grows along. Inside the Limits that row is always full, so this bites only
* beyond the sign — which is the ground the main extends onto, and a Modifier parked there
* would block your own sign from moving outward (§2.1) with nothing on screen to warn you.
* It used to read the other way: a Modifier is not track (§9), so unlike a siding it could
* hang outside the Limits, because a Facility standing at the limit has three of its nine
* spots out there and refusing them would make the card unplayable exactly where the district
* ends. What that argument missed is what the board then shows — Transmission Lines at (-2,4)
* with the sign at column 3 — which reads as building outside your own territory, and §8.1 and
* §10 both reason about what lies inside a player's Limits.
*
* THE UNPLAYABLE CASE WAS CHECKED ON THE REPORTED MOVE, not assumed away: the Power Plant was
* at (-1,3) against a sign at column 3, and (-2,2) and (-2,3) were free, legal and inside. Six
* of the nine spots survive a Facility at the limit, and the sign moves outward as the Running
* Track grows (§2.1, Gap 4a), so the ground arrives with the district.
*
* The Running Track row stays barred for its own reason: inside the Limits that row is always
* full, so it bit only beyond the sign, where a Modifier would block the sign from moving
* outward with nothing on screen to warn you. That ground is now out of bounds anyway, which
* makes this the narrower rule rather than a redundant one — the row is barred INSIDE the
* Limits too, where a square can fall vacant if the main is rebuilt around it.
*/
if (placement.row === area.runningRow) return 'ON_RUNNING_TRACK';
// §2.1 — a district's cards belong inside its own sign, Modifiers included since 2026-09-17.
if (!withinLimits(area, placement)) return 'OUTSIDE_LIMITS';
// One of a kind per Office Area, as with industries (Q4) — no district gets two Ice Houses.
if (hasModifierInArea(area, card.kind.modifier)) return 'FACILITY_LOCKED';
// §9 — a Modifier is not track. It must sit adjacent to a Facility THAT CAN HOST IT (one of
@@ -1680,6 +1703,9 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
from,
to: i.to,
movesRemaining: turnOf(s, player).movesRemaining - 1,
// "3 of 6" was written with the 6 hardcoded in the narrator, which is wrong on a night
// Stage under Reduced Visibility, where a turn gets five. The turn knows; the event carries.
movesAllowed: turnOf(s, player).movesAllowed,
/**
* A TRAIN THAT BACKS UP HAS NOT TURNED AROUND — AND A CURVE IS NOT A STRAIGHT.
*
@@ -1775,11 +1801,29 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
at: here,
before: tray.consist.map((c) => ({ ...c })),
after: i.order.map((n) => ({ ...tray.consist[n]! })),
// Absent means the nose, which is what every sort did before 2026-09-17 — so an older save
// replays to exactly the train it built.
engineAt: i.engineAt ?? 0,
},
];
}
case 'switch.end':
/**
* The closing summary comes BEFORE `phaseEnded`, so the history reads as the turn ending rather
* than as a postscript to it. Split out of the shared case below for that one line.
*/
case 'switch.end': {
const turn = turnOf(s, player);
const ended: GameEvent = {
type: 'switchingEnded',
player,
movesUsed: turn.movesAllowed - turn.movesRemaining,
movesAllowed: turn.movesAllowed,
...(turn.lastMove ? { lastMove: turn.lastMove } : {}),
};
return [ended, { type: 'phaseEnded', player, phase: 'localOps' }];
}
case 'draw.end':
case 'freightAgent.end':
return [{ type: 'phaseEnded', player, phase: 'localOps' }];
@@ -1956,18 +2000,41 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
];
}
case 'newTrain.placeCar':
/**
* THE TRAIN'S NUMBER RIDES ALONG (playtest, 2026-09-16: "I did not see anything in the history
* about making up train 10 and how each person added each car to it").
*
* It was all there — a MADE UP line and one line per car — but every one of those lines read
* "the train being made up", so a player scanning the history for train 10 found nothing under
* that name. The tray id is no use to a reader and the narrator has no state to look it up in,
* so the number travels with the event, exactly as `owner` does on `trainArrived`.
*/
case 'newTrain.placeCar': {
const placeTray = s.trays.get(i.trayId);
return [
{
type: 'carPlacedOnTrain',
player,
trayId: i.trayId,
stock: { type: i.carType, loaded: i.loaded },
trainNumber: placeTray?.trainNumber ?? null,
isExtra: placeTray?.trainIsExtra ?? false,
},
];
}
case 'newTrain.passCar':
return [{ type: 'carPassed', player, trayId: i.trayId }];
case 'newTrain.passCar': {
const passTray = s.trays.get(i.trayId);
return [
{
type: 'carPassed',
player,
trayId: i.trayId,
trainNumber: passTray?.trainNumber ?? null,
isExtra: passTray?.trainIsExtra ?? false,
},
];
}
case 'newTrain.secondSection':
return [{ type: 'secondSectionOrdered', player, trainNumber: i.trainNumber }];
@@ -2141,7 +2208,10 @@ export function reduce(s: GameState, e: GameEvent): void {
}
// Only the player sitting in this district can be switching this tray, so the Moves come off
// their turn. The event carries no player of its own.
turnOf(s, playerAtSeat(s, seat)).movesRemaining = e.movesRemaining;
const mover = turnOf(s, playerAtSeat(s, seat));
mover.movesRemaining = e.movesRemaining;
// Where the crew was left, for the line that closes the turn — see `switchingEnded`.
mover.lastMove = { trayId: e.trayId, to: e.to };
const area = areaAtSeat(s, seat);
@@ -2219,9 +2289,18 @@ export function reduce(s: GameState, e: GameEvent): void {
case 'consistSorted': {
const tray = s.trays.get(e.trayId)!;
tray.consist = e.after.map((c) => ({ ...c }));
// A Small Yard re-makes the train, and putting the engine back on the nose is the whole reason
// to use one: §8.2 will not let a train leave the Office with cars in front of its engine.
tray.engineAt = 0;
/**
* WHERE THE SORT PUT THE ENGINE — 0 on every sort before 2026-09-17, and on most of them
* since, because putting the engine back on the nose is what a Small Yard is usually for:
* §8.2 will not let a train leave the Office with cars in front of its engine.
*
* It is no longer forced. The design source (`implications.md`) has always said a train here
* "may sort itself into any order, INCLUDING cars ahead of the engine", against a v0.4.5 card
* text that says the engine ends at the nose; Jesse settled it for the source. A numbered
* train left nose-loaded is held at the Office by §8.2 until it sorts again — see
* `departureRefusal`.
*/
tray.engineAt = e.engineAt;
// "Spends one move in the yard" — the sort costs a Move.
const sorter = turnOf(s, playerAtSeat(s, trayySeat(tray)));
sorter.movesRemaining = Math.max(0, sorter.movesRemaining - 1);
+30 -2
View File
@@ -772,7 +772,17 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
`${stages(run({}))}.`,
);
} else {
parts.push(`${stages(run({}))} for every train — the printed speed is scenery.`);
/**
* NOT A WORD ABOUT SPEED HERE — Jesse, playtest 2026-09-16.
*
* This read "the printed speed is scenery", which sent a player hunting the card for a number
* that is not drawn on it. The first rewrite said "fast or slow alike", which is true but raises
* the question on thirteen cards in order to answer it. **Exactly one card reads FAST/SLOW**:
* Hilly, the only profile with `speedStarts` (see the note above it). So the explanation belongs
* on that card, where the branch above already gives it, and everywhere else says nothing —
* silence is the honest answer when the rating genuinely does not apply.
*/
parts.push(`${stages(run({}))} for every train.`);
}
if (kind === 'uncontrolledSiding') {
@@ -795,7 +805,25 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
parts.push('One train at a time — anything following has to wait for it to clear.');
}
if (p.sortsCars) parts.push('Cars may be sorted into any new order here.');
/**
* WHAT THE INTERCHANGE ACTUALLY DOES, which is not what it prints.
*
* This said "Cars may be sorted into any new order here." — the printed capability, shown to
* players on the board (`view.ts` renders this as a Mainline card's `what`) and printed in the
* generated card reference. It is not implemented and never has been: nothing reads `sortsCars`
* to permit a sort. Its one live use is identifying the card an Extra may be made up on, because
* the Interchange is the Mainline card with a yard (`apply.ts` § resolveExtraStart).
*
* Found while bringing the reference documents up to date, 2026-09-20. A card that advertises an
* action the game will not offer is worse than one that says nothing — a player goes looking for
* a button that does not exist and concludes the game is broken.
*/
if (p.sortsCars) {
parts.push(
'This is the one Mainline card with a yard, so an Extra Train may be made up and started here. ' +
'Its printed car-sorting is NOT implemented — a consist is re-ordered at a Small Yard in a district.',
);
}
return parts.join(' · ');
}
+80 -5
View File
@@ -28,6 +28,15 @@ export type GameEvent =
| { type: 'stageBegan'; day: number; stage: number }
/** Employee Rotation (Appendix B) — every player has moved one chair left for the new Day. */
| { type: 'seatsRotated'; day: number; seating: PlayerIndex[] }
/**
* §5 — the Fedora passed, at the end of Stage 3, 6, 9 or 12.
*
* ITS OWN EVENT RATHER THAN THE `actorChanged` THIS USED TO RIDE ON. That one is turn bookkeeping,
* fired every time the cursor moves, and `record()` drops it on the floor as noise — so the one
* moment it carried that a player actually needed to see went past in silence. Reported from the
* table (2026-09-16): the Supervisor Shift appears in the history and the handover never does.
*/
| { type: 'superintendentChanged'; player: PlayerIndex; stage: number }
| { type: 'phaseBegan'; phase: string }
| { type: 'actorChanged'; player: PlayerIndex | null }
// -- local operations
@@ -37,7 +46,7 @@ export type GameEvent =
* more than one legal route to `to`, so the history can say which one ran rather than leaving a
* choice the player made invisible in their own log.
*/
| { type: 'trayMoved'; player: PlayerIndex; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
| { type: 'trayMoved'; player: PlayerIndex; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; movesAllowed: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
| {
type: 'carsCoupled';
player: PlayerIndex;
@@ -73,7 +82,39 @@ export type GameEvent =
recoupled?: { at: GridCoord; stock: RollingStock[] };
}
| { type: 'carsDropped'; player: PlayerIndex; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
| { type: 'consistSorted'; player: PlayerIndex; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
| {
type: 'consistSorted';
player: PlayerIndex;
trayId: TrayId;
at: GridCoord;
before: RollingStock[];
after: RollingStock[];
/**
* Where the engine ends up in `after`, counted as an index into it — 0 is the nose.
*
* The Small Yard used to put the engine back on the front unconditionally, which is what the
* v0.4.5 card text says ("reorder its entire consist and put the engine at the nose").
* `implications.md` records the design source saying the opposite — "may sort itself into any
* order, INCLUDING cars ahead of the engine" — and Jesse settled it that way on 2026-09-17.
*/
engineAt: number;
}
/**
* A player finished their switching turn: what it cost, and where the crew was left.
*
* The history panel keeps a switching turn's FIRST move and drops the ones in the middle, so the
* closing line is where "and it ended up here" has to come from. It cannot be recovered by
* revealing the last `trayMoved` after the fact: the log streams to clients as it is written
* (`server/session.ts` § linesSince), and nobody knows a move was the last one until the turn is
* already over and that line has been sent.
*/
| {
type: 'switchingEnded';
player: PlayerIndex;
movesUsed: number;
movesAllowed: number;
lastMove?: { trayId: TrayId; to: GridCoord };
}
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
/**
* §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
@@ -159,7 +200,13 @@ export type GameEvent =
* switched normally like any other arrival, but it has to be back on the Office square before the
* next Mainline Phase begins, or `expediteFault` fires.
*/
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; expedited: boolean }
/**
* `owner` is WHOSE Office it reached — the district's player, not whoever is acting. The Mainline
* Phase has no actor, so nothing else in the line could name the seat, and the narration said only
* "ARRIVED at the Whistle Post" — every seat's Office has a tier, and at a four-seat table three of
* them are somebody else's (Jesse, playtest 2026-09-16).
*/
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; owner: PlayerIndex; expedited: boolean }
| { type: 'trainDiverted'; trainNumber: number; to: string; reason: string }
/**
* The train ran the length of the Division and left it. `side` is the Division Point it left by,
@@ -180,8 +227,36 @@ export type GameEvent =
at: ExtraStart;
direction: Direction;
}
| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock }
| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId }
| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock; trainNumber: number | null; isExtra: boolean }
| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId; trainNumber: number | null; isExtra: boolean }
/**
* A train was made up and the round could give it NOTHING THE CARD CALLS FOR — the Division Yard
* holds no car of a category it still wants (§7, §8.2 "may depart with fewer").
*
* ITS OWN EVENT BECAUSE THE SILENCE WAS THE BUG (playtest, 2026-09-16: "train 5, the sparrow, has
* no coaches, which seems strange"). `trainNeedingCars` returns null in exactly this case, so the
* phase never stops, nobody is asked for a car, and the only trace was a MADE UP line promising
* "now taking cars" with nothing after it. The train then ran the whole Division empty.
*
* CARRIES WHY, not just that. The shortage is a standing condition rather than a moment — §2.2
* returns the Classification Yard only when the Division Yard runs bare — so the counts that
* explain it have to travel with the event: what is still wanted, how many such cars are waiting
* in Classification, and how far the Division Yard is from empty.
*/
| {
type: 'makeUpShort';
trainNumber: number;
isExtra: boolean;
/** How many cars it got, out of what the card calls for. */
placed: number;
wanted: number;
/** The categories the card still wants and the Division Yard cannot supply. */
missing: ('freight' | 'coach' | 'caboose')[];
/** Cars of those categories sitting in the Classification Yard. */
waiting: number;
/** §2.2 — Classification comes back only when this reaches zero. */
divisionYardHolds: number;
}
| { type: 'dispatchBonusUsed'; key: string; bonus: number; trainNumber: number; againstTrain: number }
| { type: 'clearanceRequested'; trainId: TrayId; occupiedBy: TrayId }
| { type: 'clearanceGiven'; trainId: TrayId; allow: boolean }
+13 -1
View File
@@ -47,7 +47,19 @@ export type Intent =
* order, including cars in front of the engine". This is the designed answer to §A.3's
* come-off-in-seated-order constraint, which is what makes facing-point work possible.
*/
| { type: 'switch.sortConsist'; trayId: TrayId; order: number[] }
/**
* §Enhancements, Small Yard — one Move to re-make a train standing on the yard.
*
* `order` is a permutation of the current consist, nose first. `engineAt` is where the LOCOMOTIVE
* ends up in it: 0 puts it back on the front, which is what the v0.4.5 card text describes and
* what this action did unconditionally until 2026-09-17. `implications.md` records the design
* source saying a train here "may sort itself into any order, including cars ahead of the engine",
* and Jesse ruled that way — so it is a number now, and a train left nose-loaded is one §8.2 will
* not let out of the Office until it is sorted again.
*
* Optional, defaulting to 0, so every save written before this replays exactly as it did.
*/
| { type: 'switch.sortConsist'; trayId: TrayId; order: number[]; engineAt?: number }
| { type: 'switch.end' }
// -- draw (§6.2)
| { type: 'draw.fromHomeOffice' }
+68 -6
View File
@@ -91,17 +91,79 @@ function switchCandidates(s: GameState, player: PlayerIndex): Intent[] {
// that shoved a cut, and therefore the only way an engine buried mid-train reaches an end.
out.push({ type: 'switch.dropCars', trayId, count: n, fromNose: true });
}
// Small Yard: enumerating every permutation would explode, so offer the useful ones —
// bringing each car to the droppable end, plus a full reversal. `check` validates any order,
// so a UI may submit an arbitrary permutation.
/**
* Small Yard: enumerating every permutation would explode, so offer the useful ones — bringing
* each car to the droppable end, plus a full reversal. `check` validates any order, so a UI may
* submit an arbitrary permutation.
*
* NOTHING THAT RE-ORDERS NOTHING. Bringing the LAST car to the end is the identity, and a
* two-car train's reversal repeats its only real option — so the menu carried a move that spent
* one of six Moves to leave the train exactly as it was, beside a duplicate of the move next to
* it. Both were invisible while the labels were index lists (playtest, 2026-09-17); both are
* plainly wrong once the label reads as a train. Filtered by the ORDER rather than by the case
* that produced it, so a new generator cannot reintroduce either.
*/
const n = tray.consist.length;
const identity = [...Array(n).keys()];
if (n > 1) {
const orders: number[][] = [];
for (let k = 0; k < n; k++) {
const order = [...Array(n).keys()].filter((x) => x !== k);
const order = identity.filter((x) => x !== k);
order.push(k);
out.push({ type: 'switch.sortConsist', trayId, order });
orders.push(order);
}
orders.push([...identity].reverse());
// Nothing that re-orders nothing: the current train is the one thing on offer that costs a
// Move and changes the board not at all. Keyed by (order, engine position) together, since
// since 2026-09-17 the same car order at a different engine position is a different train.
const seen = new Set<string>([`${identity.join(',')}|${tray.engineAt}`]);
const offer = (order: number[], engineAt: number): void => {
const key = `${order.join(',')}|${engineAt}`;
if (seen.has(key)) return;
seen.add(key);
out.push({ type: 'switch.sortConsist', trayId, order, engineAt });
};
// The car orders, each leaving the engine on the nose — the Small Yard's ordinary use.
for (const order of orders) offer(order, 0);
/**
* A MADE-UP ORDER IS ALWAYS AMONG THESE, which is worth saying because it looks as though it
* might not be (Jesse, 2026-09-17: "trains with a caboose have to offer the caboose at the
* back").
*
* A yard sort serves two errands — pulling one car out to an end so it can be spotted, and
* putting the train back together to leave — and the orders above are written for the first.
* They cover the second as a by-product: "bring car k to the tail" is enumerated for EVERY car,
* so bringing the CABOOSE to the tail is always one of them, and with the engine on the nose
* that is a train §8.2 will let out of the Office.
*
* An explicit "make it up to leave" option was written here and deleted: it produced exactly
* the k-is-the-caboose order and was dropped by the dedupe every time. The one case where no
* made-up order appears is a train that is ALREADY made up, where such an option would be the
* identity — and the labels say which is which, so a player can see that every offer would
* break a train that is currently fit to run.
*/
}
/**
* WHERE THE ENGINE GOES, as its own short list rather than multiplied through the one above
* (Jesse's call, 2026-09-17: "a separate engine control").
*
* Offering every car order at every engine position is the honest enumeration and it is
* unreadable: a four-car consist would go from four options to twenty, which is the labelling
* problem that prompted all of this. So the engine positions are offered against the consist AS
* IT STANDS — pick an order, or pick where the engine sits, each one Move. A player who wants
* both spends two, which is the same price the yard charges for any second sort.
*
* OFFERED FOR A ONE-CAR TRAIN TOO, unlike the car orders: a single car ahead of the engine or
* behind it is exactly the difference between shoving it into a facing industry and pulling it.
*/
if (n >= 1) {
const seenEngine = new Set<string>([`${identity.join(',')}|${tray.engineAt}`]);
for (let k = 0; k <= n; k++) {
const key = `${identity.join(',')}|${k}`;
if (seenEngine.has(key)) continue;
seenEngine.add(key);
out.push({ type: 'switch.sortConsist', trayId, order: identity, engineAt: k });
}
out.push({ type: 'switch.sortConsist', trayId, order: [...Array(n).keys()].reverse() });
}
}
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
+20
View File
@@ -875,6 +875,25 @@ export type FinalReport = {
export type TurnState = {
option: 'switch' | 'draw' | 'freightAgent' | null;
movesRemaining: number;
/**
* What `movesRemaining` started at this Stage — six, or five under Reduced Visibility at night.
*
* CARRIED RATHER THAN ASSUMED. Every reader of `movesRemaining` that wanted to say "3 of 6" had
* hardcoded the 6, which is simply wrong on a night Stage, and the only other way to recover it is
* to re-derive `movesForStage` outside the phase driver that owns it. It also makes "is this the
* FIRST move of the turn?" a comparison rather than a guess, which is what the history panel needs
* to keep the opening move of a switching turn and drop the ones in the middle.
*/
movesAllowed: number;
/**
* The last square this player's crew moved to this Stage, and which crew it was.
*
* Switching ends with a summary line, and "where did the train end up" is the half of it a player
* actually wants. It cannot be recovered from the log: the line naming the last move is written
* before anyone knows it was the last, and the log streams to clients as it is written, so a line
* already sent cannot be revised afterwards.
*/
lastMove?: { trayId: TrayId; to: GridCoord };
drawnThisTurn: boolean;
freightAgentUsed: boolean;
/**
@@ -1057,6 +1076,7 @@ export function freshTurn(moves: number): TurnState {
return {
option: null,
movesRemaining: moves,
movesAllowed: moves,
drawnThisTurn: false,
freightAgentUsed: false,
freightWorked: {},
+13 -4
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@@ -684,10 +684,19 @@ export function carriesThroughTrack(card: TrackCard): boolean {
* buildable column and break §11.3's promise that both Secondary rows, and the nine-spot Modifier
* neighbourhood, are usable from the first Stage.
*
* MODIFIERS ARE NOT SUBJECT TO THIS, and are not track: §9 places one on any of the nine spots
* around a Facility, and a Facility standing at the limit has three of its nine outside them.
* Jesse's call. `check` bars them from the Running Track ROW instead, which is the ground the main
* grows onto.
* MODIFIERS ARE SUBJECT TO THIS TOO, since 2026-09-17 — REVERSING an earlier call of Jesse's that
* exempted them. The exemption reasoned that §9 places a Modifier on any of the nine spots around a
* Facility, so a Facility standing at the limit has three of its nine outside them and bounding the
* card would make it unplayable exactly where a district ends. Play showed the cost of that the
* other way round: a Transmission Lines card went down at (-2,4) with the sign at column 3, which
* reads at the table as building outside your own territory, and §8.1 and §10 both reason about
* what is inside a player's Limits.
*
* THE FEARED CASE DID NOT ARISE, and was measured on the move that prompted the change rather than
* argued: the Power Plant sat at (-1,3) against a sign at 3, and (-2,2) and (-2,3) were both free,
* legal and inside. A Facility at the limit keeps six of its nine spots, and the Limits move outward
* as the Running Track grows (§2.1, Gap 4a), so the ground for a Modifier arrives with the district.
* `check` bars them from the Running Track ROW as well, which is the ground the main grows onto.
*/
export function withinLimits(area: OfficeArea, coord: GridCoord): boolean {
return coord.col >= area.limitsWest.col && coord.col <= area.limitsEast.col;
+83
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@@ -0,0 +1,83 @@
/**
* SEAT RECOVERY CODES — Gitea#33.
*
* A session token is the only identity the game has (`lobby-and-sessions.md` §1) and it lives in
* exactly one place the player controls: their browser's `localStorage`, scoped to the origin they
* joined at. Lose that — a different browser, a cleared profile, a private window — and the seat is
* unreachable, because there is nothing else on the server that will accept a claim to it. Seen at a
* real table on 2026-09-16: the joining player came back to an empty lobby while their token sat
* intact in `sessions.json`, and the only way in was an administrator reading the file off the data
* volume and the player pasting it into a devtools console.
*
* THE CODE IS NOT THE TOKEN, AND THAT IS THE WHOLE POINT. §1 says to keep the token out of URLs so it
* is not shoulder-surfed or pasted into a chat — and a recovery link is exactly the kind of thing
* that gets pasted into a chat. So an administrator mints a SHORT-LIVED, SINGLE-USE code, the player
* opens a link carrying that, and the page trades it for the real token over the same connection it
* would have used anyway. A code that leaks after it is spent is worth nothing; a token that leaks is
* worth the seat for the rest of the game.
*
* PURE ON PURPOSE, like `lobby.ts` beside it: no sockets, no filesystem, no clock of its own. `now`
* is passed in so expiry is testable without faking timers, which is the only reason this file can be
* tested at all — nothing in this repo stands an HTTP server up to make requests against it.
*
* IN MEMORY, NOT ON DISK, which is a deliberate limit rather than an oversight. A restart drops every
* outstanding code, and that is the right failure: the codes are minted on demand and spent within
* minutes, the administrator is by definition present, and persisting them would put a credential-
* equivalent on the volume to solve a problem measured in seconds.
*/
import { randomUUID } from 'node:crypto';
/**
* Long enough to walk to the other room and read it out; short enough that a link left in a chat
* window is useless by the time anyone scrolls back to it.
*/
export const CLAIM_TTL_MS = 30 * 60 * 1000;
export type ClaimStore = {
/** Mint a code for one seat's token. Returns the code and when it stops working. */
mint(token: string, gameId: string, now: number, ttlMs?: number): { code: string; expiresAt: number };
/**
* Spend a code. Returns the seat it names, or null when the code is unknown, already spent or
* expired — deliberately one answer for all three, so a caller cannot probe which it was.
*/
redeem(code: string, now: number): { token: string; gameId: string } | null;
/** Outstanding, unexpired codes. For tests and for anything that wants to report the store's size. */
outstanding(now: number): number;
};
export function createClaimStore(): ClaimStore {
const claims = new Map<string, { token: string; gameId: string; expiresAt: number }>();
/** Expiry is lazy: there is no timer to own, start, stop or leak across a server's lifetime. */
const prune = (now: number): void => {
for (const [code, claim] of claims) if (claim.expiresAt <= now) claims.delete(code);
};
return {
mint(token, gameId, now, ttlMs = CLAIM_TTL_MS) {
prune(now);
// The same primitive the session tokens themselves use (`lobby.ts`), for the same reason: it
// has to be unguessable, and inventing a second scheme here would be inventing a weaker one.
const code = randomUUID();
const expiresAt = now + ttlMs;
claims.set(code, { token, gameId, expiresAt });
return { code, expiresAt };
},
redeem(code, now) {
prune(now);
const claim = claims.get(code);
if (!claim) return null;
// SINGLE USE. Deleted before the caller can do anything with it, so two browsers racing on the
// same link cannot both be seated — and a link that stays in someone's history is spent.
claims.delete(code);
return { token: claim.token, gameId: claim.gameId };
},
outstanding(now) {
prune(now);
return claims.size;
},
};
}
+87 -2
View File
@@ -37,6 +37,7 @@ import {
writeLobby,
writeSessions,
} from './persistence.ts';
import { createClaimStore } from './claims.ts';
import { createSession } from './session.ts';
import type { GameSession, Push } from './session.ts';
import {
@@ -170,6 +171,15 @@ export function startServer(opts: ServerOptions): void {
const games = opts.initialGames;
const lobbies = opts.initialLobbies;
const sessions = opts.initialSessions;
/**
* Outstanding seat recovery codes — Gitea#33, `claims.ts`.
*
* In memory and not on the volume, deliberately: a code is minted on demand and spent within
* minutes with the administrator standing right there, so a restart dropping them all is the right
* failure. Persisting them would put a credential-equivalent on disk to solve a problem measured
* in seconds.
*/
const claims = createClaimStore();
const gameCodes = new Map<string, string>(); // gameCode -> gameId, for /api/lobby/join
for (const [gameId, lobby] of lobbies) gameCodes.set(lobby.gameCode, gameId);
@@ -322,6 +332,17 @@ export function startServer(opts: ServerOptions): void {
gameId,
gameCode: codes.get(gameId) ?? null,
state: 'running' as const,
/**
* WHICH SEATS A PERSON IS SITTING IN — Gitea#33.
*
* `playerNames` cannot answer it: a bot's name is just a name, and telling the two apart
* by matching "Bot 1" would be guessing at a label. `sessions` holds humans and only
* humans, so this is the fact rather than an inference — and it is what lets the seat
* recovery action offer real players instead of chairs no token was ever issued for.
*/
seatedPlayers: [...sessions.values()]
.filter((s) => s.gameId === gameId)
.map((s) => s.player),
...g.summary(),
}));
// A lobby has no game to summarize yet — it is reported as what it is, so an
@@ -340,14 +361,48 @@ export function startServer(opts: ServerOptions): void {
return;
}
const match = /^\/api\/games\/([^/]+)(\/save)?$/.exec(url.pathname);
const match = /^\/api\/games\/([^/]+)(\/save|\/claim)?$/.exec(url.pathname);
const gameId = match?.[1];
// Compared explicitly rather than tested for truthiness: with two suffixes in the group, a
// bare `match?.[2]` would let a GET on `/claim` fall into the `/save` branch below.
const suffix = match?.[2];
if (!gameId) {
sendJson(res, 404, { error: 'no such route' });
return;
}
if (match?.[2] && req.method === 'GET') {
/**
* MINT A SEAT RECOVERY CODE FOR ONE PLAYER — Gitea#33.
*
* The token is the only identity this game has and it lives in one browser's `localStorage`;
* lose it and the seat is unreachable, because nothing else here will accept a claim to it.
* This is the supported way back, and it is administrative on purpose: whoever runs the
* server decides that a particular player has lost their seat, which is a judgement no
* automated route can make safely.
*
* IT HANDS BACK A CODE, NOT THE TOKEN. §1 says keep the token out of URLs, and the code is
* going into one. Short-lived and single-use (`claims.ts`), so a link left in a chat window
* is worth nothing by the time anyone finds it.
*/
if (suffix === '/claim' && req.method === 'POST') {
const body = (await readJson(req)) as { player?: number };
const ps = [...sessions.values()].find((s) => s.gameId === gameId && s.player === body.player);
if (!ps) {
sendJson(res, 404, { error: 'no such seat' });
return;
}
const { code, expiresAt } = claims.mint(ps.token, gameId, Date.now());
sendJson(res, 200, {
code,
expiresAt,
player: ps.player,
displayName: ps.displayName,
gameCode: codes.get(gameId) ?? null,
});
return;
}
if (suffix === '/save' && req.method === 'GET') {
const session = games.get(gameId);
if (!session) {
sendJson(res, 404, { error: 'no such game' });
@@ -656,6 +711,36 @@ export function startServer(opts: ServerOptions): void {
return;
}
/**
* SPEND A SEAT RECOVERY CODE — Gitea#33, the other half of `/api/games/<id>/claim`.
*
* NOT GATED BY THE ADMIN SECRET, and it must not be: the player following the link is the one
* person in this story who holds no secret at all. The code IS the authorisation — unguessable,
* single-use and short-lived — which is the same shape as the session token it hands back, and
* why minting one is the administrative act rather than spending one.
*
* The token travels in the response BODY of a POST, never in a URL (`lobby-and-sessions.md`
* §1). One answer for unknown, spent and expired codes, so this cannot be used to probe which.
*/
if (url.pathname === '/api/claim' && req.method === 'POST') {
const body = (await readJson(req)) as { code?: string };
const claimed = typeof body.code === 'string' ? claims.redeem(body.code, Date.now()) : null;
const ps = claimed ? sessions.get(claimed.token) : undefined;
const live = ps ? games.get(ps.gameId) : undefined;
if (!claimed || !ps || !live) {
sendJson(res, 404, { error: 'no such claim' });
return;
}
const codes = new Map((await readIndex(opts.dataDir)).map((e) => [e.gameId, e.gameCode]));
sendJson(res, 200, {
token: ps.token,
gameId: ps.gameId,
player: ps.player,
gameCode: codes.get(ps.gameId) ?? '',
});
return;
}
/**
* THIS SEAT'S OWN GAME, AS A SAVE (playtest, 2026-09-15: "most of the time, I want to go ahead and
* just save it as a JSON file in my Downloads folder").
+32 -6
View File
@@ -137,6 +137,8 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
region?: number;
direction?: string;
stagesLeft?: number;
/** Being made up at a Division Point right now, so the map can mark the train you are loading. */
beingMadeUp?: boolean;
}[];
cap: number | null;
tip: string;
@@ -515,13 +517,18 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
const loaded = cars.filter((x) => /^loaded/.test(x) || /caboose/.test(x)).length;
const label = cars.length === 0 ? `${t.label} ${arrow}` : `${t.label} ${arrow}${cars.length}`;
// THE TRAIN THE MAKE-UP PANEL IS TALKING ABOUT. Amber, because that is what the rest of the
// page uses for "this is the thing you are acting on" (Jesse, playtest 2026-09-16).
const building = t.beingMadeUp === true;
const inRegion = c.regions > 1 && typeof t.region === 'number';
const dir = t.direction === 'west' ? ' \u25c0 west' : t.direction === 'east' ? ' east \u25b6' : '';
const stages =
typeof t.stagesLeft === 'number'
? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card`
: '';
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
out += `<g class="bs-train${building ? ' bs-building' : ''}" data-tip="${esc(t.label)}${
building ? ' \u2014 BEING MADE UP NOW: add cars from the Division Yard' : ''
} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
cars.length ? ` (${loaded} loaded)` : ''
}${inRegion ? ` \u00b7 region ${(t.region ?? 0) + 1} of ${c.regions}, counted west to east${dir}` : ''}${esc(stages)}${
// What the card prints. A train on the Mainline is exactly where "why did that leave without
@@ -682,7 +689,17 @@ export function officeSvg(
const c0 = Math.min(...cols);
const c1 = Math.max(...cols);
const width = (c1 - c0 + 1) * (W + PAD);
const height = (r1 - r0 + 1) * (H + PAD) + 4;
/**
* A BAND BENEATH THE BOTTOM ROW FOR THE LIMITS LABELS, and only when there are labels to put in it.
*
* The bottom card's lower edge lands at `height - 7`, and the label's baseline was `height - 4` —
* so its 8px glyphs spanned `height - 12` to `height - 4` and the card's own border ran straight
* through the middle of the word (Jesse, playtest 2026-09-16: *"the text is split by the bottom
* border of the limits card… it should be printed directly beneath the card"*). Raising the text
* instead would have pushed it onto the card, over the rails; the room has to be made below.
*/
const limitBand = limits ? 14 : 0;
const height = (r1 - r0 + 1) * (H + PAD) + 4 + limitBand;
// Screen position of a card. Rows count DOWN from the top row, so the Running Track sits highest
// and the district hangs beneath it, as the rules describe it.
@@ -1218,7 +1235,9 @@ export function officeSvg(
if (limits) {
const edge = (x: number, side: string): string =>
`<line class="bs-limitline" x1="${x}" y1="0" x2="${x}" y2="${height}"/>` +
`<text class="bs-limitlab" x="${x + (side === 'w' ? 4 : -4)}" y="${height - 4}" ` +
// Baseline inside the band below the cards: the glyphs run from `height - 19` to `height - 11`
// and the bottom row's edge is at `height - 21`, so the whole word clears the card border.
`<text class="bs-limitlab" x="${x + (side === 'w' ? 4 : -4)}" y="${height - 11}" ` +
`text-anchor="${side === 'w' ? 'start' : 'end'}">LIMITS</text>`;
out += edge(px(limits.west) - PAD / 2, 'w') + edge(px(limits.east) + W + PAD / 2, 'e');
}
@@ -1267,9 +1286,12 @@ export const BOARD_CSS = `
.bs-dcell.bs-changed rect{stroke:#e0a060;stroke-width:2.4;animation:bs-changed-pulse 1.1s ease-in-out infinite}
@keyframes bs-changed-pulse{0%,100%{stroke-opacity:1}50%{stroke-opacity:.35}}
@media (prefers-reduced-motion: reduce){.bs-dcell.bs-changed rect{animation:none}}
/* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the
train is measured against, not something to look at instead of the train. */
.bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3}
/* The vertical bars a Mainline card is divided into (§2.1). They are the ruler the train is measured
against, not something to look at instead of the train — but they were drawn so faint they could
not be made out at all (Jesse, playtest 2026-09-16: "the dividing line is barely visible"). A
ruler you cannot read is not restraint, so this is lifted to the tie colour and given a longer
dash: still quieter than the rail, and now actually there. */
.bs-region{stroke:#98a3b2;stroke-width:1.6;stroke-dasharray:4 2}
/* #94 — the one red mark on the Division map, so it reads as a stop rather than as decoration. */
.bs-flag line{stroke:#9aa3b0;stroke-width:1.6}
.bs-flag polygon{fill:#d2453f;stroke:#7d211d;stroke-width:0.8}
@@ -1302,6 +1324,10 @@ export const BOARD_CSS = `
.bs-slot.bs-car-cch.bs-loaded{fill:rgba(90,169,230,.85)}
.bs-slot.bs-car-cab.bs-loaded{fill:rgba(192,90,90,.85)}
.bs-train rect{fill:#2f6b3d;stroke:#8fd6a0;stroke-width:1.2}
/* The train the New Train phase is loading, in the page's action amber, so the make-up panel on the
right and the train on the map at the top left are visibly the same subject. */
.bs-train.bs-building rect{fill:#4a3a1c;stroke:#c8912f;stroke-width:2}
.bs-train.bs-building .bs-tlab{fill:#f2d49a}
.bs-crew rect{fill:#8a6d1f;stroke:#e0c060;stroke-width:1.2}
/* Each car in the train, in the order it is seated. Loaded is solid, empty is hollow, and the
engine is the one that carries the arrow — which is what makes "reverse" mean something. */
+195 -18
View File
@@ -20,6 +20,8 @@ import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
import type { GameEvent } from '../engine/events.ts';
import { badlyMadeUp } from '../engine/advance.ts';
import type { CrewTray } from '../engine/state.ts';
// ---------------------------------------------------------------------------
// Small formatters
@@ -50,6 +52,23 @@ export function carLabel(c: RollingStock, homeSeat?: SeatIndex): string {
return homeSeat !== undefined && c.origin === homeSeat ? `${label} (loaded here)` : label;
}
/**
* "a loaded boxcar", "an empty tank" — the article the word actually takes.
*
* The make-up line hard-coded "a" and produced "a empty tank" at the table. Vowel-initial is the
* whole rule here: every car word is ordinary English ('empty', 'loaded', and the car types), so
* there is no 'an hour' case to special-case and inventing one would be the more fragile choice.
*/
export function indefinite(label: string): string {
return `${/^[aeiou]/i.test(label) ? 'an' : 'a'} ${label}`;
}
/** "Train 10" / "Extra X18" — one spelling of a train's name for every line that mentions one. */
export function trainLabel(trainNumber: number | null, isExtra: boolean): string {
if (trainNumber === null) return 'the local crew';
return isExtra ? `Extra X${trainNumber}` : `Train ${trainNumber}`;
}
export function carsLabel(cars: RollingStock[]): string {
if (cars.length === 0) return 'nothing';
return cars.map(carLabel).join(', ');
@@ -108,11 +127,22 @@ export type NarrateContext = {
* events has no roster, and "Player 2" is a truthful fallback rather than a broken one.
*/
playerName?: (player: PlayerIndex) => string;
/**
* Names the Facility standing on one of a player's squares, or null where there is none.
*
* Switching lines used to give the bare coordinate — "Set out a loaded hopper at (-1,1)" — which
* is the grid's own notation and means nothing at a table where people are looking at cards. The
* industry is the whole point of the move, so it is what the line should say.
*/
facilityAt?: (player: PlayerIndex, at: GridCoord) => string | null;
};
export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const card = (id: string): string => ctx.cardName?.(id) ?? 'a card';
const train = (id: TrayId): string => ctx.trainName?.(id) ?? String(id);
// The industry on a square when there is one, and the coordinate when there is not — a crew works
// plain track too, and "at nowhere" would be worse than the notation.
const place = (player: PlayerIndex, c: GridCoord): string => ctx.facilityAt?.(player, c) ?? at(c);
switch (e.type) {
// -- clock
@@ -127,6 +157,18 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
.map((p) => ctx.playerName?.(p) ?? `Player ${p + 1}`)
.join(' → ')}`,
};
case 'superintendentChanged':
/**
* The Fedora is the only thing in the game that changes hands on a clock rather than because
* somebody did something, so it is the one handover nobody at the table watches happen.
*/
return {
tone: 'clock',
text:
`SUPERINTENDENT — the Fedora passes to ${ctx.playerName?.(e.player) ?? 'the next player'} ` +
`at the end of Stage ${e.stage}. They rule on clearances, take the Yard Office and Red Flag ` +
`questions, and every round that goes round the table now starts with them.`,
};
case 'phaseBegan':
// Its own tone, not `quiet`. A phase marker sat in the same grey as the events inside it, so
// the log read as one undifferentiated column and you could not see where a phase began.
@@ -155,7 +197,11 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
return {
tone: 'plain',
where: e.to,
text: `Moved ${train(e.trayId)} ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
// NO TUTORIAL TAIL. "The crew chip on the grid carries the whole train with it" was appended
// to EVERY move — six times a turn, and the opener (`localOpsOptionChosen`) already says it
// once. It also pushed the useful half of the line out of the caption row, which shows one
// step at a time and is the place a player reads a move as it happens.
text: `Moved ${train(e.trayId)} ${at(e.from)} → ${place(e.player, e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of ${e.movesAllowed} Moves left`,
};
case 'carsCoupled': {
/**
@@ -167,22 +213,59 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const own = e.recoupled?.stock.length ?? 0;
const found = e.stock.length - own;
const parts: string[] = [];
if (own > 0) parts.push(`picked its own ${carsLabel(e.recoupled!.stock)} back up off ${at(e.recoupled!.at)} on the way out`);
if (found > 0) parts.push(`coupled ${carsLabel(e.stock.slice(own))} standing on the line`);
// `a loaded tank` for one, a bare list for several — "took loaded tank" reads as a telegram.
const some = (cars: RollingStock[]): string =>
cars.length === 1 ? indefinite(carLabel(cars[0]!)) : carsLabel(cars);
if (own > 0) parts.push(`picked its own ${some(e.recoupled!.stock)} back up off ${at(e.recoupled!.at)} on the way out`);
if (found > 0) parts.push(`took ${some(e.stock.slice(own))} standing there`);
return {
tone: 'plain',
where: e.at,
text:
`Coupled ${e.stock.length} car(s) at ${at(e.at)} ${e.toNose ? 'ONTO THE NOSE' : 'behind the train'}` +
// "1 car(s)" was the plural of a machine. The count is already implied by the cars named
// in `parts`, so the sentence leads with where and which end instead.
`Coupled at ${place(e.player, e.at)}, ${e.toNose ? 'ONTO THE NOSE' : 'behind the train'}` +
` — ${parts.join(', and ')}`,
};
}
case 'consistSorted':
case 'consistSorted': {
/**
* WHERE THE ENGINE ENDED UP, and whether the train can still run.
*
* ASKED OF `badlyMadeUp` RATHER THAN RE-DECIDED HERE, which matters because the obvious guess
* is wrong: §8.2 is enforced direction-free, so a train with its WHOLE consist ahead of the
* engine is a pushing train and perfectly fit to leave. What it may not be is broken-backed,
* with the engine buried among its own cars. A copy of that rule in the narrator would have
* told a player their pushing train was stranded when it was not.
*/
const ahead = e.engineAt;
const unfit = badlyMadeUp({ consist: e.after, engineAt: e.engineAt } as CrewTray);
const where =
ahead === 0
? 'so the right car is now on the end and can be spotted'
: unfit === null
? `with the whole consist AHEAD of the engine — it runs as a pushing train`
: `with ${ahead} car${ahead === 1 ? '' : 's'} ahead of the engine — ${unfit}, so it is held at the Office until it is sorted again (§8.2)`;
return {
tone: 'good',
where: e.at,
text: `Used the SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
text: `Used the SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], ${where}`,
};
}
case 'switchingEnded': {
/**
* The line that closes a switching turn, and the only one the history keeps from the middle of
* it: what it cost, and where the crew was left standing.
*/
const used = `${e.movesUsed} of ${e.movesAllowed} Move${e.movesAllowed === 1 ? '' : 's'} used`;
if (e.movesUsed === 0) return { tone: 'quiet', text: 'Finished switching without moving a car' };
if (!e.lastMove) return { tone: 'plain', text: `Finished switching — ${used}` };
return {
tone: 'plain',
where: e.lastMove.to,
text: `Finished switching — ${used}, leaving ${train(e.lastMove.trayId)} at ${place(e.player, e.lastMove.to)}`,
};
}
case 'carsDropped':
// WHICH END. A cut comes off an outer end (§A.3) and the end decides everything that follows:
// the train may pull away from cars set out behind it and must couple back up to cars set out
@@ -191,7 +274,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
tone: 'plain',
where: e.at,
text:
`Set out ${carsLabel(e.stock)} at ${at(e.at)}, off the ${e.fromNose ? 'NOSE — ahead of the engine, so pulling forward will couple them again' : 'TAIL — behind the engine, so it may pull away and leave them'}`,
`Set out ${carsLabel(e.stock)} at ${place(e.player, e.at)}, off the ${e.fromNose ? 'NOSE — ahead of the engine, so pulling forward will couple them again' : 'TAIL — behind the engine, so it may pull away and leave them'}`,
};
// -- cards
@@ -343,12 +426,25 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
* arrival; the only difference is what happens if it is left on Secondary Track when the next
* Mainline Phase begins (`expediteFault`).
*/
return {
tone: 'plain',
text: e.expedited
? `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so keep it on the Office square: parked anywhere else in the district when the next Mainline Phase begins costs a Revenue point. It works and switches normally in the meantime.`
: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it stands here for the rest of this Stage. You can work it in Cargo now, switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
};
/**
* WHOSE OFFICE, AND WHOSE TRAIN TO WORK — Jesse, playtest 2026-09-16.
*
* This said "ARRIVED at the Whistle Post" and then "You can work it in Cargo now". Both halves
* are wrong at a table of four: every seat has an Office, so the tier alone does not say which
* district the train is standing in, and the reader is usually NOT its Station Master — the
* line was telling three players they could work a train they cannot touch.
*/
{
const name = ctx.playerName?.(e.owner) ?? null;
const whose = name === null ? `the ${e.office}` : `${name}'s ${e.office}`;
const worker = name === null ? 'Its Station Master' : name;
return {
tone: 'plain',
text: e.expedited
? `Train ${e.trainNumber} ARRIVED at ${whose} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so it must stay on the Office square: parked anywhere else in that district when the next Mainline Phase begins costs a Revenue point. It works and switches normally in the meantime.`
: `Train ${e.trainNumber} ARRIVED at ${whose} carrying ${carsLabel(e.consist)} — it stands there for the rest of this Stage. ${worker} can work it in Cargo now and switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
};
}
case 'expediteFault':
return {
tone: 'bad',
@@ -402,9 +498,39 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
};
}
case 'carPlacedOnTrain':
return { tone: 'plain', text: `Added a ${carLabel(e.stock)} to the train being made up` };
// NAMES THE TRAIN. "the train being made up" was true and useless: a player looking back for
// what happened to train 10 found four lines that never said 10 (playtest, 2026-09-16).
return {
tone: 'plain',
text: `Added ${indefinite(carLabel(e.stock))} to ${trainLabel(e.trainNumber, e.isExtra)}`,
};
case 'carPassed':
return { tone: 'quiet', text: 'Passed — no suitable car in the Division Yard' };
return {
tone: 'quiet',
text: `Passed on ${trainLabel(e.trainNumber, e.isExtra)} — no suitable car in the Division Yard`,
};
case 'makeUpShort': {
// What it wanted, in the words the card uses, so the line can be checked against the card.
const names: Record<'freight' | 'coach' | 'caboose', string> = {
freight: 'freight car',
coach: 'coach',
caboose: 'caboose',
};
const wants = e.missing.map((m) => names[m]).join(' or ');
const got = e.placed === 0 ? 'NO CARS AT ALL' : `only ${e.placed} of the ${e.wanted} its card calls for`;
// §2.2 is the whole explanation and it is not guessable from the board: the cars are visible
// in the Classification Yard, and why they will not come back is not.
const why =
e.waiting > 0
? ` ${e.waiting} sit in the Classification Yard, which comes back only when the Division Yard is bare — and it still holds ${e.divisionYardHolds} cars.`
: ' There are none in the Classification Yard either.';
return {
tone: 'bad',
text:
`${trainLabel(e.trainNumber, e.isExtra).toUpperCase()} WAS MADE UP WITH ${got} — the ` +
`Division Yard holds no ${wants} it can take, so nobody was asked for one.${why}`,
};
}
case 'dispatchBonusUsed':
return {
tone: 'good',
@@ -422,12 +548,31 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const wrecked = e.trains
.map((t) => `${t.label} (${t.consist.length ? carsLabel(t.consist) : 'no cars'})`)
.join(' and ');
/**
* WHOSE OFFICE, AND WHO PAYS (playtest, 2026-09-16: "it doesn't say who suffers the revenue
* loss… we need to know which player received the penalty and why").
*
* `player` is the seat at fault, and for everything that happens inside a district that is the
* district's owner — so it names the place as well as the payer. A Mainline collision is the
* Superintendent's by rule (§10), which is a different sentence: it happened on open road, not
* in anybody's Office. The 5 points ride in a separate `revenueChanged`, which is why the line
* never mentioned them; a player should not have to add two log entries together.
*/
const who = ctx.playerName?.(e.player) ?? null;
const mainline = e.where === 'the Mainline';
const place = who === null || mainline ? e.where : `${who}'s ${e.where.replace(/^the /, '')}`;
const cost =
who === null
? ' 5 Revenue is lost.'
: mainline
? ` ${who} loses 5 Revenue: §10 makes a Mainline collision the Superintendent's fault.`
: ` ${who} loses 5 Revenue — it happened in their district.`;
return {
tone: 'bad',
text:
`COLLISION — ${wrecked} destroyed: ${why}. Engines and cabooses go back to the Division ` +
`Yard, all other cars to the Classification Yard. A Timetabled train card returns ` +
`to its slot and runs again next Day; an Extra is gone for good.`,
`COLLISION at ${place} — ${wrecked} destroyed: ${why}.${cost} Engines and cabooses go back ` +
`to the Division Yard, all other cars to the Classification Yard. A Timetabled train card ` +
`returns to its slot and runs again next Day; an Extra is gone for good.`,
};
}
@@ -647,6 +792,38 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
* that actually refused rather than a second guess at it.
*/
if (f.kind === 'passenger') {
/**
* NOBODY TO PUT ON THE PLATFORM, AND NO WAY TO SEE WHY (playtest, 2026-09-16).
*
* "He would like to have two passengers waiting in his depot… but the only option he had was
* bringing a tank load into the refinery." His Depot had a Restaurant and a Hotel beside it and
* three outbound slots — capacity was never the problem. §6.3 stocking takes a LOADED car of
* the facility's type out of the Division Yard, and there was not a loaded coach in it: six
* were sitting in Classification, which §2.2 returns only when the Division Yard runs bare.
*
* Jesse's ruling (2026-09-16) is the same one Gitea#2 got: the shortage stays, because running
* out is part of the game. What must not stay is the silence — an action with no legal target
* is simply absent from the menu, so the player is left to guess whether they misunderstood the
* rules or the game is broken.
*/
if (f.allows.outbound && f.outboundBox.length < f.capacity.outbound) {
const loadedCoaches = s.yards.divisionYard.filter((c) => c.type === 'coach' && c.loaded).length;
if (loadedCoaches === 0) {
const waiting = s.yards.classificationYard.filter((c) => c.type === 'coach' && c.loaded).length;
out.push({
where: `${name} ${key}`,
why:
`room for ${f.capacity.outbound - f.outboundBox.length} more passenger` +
`${f.capacity.outbound - f.outboundBox.length === 1 ? '' : 's'} to wait, but no loaded ` +
`coach in the Division Yard for the Freight Agent to bring over` +
(waiting > 0
? ` — ${waiting} ${waiting === 1 ? 'is' : 'are'} in the Classification Yard, which comes ` +
'back only when the Division Yard is bare'
: ''),
severity: 'waiting',
});
}
}
if (portersLeft(f) > 0) {
const coord = uncoordKey(key);
// Passengers standing on the platform with nothing carrying them away.
+2
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@@ -79,6 +79,8 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
const narrateCtx = {
cardName: (id: string) => cardName(s, id),
trainName: (id: string) => trainName(s, id),
// A player index is not a seat index, so the fallback names no number at all — see `web/game.ts`.
playerName: (p: number) => s.players[p]?.name ?? 'another player',
};
// Tracks whether a phase did anything, so an empty one can say so rather than ending silently.
+21 -3
View File
@@ -55,7 +55,7 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
// Says WHO builds, which is the question this phase actually raises at a table: the round
// starts with the Superintendent and works left, one car each, repeating (§7, Gap 9) — not
// with whoever played the card. An Extra is the exception: its player loads it as they choose.
tip: 'Timetabled trains for this Stage are built: starting with the Superintendent and working left, each player adds ONE car, going round again until the consist is full or the Division Yard has nothing suitable. New timetabled trains are rolled onto the timetable. Held trains are built. An Extra is loaded by the player who played it.',
tip: 'Timetabled trains for this Stage are built: each player adds ONE car at a time, starting with the Superintendent and working eastward, repeating until the consist is full or the Division Yard has nothing suitable. New timetabled trains are rolled onto the timetable. Held trains are built. An Extra is loaded by the player who played it.',
// a locomotive being made up
icon: '<rect class="ic" x="2" y="6" width="9" height="7" rx="1"/><path class="ic" d="M11 9h4v4h-4"/><circle class="icf" cx="5" cy="15" r="1.5"/><circle class="icf" cx="13" cy="15" r="1.5"/>',
},
@@ -106,7 +106,25 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
* game that looks stuck to everyone except Bob.
*/
const who = actorName ?? 'nobody — the Division is running itself';
/**
* AN AUTOMATIC PHASE WAITS ON NOBODY, so it says what it is DOING instead of apologising.
*
* "nobody — the Division is running itself" reached the answer by negation, and left a player
* reading a line whose subject was an absence (Jesse, playtest 2026-09-16: it should say "waiting
* on <player>", or describe what the engine is doing — "the Division is moving trains during the
* mainline phase"). The phase's NAME is already printed on the line directly above this one, so
* these describe the work rather than repeating the label.
*/
const DOING: Record<string, string> = {
mainline: 'the Division is moving trains',
newTrain: "the Division is building this Stage's trains",
loadUnload: 'the Division is working cargo',
shiftChange: 'the Division is changing shifts',
};
// Local Operations always has an actor, so its entry is the fallback rather than a case.
const who = actorName ?? DOING[f.phaseKey] ?? 'the Division is running itself';
// Only a person is WAITED ON. The Division is not waiting; it is working.
const waiting = actorName === null ? '' : 'waiting on ';
const asked = f.awaiting
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
: '';
@@ -120,7 +138,7 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
`<span class="dim">${esc(f.clock)}</span></div>` +
`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
`<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
`<div class="tc-who">${waiting}<b>${esc(who)}</b>${asked}</div>` +
// THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
// between the phases and everything above them, which put a thing that changes every third
// Stage in the middle of the things that change every Stage. The row it belongs beside is the
+93 -3
View File
@@ -10,12 +10,13 @@
* drift into two different pictures of the same board.
*/
import { isExpedited, regionOfTransit } from '../engine/advance.ts';
import { badlyMadeUp, isExpedited, regionOfTransit } from '../engine/advance.ts';
import {
areaAtSeat,
areaOf,
destinationsFor,
facilityCarType,
isBeingMadeUp,
laborersLeft,
movesFor,
ownCutFor,
@@ -276,6 +277,15 @@ export type TrainChip = {
* it belongs in the tooltip, where there is room to say which it is.
*/
stagesLeft?: number;
/**
* BEING MADE UP RIGHT NOW — §7's round, one car at a time, at a Division Point.
*
* The make-up panel names the train and the yard chips load it, and both are in the right-hand
* column; the train itself is drawn on the Division strip at the top left, looking exactly like
* every other chip on the map. So the two halves of the same activity never pointed at each other
* (Jesse, playtest 2026-09-16). Absent rather than false everywhere else, like `region` above.
*/
beingMadeUp?: true;
};
/**
* One card of a player's Running Track, as the Division sees it.
@@ -720,6 +730,26 @@ function suppressedGrants(modifiers: string[], f: Facility): string[] {
for (const key of modifiers) {
const m = MODIFIER_PROFILES.find((p) => p.kind === key);
if (!m) continue;
/**
* A WHISTLE POST TAKES NOTHING AT ALL, AND SAYING "IT ONLY RECEIVES" WOULD BE A LIE.
*
* Jesse, playtest 2026-09-16: a Restaurant appeared to do nothing. It does nothing — a Whistle
* Post is not a Passenger Facility, so it allows neither direction and has 0 capacity each way;
* the engine's `usableGrant` discards the capacity while the porter is granted regardless, which
* leaves a porter with nothing to carry. Playing it there stays LEGAL on Jesse's call, so the
* card is not wasted — it starts working the moment the Office is upgraded — but the panel has
* to say so, or the player is left believing the card is broken.
*
* Only a Whistle Post can reach this: every freight flow allows at least one direction, and
* every Office above the first allows both.
*/
if (f.kind === 'passenger' && !f.allows.outbound && !f.allows.inbound) {
out.push(
`${m.name}: DORMANT — a Whistle Post works no passengers at all, so nothing this card ` +
`grants is in use yet. It all starts working when the Office is upgraded to a Depot.`,
);
continue;
}
if (m.addOut > 0 && !f.allows.outbound) {
out.push(`${m.name}: +${m.addOut} outbound has no effect here — this facility only receives`);
}
@@ -1006,8 +1036,65 @@ export function describeIntent(s: GameState, i: Intent): string {
const end = i.fromNose ? 'off the front' : 'off the back';
return `set out ${carsLabel(cut)} ${end}`;
}
case 'switch.sortConsist':
return `re-order consist [${i.order.join(',')}]`;
case 'switch.sortConsist': {
/**
* THE TRAIN IT WOULD MAKE, DRAWN THE WAY THE BOARD DRAWS IT.
*
* This read `re-order consist [1,2,3,0]` — the engine's own array indices offered to a person
* — and the option Jesse wanted was the first of five and unidentifiable (playtest,
* 2026-09-17). Naming the cars fixed that and left a second ambiguity he caught immediately:
* a list "front to back" means nothing at a table looking at a map, because which end is the
* front depends on which way the train is pointed.
*
* SO IT IS LAID OUT WEST TO EAST, exactly as `board-svg.ts` lays the crew strip: the consist
* is stored nose first, and a train facing EAST is reversed so its nose lands at the east end
* where it actually is. The engine is the same ◀ / ▶ arrow the board uses, seated where it
* will be, so "ahead of the engine" and "behind the engine" are read off the picture rather
* than asserted in words — and the button and the board cannot disagree.
*/
const sorting = s.trays.get(i.trayId);
if (!sorting) return `re-order consist [${i.order.join(',')}]`;
const after = i.order.map((n) => sorting.consist[n]!).filter((c) => c !== undefined);
const engineAt = i.engineAt ?? 0;
const facing = railFacingOf(sorting);
const items = after.map((c) => carLabel(c));
items.splice(engineAt, 0, facing === 'w' ? '◀ ENGINE' : 'ENGINE ▶');
// West on the left, like the map and like the crew strip on the board.
const strip = (facing === 'e' ? [...items].reverse() : items).join(' · ');
/**
* WHAT IT WOULD MEAN, from §8.2's own predicate rather than a copy of it: a train with its
* whole consist ahead of the engine is a PUSHING train and fit to run, a buried engine is not,
* and a caboose has to ride at the end away from the engine. Numbered trains only — a local
* crew has no card and never departs, so a departure verdict on one is noise.
*/
const unfit =
sorting.trainNumber === null
? null
: badlyMadeUp({ ...sorting, consist: after, engineAt });
// `badlyMadeUp` leads with "not made up — ", which reads as a stutter in front of HELD. The
// reason after it is the part worth showing, so the prefix comes off.
const because = unfit?.replace(/^not made up — /, '') ?? '';
const verdict =
sorting.trainNumber === null
? ''
: unfit === null
? ' · MADE UP, ready to leave'
: ` · HELD at the Office: ${because}`;
// A sort that only moves the engine says which errand it is running, rather than reprinting a
// car order that has not changed.
const sameOrder = i.order.every((n, at) => n === at);
const lead = sameOrder
? engineAt === 0
? 'pull the engine back to the front'
: engineAt === after.length
? 'put the whole consist ahead of the engine'
: `move the engine behind ${engineAt} car${engineAt === 1 ? '' : 's'}`
: 're-order';
return `${lead} — west to east: ${strip}${verdict}`;
}
case 'freightAgent.stockOutbound': {
/**
* "stock a coach at (0, 0)" reads as putting a CAR on the track, and was reported as exactly
@@ -2367,6 +2454,9 @@ function trainChip(s: GameState, id: string): TrainChip {
engineAt: at,
facing: railFacingOf(t),
what: t.trainNumber === null ? 'A local crew — no timetable, no card, no special rules.' : trainRules(t),
// Conditional spread, not `beingMadeUp: isBeingMadeUp(t)`: the field is optional-and-true, and
// `exactOptionalPropertyTypes` refuses an explicit `false` for it.
...(isBeingMadeUp(t) ? { beingMadeUp: true as const } : {}),
};
}
+143 -2
View File
@@ -29,7 +29,7 @@ import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import type { CardId, GameConfig, GameState, GridCoord, PlayerIndex } from '../engine/state.ts';
import { overHandLimit as overHandLimitOf } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts';
@@ -55,6 +55,7 @@ import {
LEGACY_HOUSE_RULES,
collectiveRevenueFloor,
houseRules,
industryProfile,
mainlineProfile,
trainProfile,
} from '../engine/content.ts';
@@ -663,6 +664,14 @@ export type Menu = {
makeUp: {
trayId: string;
title: string;
/**
* What the card still wants, after what is already coupled up — "1 boxcar/hopper + 1 caboose".
*
* The title says what the card CALLS FOR and never changes as cars go on, so a player had to
* diff it against the consist drawn on the Division map, in the other column. Null when the
* train is complete and only the send-it-out button is left.
*/
needs: string | null;
cars: MakeUpAction[];
pass: number | null;
/**
@@ -803,6 +812,7 @@ export function actionMenu(game: Game, seat: PlayerIndex = 0): Menu {
? {
trayId: filling,
title: consistTitle(game, filling) ?? 'Making up the train',
needs: consistNeeds(game, filling),
cars: makeUpCars,
pass,
advice: makeUpAdvice(game, filling, makeUpCars),
@@ -955,6 +965,40 @@ function consistTitle(game: Game, trayId: string): string | null {
return trainCardTitle(tray.trainNumber ?? 0, tray.trainIsExtra);
}
/**
* WHAT THE TRAIN STILL WANTS — the card's demand minus what is already on it.
*
* The heading says "its card calls for 3 boxcar/hopper + 1 caboose" and goes on saying it whether
* you have added none or three; the cars themselves are drawn on the Division map, in the other
* column. So the one question a player actually has while clicking — what is left? — was the one
* thing on screen that had to be worked out by eye, across two panels (Jesse, playtest 2026-09-16).
*
* BY CATEGORY, exactly as `acceptsCar` counts them, so this cannot promise a car the engine would
* then refuse. Null when nothing is outstanding.
*/
function consistNeeds(game: Game, trayId: string): string | null {
const tray = game.state.trays.get(trayId);
if (!tray) return null;
const p = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
if (!p) return null;
const cat = (t: string): 'coach' | 'caboose' | 'freight' =>
t === 'coach' ? 'coach' : t === 'caboose' ? 'caboose' : 'freight';
const have = (k: 'coach' | 'caboose' | 'freight'): number =>
tray.consist.filter((c) => cat(c.type) === k).length;
const parts: string[] = [];
const freight = p.consist.freight - have('freight');
const coach = p.consist.coach - have('coach');
const caboose = p.consist.caboose - have('caboose');
if (freight > 0) {
parts.push(`${freight} ${p.consist.freightTypes?.join('/') ?? 'freight'}${p.consist.emptiesOnly ? ' (empties only)' : ''}`);
}
if (coach > 0) parts.push(`${coach} coach${coach > 1 ? 'es' : ''}`);
if (caboose > 0) parts.push(`${caboose} caboose`);
return parts.length > 0 ? parts.join(' + ') : null;
}
/**
* "Making up Extra X22 “Pee-Dee”: its card calls for 1 caboose — Per-diem train…"
*
@@ -1226,6 +1270,81 @@ function uncapitalise(text: string): string {
return /^[A-Z][a-z]/.test(text) ? text.charAt(0).toLowerCase() + text.slice(1) : text;
}
/**
* The Facility on one of a player's squares, or null — for naming the place a switching line is
* about. Shared by the narrator and the filter below, so both agree on what counts as an industry.
*/
function facilityOn(game: Game, player: PlayerIndex, at: GridCoord): string | null {
const card = areaOf(game.state, player).grid.get(`${at.row},${at.col}`);
const f = card?.facility;
// The name printed on the card, not the internal key: `industryProfile` is the one place that
// knows "grocersWarehouse" reads as "Grocer's Warehouse".
if (f) return f.subtype === 'office' ? 'the Office' : `the ${industryProfile(f.subtype).name}`;
/**
* A SMALL YARD IS A PLACE TOO, though it is an enhancement on a plain card rather than a Facility.
*
* It is the one square in a district a crew goes to ON PURPOSE without working an industry — the
* whole point of the trip is to arrive there and re-make the train — so "leaving Train 10 at
* (-1,1)" was the one line most in need of a name. Only this enhancement: the others change what a
* square DOES without being somewhere a player aims a crew at.
*/
return card?.enhancements.includes('smallYard') ? 'the Small Yard' : null;
}
/**
* HOW MUCH SWITCHING REACHES THE HISTORY PANEL (Jesse, 2026-09-17).
*
* All of it did. A six-Move turn wrote a line per move — "Moved Train 10 (0,3) → (-1,-3) — 4 of 6
* Moves left" — plus one per mandatory coupling, so two players shunting filled the panel with
* coordinates and pushed everything else off the top. His ruling, asked as a question from the
* table: a line saying somebody switched, the cars they set out at or picked up from an INDUSTRY,
* and the Small Yard sort. Not every move, and not every coupling.
*
* WHAT STAYS, and why each one earns its line: `localOpsOptionChosen` already says who is switching
* and is left alone; work at an industry is the point of switching and changes what can be loaded
* next; and `consistSorted` spends a Move and changes what the train can do. A plain move along
* one's own track changes nothing anybody needs to read back.
*
* THE LINE IS STILL WRITTEN, MARKED `trace`, AND THAT IS NOT A DETAIL. Dropping these events on the
* floor was the first attempt and the suite caught it: `dwellForStep` gives a step NO dwell when it
* produced no narration, so a switching move with no line became a silent step and the board stopped
* replaying switching altogether — it would have snapped through the very thing v0.8.0 was built to
* let the table watch. The line still rides with its display step and still captions the board as
* the move goes up; only the history panel skips it.
*
* THE REPLAY VIEWER IS UNAFFECTED for the same reason, and it renders through `narrate` directly.
*/
function inHistory(game: Game, e: GameEvent): boolean {
const industry = (player: PlayerIndex, ...coords: GridCoord[]): boolean =>
coords.some((c) => facilityOn(game, player, c) !== null);
switch (e.type) {
/**
* THE FIRST MOVE OF A TURN IS KEPT (Jesse, 2026-09-17: "also keep the first and last move").
*
* It says a crew set off and from where, which is the half of "somebody switched" that the
* opener does not carry. The LAST move cannot be kept the same way — nothing knows a move was
* the last until the turn is over, and by then the line has already been written and streamed to
* every client (`server/session.ts` § linesSince), so it cannot be revised. `switchingEnded`
* carries it instead, as the line that closes the turn.
*
* Recognised by the MOVE COUNT rather than by tracking state: the first move of a turn is the
* one that leaves `movesAllowed - 1` behind it, which the event now carries so this holds on a
* five-Move night Stage too.
*/
case 'trayMoved':
return e.movesRemaining === e.movesAllowed - 1;
// Coupling is mandatory when a crew runs over cars (§A.4), so most of these happen to a player
// rather than being chosen. The ones worth reading are where cars left or joined an industry —
// `from` names the cards the cars were actually lifted off, which is where they had been spotted.
case 'carsCoupled':
return industry(e.player, e.at, ...e.from);
case 'carsDropped':
return industry(e.player, e.at);
default:
return true;
}
}
function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = null): void {
const who = actor === null ? null : (game.state.players[actor]?.name ?? null);
for (const e of events) {
@@ -1234,6 +1353,14 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
const n = narrate(e, {
cardName: (id) => cardName(game.state, id),
trainName: (id) => trainName(game.state, id),
facilityAt: (player, at) => facilityOn(game, player, at),
// Whose district a train reached is not the actor — the Mainline Phase has none — so the
// narration resolves the name itself rather than being prefixed with one by the code below.
// NO NUMBER IN THE FALLBACK. This is a PLAYER index, and a player is not a seat — seats rotate
// under Employee Rotation, which is why `seatOf` exists — so "Seat 3" here would be a wrong
// number dressed as a right one, and `session.test.ts` rightly refuses any raw index shown to
// a person. Every caller passes real names; an unnamed player is anonymous rather than mislabelled.
playerName: (p) => game.state.players[p]?.name ?? 'another player',
});
/**
* A BLIND DRAW IS PUBLIC; WHICH CARD CAME UP IS NOT (Gitea#20 step 1).
@@ -1270,7 +1397,9 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
: mine
? `Player ${who} ${uncapitalise(said)}`
: said;
game.log.push({ text, tone: mine || ruling ? 'act' : n.tone });
// `trace` is a tone the history panel does not draw — see `inHistory`. The line exists so the
// step that caused it has narration to caption the board with, and a dwell to be watched for.
game.log.push({ text, tone: inHistory(game, e) ? (mine || ruling ? 'act' : n.tone) : 'trace' });
}
game.cues.push(...cuesFor(events));
@@ -1287,6 +1416,18 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
`Train ${e.isExtra ? 'X' : ''}${e.trainNumber} has completed its run, leaving via the ` +
`${e.side === 'east' ? 'Eastern' : 'Western'} Division Point. All players get 1 Revenue.`;
}
/**
* THE FEDORA MOVING IS ANNOUNCED, NOT JUST LOGGED (playtest, 2026-09-16).
*
* It is the one thing in the game that changes hands on the clock rather than because somebody
* did something, so nobody is watching for it — and it decides who rules on clearances and who
* every round starts with. A line in the history is where you find it afterwards; this is what
* tells the table as it happens, the same treatment a completed run already gets.
*/
if (e.type === 'superintendentChanged') {
const name = game.state.players[e.player]?.name ?? 'the next player';
game.announced = `${name} is now the Superintendent — the Fedora passed at the end of Stage ${e.stage}.`;
}
}
// Keep the log bounded; the full history lives in `history` and can be replayed.
if (game.log.length > 400) game.log.splice(0, game.log.length - 400);
+2 -1
View File
@@ -107,7 +107,8 @@ function explain(code: unknown, fallback: string): string {
return messages[key] ?? (key !== '' ? key : fallback);
}
async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
/** Exported for `main.ts`'s seat-recovery path (Gitea#33), so there is one JSON POST on this page. */
export async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
const res = await fetch(path, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
+359 -24
View File
@@ -27,7 +27,7 @@ import type { PlayerIndex } from '../engine/state.ts';
import type { PublicDistrict } from '../sim/view.ts';
import { actorOnScreen, createStepQueue } from './step-queue.ts';
import { PACE_LEVELS } from '../sim/pacing.ts';
import { notice, prefillCode, runLobby } from './lobby.ts';
import { notice, postJson, prefillCode, runLobby } from './lobby.ts';
import type { LobbyReady } from './lobby.ts';
import {
closestPreset,
@@ -231,7 +231,9 @@ function renderWatching(f?: Frame): void {
return;
}
row.hidden = false;
$('watching-behind').textContent = behind === 0 ? 'catching up' : `${behind} behind`;
// A held queue stops counting down, so the counter has to say why rather than look stuck.
$('watching-behind').textContent =
(behind === 0 ? 'catching up' : `${behind} behind`) + (stepQueue.paused() ? ' · paused' : '');
/**
* THE CAPTION IS #15, and this is where that item lands rather than as a line of its own.
*
@@ -273,6 +275,56 @@ function renderWatching(f?: Frame): void {
$('watching-skip').onclick = () => {
if (stepQueue.skip()) render();
};
/**
* PAUSE IS SKIP'S OPPOSITE, and shares its row for that reason.
*
* The label says what pressing it DOES, so it flips to Resume while held — the same rule the
* district's three-mode control settled on, for the same reason: a label that reports state reads
* as a status line and gets skipped over.
*
* `performance.now()` because that is the clock `requestAnimationFrame` hands `advance()`; mixing
* in `Date.now()` would shift the deadline by the page's whole lifetime. Guarded because the
* static build is loaded head-first against a DOM stub with no `performance`.
*/
const pauseBtn = $('watching-pause');
pauseBtn.textContent = stepQueue.paused() ? 'Resume' : 'Pause';
pauseBtn.onclick = () => {
const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
if (stepQueue.paused()) {
stepQueue.resume(now);
// The loop exits whenever the queue stops being busy; restart it rather than assume it survived.
startAnimationLoop();
} else {
stepQueue.pause(now);
}
render();
};
}
/**
* THE TABLE AS IT IS ON SCREEN — the Day, the Stage, the clock, the phase and the Fedora.
*
* "WHEN PLAYER JESSE IS 5 BEHIND, IT SHOULD ALWAYS LOOK LIKE HE'S 5 BEHIND" (playtest, 2026-09-16).
* The board, the district panel and the caption row have followed the queue since v0.8.0; the turn
* chart never did. So a player watching three bots play out a Stage saw their cards moving under a
* chart that had already ticked over to the next phase — the one part of the screen quietly
* insisting the game was somewhere else. Being behind is fine and is stated plainly by the counter;
* being behind on some of the screen and level on the rest is what makes it unreadable.
*
* Only while the queue is actually behind. At rest this IS the live frame, so nothing downstream
* needs to know which of the two it was handed.
*/
function shownTable(f: Frame): Pick<Frame, 'day' | 'stage' | 'clock' | 'phase' | 'phaseKey' | 'superintendent'> {
const pub = stepQueue.current();
if (!pub || !stepQueue.busy()) return f;
return {
day: pub.day,
stage: pub.stage,
clock: pub.clock,
phase: pub.phase,
phaseKey: pub.phaseKey,
superintendent: pub.superintendent,
};
}
function watchedDistrict(f: Frame): PublicDistrict | null {
@@ -285,6 +337,18 @@ function watchedDistrict(f: Frame): PublicDistrict | null {
* A PHASE STEP NAMES NOBODY — the Mainline advances itself — so it falls through to the actor,
* which keeps the board where it was instead of snapping home mid-sequence.
*/
/**
* A deliberate look wins over whoever happens to be acting, for this one render (see `peekPlayer`)
* — INCLUDING A LOOK AT YOUR OWN BOARD, which is why this returns rather than falling through.
*
* Falling through sent "show me mine" to the actor logic below, so the one player who could not
* reach their own Office Area was the player waiting on everybody else (playtest, 2026-09-16: Tom,
* hanging about while the board followed Jesse). Null IS your own district: it is what the caller
* draws from `f.cells` when nobody else is being watched.
*/
if (peekPlayer !== null) {
return peekPlayer === f.viewer ? null : (pub.districts.find((d) => d.player === peekPlayer) ?? null);
}
let player: PlayerIndex | null = f.actor;
if (stepQueue.busy()) {
const acting = stepQueue.showing()?.player;
@@ -430,6 +494,22 @@ let lastDay: number | null = null;
* ones. Cleared whenever the named crew stops being one of the choices.
*/
let selectedCrew: string | null = null;
/**
* A ONE-RENDER LOOK AT SOMEBODY ELSE'S OFFICE AREA — Jesse, playtest 2026-09-16.
*
* Deliberately NOT a mode. It survives exactly the render its own click causes and is cleared at the
* end of `renderDistrict`, so the panel is back to following whoever is acting the next time
* anything redraws. That is the whole design, in his words: *"if you want to study someone else's
* office area, you should do it while it's your turn to move, or put the backlog on pause, then look
* at their area, and when you're done looking, resume."*
*
* A sticky pin would have to answer what happens when the game moves on beneath it — and the honest
* answers are all bad: silently snap home, or leave a player staring at a stale board with the game
* waiting on them. Pause already means "hold everything", so it is the right lever for a long look,
* and this stays a glance.
*/
let peekPlayer: PlayerIndex | null = null;
const FOCUS_PHASES = new Set(['localOps', 'loadUnload']);
/** The crew whose squares the board is drawing: the chosen one, or the only one there is. */
@@ -496,11 +576,17 @@ function renderTurnChart(f: Frame): void {
// The move on screen, not the live one, while the board is still catching up (Gitea#25).
const { actor, replaying } = actorOnScreen(stepQueue, f.actor);
const actorName = actor === null ? null : (f.players[actor]?.name ?? null);
// The Day, Stage and phase of the step being shown, so the whole screen reports one moment.
const table = shownTable(f);
// Named only at a table with more than one seat: in solitaire the Fedora is always yours, and a
// chip that can never change is a chip to read past.
const superName =
f.players.length > 1 ? (f.players.find((p) => p.index === f.superintendent)?.name ?? null) : null;
$('turnchart').innerHTML = turnChartHtml(replaying ? { ...f, awaiting: null } : f, actorName, superName);
f.players.length > 1 ? (f.players.find((p) => p.index === table.superintendent)?.name ?? null) : null;
$('turnchart').innerHTML = turnChartHtml(
replaying ? { ...f, ...table, awaiting: null } : f,
actorName,
superName,
);
}
/**
@@ -1048,9 +1134,66 @@ function abandonRemote(): void {
* into a remembered multiplayer game, straight into solitaire (the zero-friction default, D11 — the
* common case and the only one a bare page load has ever needed a decision for), or the lobby.
*/
/**
* A SEAT RECOVERY LINK — Gitea#33.
*
* The token is the only identity this game has, and it lives in one browser's `localStorage`. Lose
* that and the seat is unreachable: nothing else on the server will accept a claim to it. This is the
* supported way back — an administrator mints a short-lived, single-use code (`server/claims.ts`) and
* the player opens a link carrying it.
*
* THE LINK CARRIES A CODE, NEVER THE TOKEN. `lobby-and-sessions.md` §1 says to keep the token out of
* URLs so it is not shoulder-surfed or pasted into a chat — and a recovery link is precisely the sort
* of thing that ends up in a chat. So the code is traded for the token here, over the connection the
* page was going to open anyway, and is dead the moment it is spent.
*
* THE CODE IS STRIPPED FROM THE URL EITHER WAY, so a reload does not re-spend a code that is already
* gone and the address bar stops carrying a credential-shaped string. `replaceState` rather than
* assigning `location.search`, which everywhere else on this page means "navigate" — it reloads, and
* reloading is exactly what must not happen to the session we have just been handed. Guarded like
* `requestAnimationFrame` and `performance` are, because the static build is imported head-first by
* `test/web.test.ts` against a DOM stub that provides neither.
*/
async function claimSeat(code: string): Promise<void> {
showScreen('lobby');
const { status, body } = await postJson('/api/claim', { code });
if (typeof history !== 'undefined' && typeof history.replaceState === 'function') {
history.replaceState(null, '', location.pathname);
}
if (status !== 200) {
runLobby(lobbyHandlers);
notice(
'That restore link has already been used, or it has expired. Ask whoever runs the server for a ' +
'fresh one — each link works once.',
);
return;
}
// `beginRemote` writes the seat into this browser's storage itself, which is the whole point of
// the exercise: the next ordinary reload finds it and goes straight back into the game.
beginRemote(
{
token: body['token'] as string,
gameId: body['gameId'] as string,
gameCode: (body['gameCode'] as string | undefined) ?? '',
seat: body['player'] as PlayerIndex,
},
true,
);
}
function start(): void {
const params = new URLSearchParams(location.search);
/**
* A RECOVERY LINK OUTRANKS EVERYTHING, including a game this browser already remembers: someone
* arriving on one is being handed a seat deliberately, and that is never the load to second-guess.
*/
const claimCode = params.get('claim');
if (claimCode !== null && claimCode !== '') {
void claimSeat(claimCode);
return;
}
/**
* ASKING FOR THE LOBBY BEATS RESUMING A GAME.
*
@@ -1614,8 +1757,17 @@ function render(): void {
$('depts').classList.remove('aiming');
}
// -- making up a train: the Division Yard chip that shows the car IS the button.
if (menu.makeUp) {
/**
* -- making up a train: the Division Yard chip that shows the car IS the button.
*
* NOT WHILE THE BOARD IS BEHIND (playtest, 2026-09-16). `renderActions` puts the action list away
* while the queue is catching up — a move offered against a position that has already moved on is
* a move made blind — but this wiring sat outside that guard, so the yard chips stayed lit and
* clickable. Jesse clicked one during a bot's make-up, a coach left the yard, and the train ended
* up with three cars: he had submitted a real intent against a board he could not see. The chips
* follow the same rule as every other control now.
*/
if (menu.makeUp && !stepQueue.busy()) {
for (const el of Array.from($('divyard').querySelectorAll('[data-car]'))) {
const node = el as HTMLElement;
const car = menu.makeUp!.cars.find(
@@ -1655,8 +1807,27 @@ function render(): void {
* steps still queued are withheld, and each appears as its step goes up.
*/
const heldBack = stepQueue.pendingLines();
const allLines = heldBack > 0 ? session.lines().slice(0, -heldBack) : session.lines();
const shownLines = allLines.slice(-60);
/**
* HELD BACK FIRST, THEN THE TRACE LINES DROPPED — the order matters.
*
* `pendingLines` counts lines in the log, including the `trace` ones a switching move writes for
* its caption (`web/game.ts` § inHistory), so the tail has to be cut off the RAW list or the
* arithmetic slips and the panel runs ahead of the board. Filtering afterwards only decides what
* is drawn.
*/
const allLines = (heldBack > 0 ? session.lines().slice(0, -heldBack) : session.lines()).filter(
(l) => l.tone !== 'trace',
);
/**
* NINETY LINES, IN THE SAME BOX (Jesse, 2026-09-16: "increase to 90, keep the box the same size").
*
* The panel scrolls already, so a longer tail costs no screen and lets a player scroll further
* back through a Stage they were not watching. It is capped at all only because the list is
* rebuilt on every render; the log itself is uncapped in memory, so the number is a display
* choice rather than a limit. The BOX stays 230px on purpose — growing it would push the newest
* line, the one being read, further from where the eye already is.
*/
const shownLines = allLines.slice(-90);
/**
* WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so
* by the time the board paints the log already has several turns in it and nothing says which of
@@ -1779,31 +1950,81 @@ function renderUndo(): void {
* left, and the moment the Division Yard empties a whole pile comes back at once.
*/
function renderYards(f: Frame): void {
$('divyard').innerHTML = yardHtml(f.yards.division);
$('clsyard').innerHTML = yardHtml(f.yards.classification);
$('divtot').textContent = `${f.yards.divisionTotal} cars`;
$('clstot').textContent = `${f.yards.classificationTotal} cars`;
/**
* THE YARDS BELONG TO THE BOARD ON SCREEN, NOT TO THE GAME (playtest, 2026-09-16).
*
* They were drawn from the live Frame while everything around them was held back, so a player
* five moves behind read yard counts from a future they had not been shown — "the yards may not
* be in sync with the turns behind", and they were not. Same rule as the turn chart: while the
* queue is behind, this is the shown board's yards; at rest the two are the same object.
*/
const pub = stepQueue.current();
const yards = pub && stepQueue.busy() ? pub.yards : f.yards;
$('divyard').innerHTML = yardHtml(yards.division);
$('clsyard').innerHTML = yardHtml(yards.classification);
$('divtot').textContent = `${yards.divisionTotal} cars`;
$('clstot').textContent = `${yards.classificationTotal} cars`;
// The one thing worth calling out: the yard about to turn over.
const bare = f.yards.divisionTotal === 0;
/**
* The one thing worth calling out: the yard about to turn over — or the one that never will.
*
* THE COACH CASE IS ITS OWN WARNING (Jesse's ruling, 2026-09-17: say it loudly, change no rule).
* Coaches travel one way. §9.2 boarding discards the emptied coach into the CLASSIFICATION Yard
* and detraining draws a fresh empty out of the Division Yard, and §2.2 sends Classification back
* only when the Division Yard runs bare. Measured over one three-Day game: sixteen coaches at
* setup, none left by Day 2 Stage 8, fifteen piled in Classification, and the Division Yard
* holding steady at 46-47 freight cars — so the refill will not fire before the game ends.
*
* Every consequence of that is silent on the board. A Depot simply offers no passenger action, and
* the Sparrow — three coaches and nothing else — is made up empty and runs the whole Division that
* way. The cars are in plain sight in Classification; what cannot be seen is that they are not
* coming back. So the panel says it where the pile is.
*/
const held = (row: { type: string; loaded: number; empty: number }[], type: string): number => {
const r = row.find((c) => c.type === type);
return r ? r.loaded + r.empty : 0;
};
const bare = yards.divisionTotal === 0;
const coachesStranded = !bare && held(yards.division, 'coach') === 0 && held(yards.classification, 'coach') > 0;
$('divyard').classList.toggle('bare', bare);
$('yardnote').textContent = bare
? `The Division Yard is bare — the ${f.yards.classificationTotal} cars in Classification return to it now.`
: 'loaded / empty. Classification returns to the Division Yard only when the Division Yard is bare.';
? `The Division Yard is bare — the ${yards.classificationTotal} cars in Classification return to it now.`
: coachesStranded
? `NO COACHES in the Division Yard — all ${held(yards.classification, 'coach')} are in Classification, ` +
`which comes back only when the Division Yard is bare, and it still holds ${yards.divisionTotal} cars. ` +
'Until then no passengers can board or detrain, and a train whose card calls for coaches is made up empty.'
: 'loaded / empty. Classification returns to the Division Yard only when the Division Yard is bare.';
}
function renderDistrict(f: Frame): void {
const open = districtMode === 'auto' ? FOCUS_PHASES.has(f.phaseKey) : districtMode === 'open';
// The phase ON SCREEN, so the panel opens for the Local Operations being WATCHED rather than for
// one the game has already moved past — same rule as the turn chart, see `shownTable`.
const open =
districtMode === 'auto' ? FOCUS_PHASES.has(shownTable(f).phaseKey) : districtMode === 'open';
const sec = $('district');
if (open) sec.classList.remove('folded');
else sec.classList.add('folded');
const cars = f.cells.reduce((n, c) => n + c.cars.length, 0);
/**
* THE SUMMARY COUNTS THE BOARD ON SCREEN, WHICH IS NOT ALWAYS YOUR OWN.
*
* The panel has drawn somebody else's district since v0.8.0 — `watchedDistrict` follows whoever is
* acting — and the heading beside this line says whose it is. The counts were read from `f`, the
* viewer's own Frame, every time: so while a bot's turn played out, the header read "Bot 2's Office
* Area" over a board of Bot 2's cards, with a summary counting YOUR cards, facilities and trains
* (Jesse, playtest 2026-09-16 — "the hidden office summary line describes my district, not the one
* being shown"). One source for the drawing and the counting, so the two cannot disagree again.
*/
const watched = watchedDistrict(f);
const cells = watched?.cells ?? f.cells;
const facilityCount = watched ? watched.facilities.length : f.facilities.length;
const cars = cells.reduce((n, c) => n + c.cars.length, 0);
// Trains, not cards-with-a-crew: the Office is the one card that may hold more than one, and a
// card-count silently read "1 crew on the board" with two trains standing at a busy Station.
const crew = f.cells.reduce((n, c) => n + c.trains.length, 0);
const crew = cells.reduce((n, c) => n + c.trains.length, 0);
$('districtsummary').textContent =
`${f.cells.length} cards · ${f.facilities.length} facilities · ${cars} cars standing` +
`${cells.length} cards · ${facilityCount} facilities · ${cars} cars standing` +
(crew > 0 ? ` · ${crew} crew on the board` : '');
/**
@@ -1835,6 +2056,55 @@ function renderDistrict(f: Frame): void {
render();
};
}
/**
* ONE BUTTON PER OPPONENT, and nothing at a table of one.
*
* Built with `createElement` and `textContent` rather than interpolated into `innerHTML`, because
* a player's NAME is whatever they typed in the lobby — the one string on this page that comes
* from another person, and so the one that must never be pasted into markup.
*/
const peek = $('districtpeek');
/**
* EVERY SEAT, YOURS INCLUDED, IN MAP ORDER (playtest, 2026-09-16).
*
* Two faults, both reported from one game. There was no button for your OWN district, so a player
* waiting on everybody else could look at any board except the one they were playing — and the
* buttons came out in player order, which is the order people joined, not the order they sit.
*
* Sorted by SEAT, which is west-to-east along the Division exactly as the map draws it, so the row
* reads left to right the way the railroad does. Seat is not player index and must not be assumed
* to be: under Employee Rotation the seating moves, and because this sorts the Frame's own `seat`
* on every render, the buttons rotate with the players rather than having to be told.
*/
const seats = [...f.players].sort((a, b) => a.seat - b.seat);
peek.innerHTML = '';
peek.hidden = seats.length < 2;
const watchedNow = watchedDistrict(f);
for (const p of seats) {
const b = document.createElement('button');
b.type = 'button';
b.className = 'ghost';
// NAMES GO IN AS TEXT, NEVER MARKUP: a display name is whatever somebody typed in the lobby.
b.textContent = p.name;
const isYou = p.index === f.viewer;
// Which board is up right now — yours when nothing is being watched, otherwise the watched one.
const showing = watchedNow === null ? f.viewer : watchedNow.player;
// `.seg button[aria-pressed="true"]` already lights the current one — no extra class to style.
b.setAttribute('aria-pressed', String(p.index === showing));
b.title = isYou
? 'Back to your own Office Area.'
: `Look at ${p.name}'s Office Area. It is read-only, and it reverts as soon as the board next ` +
`redraws — press Pause first if you want to study it.`;
b.onclick = () => {
peekPlayer = p.index;
render();
};
peek.appendChild(b);
}
// SPENT. The look lasted the render it asked for; the next one follows the game again.
peekPlayer = null;
}
/**
@@ -2171,11 +2441,34 @@ function renderActions(
* title of the ONE group `menu.makeUp` actually covers leaves every other "Making up …" group,
* however it is titled, on screen where a player can act on it.
*/
/**
* WHAT A ROLE IS FOR, said where the role is chosen (playtest, 2026-09-17).
*
* Tom had a train standing at his Depot with a loaded coach on it, picked the Freight Agent to
* unload the passengers, and found nothing that would do it — "didn't have any opportunity to
* unload passengers". Both halves of that were working correctly and neither was visible: the
* Freight Agent stocks a box and never touches a train, and detraining is a PORTER's action in
* the Cargo phase. Why it was impossible as well (§9.2 wants an empty coach from the Division
* Yard) was already in the Blocked panel, off to the side — but a player who has chosen the
* wrong role is not reading a panel about the right one.
*
* A SENTENCE, NOT A HOVER. The tip on the heading would have answered him only if he already
* suspected he was in the wrong place, which is precisely what he did not.
*/
const ROLE_SCOPE: Record<string, string> = {
'freightAgent.':
'The Freight Agent stocks the green Loading box from the Division Yard, and frees a jam. ' +
'Passengers board and detrain in the Cargo phase, with a Porter — not here.',
'porter.': 'A Porter works passengers between a platform and a coach standing at your Office.',
'laborer.': 'A Laborer moves one load one step along MEN → AT → WORK, and loads or unloads a spotted car.',
};
html += menu.direct
.filter((g) => !/^(Play|Discard) a card from my hand$/.test(g.title) && g.title !== menu.makeUp?.title)
.map(
(g) =>
`<div class="grp"><h3>${esc(g.title)}</h3>` +
(ROLE_SCOPE[g.kind] ? `<p class="dim scope">${esc(ROLE_SCOPE[g.kind]!)}</p>` : '') +
g.actions
.map((a) => {
// §6.2 — a drawn card has to be played or discarded before the turn can end. Keyed on
@@ -2203,9 +2496,31 @@ function renderActions(
const addable = menu.makeUp.cars.length;
html +=
`<div class="grp"><h3>${esc(menu.makeUp.title)}</h3>` +
/**
* WHAT IS STILL WANTED, which is not what the heading says.
*
* The heading names what the card CALLS FOR and goes on saying it unchanged as cars go on, so
* the one question a player has while clicking — what is left? — was the only thing on screen
* that had to be worked out by eye, against a consist drawn in the other column (Jesse,
* playtest 2026-09-16). `consistNeeds` counts by the same categories `acceptsCar` does, so it
* can never ask for a car the engine would then refuse.
*/
(menu.makeUp.needs !== null
? `<div class="makeup-needs">Still needs <b>${esc(menu.makeUp.needs)}</b></div>`
: `<div class="makeup-needs done">Its card's consist is complete — nothing further may be added.</div>`) +
`<div class="dim makeup-note">` +
(addable > 0
? `Click a car in the Division Yard below to add it — ${addable} kind${addable === 1 ? '' : 's'} it may take are highlighted there.`
? `Click a car in the Division Yard below to add it — the ${addable} kind${addable === 1 ? '' : 's'} it may take ` +
`${addable === 1 ? 'is' : 'are'} highlighted in amber there. ` +
/**
* WHY YOUR TURN ENDS AFTER ONE CAR — §7's round, said where the clicking happens.
*
* It was written down only in the turn chart's New Train chip tooltip: hovered once, early
* on, and never again. "Click a car" then reads as "build this train", so a player adds one
* and the turn moves on with no explanation (Jesse, playtest 2026-09-16).
*/
`<b>Each player adds one car at a time</b>, starting from the Superintendent and working ` +
`eastward, repeating until the train is full or the Division Yard holds nothing it can take.`
: menu.makeUp.pass !== null
? 'The Division Yard is bare, so there is nothing to add. Send the train out as it stands.'
: 'Nothing in the Division Yard may join this train, and passing is not allowed while the yard holds cars.') +
@@ -2349,9 +2664,27 @@ function writeFile(name: string, data: string): void {
URL.revokeObjectURL(url);
}
/**
* WHICH GAME, HOW FAR IN, AND WHEN — Jesse, playtest 2026-09-16.
*
* The name was `station-master-day1-stage5.json` for every server game at that point in every
* Stage, so two saves off the same table collided in the downloads folder and neither said which
* table it came from. The join code is the one thing a player already says out loud to identify a
* game, so it leads: `whistle-6945.day1.stage5.2026.09.16.json`.
*
* Lowercased because a filename is not a thing you shout, and dotted because that is the shape
* Jesse asked for. A solitaire game has no join code and falls back to its seed, which is the
* equivalent identity for a game nobody else is sitting at.
*/
function saveFileName(prefix: string, f: { day: number; stage: number }): string {
const d = new Date();
const pad = (n: number): string => String(n).padStart(2, '0');
const date = `${d.getFullYear()}.${pad(d.getMonth() + 1)}.${pad(d.getDate())}`;
return `${prefix}.day${f.day}.stage${f.stage}.${date}.json`;
}
async function downloadSave(): Promise<void> {
const f = session.view();
const stamp = `day${f.day}-stage${f.stage}`;
/**
* A SERVER-BACKED GAME HAS NO LOCAL SAVE TO HAND OVER, so it asks the server for its own — the seat's
* token is the gate (`/api/save`), the same one the stream and every intent already use. The StartOS
@@ -2363,14 +2696,16 @@ async function downloadSave(): Promise<void> {
const res = await fetch(`/api/save?token=${encodeURIComponent(remoteToken)}`);
if (!res.ok) return;
const body = (await res.json()) as { save: unknown };
writeFile(`station-master-${stamp}.json`, JSON.stringify(body.save, null, 1));
const code = gameCode === '' ? 'station-master' : gameCode.toLowerCase();
writeFile(saveFileName(code, f), JSON.stringify(body.save, null, 1));
} catch {
// Offline, or the game has been ended under us: the button simply does nothing, which is the
// same thing every other server call on this page does when the server is not there.
}
return;
}
writeFile(`station-master-seed${session.seed()}-${stamp}.json`, JSON.stringify(session.save(), null, 1));
const solo = gameCode === '' ? `station-master-seed${session.seed()}` : gameCode.toLowerCase();
writeFile(saveFileName(solo, f), JSON.stringify(session.save(), null, 1));
}
function save(): void {
+12 -3
View File
@@ -777,9 +777,18 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
/* And the piles that are NOT targets step back while a discard is being aimed, so the three that
are stand out from the Salvage Yard beside them. */
.cardrow.aiming .handcard:not(.target){opacity:.4}
.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;
outline:1px solid #5aa9e6;background:rgba(90,169,230,.16)}
.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(90,169,230,.34)}
/* A CAR YOU MAY ADD IS AN ACTION, SO IT WEARS THE ACTION COLOUR — Jesse, playtest 2026-09-16: the
highlight was "just a small bold and basically the same color as everything else", which is the
whole difficulty with making the yard chip the button. #c8912f is the border colour that the
action buttons themselves use, so a clickable car looks like every other thing inviting a click,
rather than like a number that happens to be outlined.
THE LOADED/EMPTY TEXT COLOURS ARE LEFT ALONE. Green and blue-grey are what say which of the two
numbers is which; the amber answers "may I click this", which is a different question, and
painting over the first to answer the second would cost real information. */
.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;font-weight:700;
outline:2px solid #c8912f;background:rgba(200,145,47,.20);box-shadow:0 0 0 2px rgba(200,145,47,.16)}
.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(200,145,47,.38)}
/* Twelve Stages across, so a Day is one glance. The current Stage is lit, Stages already gone are
dimmed, and a slot the die has just filled flashes once. */
.tt{display:flex;gap:3px;flex-wrap:wrap}
+21 -2
View File
@@ -124,7 +124,7 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
#watching-what{flex:1;min-width:0;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
.wbehind{font-variant-numeric:tabular-nums;font-weight:700;color:#c9cee0;
background:#22263a;border:1px solid #343a52;border-radius:10px;padding:1px 8px;white-space:nowrap}
#watching-skip{font-size:11px;padding:2px 10px;border-color:#e0b060;color:#e0b060;flex:none}
#watching-skip,#watching-pause{font-size:11px;padding:2px 10px;border-color:#e0b060;color:#e0b060;flex:none}
#watching-who{color:#c9cee0;font-weight:700}
#presence:empty{display:none}
/* division strip */
@@ -184,6 +184,14 @@ button.cardact.discard{color:#d6b48a}
.scheduled{display:block;font-size:11.5px;margin:0 0 7px;padding:3px 9px;border-radius:5px;
background:rgba(40,140,60,.22);border:1px solid #2f6b47;color:#bfe8cd;font-weight:600}
.makeup-note{font-size:11px;margin:0 0 5px}
/* WHAT THE TRAIN STILL WANTS. Deliberately NOT amber: amber means "you can click this" everywhere
else on this page, and this line is the REASON for clicking rather than a thing to click — the
cars in the Division Yard are. Brighter than the note beneath it, because it answers the question
the player actually has while looking at it. `done` goes green like `.scheduled`: a complete
consist is good news, not an instruction. */
.makeup-needs{font-size:12px;margin:0 0 5px;color:#e6e9ee}
.makeup-needs b{color:#f2e6cf}
.makeup-needs.done{color:#bfe8cd}
/* WHICH TRAIN AM I SWITCHING. A row of crews rather than a stacked list — they are alternatives,
and the chosen one is the crew whose squares the board is drawing, so it wears the same violet
"you are here" the rest of the page uses. */
@@ -205,6 +213,9 @@ button.act.crew.on{border-color:var(--now);background:rgba(185,140,240,.18);colo
/* actions */
#actions{max-height:none}
.grp{margin-bottom:6px}
/* What a role is for, under its heading — a sentence a player reads once and stops re-asking. Sized
below the buttons so it explains without competing with the thing being chosen. */
.grp .scope{margin:2px 0 4px;font-size:11.5px;line-height:1.35}
/* THESE ARE THE THINGS YOU CAN DO. An action carried the same grey border as every other panel
on the page, so the one region that is clickable did not look it. Amber border and a lit face,
used nowhere else, so "this is a move" is answered before the label is read. */
@@ -878,7 +889,7 @@ ul.blocked li{padding:2px 0}
the front door: `index.html`'s two doors are `play.html?lobby` and `play.html?solitaire`, so
arriving from the splash REPLACES the query string and any pace with it. Jesse played a whole
game believing he was at 7x when he was at 1x. -->
<span class="zoom" title="How long another player's or a bot's move is held on screen before the next one. Yours are never delayed. Off draws every move at once, as it did before v0.8.0.">
<span class="zoom" title="How long another player's or a bot's move is held on screen before the next one. Your own moves are never delayed — only theirs. Starts at 1×, which holds a switching move for one second; the slowest setting, 20×, holds it for twenty. Off draws every move at once.">
<button id="paceslower" aria-label="Slower playback">−</button><span id="pacelabel">1×</span><button id="pacefaster" aria-label="Faster playback">+</button>
</span>
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
@@ -919,6 +930,10 @@ ul.blocked li{padding:2px 0}
the other end of the row — Jesse, 2026-09-09: "the skip button should be on the far left, in
front of where it says [the count], so it's always close to where people are looking." -->
<button id="watching-skip" class="ghost" type="button" title="Stop animating and jump the board to where the game actually is. Nothing is lost — every line is already in the History panel.">Skip</button>
<!-- PAUSE BESIDE SKIP, not instead of it: they are opposite answers to "that went past too fast".
Skip gives up the animation to reach the game; Pause holds the board on the step being shown
for as long as you want to look at it, and gives the step back the dwell it still had. -->
<button id="watching-pause" class="ghost" type="button" title="Hold the board on the move being shown. Nothing is lost and nothing is hurried — press again to carry on from the same step.">Pause</button>
<span id="watching-behind" class="wbehind"></span>
<span id="watching-what"></span>
</div>
@@ -931,6 +946,10 @@ ul.blocked li{padding:2px 0}
<h2><span id="districtwho">Your Office Area</span>
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
<span id="districttoggle" class="seg" role="group" aria-label="When to show your Office Area"><button id="dm-auto" class="ghost" type="button" title="Open during Local Operations and Cargo — the phases that change the district — and folded otherwise.">Auto-hide</button><button id="dm-open" class="ghost" type="button" title="Keep the Office Area open in every phase.">Always show</button><button id="dm-closed" class="ghost" type="button" title="Keep the Office Area folded in every phase. The summary line stays, so it reads as folded rather than missing.">Always hide</button></span>
<!-- LOOK AT ANOTHER PLAYER'S OFFICE AREA. Filled by `renderDistrict` with one button per
opponent, and collapsed at a table of one. The look is read-only and lasts a single
render on purpose — see `peekPlayer` in `main.ts`. -->
<span id="districtpeek" class="seg" role="group" aria-label="Look at another player's Office Area"></span>
</h2>
<div id="districtsummary" class="dim"></div>
<!-- THE RULE THAT SHAPES EVERY DISTRICT, said once where the district is.
+6 -1
View File
@@ -56,7 +56,12 @@ type Step = {
function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
const s = createGame({ id: `replay-${save.seed}`, seed: save.seed, config: SOLO_CONFIG, playerNames: ['player'] });
const steps: Step[] = [];
const ctx = { cardName: (id: string) => cardName(s, id), trainName: (id: string) => trainName(s, id) };
const ctx = {
cardName: (id: string) => cardName(s, id),
trainName: (id: string) => trainName(s, id),
// A player index is not a seat index, so the fallback names no number at all — see `game.ts`.
playerName: (p: number) => s.players[p]?.name ?? 'another player',
};
const push = (events: ReturnType<typeof pump>): void => {
const lines = events
.filter((e) => e.type !== 'actorChanged')
+48
View File
@@ -65,6 +65,25 @@ export type StepQueue = {
pendingLines(): number;
/** Division nodes whose card changed in the step now on screen, for the map to flash. */
flashing(): readonly number[];
/**
* HOLD THE PLAYBACK ON THE STEP NOW SHOWING — Jesse, playtest 2026-09-16, asking for a pause
* beside Skip.
*
* Skip is the only control the row has had, and it is one-way and total: the way to look harder at
* a move that just went past was to not be too slow about it. Pause is the opposite lever — the
* board stops where it is and nothing is consumed, so a player can read the caption, look at the
* district and then carry on from exactly that step.
*
* TAKES `now` BECAUSE THE QUEUE OWNS NO CLOCK (see the note at the top of this file). The dwell
* still owing is preserved across the hold rather than being spent while nobody was watching:
* `resume` pushes the deadline out by however long the pause lasted, so a step paused with 200ms
* left resumes with 200ms left instead of vanishing on the next frame.
*
* Returns false when there is nothing to hold, or nothing being held.
*/
pause(now: number): boolean;
resume(now: number): boolean;
paused(): boolean;
};
/**
@@ -113,6 +132,8 @@ export function createStepQueue(
let pending: DisplayStep[] = [];
/** When the step now on screen is due to give way. Null when nothing is waiting. */
let dueAt: number | null = null;
/** When the player pressed Pause, so `resume` can give the current step back the time it had. */
let pausedAt: number | null = null;
/** How long this step holds the screen — zero for the viewer's own moves; see above. */
const dwell = (step: DisplayStep): number =>
@@ -138,6 +159,9 @@ export function createStepQueue(
shown = frame;
pending = [];
dueAt = null;
// A reconnect, an undo or a fresh deal replaces the board outright; a hold on the playback that
// no longer exists would leave the row stuck reading "paused" with nothing behind it.
pausedAt = null;
// Nothing was watched arriving at this board, so nothing on it is lit.
litPiles = [];
flashedCards = [];
@@ -150,6 +174,9 @@ export function createStepQueue(
},
advance(now) {
// Held. Nothing is shown and, crucially, nothing is CONSUMED — `dueAt` is left where it was
// and `resume` moves it, so the hold costs the current step none of its dwell.
if (pausedAt !== null) return false;
if (pending.length === 0) {
// The LAST step of a burst still owes its dwell. Clearing `dueAt` here reported the queue
// idle the instant that step was shown, which snapped the district panel home before anyone
@@ -183,6 +210,9 @@ export function createStepQueue(
},
skip() {
// Skipping while held is a decision to stop watching, so it also lifts the hold — otherwise the
// board would jump to the game and then sit there paused, with a Resume button that does nothing.
pausedAt = null;
if (pending.length === 0) return false;
for (const step of pending) show(step);
pending = [];
@@ -190,6 +220,24 @@ export function createStepQueue(
return true;
},
pause(now) {
if (pausedAt !== null) return false;
// Nothing on screen owes any time and nothing is queued: there is no playback to hold.
if (pending.length === 0 && dueAt === null) return false;
pausedAt = now;
return true;
},
resume(now) {
if (pausedAt === null) return false;
// Give the step on screen back exactly the dwell it was holding when the player pressed Pause.
if (dueAt !== null) dueAt += now - pausedAt;
pausedAt = null;
return true;
},
paused: () => pausedAt !== null,
current: () => shown,
behind: () => pending.filter((s) => dwell(s) > 0).length,
showing: () => last,
+119 -1
View File
@@ -7,7 +7,7 @@
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { advance, pump } from '../src/engine/advance.ts';
import { advance, badlyMadeUp, pump } from '../src/engine/advance.ts';
import { applyIntent, areaOf, check, isBeingMadeUp } from '../src/engine/apply.ts';
import { EXPEDITE_FAULT_PENALTY, HAND_LIMIT, MAX_CONSIST, STAGES_PER_DAY, TOTAL_ROLLING_STOCK } from '../src/engine/content.ts';
import { legalActions } from '../src/engine/legal.ts';
@@ -1582,3 +1582,121 @@ describe('§8.1 counts only trains AHEAD of the one departing (Gitea#26)', () =>
);
});
});
// ---------------------------------------------------------------------------
/**
* §7's make-up round is silent about what it could NOT do, and that silence was reported from a
* table (2026-09-16): "train 5, the sparrow, has no coaches, which seems strange."
*
* The Sparrow's card calls for three coaches and nothing else. Every coach in that game had ended
* up in the Classification Yard, which §2.2 returns only when the Division Yard runs bare — and the
* Division Yard still held 46 freight cars, so it never would. `trainNeedingCars` therefore answered
* "nothing to ask for" exactly as it answers "everything is full", the phase moved on, and the train
* ran the length of the Division empty with no line anywhere saying why.
*/
describe('a train the Division Yard cannot supply says so', () => {
/** Puts one train in the yard-filling state, with a yard holding only `types`. */
const readyToFill = (yard: { type: string; loaded: boolean }[]) => {
const s = game();
// Stage 1's train is 1/2, the Crack Limited — coaches only, which is the shape that goes short.
s.timetable = Array(STAGES_PER_DAY).fill(null);
s.timetable[0] = 1;
s.yards.divisionYard = yard as never;
s.yards.classificationYard = [{ type: 'coach', loaded: false }] as never;
s.clock.stage = 1;
s.clock.phase = 'newTrain';
return s;
};
it('reports the shortfall, with the cars, the waiting pile and why it will not come back', () => {
// A yard of pure freight: nothing the Crack Limited will take.
const s = readyToFill([
{ type: 'boxcar', loaded: true },
{ type: 'hopper', loaded: false },
]);
const { events } = advance(s);
const short = events.find((e) => e.type === 'makeUpShort');
assert.ok(short, 'a train that could be given nothing reported nothing');
assert.equal(short.type === 'makeUpShort' && short.placed, 0);
assert.ok(
short.type === 'makeUpShort' && short.missing.includes('coach'),
'the report did not name the category the yard could not supply',
);
assert.ok(
short.type === 'makeUpShort' && short.waiting === 1,
'the report did not count the cars waiting in the Classification Yard',
);
assert.ok(
short.type === 'makeUpShort' && short.divisionYardHolds === 2,
'the report did not say how far the Division Yard is from bare, which is what §2.2 turns on',
);
});
it('says nothing when the round can still be asked for a car', () => {
// The same train, with coaches available: the phase must STOP for them rather than report.
const s = readyToFill([
{ type: 'coach', loaded: true },
{ type: 'coach', loaded: true },
]);
const { events, needsInput } = advance(s);
assert.equal(needsInput, true, 'the phase should be waiting for a car to be placed');
assert.equal(
events.some((e) => e.type === 'makeUpShort'),
false,
'a train that can still be filled was reported short',
);
});
});
// ---------------------------------------------------------------------------
/**
* §8.2 and the Small Yard's nose sort, together — Jesse's ruling of 2026-09-17 was "any train may
* sort to the nose, and it is held if it cannot depart".
*
* The holding half already existed and needed no new code, which is worth pinning precisely because
* it is easy to assume otherwise: `badlyMadeUp` is deliberately DIRECTION-FREE, so a train with its
* whole consist ahead of the engine is a PUSHING train and fit to run. What §8.2 refuses is a
* broken-backed train — the engine buried among its own cars — and a caboose anywhere but the end
* away from the engine.
*/
describe('a train sorted to the nose is judged by §8.2, not by where the engine is', () => {
const tray = (consist: { type: string; loaded: boolean }[], engineAt: number) =>
({ consist, engineAt }) as unknown as CrewTray;
it('lets a pushing train run — the whole consist ahead of the engine is made up', () => {
const pushing = tray([{ type: 'caboose', loaded: true }, { type: 'boxcar', loaded: true }], 2);
assert.equal(
badlyMadeUp(pushing),
null,
'a pushing train was refused; §8.2 is enforced direction-free on purpose',
);
});
it('holds a train whose engine is buried among its own cars', () => {
const buried = tray(
[{ type: 'boxcar', loaded: true }, { type: 'hopper', loaded: true }, { type: 'caboose', loaded: true }],
1,
);
const why = badlyMadeUp(buried);
assert.ok(why !== null, 'a broken-backed train was allowed to leave the Office');
assert.match(why, /engine is buried/, `the hold did not say why: ${why}`);
});
it('holds a train whose caboose is not at the end away from the engine', () => {
// Exactly the arrangement asked for at the table: caboose second from the rear.
const wanted = tray(
[
{ type: 'hopper', loaded: true },
{ type: 'tank', loaded: false },
{ type: 'caboose', loaded: true },
{ type: 'boxcar', loaded: true },
],
0,
);
const why = badlyMadeUp(wanted);
assert.ok(why !== null, 'a train with its caboose mid-consist was allowed to leave');
assert.match(why, /caboose must be at the rear/, `the hold did not say why: ${why}`);
});
});
+30 -9
View File
@@ -1361,6 +1361,10 @@ describe('the Limits bound the district, and the nine spots reach round a Facili
const under = district(s);
buildFacility(s, 'packingSheds', under);
const cardId = modifierOf(s, 'iceHouse');
// `district` leaves the host ON the sign's column, which since 2026-09-17 puts its three eastern
// spots outside the Limits. The question here is whether DIAGONALS are offered at all, so the
// sign goes out one more column and the host keeps all nine.
areaOf(s, 0).limitsEast = at(areaOf(s, 0).runningRow, under.col + 1);
const offered = legalActions(s, 0)
.filter((i) => i.type === 'card.play' && i.cardId === cardId && i.placement !== undefined)
@@ -1375,13 +1379,18 @@ describe('the Limits bound the district, and the nine spots reach round a Facili
assert.equal(check(s, 0, { type: 'card.play', cardId, placement: southEast }), null);
});
it('lets a Modifier hang outside the Limits, but never in the Running Track row', () => {
it('keeps a Modifier inside the Limits, and out of the Running Track row', () => {
/**
* Jesse's call, both halves. A Modifier is not track (§9), so a host standing at the limit keeps
* all nine of its spots — refusing the outer three would make the card unplayable exactly where
* the district ends. The Running Track ROW is the exception: inside the Limits that row is
* always full, so this bites only beyond the sign, and that is the ground the main grows onto —
* a Modifier parked there would block the player's own sign from moving outward (§2.1).
* Jesse's call, both halves — and the FIRST half reversed on 2026-09-17 after a Day 3 playtest
* put Transmission Lines at (-2,4) with the sign at column 3. It used to read the other way: a
* Modifier is not track (§9), so a host at the limit kept all nine of its spots, because
* refusing the outer three looked like it would make the card unplayable where the district
* ends. What decided it was the board — a card standing outside your own sign, in territory
* §8.1 and §10 reason about — and a count of what is actually lost: six of the nine spots
* survive, and the sign moves outward as the Running Track grows (§2.1, Gap 4a).
*
* The Running Track ROW stays barred for its own reason: it is the ground the main grows onto,
* and a Modifier parked there would block the player's own sign from moving outward.
*/
const s = game();
const under = district(s);
@@ -1390,9 +1399,16 @@ describe('the Limits bound the district, and the nine spots reach round a Facili
const area = areaOf(s, 0);
assert.equal(
check(s, 0, { type: 'card.play', cardId, placement: at(under.row, under.col + 1) }),
check(s, 0, { type: 'card.play', cardId, placement: at(under.row, area.limitsEast.col + 1) }),
'OUTSIDE_LIMITS',
'a Modifier was allowed to stand outside the district it belongs to',
);
// The spot inside the sign, beside the same host, is the one a player actually has — free,
// adjacent, and on the sign's own column, which `withinLimits` includes.
assert.equal(
check(s, 0, { type: 'card.play', cardId, placement: at(under.row - 1, under.col) }),
null,
'a Modifier beside a host at the limit was refused the spot outside it',
'a Modifier was refused a free, connected spot inside the Limits',
);
assert.equal(
check(s, 0, { type: 'card.play', cardId, placement: at(area.runningRow, under.col + 1) }),
@@ -1425,6 +1441,11 @@ describe("a Modifier grants only what its host's flow can use", () => {
const area = areaOf(s, 0);
const at = { row: -1, col: 4 };
area.grid.set(coordKey(at), withFacility(kind, out, into) as never);
// This test is about what a Modifier GRANTS, not about where it may stand, and it arranges a
// host well east of the opening sign. Modifiers have been bounded by the Limits since
// 2026-09-17, so the district has to reach the square the fixture uses or every case here would
// fail as OUTSIDE_LIMITS and prove nothing about flow.
area.limitsEast = { row: area.runningRow, col: at.col + 2 };
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const card = [...s.cards.entries()].find(
@@ -1881,7 +1902,7 @@ describe('the engine is drawn pointing east or west, whatever track it is standi
* So `facing` stays a PORT (movement needs one) and `railFacingOf` is what the board draws.
*/
const moved = (id: string, facing: 'n' | 's' | 'e' | 'w') =>
({ type: 'trayMoved', player: 0, trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
({ type: 'trayMoved', player: 0, trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, movesAllowed: 6, facing }) as const;
it('carries the east-west sense across north-south track', () => {
const s = game();
+161
View File
@@ -12,6 +12,9 @@ import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts';
import { describeIntent } from '../src/sim/view.ts';
import { badlyMadeUp } from '../src/engine/advance.ts';
import { createGame } from '../src/engine/setup.ts';
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackArc, TrackCard } from '../src/engine/state.ts';
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
@@ -461,3 +464,161 @@ describe('a 45° leg is part of the west-to-east row, not outside it (Gitea#17)'
assert.deepEqual(standingAt(s, at(1, 0)), [], 'the cars should have come off the card');
});
});
// ---------------------------------------------------------------------------
/**
* The Small Yard's re-order menu, reported from Day 3 of the 2026-09-17 playtest.
*
* Jesse had train 10 on his Small Yard — nose first, `[loaded boxcar, loaded hopper, empty tank,
* caboose]` — wanted the boxcar on the tail, and could not tell which button did it: every option
* read `re-order consist [1,2,3,0]`, the engine's own array indices offered to a person. The move he
* wanted was the FIRST of the five. One of the other four re-ordered nothing at all and would still
* have spent one of his six Moves.
*/
describe('the Small Yard says what each re-order would build', () => {
const smallYard = (standing: RollingStock[] = []): TrackCard => ({
...straight(standing),
enhancements: ['smallYard'],
});
/** Train 10's consist as it actually stood, on a card carrying a Small Yard. */
const onTheYard = (): { s: GameState; trayId: string } => {
const s = game();
row(s, 3);
addCard(s, at(1, 1), smallYard());
const trayId = placeTray(s, at(1, 1), [car('boxcar', true), car('hopper', true), car('tank'), car('caboose', true)], 'e');
switching(s);
return { s, trayId };
};
it('never offers a sort that changes nothing', () => {
/**
* THE PAIR IS WHAT COUNTS, since the engine position became part of a sort (2026-09-17). The
* identity car order is now a perfectly good option when it moves the ENGINE — that is the whole
* of the separate engine control — so what must never be offered is the pair that reproduces the
* train already standing there, and no pair may appear twice.
*/
const { s, trayId } = onTheYard();
const tray = s.trays.get(trayId)!;
const offered = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => {
const sort = i as { order: number[]; engineAt?: number };
return `${sort.order.join(',')}|${sort.engineAt ?? 0}`;
});
assert.ok(offered.length > 0, 'no sort was offered at all, so this proved nothing');
const unchanged = `${[...tray.consist.keys()].join(',')}|${tray.engineAt}`;
assert.ok(
!offered.includes(unchanged),
'the menu offered the train as it already stands — a Move spent to change nothing',
);
assert.equal(new Set(offered).size, offered.length, 'the menu offered the same sort twice');
});
it('offers the engine every position, including ahead of its own cars', () => {
// Jesse's ruling, 2026-09-17, following `implications.md` against the v0.4.5 card text: a train
// in a Small Yard "may sort itself into any order, INCLUDING cars ahead of the engine".
const { s, trayId } = onTheYard();
const n = s.trays.get(trayId)!.consist.length;
const positions = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => (i as { engineAt?: number }).engineAt ?? 0);
for (let k = 1; k <= n; k++) {
assert.ok(positions.includes(k), `the engine was never offered position ${k} of ${n}`);
}
});
it('always offers a made-up order to a train that is not in one', () => {
/**
* Jesse, 2026-09-17: "trains with a caboose have to offer the caboose at the back… sorting all
* the cars back in, ready to leave the station."
*
* A train with its caboose mid-consist is one §8.2 will not let out of the Office, so at least
* one offer has to put it right. It comes out of the ordinary curated set — "bring car k to the
* tail" is enumerated for every car, and the caboose is one of them.
*/
const s = game();
row(s, 3);
addCard(s, at(1, 1), smallYard());
const trayId = placeTray(s, at(1, 1), [car('boxcar', true), car('caboose', true), car('hopper', true)], 'e');
const tray = s.trays.get(trayId)!;
tray.trainNumber = 10;
switching(s);
const fit = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.filter((i) => {
const sort = i as { order: number[]; engineAt?: number };
const after = sort.order.map((n) => tray.consist[n]!);
return badlyMadeUp({ ...tray, consist: after, engineAt: sort.engineAt ?? 0 }) === null;
});
assert.ok(
fit.length > 0,
'a train that cannot leave the Office was offered no sort that would make it up',
);
// And the one that does it says so on the button, rather than leaving it to be discovered.
assert.ok(
fit.some((i) => describeIntent(s, i).includes('MADE UP, ready to leave')),
'the sort that makes the train up does not say so',
);
});
it('lays the train out west to east, with the engine where it will be', () => {
/**
* "You specify above that the order is front to back, but on the screen, if it's eastbound or
* westbound, it may look different" — Jesse, 2026-09-17.
*
* `board-svg.ts` draws the crew strip west on the left, reversing a consist for an east-facing
* train so its nose lands at the east end. The button has to read the same way or it describes a
* different train from the one on the board.
*/
const s = game();
row(s, 3);
addCard(s, at(1, 1), smallYard());
// Engine points WEST: the consist is stored nose first, so west to east reads engine first.
const west = placeTray(s, at(1, 1), [car('boxcar', true), car('hopper', true)], 'w');
switching(s);
const westLabel = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => describeIntent(s, i))
.find((l) => l.startsWith('re-order'));
assert.ok(westLabel, 'no re-order was offered for the west-facing train');
assert.match(westLabel, /west to east: ◀ ENGINE · /, `a west-facing engine was not drawn leading: ${westLabel}`);
// The same train pointing EAST puts the engine at the far end of the same sentence.
s.trays.get(west)!.railFacing = 'e';
s.trays.get(west)!.facing = 'e';
const eastLabel = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => describeIntent(s, i))
.find((l) => l.startsWith('re-order'));
assert.ok(eastLabel, 'no re-order was offered for the east-facing train');
assert.match(eastLabel, / · ENGINE ▶($| ·)/, `an east-facing engine was not drawn at the east end: ${eastLabel}`);
});
it('labels each option with the train it would make, not with array indices', () => {
const { s } = onTheYard();
const labels = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => describeIntent(s, i));
assert.ok(
labels.every((l) => !/\[\d(,\d)*\]/.test(l)),
`a re-order option still reads as a permutation: ${labels.find((l) => /\[\d(,\d)*\]/.test(l))}`,
);
/**
* The one Jesse wanted, written the way the board draws it: this crew faces EAST, so the strip
* runs west to east and the engine sits at the east end with the boxcar now furthest west.
*/
assert.ok(
labels.includes('re-order — west to east: loaded boxcar · caboose · empty tank · loaded hopper · ENGINE ▶'),
`the move that puts the boxcar on the tail was not offered in words — got: ${labels.join(' | ')}`,
);
// And the engine's own positions read as what they do, not as an index.
assert.ok(
labels.some((l) => l.startsWith('put the whole consist ahead of the engine —')),
`the shoving sort was not offered in words — got: ${labels.join(' | ')}`,
);
});
});
+18
View File
@@ -47,6 +47,12 @@ const KNOWN_UNREDUCED = [
'clearanceRequested',
'dispatchBonusUsed',
'expediteFault',
/**
* The New Train Phase's report that it could give a train nothing (playtest, 2026-09-16, the
* Sparrow running empty). Emitted by the phase driver after the make-up round has nothing left to
* offer, so it describes rather than reduces, like every entry on this list.
*/
'makeUpShort',
'phaseBegan',
/**
* §Q, Red Flags (Gitea#19). The flag comes down inside the phase driver as it stops a train, so
@@ -61,6 +67,18 @@ const KNOWN_UNREDUCED = [
// the pattern every entry on this list follows.
'seatsRotated',
'stageBegan',
/**
* §5's Fedora handover, emitted by `shiftChange` on the same mutate-then-describe path as its
* neighbours here: the clock moves the Superintendent and then says so. Added 2026-09-16 because
* riding on `actorChanged` meant the log dropped it as turn bookkeeping.
*/
'superintendentChanged',
/**
* The line that closes a switching turn. Emitted by `switch.end` beside the `phaseEnded` that
* actually ends the turn, and reduces to nothing itself: it reports what the Moves were spent on
* and where the crew was left, both of which the state already holds.
*/
'switchingEnded',
'trainArrived',
'trainCompleted',
'trainDiverted',
+44 -3
View File
@@ -44,8 +44,12 @@ const SAMPLES: GameEvent[] = [
{ type: 'stageBegan', day: 1, stage: 7 },
{ type: 'phaseBegan', phase: 'mainline' },
{ type: 'actorChanged', player: 0 },
// Sampled rather than left to swell the unsampled count: this sentence is one a player reads at
// the table every third Stage, so its text is worth exercising.
{ type: 'superintendentChanged', player: 1, stage: 6 },
{ type: 'localOpsOptionChosen', player: 0, option: 'switch' },
{ type: 'trayMoved', player: 0, trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
{ type: 'trayMoved', player: 0, trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5, movesAllowed: 6 },
{ type: 'switchingEnded', player: 0, movesUsed: 3, movesAllowed: 6, lastMove: { trayId: 't0', to: { row: 0, col: 1 } } },
{ type: 'carsCoupled', player: 0, trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
{ type: 'carsDropped', player: 0, trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
{ type: 'cardDrawn', player: 0, source: 'homeOffice', cardId: 'c1' },
@@ -58,8 +62,18 @@ const SAMPLES: GameEvent[] = [
{ type: 'inboundCleared', player: 0, at: { row: 1, col: 0 }, stock: { type: 'hopper', loaded: true } },
{ type: 'facilityUnjammed', player: 0, at: { row: 1, col: 0 }, from: 'menAtWork', stock: { type: 'hopper', loaded: true } },
{ type: 'trainScheduled', player: 0, trainNumber: 4, roll: 7, slot: 6, rngState: 1 },
{ type: 'carPlacedOnTrain', player: 0, trayId: 't0', stock: { type: 'coach', loaded: false } },
{ type: 'carPassed', player: 0, trayId: 't0' },
{ type: 'carPlacedOnTrain', player: 0, trayId: 't0', stock: { type: 'coach', loaded: false }, trainNumber: 10, isExtra: false },
{ type: 'carPassed', player: 0, trayId: 't0', trainNumber: 10, isExtra: false },
{
type: 'makeUpShort',
trainNumber: 5,
isExtra: false,
placed: 0,
wanted: 3,
missing: ['coach'],
waiting: 14,
divisionYardHolds: 46,
},
{ type: 'clearanceRequested', trainId: 't1', occupiedBy: 't0' },
{ type: 'clearanceGiven', trainId: 't1', allow: false },
{ type: 'passengersBoarded', player: 0, at: { row: 0, col: 0 }, trayId: 't0', coachIndex: 0 },
@@ -146,6 +160,33 @@ describe('narration', () => {
assert.match(loss.text, /COLLISION/i);
});
/**
* WHOSE OFFICE, AND WHOSE TRAIN — Jesse, playtest 2026-09-16.
*
* The line went to every seat reading "ARRIVED at the Whistle Post … You can work it in Cargo now".
* At a table of four that is one true sentence and one false one: every seat has an Office, so the
* tier alone does not say which district the train is standing in, and three of the four readers
* cannot touch it. Constructed here rather than fished out of a game so both halves are pinned
* exactly, and the resolver-less path is checked too — the replay viewers pass no names for a
* table they do not have.
*/
it('names WHOSE Office a train reached, and never tells the table they can work it', () => {
const named = narrate(
{ type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false },
{ playerName: () => 'Tom' },
);
assert.match(named.text, /Tom's Whistle Post/, `the arrival did not name the Office's owner: ${named.text}`);
assert.match(named.text, /Tom can work it/, `the arrival did not say whose train it is to work: ${named.text}`);
assert.doesNotMatch(named.text, /\bYou can work it\b/i, `the arrival still addresses every reader: ${named.text}`);
// No resolver — still English, and still no raw index leaking into a sentence.
const anon = narrate({
type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false,
});
assert.match(anon.text, /at the Whistle Post/, anon.text);
assert.doesNotMatch(anon.text, /undefined|\bplayer \d+\b/i, anon.text);
});
it('points at the board cell where something happened', () => {
const n = narrate({ type: 'loadCompleted', player: 0, at: { row: 1, col: 2 }, carType: 'hopper' });
assert.deepEqual(n.where, { row: 1, col: 2 });
+68
View File
@@ -0,0 +1,68 @@
/**
* Seat recovery codes — Gitea#33.
*
* The properties worth pinning are the ones that make a code safe to put in a link: it is spendable
* exactly once, it stops working on its own, and a bad code is indistinguishable from a spent one.
* `now` is a parameter rather than a clock, so expiry is tested without faking timers.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { CLAIM_TTL_MS, createClaimStore } from '../../src/server/claims.ts';
describe('seat recovery codes', () => {
it('mints a code that names the seat it was minted for', () => {
const claims = createClaimStore();
const { code, expiresAt } = claims.mint('tok-abc', 'game-1', 1000);
assert.equal(expiresAt, 1000 + CLAIM_TTL_MS);
assert.deepEqual(claims.redeem(code, 1000), { token: 'tok-abc', gameId: 'game-1' });
});
it('spends a code exactly once — a link in a chat log is worth nothing afterwards', () => {
const claims = createClaimStore();
const { code } = claims.mint('tok-abc', 'game-1', 0);
assert.ok(claims.redeem(code, 1));
assert.equal(claims.redeem(code, 2), null, 'the same code was accepted twice');
});
it('stops working once its time is up, without anything having to sweep it', () => {
const claims = createClaimStore();
const { code } = claims.mint('tok-abc', 'game-1', 0);
assert.equal(claims.redeem(code, CLAIM_TTL_MS - 1)?.token, 'tok-abc', 'expired early');
const again = claims.mint('tok-abc', 'game-1', 0).code;
assert.equal(claims.redeem(again, CLAIM_TTL_MS), null, 'a code outlived its expiry');
});
it('answers the same way for unknown, spent and expired codes', () => {
const claims = createClaimStore();
const { code } = claims.mint('tok-abc', 'game-1', 0);
claims.redeem(code, 1);
const expired = claims.mint('tok-abc', 'game-1', 0).code;
assert.equal(claims.redeem('never-existed', 1), null);
assert.equal(claims.redeem(code, 1), null);
assert.equal(claims.redeem(expired, CLAIM_TTL_MS + 1), null);
});
it('gives every mint its own code', () => {
const claims = createClaimStore();
const codes = new Set([0, 1, 2, 3, 4].map(() => claims.mint('tok-abc', 'game-1', 0).code));
assert.equal(codes.size, 5, 'two mints produced the same code');
});
it('forgets expired codes rather than accumulating them', () => {
const claims = createClaimStore();
claims.mint('tok-a', 'game-1', 0);
claims.mint('tok-b', 'game-1', 0);
assert.equal(claims.outstanding(0), 2);
assert.equal(claims.outstanding(CLAIM_TTL_MS), 0, 'expired codes were still being held');
});
it('keeps a short-lived code short-lived when asked for one', () => {
const claims = createClaimStore();
const { code, expiresAt } = claims.mint('tok-abc', 'game-1', 500, 60_000);
assert.equal(expiresAt, 60_500);
assert.equal(claims.redeem(code, 60_500), null);
});
});
+55
View File
@@ -109,6 +109,61 @@ describe('the step queue', () => {
assert.equal(q2.behind(), 4, 'and must be replaced once its dwell is up');
});
/**
* PAUSE — Jesse, playtest 2026-09-16, asking for one beside Skip.
*
* The property that matters is not "it stops", which any flag gives you. It is that a hold COSTS
* THE STEP NOTHING: a move paused half-way through its dwell has to resume with half a dwell left,
* or pausing to look at something would punish you by throwing the rest of it away the moment you
* let go. That is the whole assertion below, measured against `DWELL.switching` rather than a
* hand-picked number so it follows the tuning table.
*/
it('pause holds the board where it is, and resume gives the step back the dwell it had left', () => {
const { steps } = realSteps(1917398, 400);
const switching = steps.filter((s) => s.cause.startsWith('switch.') && s.cause !== 'switch.end');
assert.ok(switching.length >= 6, `only ${switching.length} switching steps found`);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(switching.slice(0, 6));
q.advance(0);
assert.equal(q.behind(), 5, 'the first is shown at once; five are still to watch');
// Held half-way through the first move's dwell, and left held for ten times that long.
const half = DWELL.switching / 2;
assert.equal(q.pause(half), true);
assert.equal(q.paused(), true);
const held = q.showing()?.seq;
q.advance(half + 10_000);
assert.equal(q.behind(), 5, 'a held queue consumed a step');
assert.equal(q.showing()?.seq, held, 'the board moved while it was supposed to be held');
assert.equal(q.busy(), true, 'a held queue must still read busy, or the render loop stops');
// Resumed, the move still owes exactly the half-dwell it had left — no more, and no less.
const at = half + 10_000;
assert.equal(q.resume(at), true);
assert.equal(q.paused(), false);
q.advance(at + half - 1);
assert.equal(q.behind(), 5, 'the step was robbed of time it was owed while held');
q.advance(at + half);
assert.equal(q.behind(), 4, 'and it never gave way once the rest of its dwell was up');
});
it('refuses to hold an idle queue, and Skip lifts a hold rather than leaving it stuck', () => {
const q = createStepQueue();
q.reset(baseline(1917398));
assert.equal(q.pause(0), false, 'an idle queue has no playback to hold');
assert.equal(q.paused(), false);
const { steps } = realSteps(1917398, 400);
q.push(steps);
q.advance(0);
assert.equal(q.pause(10), true);
assert.equal(q.skip(), true, 'Skip must still work while held');
assert.equal(q.paused(), false, 'Skip left the queue held, with a Resume that does nothing');
assert.equal(q.busy(), false);
});
it('counts only what will be watched, so the countdown is steady', () => {
// The counter's whole purpose: a backlog of mostly-bookkeeping must not read as a huge number
// that collapses the instant it starts.
+193 -3
View File
@@ -12,9 +12,10 @@
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { applyIntent } from '../src/engine/apply.ts';
import { applyIntent, areaOf } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts';
import type { GameConfig, PlayerIndex } from '../src/engine/state.ts';
import { turnOf } from '../src/engine/state.ts';
import { fromMultiplayerSave, newGame, newMultiplayerGame, submit } from '../src/web/game.ts';
import { currentActor } from '../src/web/game.ts';
import { applyPublicDelta } from '../src/sim/public-delta.ts';
@@ -55,7 +56,18 @@ const config: GameConfig = {
const SWITCHING_EVENTS = ['trayMoved', 'carsCoupled', 'carsDropped', 'consistSorted'] as const;
/** How each of those four reads in the log, so the assertions can find them by text. */
const SWITCHING_LINE = /^Player .+ (moved (Train |the local crew)|coupled \d+ car|set out |used the SMALL YARD)/;
const SWITCHING_LINE = /^Player .+ (moved (Train |the local crew)|coupled at |set out |used the SMALL YARD)/;
/**
* The two tones a switching line may carry, and why attribution matters in BOTH.
*
* Since 2026-09-17 a plain move along your own track is written `trace`: the line still exists, so
* its display step has narration to caption the board with and a dwell to be watched for, but the
* history panel does not draw it (`web/game.ts` § inHistory). What must never happen either way is
* the line failing to say whose crew it was — the caption is read by the whole table while the move
* goes up, which is if anything the more public of the two places.
*/
const SWITCHING_TONES = ['act', 'trace'];
describe('switching is attributed — TODO #13', () => {
it('every switching event carries the player who acted', () => {
@@ -124,7 +136,10 @@ describe('switching is attributed — TODO #13', () => {
`an unattributed switching line survived: ${line.text}`,
);
if (SWITCHING_LINE.test(line.text)) {
assert.equal(line.tone, 'act', `a switching line must read as somebody's move: ${line.text}`);
assert.ok(
SWITCHING_TONES.includes(line.tone),
`a switching line must read as somebody's move: ${line.text} (tone ${line.tone})`,
);
lines++;
}
}
@@ -310,6 +325,33 @@ describe('steps reach a seated player — TODO #13', () => {
});
});
describe('the Fedora passing is visible (playtest 2026-09-16)', () => {
it('names the new Superintendent in the history at the Stage it happens', async () => {
const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts');
const { legalActions } = await import('../src/engine/legal.ts');
/**
* It used to ride on `actorChanged`, which `record()` drops as turn bookkeeping — so the one
* moment that event meant something never reached a player. Driven far enough to cross a shift
* boundary (Stages 3, 6, 9, 12) rather than asserted on a hand-built event, because the point is
* that a real game produces the line.
*/
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 900; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
if (!submit(game, options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
if (game.state.clock.stage > 3 || game.state.clock.day > 1) break;
}
const handover = game.log.filter((l) => /SUPERINTENDENT — the Fedora passes to/.test(l.text));
assert.ok(handover.length > 0, 'the game crossed a shift change and the log never said so');
assert.match(handover[0]!.text, /Alice|Bob|Carol/, 'the handover did not name the new Superintendent');
});
});
describe('the log says who acted, once, and in what capacity (Gitea#30, #31)', () => {
it('never names a player twice — no "Player Jesse player 0 finished …"', async () => {
const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts');
@@ -377,3 +419,151 @@ describe('the log says who acted, once, and in what capacity (Gitea#30, #31)', (
);
});
});
// ---------------------------------------------------------------------------
/**
* HOW MUCH SWITCHING REACHES THE HISTORY PANEL — Jesse's ruling, 2026-09-17, asked as a question
* from the table: *"Does switching show up in history at all? Should it? … I don't think I want all
* six moves showing up… maybe dropping off or picking up cars in industries should be recorded."*
*
* It all showed up. A six-Move turn wrote a line per move, every one of them a pair of coordinates,
* and two players shunting pushed everything else off the panel. What stays is the line saying
* somebody switched, work at an INDUSTRY, and the Small Yard sort.
*
* THE LINE IS STILL WRITTEN, MARKED `trace`. `dwellForStep` gives a step no dwell when it produced
* no narration, so dropping these outright stopped the board replaying switching at all — the first
* attempt at this did exactly that and the step-queue suite caught it. The tone is the seam: the
* caption still has its text, the panel filters the tone out.
*/
describe('the history panel keeps the switching that matters', () => {
const play = (seed: number, steps: number) => {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < steps; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
}
return game;
};
it('keeps the first move of a turn and traces the ones after it', () => {
const game = play(1917398, 800);
const moves = game.log.filter((l) => / moved (Train|the local crew)/.test(l.text));
assert.ok(moves.length > 0, 'no crew move reached the log, so this proved nothing');
// The opener of a turn is the move that leaves `movesAllowed - 1` behind it, which the line
// prints — "5 of 6 Moves left". Those are drawn; everything after them is caption-only.
const opening = moves.filter((l) => / 5 of 6 Moves left/.test(l.text));
const later = moves.filter((l) => !/ 5 of 6 Moves left/.test(l.text));
assert.ok(opening.length > 0, 'no turn opened with a move, so this proved nothing');
assert.ok(later.length > 0, 'no turn made a second move, so this proved nothing');
assert.ok(
opening.every((l) => l.tone !== 'trace'),
`the first move of a switching turn was hidden: ${opening.find((l) => l.tone === 'trace')?.text}`,
);
assert.ok(
later.every((l) => l.tone === 'trace'),
`a move from the middle of a turn is still drawn: ${later.find((l) => l.tone !== 'trace')?.text}`,
);
// Every one keeps its text, because that is what captions the board as the move goes up.
assert.ok(moves.every((l) => /^Player /.test(l.text)), 'a trace line lost its attribution');
});
it('closes a switching turn with what it cost and where the crew was left', () => {
/**
* BUILT, NOT PLAYED — the driver above never submits `switch.end`: it finds a move or another
* option every time, so 800 turns produced no closed switching turn at all and the assertion
* would have been vacuous.
*/
const { game, trayId } = crewOnAnIndustry();
assert.ok(submit(game, { type: 'switch.move', trayId, to: { row: 1, col: 2 }, reverse: false }));
assert.ok(submit(game, { type: 'switch.end' }), 'the turn would not end');
const closing = game.log.filter((l) => / finished switching/.test(l.text));
assert.equal(closing.length, 1, `expected one closing line, got ${closing.length}`);
assert.notEqual(closing[0]!.tone, 'trace', 'the closing summary was hidden from the history');
assert.match(
closing[0]!.text,
/1 of 6 Moves used, leaving .* at /,
`the closing line did not say what it cost and where the crew was left: ${closing[0]!.text}`,
);
});
/**
* A crew standing on a Freight House with a loaded boxcar, and plain track to its east.
*
* BUILT RATHER THAN PLAYED. The bot prefers moves over couplings, so 2400 driven turns across
* three seeds produced not one set-out at an industry, and none of them ever ended a switching
* turn — a driver that cannot reach the case cannot test it.
*/
const crewOnAnIndustry = (): { game: ReturnType<typeof newGame>; trayId: string } => {
const game = newGame(77);
const area = areaOf(game.state, 0);
const spot = { row: 1, col: 1 };
const track = (over: object = {}) => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
...over,
});
area.grid.set('1,1', track({
geometry: { kind: 'facility', facility: 'freightHouse', axis: 'ew' },
facility: {
kind: 'freight', subtype: 'freightHouse',
allows: { outbound: true, inbound: true },
outboundBox: [], inboundBox: [],
capacity: { outbound: 1, inbound: 1 },
menAtWork: [null, null, null],
industryTrack: { cars: [] },
laborers: 1, porters: 0, usedThisStage: { laborers: 0, porters: 0 },
},
}) as never);
area.grid.set('1,2', track() as never);
const trayId = game.state.freeTrays.pop()!;
game.state.trays.set(trayId, {
id: trayId, trainNumber: null, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'boxcar', loaded: true }],
direction: 'east', facing: 'e', railFacing: 'e',
position: { at: 'grid', seat: 0, coord: spot }, movesUsed: 0,
} as never);
game.state.clock.phase = 'localOps';
game.state.clock.currentActor = 0;
turnOf(game.state, 0).option = 'switch';
return { game, trayId };
};
it('keeps work at an industry, and drops the same move on plain track', () => {
const { game, trayId } = crewOnAnIndustry();
const plain = { row: 1, col: 2 };
assert.ok(submit(game, { type: 'switch.dropCars', trayId, count: 1 }), 'the set-out was refused');
const dropped = game.log.filter((l) => /set out/i.test(l.text));
assert.equal(dropped.length, 1, `expected one set-out line, got ${dropped.length}`);
assert.notEqual(
dropped[0]!.tone,
'trace',
'work at an industry was hidden from the history — it is the point of switching',
);
assert.match(
dropped[0]!.text,
/at the Freight House/,
`the line named a coordinate instead of the industry: ${dropped[0]!.text}`,
);
// The same crew moving onto ordinary track is the noise this ruling was about.
assert.ok(submit(game, { type: 'switch.move', trayId, to: plain, reverse: false }), 'the move was refused');
const moved = game.log.filter((l) => / moved the local crew/.test(l.text));
assert.equal(moved.length, 1, `expected one move line, got ${moved.length}`);
// The FIRST move of a turn is kept, and this crew's first move is this one — so what is being
// checked here is that it names the square by what stands on it rather than by its coordinates.
assert.match(moved[0]!.text, /→ the Freight House|→ \(1,2\)/, `unexpected move line: ${moved[0]!.text}`);
});
});
+125 -4
View File
@@ -1522,6 +1522,15 @@ describe('the static build', () => {
attrs,
setAttribute: (k: string, v: string) => void (attrs[k] = v),
getAttribute: (k: string) => attrs[k] ?? null,
/**
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the lesson
* `setAttribute` taught this factory above, learned again on 2026-09-16.
*
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
* display name is another player's text and must never be interpolated into markup. Without
* this the district panel throws on every render.
*/
appendChild: () => {},
textContent: '', style: {}, dataset: {}, onclick: null, scrollTop: 0, scrollHeight: 0,
title: '', returnValue: '', open: false,
addEventListener: (type: string, fn: (e?: unknown) => void) =>
@@ -1779,6 +1788,15 @@ describe('the static build', () => {
getAttribute: (k: string) => attrs[k] ?? null,
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
title: '', returnValue: '', open: false,
/**
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the lesson
* `setAttribute` taught these factories in 2026-08-30, learned again on 2026-09-16.
*
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
* display name is another player's text and must never be interpolated into markup. Without
* this the district panel throws on every render.
*/
appendChild: () => {},
addEventListener: (type: string, fn: (e?: unknown) => void) =>
void listeners.set(type, [...(listeners.get(type) ?? []), fn]),
showModal() {
@@ -1894,6 +1912,15 @@ describe('the static build', () => {
getAttribute: (k: string) => attrs[k] ?? null,
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
title: '', returnValue: '', open: false,
/**
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the lesson
* `setAttribute` taught these factories in 2026-08-30, learned again on 2026-09-16.
*
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
* display name is another player's text and must never be interpolated into markup. Without
* this the district panel throws on every render.
*/
appendChild: () => {},
addEventListener: () => {},
showModal() {},
close() {},
@@ -2641,8 +2668,16 @@ describe('the static build', () => {
*/
const base = { day: 2, stage: 5, clock: '2:20', phase: 'Mainline', phaseKey: 'mainline' };
/**
* AND AN AUTOMATIC PHASE NAMES THE WORK, NOT AN ABSENCE (playtest, 2026-09-16). It used to read
* "waiting on nobody — the Division is running itself": an answer by negation, on a line whose
* whole job is to say where the game is. `base` is the Mainline Phase, so this is the case Jesse
* described — the Division moving trains with nobody to wait for.
*/
const idle = turnChartHtml({ ...base, actor: null, awaiting: null }, null, 'Bob');
assert.match(idle, /nobody — the Division is running itself/, 'an automatic phase should say so');
assert.match(idle, /the Division is moving trains/, 'an automatic phase should say what it is doing');
assert.doesNotMatch(idle, /waiting on/, 'nobody is being waited on, so the line must not claim it');
assert.doesNotMatch(idle, /nobody/, 'the line still answers by negation');
for (const [asks, train] of [
['a clearance ruling', 'Train 4'],
@@ -2672,10 +2707,15 @@ describe('the static build', () => {
it('names the Superintendent at a table, and stays quiet about it in solitaire', () => {
/**
* REPORTED BY JESSE 2026-08-23, playing two-player on StartOS: seat 1 played a train card and
* seat 2 was asked to build the train. The engine was right — §7 makes a consist up "starting
* with the Superintendent and working left" — but nothing on the board said who the
* seat 2 was asked to build the train. The engine was right — §7 makes a consist up starting
* with the Superintendent and working EASTWARD — but nothing on the board said who the
* Superintendent WAS, so the question could not be answered from the screen. The Frame has
* carried `superintendent` since v0.4.0 and only the standalone replay ever drew it.
*
* The rule text said "working left" until 2026-09-16. It is the same rule — `playerLeftOf` is
* increasing seat index — but "left" describes a table nobody is looking at, while the map on
* screen runs west to east, so at a real three-player game it read as plainly wrong: the second
* car went to the player sitting to the EAST. The word changed; the order did not.
*/
const frame = { day: 1, stage: 4, clock: '2:00', phase: 'New Train', phaseKey: 'newTrain', actor: 1 };
const table = turnChartHtml(frame, 'Bob', 'Bob');
@@ -2689,7 +2729,7 @@ describe('the static build', () => {
const src = readFileSync(join(root, 'src/sim/turnchart.ts'), 'utf8');
assert.match(
src,
/starting with the Superintendent and working left/,
/starting with the Superintendent and working eastward/,
'the New Train pill does not say whose turn the make-up round starts on',
);
});
@@ -2767,6 +2807,21 @@ describe('the static build', () => {
assert.ok(fallback !== '', 'the no-git fallback moved and this test cannot see it any more');
assert.doesNotMatch(fallback, /^'nogit'$|^"nogit"$/, 'the no-git fallback is a constant again');
assert.match(fallback, /Date\.now\(\)/, 'the no-git fallback carries nothing that varies per build');
/**
* AND IT MUST NOT LEAD WITH THE VERSION — which is what fixing the constant first reached for.
*
* The stamp is `v${pkg.version} · ${git} · ${when}Z`, so a fallback of `${pkg.version}-${…}`
* spends the version twice, and does it on precisely the builds that take this path: every
* `.s9pk`, because the Dockerfile copies the tree in without `.git`. Reported from play —
* Jesse, 2026-09-16: *"the version number is in the header twice."* The uniqueness this test
* exists to defend comes from the timestamp, not from the version, so the two requirements do
* not compete.
*/
assert.doesNotMatch(
fallback,
/pkg\.version/,
'the no-git fallback repeats the version the stamp already prints in front of it',
);
});
it('lets a build-tagged URL be cached and nothing else', () => {
@@ -4147,6 +4202,16 @@ describe('the lobby screen', () => {
addEventListener: () => {}, showModal: () => {}, close: () => {}, focus: () => {},
querySelectorAll: (sel: string) => matching(sel),
querySelector: (sel: string) => matching(sel)[0] ?? null,
/**
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the same
* lesson `setAttribute` taught this factory in 2026-08-30, learned again on 2026-09-16.
*
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
* display name is another player's text and must never be interpolated into markup. Without
* this the district panel threw on every render, which took out 21 tests across three suites
* — and the thing it was hiding was a control nothing had ever exercised.
*/
appendChild: () => {},
};
Object.defineProperty(node, 'innerHTML', { get: () => html, set: (v: string) => void (html = v) });
return node;
@@ -4205,6 +4270,30 @@ describe('the lobby screen', () => {
const chosen = (groups: Record<string, { value: string; checked: boolean }[]>, name: string): string | undefined =>
groups[name]!.find((r) => r.checked)?.value;
/**
* A SEAT RECOVERY LINK — Gitea#33.
*
* The properties that make this safe to hand round are the ones worth pinning: the page trades the
* CODE for the token (so no token is ever in a URL), and it does not keep the code afterwards. The
* store's own single-use and expiry rules are proven in `test/server/claims.test.ts`; this is the
* client half, which is the part that could silently stop asking.
*/
it('trades a ?claim= code for a seat, and does not leave the code in the address bar', async () => {
const { sent } = await open('?claim=code-123', {
'/api/claim': { token: 'tok-restored', gameId: 'game-9', player: 1, gameCode: 'WHISTLE-6945' },
});
const claim = sent.find((r) => r.url.includes('/api/claim'));
assert.ok(claim, 'the page never redeemed the code');
assert.deepEqual(claim.body, { code: 'code-123' }, 'the code was not sent as the request body');
// The token must never travel in a URL (`lobby-and-sessions.md` §1) — it comes back in the
// response, and the only thing that went out was the one-time code.
assert.ok(
!sent.some((r) => r.url.includes('tok-restored')),
'a session token appeared in a request URL',
);
});
it('opens on the join door, with the create form behind it', async () => {
// Somebody who was handed a code used to have to scroll past the entire create form to find the
// box to type it into.
@@ -4520,6 +4609,9 @@ describe('the solitaire setup screen', () => {
style: {}, dataset: {}, onclick: null, oninput: null, onchange: null, scrollTop: 0, scrollHeight: 0,
checked: false, disabled: false, hidden: false, className: '',
classList: { add: () => {}, remove: () => {}, contains: () => false, toggle: () => {} },
// The Office Area's per-seat buttons are created and appended rather than interpolated, so a
// node that cannot be appended to throws on every render — see the note in the other factory.
appendChild: () => {},
addEventListener: (type: string, fn: () => void) =>
void listeners.set(type, [...(listeners.get(type) ?? []), fn]),
showModal: () => void ((node as { open: boolean }).open = true),
@@ -5388,3 +5480,32 @@ describe('the Superintendent ruling names the train it is ruling on', () => {
assert.match(title, /Train 4/);
});
});
// ---------------------------------------------------------------------------
/**
* §2.2 and §9.2 together strand every coach in the Classification Yard, and the board does not say
* so — Jesse's ruling of 2026-09-17 is that the rule stands and the game says it loudly.
*
* Tested on the FRAME rather than the DOM, because the counts are what the warning is derived from
* and they are what could go wrong: the panel asks for a per-type count the Frame already carries.
*/
describe('a Division Yard with no coaches is a reportable condition', () => {
it('carries per-type counts for both yards, so the panel can tell coaches from cars', () => {
const game = newGame(4242);
game.state.yards.divisionYard = [{ type: 'boxcar', loaded: true }, { type: 'hopper', loaded: false }] as never;
game.state.yards.classificationYard = [
{ type: 'coach', loaded: false },
{ type: 'coach', loaded: true },
] as never;
const f = view(game);
const coachesInDivision = f.yards.division.find((c) => c.type === 'coach');
assert.equal(coachesInDivision, undefined, 'the fixture put no coach in the Division Yard');
assert.notEqual(f.yards.divisionTotal, 0, 'a yard holding freight is not bare, which is the whole point');
const waiting = f.yards.classification.find((c) => c.type === 'coach');
assert.ok(waiting, 'the coaches in Classification were not reported by type');
assert.equal(waiting.loaded + waiting.empty, 2, 'the waiting coaches were miscounted');
});
});