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Jesse.MarkowitzandClaude Opus 5 517238a727 v0.8.1.0 — the car comes back empty, and the lobby lets you leave
A second-digit bump, deliberately. 0.8.1 had been reserved for the seatless
display table; that work is getting more thought, and this table pass over
v0.8.0.17 earned the number on its own. Six reports: one was a rules question,
one a wording complaint with a real bug underneath, four straightforward.

A CAR CLEARED FROM A RED INBOUND BOX CAME BACK STILL LOADED. Reported as
wording — "technically accurate but doesn't make any sense" — and the wording
was the visible half. `inboundCleared` pushed `pooled(e.stock)` under a comment
reading "a car back in a yard is back in the common supply, carrying nothing",
and `pooled` does not do that: it strips the load's origin stamp and keeps
`loaded` ON PURPOSE, because a train can retire at a Division Point with freight
aboard. So the comment described an intention the call never carried out, and
every car the Freight Agent cleared reached the Classification Yard carrying a
load already delivered and already paid for.

It bites hardest on coaches: `passengersDetrained` takes `coach && !loaded` out
of the Division Yard and §2.2 refills that yard from Classification, so a
cleared coach came back as stock that could never unload another passenger.
Measured over five three-Day solitaire games: 18 loaded coaches in
Classification against 6 empty. The red box is where a journey ENDS; clearing it
sends the passengers out of the station, or the delivered load into the
industry, and returns the CAR, empty. The option says that now instead of
describing the counter that moves.

SCOPED TO THE RED BOX ON PURPOSE. `retireTrain` also returns loaded cars and is
left alone: that is what `pooled`'s own documentation describes, and a loaded
car in a yard is pre-loaded cargo rather than dead stock — it can be made up and
delivered, and a loaded coach can still detrain. Only the red box's contents had
already finished their journey.

GAMES IN PROGRESS DO RESUME, MEASURED RATHER THAN ARGUED. Yard contents change,
so the worry was real. All twelve saves on the test server were pulled and
replayed through `tryResumeSession` — the server's own boot check — against this
build. Six resume, six refuse, and the six refusals are the SAME six, at the
same moves, with the same codes, that 0.8.0.17 already logged. Nothing new was
stranded. That pre-install replay is a better check than reading the next boot
log, because it answers before the install rather than after.

THE HISTORY SAID "Mainline card 7" and left the reader to remember what card 7
was — with two Plains dealt, which is why the slot is kept beside the name
rather than replaced by it. A second fault sat one word to its left and nobody
reported it: the name was built as `e.key.replace(/([A-Z])/g, ' $1')`, so
`absSignals` printed as "abs Signals" while the action list directly above said
"ABS Signals". `narrate` takes `mainlineAt` and `enhancementName` beside the
`facilityAt` it already had, and `simpleCardName` is exported so the log reads
the same table the buttons do. `mainlineModified` had both faults and is fixed
with it.

LEAVING A RUNNING GAME WAS A DEAD END. `enterSeating` hides the choice section
and only the lobby's own two leave paths put it back; leaving a running game is
a third route, so the lobby came back holding nothing but "Games you are in"
with both doors on the page at display:none and no control able to reveal them.
Reset in `runLobby`, which is the one function every route onto that screen goes
through — which is exactly why the two paths that did it themselves missed a
third.

THE LOBBY'S ACTION BUTTONS CARRY THE BOARD'S AMBER. A list of the actions rather
than `#lobby button`: the settings form under Create is a field of inputs, and
amber on all of it would say everything is a move and so say nothing. A disabled
Start game drops back to chrome.

THE DEPARTMENT REFILL IS A RULE AND IS NOW WRITTEN DOWN. §6.2 — "if any of the
Department decks is empty, draw a Home Office card and place it in the empty
spot" — firing only when the draw actually empties the pile. Kept as implemented
(Jesse's ruling) and stated in rules.md and home-deck.md, neither of which had
ever mentioned it. A rule implemented from the prototype and never written down
is a rule that surprises the table.

1016 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
2026-09-22 21:20:52 -04:00
Jesse.MarkowitzandClaude Opus 5 b90c0413d2 v0.8.0.17 — four things the game knew and the screen did not say
All four reported from a table on Day 1 of v0.8.0.16, and all the same shape.

ABS SIGNALS COULD ONLY BE PLAYED ON ONE MAINLINE CARD, while its tooltip said
"any Mainline card". The engine was never wrong: check accepts any node whose
kind is mainline and legalActions filters by check, so all of them were legal.
The failure was the LABEL — describeIntent named i.placement and never i.node,
so every placement described itself as plain "play ABS Signals", and the action
list drops duplicate labels. All but the lowest-index node were discarded before
the menu saw them. This is the THIRD time that trap has fired and the file
documents the other two three lines apart: a turnout's two rotations, and three
Department discards. Same fix — name what distinguishes them.

The card is also called what the card face calls it. prettyKey rendered
absSignals as "Abs Signals" beside a tooltip saying ABS, an acronym no
key-splitter can recover, so the authored names now win. Three of those names
were transcribed in sentence case and were CORRECTED rather than adopted: the
repository says "Yard Office" 36 times against "Yard office" twice. A lookup
that imports its own source's typos is the drift it exists to prevent.

NOTHING ON A MAINLINE CARD SHOWED WHAT WAS STANDING ON IT. Played, ABS left no
mark and you found out by hovering — the same complaint the Heavy Grade wedge
answered, and it matters more here because ABS decides whether a second train on
that card is safe. It draws a signal mast with a lit lamp now; a signal is the
literal object and needs no room for words, which is what lets it sit clear of a
name as long as "Uncontrolled Siding" on a 152px cell. The Mainline modifiers
draw as BRK, AIR and HLP. Realignment is deliberately not among them: reduce
takes the `became` branch and changes node.card, so a realigned Trestle IS an
Uncontrolled Siding afterwards. Asserted, so the absence reads as a finding.

A FREIGHT AGENT TURN SAID A CAR MOVED WHEN NONE HAD. Three faults behind one
line. It asserted an outcome, where §6.3 requires no action and the bot declines
deliberately — unjamming a healthy box destroys a load that cost a whole action
to stock. An idle Agent was then silent, which read as a dropped turn; a new
freightAgentIdled event says so and why, reducing to nothing exactly like
switchingEnded. And the work named a coordinate rather than the industry, though
a `place` helper has existed for precisely that since the switching lines moved
to it. "Loaded a loaded boxcar INTO the green Outbound box at the Freight House",
with the direction in capitals because to-or-from was the question asked.

THE LOG AND THE ACTION MENU SPELLED THE SAME SQUARE DIFFERENTLY. view.ts wrote
(col,row) — X,Y, east/west then north/south — with a comment saying why;
narrate.ts wrote the internal storage order with no comment at all. So the menu
offered a move to "(1,-1)" and the log reported it at "(-1,1)", side by side.
Pinned by a test that renders one square through BOTH describers and compares
them to each other: a test written against either file alone would have passed.

THE DOCUMENTATION IS REACHABLE FROM A RUNNING GAME, AND ALL OF IT IS PUBLISHED.
v0.8.0.16 published the Quickstart and nothing it points at — its §8 links five
documents by relative path and every one 404'd on the package, verified against
the running container. The build publishes the full set, and the test reads the
links OUT OF the guide rather than listing them. They are linked from the This
Game card, where reference already lives, rather than the header that must not
wrap; no mode awareness is needed, because solitaire and multiplayer are the
same page on the same origin.

THE REFERENCES DROPPED THE VERSION FROM THEIR NAMES. Four described v0.8.0.16
and had since the v0.8.0.15 audit; the v0.4.5 was the prototype edition they
were first written against, kept only because 36 citations pointed at it — and
it read as documentation five minor versions stale. They are quickstart.md,
rules.md, home-deck.md, mainline-deck.md and components.md now, kept current
with each release rather than published as editions. Two errors surfaced while
checking them against this release, which is the argument for doing it:
home-deck.md filed ABS Signals under Enhancements "played into your district"
that "change what a square does" — it does neither, this release's bug written
down — and mainline-deck.md, which lists everything playable onto a Mainline
card, never mentioned it at all.

1010 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
2026-09-21 05:53:52 -04:00
Jesse.MarkowitzandClaude Opus 5 dc31555625 v0.8.0.16 — the guide a tester can reach, and a flag that named the card instead of the gate
v0.8.0.15 wrote a Quickstart for a tester who has never played and then left it
in docs/, where a tester does not look — reachable only by somebody who already
has the repository. Nobody handed the box had it. build-web.ts now copies it to
dist/quickstart.md and the splash page offers it under the three doors, as a
line rather than a fourth door: reading the guide is not a way to play, and
giving it equal weight in that grid would say it is.

COPIED, NEVER RE-WRITTEN. The Markdown document stays the one copy. A
hand-written HTML twin drifts from it on the first edit, which is the failure
#15a was raised about and precisely what the v0.8.0.15 pass spent itself
undoing. It is served as PLAIN TEXT, which is honest rather than good — tables
render as pipes and the links do not click. Rendering it into a styled page
wants a small Markdown converter and is filed as TODO #109; build-web.ts's
comment names that number rather than gesturing at "the next step", so the file
and the worklist cannot drift the way the references just did.

Two things had to be true and tsc checks neither, so both are tests. The href on
the splash page and the filename the build writes are two strings with nothing
connecting them: rename the document and the build quietly publishes nothing
while the page keeps offering a link that 404s. And a .md file must not arrive
as a download — the server's MIME fallback is application/octet-stream, which a
browser saves instead of displaying, so the link would have handed a tester a
file to save rather than a page to read. '.md' is in http.ts's table now, and
the test reads that table out of the source rather than asserting on a copy of
it, which would pass while the real one was wrong.

VERIFIED AGAINST A RUNNING SERVER, not only compiled: 200,
text/plain; charset=utf-8, the guide's own first lines, and the splash link
resolving.

THE sortsCars COMMENT. Asked after v0.8.0.15 whether everything now agreed, and
the audit turned up one place that did not — the field's own doc comment named
the card's printed text as though it were the flag's meaning. Nothing reads it
to permit a sort; its two readers, resolveExtraStart in apply.ts and the
enumeration in legal.ts, both ask whether this is the one Mainline card with a
Yard Limit and therefore the one an Extra may be made up and started on. Comment
only, and worth the bump because of where it is: it is what a developer reads
before using the flag, and it is the likeliest source of the sentence v0.8.0.15
had to correct off the board. The name is kept for its link to the card face and
the comment now says outright that the name is not the meaning.

The five references and docs/design.md read v0.8.0.16. They describe this build
because the audit re-checked them against it, not because the number was swept
forward — a stamp bumped without a reading is worth less than none.

1001 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
2026-09-21 01:28:51 -04:00
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
35 changed files with 2162 additions and 375 deletions
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@@ -19,6 +19,373 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
--- ---
## 0.8.1.0 — 2026-09-22
A second-digit bump, and a deliberate one. **0.8.1 had been reserved for the seatless display
table**; that work is getting more thought, and this batch — a table pass over v0.8.0.17 — earned
the number on its own. Six reports, one of which turned out to be a rules question, one a wording
complaint with a real bug underneath, and four straightforward.
### A car cleared from a red Inbound box came back still loaded
Reported as a wording problem — *"the option to send the loaded coach in the red inbound box to the
classification yard is technically accurate but doesn't make any sense"* — and the wording was only
the visible half.
`inboundCleared` did this:
```ts
// `pooled` — a car back in a yard is back in the common supply, carrying nothing (state.ts).
s.yards.classificationYard.push(pooled(e.stock));
```
**`pooled` does not do that.** It strips the load's `origin` stamp and keeps `loaded` on purpose,
because a train can retire at a Division Point with freight still aboard (`advance.ts`). So the
comment described an intention the call never carried out, and every car the Freight Agent cleared
reached the Classification Yard still carrying a load that had already been delivered and already
been paid for.
It bites hardest on coaches. `passengersDetrained` takes `type === 'coach' && !loaded` out of the
Division Yard, and §2.2 refills the Division Yard from Classification — so a cleared coach came back
as stock that could never unload another passenger. Measured over five three-Day solitaire games
before the fix: **18 loaded coaches in the Classification Yard against 6 empty.**
The red box is where a journey ENDS. Clearing it sends the passengers out of the station, or the
delivered load into the industry, and returns the **car** — empty — to the common supply. The
option now says that rather than describing the counter that moves: *"let the passengers out of the
station — the coach in the red Inbound box at (2,-1) goes back to the Classification Yard empty"*.
**Not everything loaded in a yard is this bug**, and the fix is scoped to the red box. A train that
completes its run returns its cars as they stand, loaded ones included — that is `retireTrain`, it
is what `pooled`'s own documentation describes, and a loaded car in a yard is pre-loaded cargo
rather than dead stock: it can be made up into a train and delivered, and a loaded coach can still
detrain. Only the red box's contents had already finished their journey.
**Games in progress DO resume, and it was measured rather than argued.** What is in the yards
changes, so the worry was real: a save whose later moves depend on a cleared car being loaded would
stop replaying. All twelve saves on the test server were pulled and replayed through
`tryResumeSession` — the server's own boot check — against this build. Six resume and six refuse,
and **the six refusals are the same six, at the same moves, with the same codes**, that 0.8.0.17
already logged: three `CARD_NOT_IN_HAND` at move 3 in saves from engines 0.5.3, 0.7.0 and 0.7.1,
two `NO_PENDING_DECISION` from the Gitea#26 clearance fix, and WHISTLE-6945 stopping at move 529 on
v0.8.0.14's Modifier ruling. Nothing new was stranded.
**That replay is the cheap check to repeat on any release that touches state**, and it is a better
one than reading the next boot log: it answers before the install rather than after it.
### The history said "Mainline card 7" and left you to remember what that was
*"It should specify both. Note there were two plains cards dealt in this hand."* — which is exactly
why both: the name informs, and the slot is the only thing telling two Plains apart.
The line also had a second fault nobody reported, one word to its left. It built the card's name as
`e.key.replace(/([A-Z])/g, ' $1')`, so `absSignals` printed as **"abs Signals"** — uncapitalised,
and bypassing the authored names `cardName` started honouring in v0.8.0.17 for precisely this
reason: no key-splitter recovers an acronym. The action list one line above it said "ABS Signals"
while the log said "abs Signals".
Both are resolver-shaped, so `narrate` takes `mainlineAt` and `enhancementName` alongside the
`facilityAt` it already had, and `simpleCardName` is exported so the log reads the same table the
buttons do. `mainlineModified` had both faults in the neighbouring case and is fixed with it.
### Leaving a running game was a dead end
*"I see the games that I'm in, and I have the ability to rejoin or forget. But what if I want to
join a different game or start a new one? How do I get back there?"*
There was no way. `enterSeating` hides `#lb-choice-section`, and the only things that put it back
were the lobby's own two leave paths. Leaving a **running** game is a third route — `main.ts` calls
`runLobby` again — so the section stayed hidden from the previous seating and the lobby came back
holding nothing but "Games you are in". The two doors were on the page the whole time, at
`display:none`, with no control that could reveal them.
Reset in `runLobby` rather than in the leave handler, because that function is the one thing every
route onto this screen goes through — which is why the two paths that did it themselves missed a
third.
### The lobby's buttons say they are buttons
*"Create new game should have that same amber border when it's enabled and ready to click, just
like the other action buttons in the rest of the game."*
`#actions button` has meant "this is a move you can make" all game. Look up game, Join this game,
Create new game, Copy code, Copy invite link, Start game and Rejoin now carry it. The selector is a
list of those actions rather than `#lobby button`: the settings form under Create is a field of
inputs, and amber on all of it would say everything is a move and so say nothing. A disabled Start
game drops back to plain chrome, because the amber is a promise the button would not keep.
### The Department refill is a rule, and now it is written down
*"Why was a department slot refilled? If I take the last card there, then there should just be no
cards available in that stack."*
The game is right and the documentation was silent. §6.2: *"If any of the Department decks is empty,
draw a Home Office card and place it in the empty spot."* It fires only when the draw actually
empties the pile — refilling on every draw would grow the Departments without limit and drain the
Home Office deck into them. **Kept as implemented** (Jesse's ruling), and stated in `rules.md` and
`home-deck.md`, neither of which had ever mentioned it. A rule implemented from the prototype and
never written down is a rule that surprises the table.
### Games in the Manage Game dropdown say how old they are
*"I've got four games out there, but I have no idea which one's which or how old they are."* The
label carried the code, the seat count and the position — everything except the fact that says
whether a game is live or abandoned. `lastMoveAt` was already on the wire from the server's
`summary()` and simply unused.
Both forms, because they answer different questions: **"5h ago"** answers the one that was asked,
and the timestamp beside it is what you quote when deciding to end a game. A lobby reports when it
was created and says so. The date formatter moved to `utils.ts`, shared with Games in Progress so
the two cannot drift.
## 0.8.0.17 — 2026-09-21
Four things a table found on Day 1 of v0.8.0.16, all of them the same shape: the game knew
something and the screen did not say it.
### ABS Signals could only ever be played on one Mainline card
Its tooltip says "any Mainline card". Exactly one was ever on offer — the Trestle, on the board it
was reported from.
**The engine was never wrong.** `check` accepts any node whose kind is `mainline`, and
`legalActions` filters by `check`, so every Mainline card was enumerated and legal. The whole
failure was in the LABEL: `describeIntent` named `i.placement` and never `i.node`, so all of them
described themselves as plain "play ABS Signals" — and the action list drops duplicate labels, which
discarded every one but the lowest-index node before the menu saw it.
**This is the third time that trap has been sprung**, and the file documents the other two three
lines apart: a turnout's two rotations produced one label each until the rotation was named, and
three Department discards collapsed into one button until the pile was named. The fix is the same
one both times: name the thing that distinguishes them. Pinned by a test that counts the Mainline
cards in the division and requires a distinct, named spot for each.
The card is also called what the card face calls it. `prettyKey` rendered `absSignals` as "Abs
Signals" on a button while the tooltip beside it said ABS — an acronym no key-splitter can recover —
so the authored names in the content tables now win. Three of those names were transcribed in
sentence case and were corrected rather than adopted: the repository says "Yard Office" 36 times
against "Yard office" twice, and a lookup that imports its own source's typos is the drift it exists
to prevent.
### Nothing on a Mainline card showed what was standing on it
Played, ABS left no mark. You found out it existed by hovering the card — which is the complaint the
Heavy Grade wedge answered in v0.8.0.7, and it matters more here, because ABS is what decides
whether running a second train onto that card is safe.
A card carrying it now draws a **signal mast with a lit lamp** at its top-right corner. A signal is
the literal object, and unlike a text badge it needs no room for words, which is what lets it sit
clear of a name as long as "Uncontrolled Siding" on a 152px cell.
The Mainline modifiers had the same defect and are drawn too, as **BRK**, **AIR** and **HLP** beside
the card's name. Tags rather than names only because the measurements leave no choice — "Brakeman ·
Airbrakes · Helpers" is thirty characters where about eleven fit — and the tooltip has always spelled
them out. **Realignment is deliberately not among them:** it never sits on a card, because `reduce`
takes the `became` branch and changes `node.card` outright, so a realigned Trestle simply IS an
Uncontrolled Siding afterwards. Asserted in the test, so the absence reads as a finding rather than
an omission.
### A Freight Agent turn said a car moved when none had
"Chose FREIGHT AGENT work — one car moved to or from a facility", and then nothing. Three faults
behind one line.
The line **asserted an outcome**. §6.3 requires no action at all, and the bot takes that route
deliberately — unjamming a healthy box destroys a load that cost a whole Local Operations action to
stock, so an idle Stage is strictly better. It now says what the Freight Agent MAY do.
**An idle Agent was silent.** A new `freightAgentIdled` event says so, and gives the reason. It
reduces to nothing, exactly like `switchingEnded`: it reports a choice the state already holds.
**The work named a coordinate, not the industry.** A `place` helper has existed for this since the
switching lines were moved to it, and its own comment makes the argument — "(-1,1)" is the grid's
notation and means nothing at a table where people are looking at cards. These three lines were
missed. A Freight Agent turn now reads "loaded a loaded boxcar INTO the green Outbound box at the
Freight House", with the direction in capitals because to-or-from was the question asked.
### The log and the action menu spelled the same square differently
`view.ts` wrote `(col,row)` — X,Y, east/west then north/south — with a comment saying why.
`narrate.ts` wrote `(row,col)`, the internal storage order, with no comment at all. So the menu
offered a move to "(1,-1)" and the log then reported it at "(-1,1)", in two panels read side by
side. The log follows the map now.
Pinned by a test that renders one square through BOTH describers and compares them to each other
rather than to a literal — a test written against either file alone would have passed all along.
### The documentation is reachable from inside a game, and all of it is published
**v0.8.0.16 published the Quickstart and nothing it points at.** Its §8 "Where to read more" links
five further documents by relative path, and every one of them 404'd on the package — verified
against the running container, five of six paths missing. The whole table was dead. The build
publishes the full set now, and the test reads the links OUT OF the guide rather than listing them,
so it cannot go stale the way the references themselves did.
**The guide is linked from the This Game card** (Jesse's call), which is where reference already
lives — the seed, the seat, the house rules — rather than from the header, which is the line that
must not wrap. It needs no mode awareness: solitaire and multiplayer are the same page on the same
origin, so one relative link resolves in both, on the public site and on a StartOS box alike. Every
link opens in a new tab, because a player reading the rules mid-turn must not lose the game behind
them.
### The references dropped the version from their names
`StationMaster-Rules-v0.4.5.md` and three like it described **v0.8.0.16** and had done since the
v0.8.0.15 audit. The `v0.4.5` was the prototype rules edition they were first written against, kept
in the filename only because thirty-six citations pointed at it — and it read, to anyone opening the
published guide, as documentation five minor versions out of date.
They are `quickstart.md`, `rules.md`, `home-deck.md`, `mainline-deck.md` and `components.md` now,
with every citation rewritten. **These are kept current with each release rather than published as
editions**, so the name is always the latest and the build each describes is stated at the top.
Two errors surfaced while checking them against this release, which is the argument for doing it:
`home-deck.md` listed ABS Signals among the Enhancements "played into your district" that "change
what a square does" — it does neither, and that miscategorisation is this release's bug written
down. And `mainline-deck.md`, which lists everything that may be played onto a Mainline card, never
mentioned ABS Signals at all. Both corrected.
## 0.8.0.16 — 2026-09-20
The Quickstart put where a tester can actually reach it, the last place that still told the old
story about the Interchange, and the release that carries v0.8.0.15's corrected card text into a
package.
### The Quickstart is published beside the game
v0.8.0.15 wrote a Quickstart for a tester who has never played, and then left it in `docs/`, where
a tester does not look — reachable only by someone who already has the repository. Nobody being
handed the box has it.
`build-web.ts` now copies `docs/quickstart.md` into `dist/quickstart.md`, and the
splash page offers it under the three doors: *New to Station Master? Read the Quickstart guide.*
**Not a fourth door** — reading the guide is not a way to play, and giving it equal weight in that
grid would say it is.
**Copied, never re-written.** The Markdown document stays the one copy. A hand-written HTML twin
would drift from it on the first edit, which is exactly the failure #15a was raised about and
exactly what the v0.8.0.15 pass spent its time undoing: four references a month and two minor
versions out of date.
**Served as plain text, which is honest rather than good.** Tables render as rows of pipes and the
links do not click. Rendering it into a styled page wants a small Markdown converter and is filed
as **TODO #109**; this is the fifteen-minute version that gets the guide in front of testers for
this round instead of leaving them without one.
Two things had to be true and neither is checked by `tsc`, so both are tests:
- **The link has to find the file.** The href on the splash page and the filename the build writes
are two strings with nothing connecting them — rename the document and the build quietly
publishes nothing while the page keeps offering a link that 404s. The test asserts the guide is
in `dist`, is the guide, and is the file the splash page names. The build also warns loudly
rather than silently skipping a missing document.
- **A `.md` file must not arrive as a download.** The server's MIME fallback is
`application/octet-stream`, which a browser saves instead of displaying, so the link would hand a
tester a file rather than a page. `'.md': 'text/plain; charset=utf-8'` was added to the table in
`http.ts`, and the test reads that table out of the source rather than asserting on a copy of it,
which would pass while the real one was wrong.
### `sortsCars` says what it gates, not what the card prints
Asked directly after v0.8.0.15 — does everything now agree? — and the audit turned up one place that
did not. The field's own doc comment read:
```ts
/** Interchange: "Sort cars in new order". */
sortsCars: boolean;
```
which names the printed text as though it were the flag's meaning. Nothing reads it to permit a
sort. Its two readers — `resolveExtraStart` in `apply.ts` and the enumeration in `legal.ts` — both
ask the same question, which is whether this is the one Mainline card with a Yard Limit and
therefore the one an Extra may be made up and started on.
**Comment only, and worth the bump because of where it is.** This is what a developer reads before
using the flag, and it is the most likely source of the sentence v0.8.0.15 had to correct — the one
telling players, on the board, that cars could be sorted at an Interchange. The name is kept for its
link to the card face, and the comment now says outright that the name is not the meaning.
Everything else already agreed, and was checked rather than assumed: `mainlineDescription`, the
generated `rules/as-built.md`, the Mainline deck reference and the Rules FAQ all say the printed
sorting is unimplemented and that a consist is re-ordered at a Small Yard. `rules/implications.md`
is the deliberate exception and was already correct — it transcribes what the card face prints and
then records that the concept is "still unimplemented".
### The reference stamps, and what was filed rather than done
The five documents v0.8.0.15 stamped — the Quickstart, the Rules, Components, the Home deck and the
Mainline deck — plus `docs/design.md` now read **v0.8.0.16**, and the Rules book's implementation
note about `card.discard` says the same. They describe this build because the audit above re-checked
them against it, not because the number was swept forward: the point of the stamp is that it was
earned, and a stamp bumped without a reading is worth less than none.
**TODO #109** holds the part deliberately not done — rendering the guide into a styled page instead
of serving it as plain text. `build-web.ts`'s comment names that number rather than gesturing at
"the next step", so the file and the worklist cannot drift apart the way the references just did.
### Why this is a release at all
One player-visible change, the link to the guide, and one that only a developer reads. The
Interchange correction a player actually sees on the board is v0.8.0.15's; this is the version the
wrapper bundles, so that correction reaches the box rather than only the repository — and a tag
with an uncommitted comment sitting on top of it is not a thing to package.
## 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.
- **`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 ## 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 Six reports from the Day 2-3 playtest of v0.8.0.13. Two were the same shortage seen from opposite
@@ -3368,7 +3735,7 @@ that same occupant list.
`buildDivision` drew uniformly from the nine card TYPES **with replacement**, so a Division could be `buildDivision` drew uniformly from the nine card TYPES **with replacement**, so a Division could be
dealt two Interchanges or two Tunnels, and Plains — printed twice in the deck — carried the same dealt two Interchanges or two Tunnels, and Plains — printed twice in the deck — carried the same
weight as cards printed once. `docs/StationMaster-Mainline-Deck-v0.4.5.md` had flagged the mismatch weight as cards printed once. `docs/mainline-deck.md` had flagged the mismatch
as needing correction; "an Extra may start at the Interchange if one is on the board" is what forced as needing correction; "an Extra may start at the Interchange if one is on the board" is what forced
it, since that only reads as a rule if the board holds at most one. Now dealt from `MAINLINE_DECK` it, since that only reads as a rule if the board holds at most one. Now dealt from `MAINLINE_DECK`
without replacement, verified over 1600 deals across 1–4 players. without replacement, verified over 1600 deals across 1–4 players.
@@ -3405,7 +3772,7 @@ cannot see is a board with nothing to click and no reason given.
**1/2 Crack Limited 3 coaches → 2. 5/6 The Sparrow 2 → 3.** A change to the cards, not a **1/2 Crack Limited 3 coaches → 2. 5/6 The Sparrow 2 → 3.** A change to the cards, not a
transcription fix, so `Trains3.pdf` and the transcription in `implications.md` §5 keep the original transcription fix, so `Trains3.pdf` and the transcription in `implications.md` §5 keep the original
numbers with a footnote; `content.ts` and `StationMaster-Home-Deck-v0.4.5.md` carry what the game numbers with a footnote; `content.ts` and `home-deck.md` carry what the game
plays. Both consists remain inside the four-car Crew Tray limit. plays. Both consists remain inside the four-car Crew Tray limit.
A test had to follow: `multiplayer.test.ts` used Train 1 *because* it had three cars, to exercise a A test had to follow: `multiplayer.test.ts` used Train 1 *because* it had three cars, to exercise a
@@ -3539,7 +3906,7 @@ before v0.4.9 — 6 copies, one slot each direction — so §9.3 names it, and t
The card set says the same thing without needing the rules text. All three Refinery modifiers — The card set says the same thing without needing the rules text. All three Refinery modifiers —
Pipelines, Oil Depot, Viscosity Breakers — grant **+1 outbound**; a two-way Refinery would be the only Pipelines, Oil Depot, Viscosity Breakers — grant **+1 outbound**; a two-way Refinery would be the only
industry in the game with no card able to raise one of its two directions. industry in the game with no card able to raise one of its two directions.
`StationMaster-Home-Deck-v0.4.5.md` prints "Refinery · Outbound · 1 out / 0 in" and "Grocer's `home-deck.md` prints "Refinery · Outbound · 1 out / 0 in" and "Grocer's
Warehouse · Inbound · 0 out / 1 in". Warehouse · Inbound · 0 out / 1 in".
So the Refinery ships and the Grocer's receives, and the **Freight House is the one two-way industry** So the Refinery ships and the Grocer's receives, and the **Freight House is the one two-way industry**
+23 -1
View File
@@ -582,6 +582,28 @@ What the project says about itself, and what it ships alongside the code.
- [ ] **#88** — `card-reference.md`'s industry table may still be stale beyond Grocer's Warehouse and - [ ] **#88** — `card-reference.md`'s industry table may still be stale beyond Grocer's Warehouse and
the Oil Refinery. See **Reference · #88**. the Oil Refinery. See **Reference · #88**.
- [ ] **#109** — **Render the published references instead of serving them as plain text.**
v0.8.0.17 publishes all five documents plus `rules/as-built.md`, links them from the splash
page and from the This Game card inside a running game, and serves them as `text/plain` — so a
tester reads their tables as rows of pipes and their links do not click. That was the
deliberate short version, to get the references in front of testers for this round rather than
leave them without any.
**Now SIX documents rather than one**, which raises the value and the cost together: the
Quickstart's §8 is a table of links, and a reader following one lands on another wall of
pipes.
**Copy the document, do not re-write it.** A hand-written HTML twin drifts from the Markdown on
the first edit, which is the whole argument of #15a. The step is a small Markdown-to-HTML
converter in `scripts/build-web.ts` writing `quickstart.html` beside the game, styled like the
splash page — headings, lists, tables, links and code spans are the whole of what the guide
uses. The `.md` MIME entry in `src/server/http.ts` and the two assertions in
`test/web.test.ts` (`the Quickstart guide reaches the site`) move to the rendered file with it.
**Cost:** an afternoon, most of it in the converter's table and list handling. No dependency —
a Markdown library would be the only runtime dependency this project has, and the guide uses a
small enough subset that it is not worth becoming the first.
--- ---
## Reference — measurements, rulings and rejected approaches ## Reference — measurements, rulings and rejected approaches
@@ -1992,7 +2014,7 @@ source Start-position art for the ten card types before it can begin.
2026-08-22, immediately after Gitea#7 changed the coach counts on four train cards and the 2026-08-22, immediately after Gitea#7 changed the coach counts on four train cards and the
answer to "where do we keep track of that?" turned out to be **five places of three different answer to "where do we keep track of that?" turned out to be **five places of three different
vintages**: `src/engine/content.ts` (the truth), `docs/StationMaster-Home-Deck-v0.4.5.md` (a vintages**: `src/engine/content.ts` (the truth), `docs/home-deck.md` (a
readable per-card table, a version-stamped snapshot), `docs/rules/implications.md` §5 (the readable per-card table, a version-stamped snapshot), `docs/rules/implications.md` §5 (the
transcription of `Trains3.pdf`, deliberately frozen at what the design SAYS), transcription of `Trains3.pdf`, deliberately frozen at what the design SAYS),
`docs/Trains3.pdf` (the artwork), and `docs/rules/card-reference.md` (an invented placeholder `docs/Trains3.pdf` (the artwork), and `docs/rules/card-reference.md` (an invented placeholder
-162
View File
@@ -1,162 +0,0 @@
# 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.
## Dealt card catalogue
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.
| 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 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.
## Track cards — 96
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.
| 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. |
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.
## Offices — 14
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.
| 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. |
The Whistle Post has one A/D track, no porters, and no passenger slots. An Office upgrade preserves modifiers already applied to it.
## Freight facilities — 27
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.
No Office Area may contain a duplicate industry, or both ends of a listed lockout pair.
| 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 |
## Facility modifiers — 23
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.
`+ 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.
| 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 |
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.
## Train cards — 22
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.
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.
> **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 | 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. |
## Enhancements — 18
| 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. |
An enhancement requiring a bare straight cannot share that straight with another such enhancement. Telephone and Radio are the explicit stackable chain.
## Maneuvers — 6
| 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. |
## Catalogued but not dealt — 22 opponent-directed cards
### Space-use cards — 12
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.
### 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.
@@ -1,85 +0,0 @@
# 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.
## 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.
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.
The card does not itself determine which player owns the adjacent Office. It is part of the shared Division.
## Physical card inventory in `Mainline Cards.pdf`
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.
| Physical card | Copies in the PDF |
| --- | ---: |
| Plains | 2 |
| Curves | 1 |
| Hilly | 1 |
| Heavy Grade | 1 |
| Double Track | 1 |
| Uncontrolled Siding | 1 |
| Tunnel | 1 |
| Trestle | 1 |
| Interchange | 1 |
| East Division Point | 1 |
| West Division Point | 1 |
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.
## Implemented Mainline card reference
| 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. |
### PDF/code mismatch — CORRECTED
**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.
**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.
## Heavy Grade modifiers
These cards come from the Home Office deck and are 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. |
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.
## 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.**
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.
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.
**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).
@@ -1,7 +1,16 @@
# Station Master — Components and Markers # Station Master — Components and Markers
**Rules implementation reference: v0.4.5** **Describes the game as built at v0.8.1.0** (2026-09-22). These references are kept current with
**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. every release rather than versioned as editions, so there is no version in the filename: this file
is always the latest, and the build it describes is stated here.
**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](rules.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 ## 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. 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 ## The two yards
### Division Yard ### Division Yard
@@ -34,7 +51,16 @@ When a train completes a run or is destroyed, its caboose returns to the Divisio
### Classification Yard ### 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](rules.md) §4.6.
## Crew Trays and trains ## Crew Trays and trains
@@ -44,7 +70,16 @@ Within a tray, the engine can pull, push, or be between cars while switching. To
## Fedora ## 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 ## D12 and seeded randomness
+37 -21
View File
@@ -20,13 +20,32 @@ 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 > placeholder for exactly this material, and the balance measurements in Gap 12 were taken against a
> ruleset that does not match the design. > 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 |
| --- | --- |
| [`quickstart.md`](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. |
| [`rules.md`](rules.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. |
| [`home-deck.md`](home-deck.md) | How the Home Office deck is dealt, drawn and played out. |
| [`mainline-deck.md`](mainline-deck.md) | The Mainline cards, how the deck is dealt, and what a card does to a train crossing it. |
| [`components.md`](components.md) | Rolling stock, the two yards, Crew Trays, the Fedora, the D12. |
**None of these carry a version in the filename**, and that is deliberate (Jesse, 2026-09-21): they
are kept current with every release rather than published as editions, so the name is always the
latest and each says at the top which build it describes. Four of them were stamped `v0.4.5` until
v0.8.0.17 — the prototype rules edition they were first written against, never the version they
described — which read as though they documented a build five minor versions old.
## Rules ## Rules
| Document | What it is | | 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-v0.1.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/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/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/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. | | [`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 +68,20 @@ must do.
## Current status ## Current status
**v0.4.3.** Rules formalized, card faces specified, architecture documented, and the game playable **v0.8.1.0.** Rules formalized, card faces specified, architecture documented, and the game
solitaire in a browser. See [`../CHANGELOG.md`](../CHANGELOG.md) for what each version changed and playable **solitaire and multiplayer** in a browser against an authoritative server. See
[`../TODO.md`](../TODO.md) for what is open; this section is the shape of the project, not a [`../CHANGELOG.md`](../CHANGELOG.md) for what each version changed and [`../TODO.md`](../TODO.md) for
running tally, because a hand-maintained tally is what drifted last time. 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 **What is built.** The rules engine, the developer bot, the balance harness, the replay viewer, the
the playable page — components 1–7, 17 and 18 of playable page — and the server: lobby, game codes, seating, bots, per-seat reconnection, persistence
[`architecture/components.md`](architecture/components.md). A game can be saved, shared, replayed and by replaying the intent history, and an ordered replay of other players' turns on each player's own
stepped back through. **493 tests.** screen. It ships as a StartOS package. **999 fast tests and 35 simulation tests.**
**What is not.** The server. Phases 0 and 1 of **What is not.** The 22 opponent-directed cards — the Action and Space-use categories — are held out
[`architecture/multiplayer.md`](architecture/multiplayer.md) landed in v0.4.0 — seat and player are of every dealt deck until they have an implementation, along with the two defensive cards whose only
separate, turn state is per player, and the page talks to a `Session` rather than to the engine, so a purpose is to answer them. Real audio: everything the game plays is synthesised from oscillators.
`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.
**Balance is not where it should be, and no conclusion should be read from the revenue numbers yet.** **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 The rebalance pass is deliberately deferred until the rules stop moving — card counts, industry counts
@@ -85,17 +101,17 @@ on that. [`architecture/protocol.md`](architecture/protocol.md) §3 has the reas
`test/events.test.ts` pins it. `test/events.test.ts` pins it.
**The economy, in one line:** Local Operations actions are the main currency — one per Stage, twelve **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 per Day — but **inbound work bypasses them**, which is where the game's variance comes from.
`card-reference.md` §7.
**Stack: TypeScript**, chosen so the engine runs in both the server and the browser — one **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 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 TypeScript natively, so there is no build step during development, which also means **erasable syntax
only**: no `enum`, no parameter properties, no namespaces. only**: no `enum`, no parameter properties, no namespaces.
Running alongside, and independent of all of it: **print-and-play components.** `card-reference.md` Running alongside, and independent of all of it: **print-and-play components.**
specifies every card face, so layout and art are the only remaining work before a table playtest — [`rules/as-built.md`](rules/as-built.md) carries every card face as the game actually deals it, so
which answers the one question simulation cannot, whether it is fun. 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]`. Run the harness with `node src/sim/harness.ts [games] [length]`.
+159
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@@ -0,0 +1,159 @@
# Station Master — Home Deck
**Describes the game as built at v0.8.1.0** (2026-09-22). These references are kept current with
every release rather than versioned as editions, so there is no version in the filename: this file
is always the latest, and the build it describes is stated here.
**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.
> **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.
## The piles
- **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. **Taking the
last card off a Department refills it immediately** from the Home Office deck (§6.2), so there
are always three piles to choose from; see the Rules.
- **Salvage Yard** — where a played-out card ends up. An Extra's card goes here after its run.
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.
## Hand and turn
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.
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.
Drawing is one of the three Local Operations options — see [Rules](rules.md)
§4.2. Taking the option lets you draw **and** play or discard within the same turn.
## Track cards
Track cards are ordinary Home Office cards, not a separate personal supply.
- 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.
## Office cards
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.
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.
An upgrade takes no placement: the Office is where it already is.
## Freight facilities
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.
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.
**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.
## Facility modifiers
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.
**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.
**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.
## Train cards
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**.
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.
> 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.
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.
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.
**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.
## Enhancements, Mainline modifiers and Maneuvers
- **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** and the rest. `as-built.md`
marks each one `live`, `dormantSolo` or `unbuilt`, which is the part only the implementation
knows.
- **ABS Signals is the exception, and it matters.** It is dealt as an Enhancement but is **not
played into your district**: it goes onto a **Mainline card** — any one of them — and stops
trains there rear-ending each other. It takes no square and is not part of anybody's Office
Area. See [Mainline deck](mainline-deck.md).
- **Mainline modifiers** are played onto a Mainline card: the Heavy Grade helpers and Realignment.
See [Mainline deck](mainline-deck.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.
## Opponent-directed cards — not dealt
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.
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@@ -0,0 +1,143 @@
# Station Master — Mainline Deck
**Describes the game as built at v0.8.1.0** (2026-09-22). These references are kept current with
every release rather than versioned as editions, so there is no version in the filename: this file
is always the latest, and the build it describes is stated here.
**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 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 card does not belong to either neighbouring Office. It is shared Division.
### Crossing time is REGIONS, not mph
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.**
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:
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 |
| Hilly | 1 |
| Heavy Grade | 1 |
| Double Track | 1 |
| Uncontrolled Siding | 1 |
| Tunnel | 1 |
| Trestle | 1 |
| Interchange | 1 |
| East / West Division Point | 1 each, not dealt |
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.
**Region counts and entry points per card are in [`rules/as-built.md`](rules/as-built.md).**
## The Interchange, and what it does NOT do
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.
Re-ordering a consist is done at a **Small Yard** in an Office Area, for one switching Move. See
Rules §4.3.
> **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
Home Office cards, played onto a Mainline card during a player's Draw option.
| 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. |
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.
### ABS Signals — an Enhancement, but it lives out here
**ABS Signals is dealt from the Home Office deck as an Enhancement, and it is the one Enhancement
that is not played into a district.** It goes onto a **Mainline card — any of them**, not only a
grade — and takes no square in anybody's Office Area.
What it does: trains on that card **will not rear-end each other**. A following train is held short
of the one ahead instead of running into it, so the Superintendent has no §8.1 judgment to make and
no collision is scored. It is the only thing besides a Red Flag that prevents a rear-end collision
out on the Mainline, and unlike a Red Flag it stays on the card for the rest of the game.
On the board a card carrying it draws a **signal mast with a lit lamp** at its top-right corner; the
three grade helpers draw as **BRK**, **AIR** and **HLP** beside the card's name. Realignment draws
nothing, because a realigned card simply becomes the card it was converted into.
## Heavy Grade orientation is settled, not missing
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: 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 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 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
View File
@@ -0,0 +1,199 @@
# Station Master — Quickstart
**For a tester who has never played. Describes the game as built at v0.8.1.0** (2026-09-22).
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](rules.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](home-deck.md) |
| The Mainline cards and what they do to a train | [Mainline deck](mainline-deck.md) |
| Rolling stock, yards, trays, the Fedora | [Components](components.md) |
@@ -1,7 +1,15 @@
# Station Master — Rules # Station Master — Rules
**First-draft rules reference for v0.4.5** **Describes the game as built at v0.8.1.0** (2026-09-22). These references are kept current with
**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. every release rather than versioned as editions, so there is no version in the filename: this file
is always the latest, and the build it describes is stated here.
**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](quickstart.md).**
## 1. Overview and background ## 1. Overview and background
@@ -19,11 +27,14 @@ This book is divided as follows:
6. the implemented multiplayer/engine status; and 6. the implemented multiplayer/engine status; and
7. FAQs and implementation limits. 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](quickstart.md) for a new player,
[Mainline deck](mainline-deck.md), [Home deck](home-deck.md),
[components](components.md), and the generated per-card table
[`rules/as-built.md`](rules/as-built.md).
## 2. Definitions ## 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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. | | 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 ### 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; 1. a numeric seed, or leave it blank for a fresh browser-generated seed;
2. a starting hand; 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. 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 **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 **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 ### 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. **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 | **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
| Short | 10 | 3 | simulation tooling, resolving to 3, 5 and 10 Days. The default is 5.
| Standard | 20 | 5 |
| Campaign | 45 | 10 |
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 ## 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: Each of 12 Stages follows this sequence:
```text ```text
1. Local Operations — each player, starting with the Superintendent and proceeding left 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 2. New Train — make up due timetabled trains, then queued second sections and Extras
3. Mainline — automatic train movement in numeric order 3. Mainline — automatic train movement in numeric order
4. Load/Unload — each player, starting with the Superintendent and proceeding left 4. Load/Unload — each player, same order. On screen: "Cargo"
5. Shift Change — expedited departures, clocks/workers, and possibly the Fedora 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. 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 ### 4.2 Local Operations: choose one option
@@ -139,13 +196,35 @@ 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. **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. **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.
> **A Department that is emptied is refilled at once.** §6.2: *"If any of the Department decks is
> empty, draw a Home Office card and place it in the empty spot."* So taking the last card off a
> pile does not leave a gap — a fresh card is turned face up from the Home Office deck to replace
> it, and there are always three Departments to draw from. The refill happens **only** when the
> draw actually empties the pile; a pile with cards buried under the one taken is not refilled, or
> the Departments would grow without limit and drain the deck into themselves.
>
> This surprised a player at the table (2026-09-22), which is why it is written down here: the rule
> was implemented from the prototype rules and had never reached this document.
**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. **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. > **A car cleared from a red Inbound box comes back empty.** Whatever was in it has arrived — the
> passengers are out of the station, or the load is in the industry — and the Revenue for it was
> paid on arrival, not on clearing. What returns to the Classification Yard is the *car*, in the
> common supply and carrying nothing. Before v0.8.1.0 it returned still marked loaded, which put
> coaches into the yards that could never be used to unload another passenger.
Implementation note, still true at v0.8.1.0: `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 ### 4.3 Track, switching, and local safety
@@ -159,18 +238,36 @@ 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. 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 ### 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. 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](mainline-deck.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; - an opposing train normally blocks entry;
- a following same-direction train asks the Superintendent to allow or deny clearance; - a following same-direction train asks the Superintendent to allow or deny clearance;
- Red Flags or ABS Signals hold the follower automatically; and - 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. 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 +282,22 @@ 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. - **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. - **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 ### 4.7 Freight work
@@ -197,43 +309,77 @@ For an **inbound unload**, a matching loaded car must be spotted at an inbound-c
## 5. Solitaire ## 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: Solitaire-specific features are:
- a local browser save, automatic resume, and JSON download/load; - 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. - 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. 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. Multiplayer
### 6.1 What the engine supports ### 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; - the D12 seating and Superintendent rolls described in section 3;
- individual Revenue in competitive play and shared total Revenue in co-op; - individual Revenue in competitive play and shared total Revenue in co-op;
- a competitive collective loss after three collisions in one Day; - a collective loss on breaching the collision limits;
- a collective Revenue floor for competitive highest-after-days games; and - the combined Revenue floor, `3 × players × days`; and
- train-transit Revenue awarded to every player, if that revenue setting is nonzero. - 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. 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 ## 7. Frequently asked questions
@@ -271,20 +417,42 @@ 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? ### 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? ### 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? ### 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? ### 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? ### 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".
+5 -5
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 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. 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 | — | — | — | | Plains | 1 | 0 | — | — | — |
| Curves | 2 | 0 | — | — | — | | Curves | 2 | 0 | — | — | — |
@@ -92,7 +92,7 @@ the Division and are not dealt. What each card does, in the words the game uses
- **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. - **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. · 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. · 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. - **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. · Cars may be sorted into any new order here. - **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.
--- ---
@@ -193,9 +193,9 @@ cannot carry this column, which is the argument for generating the page rather t
| --- | --- | --- | :---: | | --- | --- | --- | :---: |
| Interlocking | runningTrackStraight | — | **live** | | Interlocking | runningTrackStraight | — | **live** |
| Facing Point Locks | onCard | interlocking in the district | **dormantSolo** | | Facing Point Locks | onCard | interlocking in the district | **dormantSolo** |
| Yard office | secondaryTrackStraight | — | **live** | | Yard Office | secondaryTrackStraight | — | **live** |
| Small yard | secondaryTrackStraight | — | **live** | | Small Yard | secondaryTrackStraight | — | **live** |
| Water column | runningTrackStraight | — | **dormantSolo** | | Water Column | runningTrackStraight | — | **dormantSolo** |
| Overpass | onCard | — | **unbuilt** | | Overpass | onCard | — | **unbuilt** |
| Telegraph | runningTrackStraight | — | **live** | | Telegraph | runningTrackStraight | — | **live** |
| Telephone | onCard | telegraph on the same card | **live** | | Telephone | onCard | telegraph on the same card | **live** |
+1 -1
View File
@@ -68,7 +68,7 @@ read "Both" for both of them, and that was the *other half* of the same mistaken
House" named those two, §9.3 had to be describing them, so they had to be two-way. Once the Freight House" named those two, §9.3 had to be describing them, so they had to be two-way. Once the Freight
House is its own card the argument evaporates, and playtesting settled it — "Grocer's Warehouse House is its own card the argument evaporates, and playtesting settled it — "Grocer's Warehouse
should be receive only, does not ship anything out"; "Refinery: only ships out tanks, does not should be receive only, does not ship anything out"; "Refinery: only ships out tanks, does not
receive anything" (Jesse). `StationMaster-Home-Deck-v0.4.5.md` prints both that way, and the modifier receive anything" (Jesse). `home-deck.md` prints both that way, and the modifier
set agrees: all three Refinery modifiers (Pipelines, Oil Depot, Viscosity Breakers) grant **+1 set agrees: all three Refinery modifiers (Pipelines, Oil Depot, Viscosity Breakers) grant **+1
outbound**, which would be an odd card set for a facility that receives half the time. outbound**, which would be an odd card set for a facility that receives half the time.
<!-- TODO v0.5.0: Mine Tipple, Produce Shed and Power Plant above (3/3/4, 2/2/3, 3/3/4) were NOT <!-- TODO v0.5.0: Mine Tipple, Produce Shed and Power Plant above (3/3/4, 2/2/3, 3/3/4) were NOT
+3 -3
View File
@@ -142,7 +142,7 @@ asked a third time:
rising to 50% at four players. A pre-game interrupt for a rule four games in five never see. rising to 50% at four players. A pre-game interrupt for a rule four games in five never see.
The docs were the actual defect. `README.md` still listed it among three open rules questions (all The docs were the actual defect. `README.md` still listed it among three open rules questions (all
three closed in v0.5.0) and `StationMaster-Mainline-Deck-v0.4.5.md` still said "the implementation three closed in v0.5.0) and `mainline-deck.md` still said "the implementation
needs a player-selection step to match the card". Both now say settled, and why. needs a player-selection step to match the card". Both now say settled, and why.
**Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely **Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely
@@ -555,7 +555,7 @@ Hotel) are what grow them.
now carries **2** coaches and The Sparrow **3**. The table above is left as `Trains3.pdf` prints it, now carries **2** coaches and The Sparrow **3**. The table above is left as `Trains3.pdf` prints it,
because that is what this section is for — what the design SAYS. What the game plays is because that is what this section is for — what the design SAYS. What the game plays is
`src/engine/content.ts`, with the per-card table in `src/engine/content.ts`, with the per-card table in
[`../StationMaster-Home-Deck-v0.4.5.md`](../StationMaster-Home-Deck-v0.4.5.md). [`../home-deck.md`](../home-deck.md).
### Extras (X13–X22) — ten distinct trains, not four generic ones ### Extras (X13–X22) — ten distinct trains, not four generic ones
@@ -910,7 +910,7 @@ any setting** — being a place an Extra can start is part of what upgrading buy
- **The Mainline cards were rolled, not dealt.** `buildDivision` drew uniformly from the nine card - **The Mainline cards were rolled, not dealt.** `buildDivision` drew uniformly from the nine card
TYPES **with replacement**, so a Division could be dealt two Interchanges or two Tunnels, and TYPES **with replacement**, so a Division could be dealt two Interchanges or two Tunnels, and
Plains — printed twice in the deck — carried the same weight as cards printed once. Plains — printed twice in the deck — carried the same weight as cards printed once.
`docs/StationMaster-Mainline-Deck-v0.4.5.md` had already flagged the mismatch as needing `docs/mainline-deck.md` had already flagged the mismatch as needing
correction; "an Extra may start at the Interchange if one is on the board" is what forced it, since correction; "an Extra may start at the Interchange if one is on the board" is what forced it, since
that only reads as a rule if the board holds at most one. Now dealt from the printed ten-card deck that only reads as a rule if the board holds at most one. Now dealt from the printed ten-card deck
without replacement. without replacement.
+1 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "station-master", "name": "station-master",
"version": "0.8.0.14", "version": "0.8.1.0",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "Station Master — a railroad operations game", "description": "Station Master — a railroad operations game",
+1 -1
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@@ -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('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('part of the road all change the entry point rather than the card\'s length.');
w(); 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('| --- | ---: | ---: | --- | :---: | :---: |'); w('| --- | ---: | ---: | --- | :---: | :---: |');
for (const m of MAINLINE_PROFILES) { for (const m of MAINLINE_PROFILES) {
const ss = m.speedStarts ? `${m.speedStarts.fast} / ${m.speedStarts.slow}` : '—'; const ss = m.speedStarts ? `${m.speedStarts.fast} / ${m.speedStarts.slow}` : '—';
+50
View File
@@ -188,6 +188,56 @@ if (existsSync(imageSrc)) {
for (const f of readdirSync(imageSrc)) copyFileSync(join(imageSrc, f), join(imageOut, f)); for (const f of readdirSync(imageSrc)) copyFileSync(join(imageSrc, f), join(imageOut, f));
} }
/**
* The player-facing documentation, published beside the game so a tester can reach it from the box.
*
* COPIED, NOT RE-WRITTEN. The Markdown in `docs/` is the one copy; a hand-written HTML twin would
* drift from it on the first edit, which is the whole lesson of TODO #15a and of the 2026-09-20
* documentation pass that found four references a month out of date.
*
* THE WHOLE SET, NOT ONLY THE QUICKSTART. v0.8.0.16 published the guide alone, and the guide's own
* §8 "Where to read more" links five further documents by relative path — so every one of them
* 404'd on the package (verified on the box: 5 of 6 paths missing). Publishing the guide without
* what it points at is the same broken-link failure the test below was written to catch, one hop
* further out. The names are kept exactly as the guide writes them, because those links are what
* has to resolve.
*
* SERVED AS PLAIN TEXT for now, which is honest rather than good: tables render as pipes and the
* links do not click. Rendering them into styled pages needs a small Markdown converter and is
* filed as TODO #109 — this is the version that gets the references in front of testers for this
* round rather than leaving them without any.
*
* PUBLISHED UNDER THEIR OWN NAMES, which since v0.8.0.17 carry no version: the documents are kept
* current with every release rather than published as editions, so `docs/rules.md` is served as
* `rules.md` and the splash page and the This Game card link it by that name. Four of them were
* `StationMaster-<name>-v0.4.5.md` until then — the prototype edition they were first written
* against, never the version they described.
*/
const GUIDE_DOCS: readonly string[] = [
'quickstart.md',
'rules.md',
'home-deck.md',
'mainline-deck.md',
'components.md',
// Generated by `build:cards` and checked in; a test fails when it disagrees with the code, which
// is why it is the one reference that has never drifted. Its `rules/` directory is preserved
// because that is the path the Quickstart links it by.
'rules/as-built.md',
];
for (const rel of GUIDE_DOCS) {
const src = join(root, 'docs', rel);
if (!existsSync(src)) {
// Loud rather than silent: a missing document is a broken link on a page already published, and
// the build is the only place that can still notice.
console.error(`WARNING: docs/${rel} is missing — a published link will 404`);
continue;
}
const out = join(dist, rel);
mkdirSync(dirname(out), { recursive: true });
copyFileSync(src, out);
}
// A tiny note for whoever unzips this later and wonders what it needs. // A tiny note for whoever unzips this later and wonders what it needs.
writeFileSync( writeFileSync(
join(dist, 'README.txt'), join(dist, 'README.txt'),
+35 -3
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@@ -1825,9 +1825,21 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
} }
case 'draw.end': case 'draw.end':
case 'freightAgent.end':
return [{ type: 'phaseEnded', player, phase: 'localOps' }]; return [{ type: 'phaseEnded', player, phase: 'localOps' }];
case 'freightAgent.end':
/**
* An idle Freight Agent SAYS SO. §6.3 requires no action and choosing to take none is a real
* decision — see `freightAgentIdled`. Without the line the log announced the option and then
* fell silent, which reads as the game having dropped the turn.
*/
return [
...(turnOf(s, player).freightAgentUsed
? []
: [{ type: 'freightAgentIdled', player } as const]),
{ type: 'phaseEnded', player, phase: 'localOps' },
];
case 'draw.fromHomeOffice': { case 'draw.fromHomeOffice': {
const events: GameEvent[] = [ const events: GameEvent[] = [
{ {
@@ -2549,8 +2561,28 @@ export function reduce(s: GameState, e: GameEvent): void {
const f = facilityAt(s, e.player, e.at)!; const f = facilityAt(s, e.player, e.at)!;
const idx = f.inboundBox.findIndex((c) => c.type === e.stock.type && c.loaded === e.stock.loaded); const idx = f.inboundBox.findIndex((c) => c.type === e.stock.type && c.loaded === e.stock.loaded);
if (idx >= 0) f.inboundBox.splice(idx, 1); if (idx >= 0) f.inboundBox.splice(idx, 1);
// `pooled` — a car back in a yard is back in the common supply, carrying nothing (state.ts). /**
s.yards.classificationYard.push(pooled(e.stock)); * THE CAR COMES BACK EMPTY, and until v0.8.1.0 it did not.
*
* The line here said "`pooled` — a car back in a yard is back in the common supply, carrying
* nothing", and `pooled` does no such thing: it strips the `origin` stamp and DELIBERATELY
* keeps `loaded`, because a train can retire at a Division Point with freight still aboard
* (`advance.ts`). So the comment described an intent the call never carried out, and every
* car the Freight Agent cleared went to the Classification Yard still loaded.
*
* That is not cosmetic. `passengersDetrained` needs `type === 'coach' && !loaded` out of the
* Division Yard, and §2.2 refills the Division Yard from Classification — so a coach cleared
* from a red box came back as stock that could never unload another passenger. Measured over
* five three-Day solitaire games before the fix: 18 loaded coaches in the Classification Yard
* against 6 empty, and 9 loaded in the Division Yard against 33 empty.
*
* The red box is where the journey ENDS for what is in it — the Revenue was paid when the
* load arrived or the passengers detrained (`view.ts`, `freightAgent.clearInbound`). Clearing
* it sends the passengers out of the station, or the delivered load into the industry, and
* returns the CAR to the common supply. A car in a yard carrying a load nobody can unload is
* not supply.
*/
s.yards.classificationYard.push({ ...pooled(e.stock), loaded: false });
turnOf(s, e.player).freightAgentUsed = true; turnOf(s, e.player).freightAgentUsed = true;
break; break;
} }
+50 -8
View File
@@ -289,7 +289,7 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
* The card set says the same thing on its own. All three Refinery modifiers — Pipelines, Oil * The card set says the same thing on its own. All three Refinery modifiers — Pipelines, Oil
* Depot, Viscosity Breakers — grant `+1 outbound`; a two-way Refinery would be the one industry in * Depot, Viscosity Breakers — grant `+1 outbound`; a two-way Refinery would be the one industry in
* the game with no way to raise the direction it is supposed to use half its capacity on. * the game with no way to raise the direction it is supposed to use half its capacity on.
* `StationMaster-Home-Deck-v0.4.5.md` prints it "Outbound, 1 out / 0 in". * `home-deck.md` prints it "Outbound, 1 out / 0 in".
*/ */
{ kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 1 }, { kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 1 },
{ kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 2 }, { kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 2 },
@@ -297,7 +297,7 @@ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [
/** /**
* INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from * INBOUND ONLY — the mirror of the Refinery above, and the same correction. Reported from
* playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does * playtesting and confirmed by Jesse (v0.4.9e): "Grocer's Warehouse should be receive only, does
* not ship anything out". `StationMaster-Home-Deck-v0.4.5.md` prints it "Inbound, 0 out / 1 in". * not ship anything out". `home-deck.md` prints it "Inbound, 0 out / 1 in".
* *
* THE ICE HOUSE IS THEREFORE A DEAD CARD BESIDE A GROCER'S, and that is the design, not an * THE ICE HOUSE IS THEREFORE A DEAD CARD BESIDE A GROCER'S, and that is the design, not an
* oversight: `usableGrant` drops a Modifier's grant on a direction its host cannot use, and the * oversight: `usableGrant` drops a Modifier's grant on a direction its host cannot use, and the
@@ -589,7 +589,20 @@ export type MainlineProfile = {
speedStarts?: { fast: number; slow: number }; speedStarts?: { fast: number; slow: number };
/** Double Track: "Trains may pass". */ /** Double Track: "Trains may pass". */
trainsMayPass: boolean; trainsMayPass: boolean;
/** Interchange: "Sort cars in new order". */ /**
* Interchange only. The card prints "Sort cars in new order" — **and that is not what this flag
* does**, which is why it is worth spelling out where the field is declared.
*
* The printed sorting has never been implemented: nothing reads this to permit a sort, and a
* consist is re-ordered at a Small Yard in a district (`switch.sortConsist`). What this actually
* marks is the one Mainline card with a Yard Limit, and therefore the one an Extra may be made up
* and started on (`apply.ts` § resolveExtraStart, `legal.ts`).
*
* Named for the printed text, and kept that way deliberately — renaming it would lose the link to
* the card face — but the name has already misled once: `mainlineDescription` grew a sentence
* telling players cars could be sorted here, which reached the board and the generated card
* reference before it was caught on 2026-09-20.
*/
sortsCars: boolean; sortsCars: boolean;
/** Named entry points printed on the card; some are unlocked by modifier cards. */ /** Named entry points printed on the card; some are unlocked by modifier cards. */
entryPoints: readonly string[]; entryPoints: readonly string[];
@@ -655,7 +668,7 @@ export const MAINLINE_PROFILES: readonly MainlineProfile[] = [
* used it as one: `buildDivision` drew uniformly from those types with replacement, which made two * used it as one: `buildDivision` drew uniformly from those types with replacement, which made two
* Interchanges (or two Trestles, or two Tunnels) an ordinary outcome and gave Plains the same weight * Interchanges (or two Trestles, or two Tunnels) an ordinary outcome and gave Plains the same weight
* as everything else although the deck prints two of it. `Mainline Cards.pdf` is the * as everything else although the deck prints two of it. `Mainline Cards.pdf` is the
* inventory, transcribed in `docs/StationMaster-Mainline-Deck-v0.4.5.md`, which had already flagged * inventory, transcribed in `docs/mainline-deck.md`, which had already flagged
* the mismatch as needing correction. * the mismatch as needing correction.
* *
* It matters more than card flavour now that an Extra may start at an Interchange (§7): "if an * It matters more than card flavour now that an Extra may start at an Interchange (§7): "if an
@@ -805,7 +818,25 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
parts.push('One train at a time — anything following has to wait for it to clear.'); 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(' · '); return parts.join(' · ');
} }
@@ -977,14 +1008,25 @@ export function enhancementRule(key: string): EnhancementRule | null {
return ENHANCEMENT_RULES.find((r) => r.key === key) ?? null; return ENHANCEMENT_RULES.find((r) => r.key === key) ?? null;
} }
/**
* THE NAMES HERE ARE WHAT A PLAYER READS, since v0.8.0.17 — `cardName` takes them in preference to
* `prettyKey`'s guess, which cannot recover an acronym (it rendered `absSignals` as "Abs Signals"
* beside a tooltip saying ABS).
*
* So their CASE matters, and three were transcribed in sentence case while the rules, the panels
* and every other line of this repository treat them as proper terms: "Yard Office" outnumbered
* "Yard office" 36 to 2, "Small Yard" 36 to 2, "Water Column" 10 to 2. Corrected here rather than
* special-cased in `cardName`, because this table is the source and a lookup that second-guesses
* its own source is the drift it exists to prevent.
*/
export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [ export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [
{ key: 'interlocking', name: 'Interlocking', copies: 1, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' }, { key: 'interlocking', name: 'Interlocking', copies: 1, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' },
// Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). It answers Derail, which is itself an // Not in sheet 5 — dealt 0 copies (Jesse, 2026-08-26). It answers Derail, which is itself an
// Event held out until built, so at zero it defends against nothing that can be dealt anyway. // Event held out until built, so at zero it defends against nothing that can be dealt anyway.
{ key: 'facingPointLocks', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' }, { key: 'facingPointLocks', name: 'Facing Point Locks', copies: 0, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' },
{ key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' }, { key: 'yardOffice', name: 'Yard Office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' },
{ key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' }, { key: 'smallYard', name: 'Small Yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' },
{ key: 'waterColumn', name: 'Water column', copies: 1, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' }, { key: 'waterColumn', name: 'Water Column', copies: 1, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' },
{ key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' }, { key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' },
/** /**
* THE DISPATCHING LADDER IS OUT OF THE DECK, at 0 copies rather than deleted — the treatment * THE DISPATCHING LADDER IS OUT OF THE DECK, at 0 copies rather than deleted — the treatment
+11
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@@ -115,6 +115,17 @@ export type GameEvent =
movesAllowed: number; movesAllowed: number;
lastMove?: { trayId: TrayId; to: GridCoord }; lastMove?: { trayId: TrayId; to: GridCoord };
} }
/**
* THE FREIGHT AGENT WAS CHOSEN AND DID NOTHING, which is a decision rather than an absence.
*
* §6.3 requires no action, and the bot deliberately takes that route — unjamming a healthy box
* destroys a load that cost a whole Local Operations action to stock, so an idle Stage is
* strictly better. Reported from a table on Day 1 Stage 3 of v0.8.0.16: the log announced
* FREIGHT AGENT work and then said nothing at all, so the turn read as a bug.
*
* Reduces to nothing, like `switchingEnded` above: it reports a choice the state already holds.
*/
| { type: 'freightAgentIdled'; player: PlayerIndex }
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId } | { 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 * §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
+1 -1
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@@ -230,7 +230,7 @@ function buildPassengerFacility(tier: Parameters<typeof officeProfile>[0]): NonN
* `MAINLINE_PROFILES` is a list of card TYPES and this drew from it uniformly WITH replacement, so * `MAINLINE_PROFILES` is a list of card TYPES and this drew from it uniformly WITH replacement, so
* a Division could be handed two Interchanges or two Tunnels, and Plains — printed twice in the * a Division could be handed two Interchanges or two Tunnels, and Plains — printed twice in the
* deck — carried the same weight as cards printed once. `MAINLINE_DECK` is the printed inventory * deck — carried the same weight as cards printed once. `MAINLINE_DECK` is the printed inventory
* (`docs/StationMaster-Mainline-Deck-v0.4.5.md`, which flagged this as needing correction), and the * (`docs/mainline-deck.md`, which flagged this as needing correction), and the
* deal is now a deal: take cards out of it and do not put them back. * deal is now a deal: take cards out of it and do not put them back.
* *
* The Extra-start rules are what forced the issue. "An Extra may start at the Interchange if one is * The Extra-start rules are what forced the issue. "An Extra may start at the Interchange if one is
+8
View File
@@ -85,6 +85,14 @@ const MIME: Record<string, string> = {
'.json': 'application/json; charset=utf-8', '.json': 'application/json; charset=utf-8',
'.png': 'image/png', '.png': 'image/png',
'.svg': 'image/svg+xml', '.svg': 'image/svg+xml',
/**
* The Quickstart guide, published by `build-web.ts` as `quickstart.md`.
*
* text/plain ON PURPOSE. The fallback below is `application/octet-stream`, which makes a browser
* DOWNLOAD the file instead of showing it — so without this line the splash page's "read the
* guide" link hands a tester a file to save rather than a page to read.
*/
'.md': 'text/plain; charset=utf-8',
}; };
const HEARTBEAT_MS = 20_000; const HEARTBEAT_MS = 20_000;
+81
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@@ -71,6 +71,22 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for * Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
* anything outside its own body. * anything outside its own body.
*/ */
/**
* The Mainline modifiers, as the three letters drawn on a card.
*
* DECLARED INSIDE THIS FUNCTION, like every constant around it, because `sim/replay.ts` emits
* `divisionSvg.toString()` into the replay page — a module-scope const it closed over would be
* undefined there, and the page threw exactly that way before this was moved.
*
* Keyed by the name the VIEW builds (`prettyKey`'d in `view.ts`), because that is what arrives
* here — not the engine's key, which this file never sees. A modifier with no tag draws nothing
* rather than a raw key: `flatMap` over a missing entry yields none, so a card added upstream is
* silently unmarked instead of printing "rotaryDumps" at a player.
*
* ABS Signals is deliberately absent: it has a signal mast of its own.
*/
const MOD_TAGS: Record<string, string> = { Brakeman: 'BRK', Airbrakes: 'AIR', Helpers: 'HLP' };
const CW = { dp: 118, ml: 152, run: 78 }; const CW = { dp: 118, ml: 152, run: 78 };
/** /**
* TALL ENOUGH FOR TWO REGISTERS OF CHIPS, on every cell so the rail runs level across the row. * TALL ENOUGH FOR TWO REGISTERS OF CHIPS, on every cell so the rail runs level across the row.
@@ -144,6 +160,10 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
tip: string; tip: string;
/** Set on a card that has just changed under the players' feet — drawn with a brief pulse. */ /** Set on a card that has just changed under the players' feet — drawn with a brief pulse. */
flash?: boolean; flash?: boolean;
/** ABS Signals standing on this Mainline card — drawn as a signal mast, not only described. */
abs?: boolean;
/** The Mainline modifiers on this card, as short tags — see `MOD_TAGS`. */
mods?: string[];
/** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */ /** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */
seat: number | null; seat: number | null;
/** Set on an Office cell when a roster was supplied: whose district this is. */ /** Set on an Office cell when a roster was supplied: whose district this is. */
@@ -291,6 +311,10 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
// words with no gameplay attached — reported exactly that way. // words with no gameplay attached — reported exactly that way.
(n.what ? `\n\n${n.what}` : ''), (n.what ? `\n\n${n.what}` : ''),
seat: null, seat: null,
// Attachments are drawn, not only described: `modifiers` carries ABS Signals alongside the
// Mainline modifiers, and the name is the one the view already built for the tooltip.
abs: !dp && n.modifiers.includes('ABS Signals'),
mods: dp ? [] : n.modifiers.flatMap((m) => MOD_TAGS[m] ?? []),
// A Division Point is one region — the queue trains enter and leave the Division through. // A Division Point is one region — the queue trains enter and leave the Division through.
regions: dp ? 1 : (n.regions ?? 0), regions: dp ? 1 : (n.regions ?? 0),
gradeUp: dp ? null : (n.gradeUp ?? null), gradeUp: dp ? null : (n.gradeUp ?? null),
@@ -416,6 +440,57 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
out += `</g>`; out += `</g>`;
} }
/**
* ABS SIGNALS, DRAWN RATHER THAN ONLY SAID — reported from a table on Day 1 Stage 1 of
* v0.8.0.16: "when played on the trestle, there was no on-the-card indication; it's only when
* you look at the tooltip for trestle that you see that ABS exists."
*
* Exactly the complaint the grade wedge below answers, and the card it protects is the one a
* player is deciding whether to run a second train onto. A signal is the literal object — ABS
* is Automatic Block Signals — so the mark is a mast with a lit lamp rather than a badge
* reading "ABS", and it needs no room for text, which is what lets it sit clear of a name as
* long as "Uncontrolled Siding" on a 152px card.
*
* TOP-RIGHT, above the rail and clear of the chip registers: the flag owns the cell ends at
* rail height and the grade wedge owns the bottom-right, so this is the corner left.
*/
if (c.abs) {
const mx = c.x + c.w - 10;
const top = c.y + 5;
out += `<g class="bs-abs">`;
out += `<line class="bs-abs-mast" x1="${mx}" y1="${top}" x2="${mx}" y2="${top + 15}"/>`;
// Two lamps, the upper one lit: a signal showing an aspect, not a bare post.
out += `<circle class="bs-abs-lit" cx="${mx}" cy="${top + 3}" r="2.6"/>`;
out += `<circle class="bs-abs-dark" cx="${mx}" cy="${top + 9}" r="2.6"/>`;
out += `</g>`;
}
/**
* THE MAINLINE MODIFIERS, DRAWN RATHER THAN ONLY SAID (Jesse, 2026-09-21) — the other half of
* the ABS report above: "Brakeman, Airbrakes, Helpers and Realignment should also be drawn on
* the card, not just the tooltip."
*
* ONLY THREE OF THOSE FOUR CAN EVER BE HERE. Realignment does not sit on a card — `reduce`
* takes the `became` branch and CHANGES `node.card`, so a realigned Trestle simply is an
* Uncontrolled Siding afterwards and the card face already says so. The other three are
* `gradeOnly`, so in practice this is a Heavy Grade's row.
*
* TAGS, NOT NAMES, and only because the measurements leave no choice: "Brakeman · Airbrakes ·
* Helpers" is 30 characters where about eleven fit beside a card name on a 152px cell. Three
* letters is the most that fits while still mapping to one card each, and the tooltip — which
* has always named them in full — is what expands it. The mark says THAT there is one, which
* is the half that was missing.
*
* Right-aligned on the name row: the only band on the cell that is clear, with the chip
* registers starting at `CHIP_Y` below and the capacity line and grade wedge at the foot.
* Shifted left of the signal when a card carries both.
*/
if (c.mods && c.mods.length > 0) {
out +=
`<text class="bs-mod" text-anchor="end" x="${c.x + c.w - (c.abs ? 20 : 7)}" y="${c.y + 14}">` +
`${esc(c.mods.join('·'))}</text>`;
}
/** /**
* WHICH WAY A HEAVY GRADE CLIMBS, drawn rather than only said. * WHICH WAY A HEAVY GRADE CLIMBS, drawn rather than only said.
* *
@@ -1392,6 +1467,12 @@ export const BOARD_CSS = `
.bs-grade{fill:#e08060;font:10px ui-monospace,monospace} .bs-grade{fill:#e08060;font:10px ui-monospace,monospace}
.bs-mod{font:10px ui-monospace,monospace} .bs-mod{font:10px ui-monospace,monospace}
text.bs-mod{fill:#c8a04a} text.bs-mod{fill:#c8a04a}
/* A signal standing on a Mainline card carrying ABS Signals. Green is otherwise unused on the
Division row apart from the Division Point's dashed border, so a lit lamp does not compete with
the amber "it is happening here" or the red flag for meaning. */
.bs-abs-mast{stroke:#9aa3b0;stroke-width:1.6}
.bs-abs-lit{fill:#4fae6a;stroke:#2c6b40;stroke-width:0.8}
.bs-abs-dark{fill:#2a3038;stroke:#59626f;stroke-width:0.8}
.bs-enh{fill:#7fb0e6;font:9px ui-monospace,monospace} .bs-enh{fill:#7fb0e6;font:9px ui-monospace,monospace}
.bs-enh-spent{fill:#5b6b7d;text-decoration:line-through} .bs-enh-spent{fill:#5b6b7d;text-decoration:line-through}
.bs-rowlab{fill:#5f6b7a;font:600 9px ui-monospace,monospace;letter-spacing:.1em} .bs-rowlab{fill:#5f6b7a;font:600 9px ui-monospace,monospace;letter-spacing:.1em}
+67 -8
View File
@@ -74,7 +74,16 @@ export function carsLabel(cars: RollingStock[]): string {
return cars.map(carLabel).join(', '); return cars.map(carLabel).join(', ');
} }
const at = (c: GridCoord): string => `(${c.row},${c.col})`; /**
* X,Y — EAST/WEST THEN NORTH/SOUTH, exactly as `view.ts` writes it, and NOT the internal row/col
* storage order.
*
* These two disagreed until 2026-09-21: the action menu said "(1,-1)" and the log said "(-1,1)" for
* the same square, side by side on the same screen. `view.ts` carried the comment explaining why
* the display order is X,Y; this one had no comment at all and was simply the storage order
* reaching the page. Jesse's call — the log and the action menu spell a square the same way.
*/
const at = (c: GridCoord): string => `(${c.col},${c.row})`;
const BOX_NAMES = ['MEN', 'AT', 'WORK'] as const; const BOX_NAMES = ['MEN', 'AT', 'WORK'] as const;
const boxName = (i: number): string => BOX_NAMES[i] ?? `box ${i}`; const boxName = (i: number): string => BOX_NAMES[i] ?? `box ${i}`;
@@ -135,6 +144,17 @@ export type NarrateContext = {
* industry is the whole point of the move, so it is what the line should say. * industry is the whole point of the move, so it is what the line should say.
*/ */
facilityAt?: (player: PlayerIndex, at: GridCoord) => string | null; facilityAt?: (player: PlayerIndex, at: GridCoord) => string | null;
/**
* Names the Mainline card at a Division node — "Plains", "Heavy Grade" — or null if it cannot.
*
* A NODE INDEX IS NOT A NAME. The log said "ENHANCEMENT built: abs Signals on Mainline card 7",
* which asks the reader to remember what card 7 was (Jesse, 2026-09-22, playing ABS Signals).
* The SLOT still matters and is kept beside it, because a division can hold two Plains and the
* number is the only thing that tells them apart.
*/
mainlineAt?: (node: number) => string | null;
/** The printed name of an Enhancement or Mainline modifier, by its content key. */
enhancementName?: (key: string) => string | null;
}; };
export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration { export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
@@ -143,6 +163,12 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
// The industry on a square when there is one, and the coordinate when there is not — a crew works // 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. // 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); const place = (player: PlayerIndex, c: GridCoord): string => ctx.facilityAt?.(player, c) ?? at(c);
/** "Mainline card 7 (Plains)" — the slot, which disambiguates, plus the card, which informs. */
const mainlineCard = (node: number | undefined): string => {
if (node === undefined) return 'the Mainline';
const name = ctx.mainlineAt?.(node) ?? null;
return `Mainline card ${node}${name ? ` (${name})` : ''}`;
};
switch (e.type) { switch (e.type) {
// -- clock // -- clock
@@ -188,7 +214,15 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
? 'Chose to SWITCH — six Moves to shunt cars around the yard. Watch the crew chip on the grid: it carries its consist with it, and cars it passes over are coupled automatically.' ? 'Chose to SWITCH — six Moves to shunt cars around the yard. Watch the crew chip on the grid: it carries its consist with it, and cars it passes over are coupled automatically.'
: e.option === 'draw' : e.option === 'draw'
? 'Chose to DRAW a card' ? 'Chose to DRAW a card'
: 'Chose FREIGHT AGENT work — one car moved to or from a facility', /**
* SAYS WHAT MAY BE DONE, NOT WHAT WAS. This read "one car moved to or from a
* facility" — an assertion — and §6.3 requires no action at all, so when the Freight
* Agent went idle the log claimed a car had moved and then fell silent about which.
* Reported from a table on Day 1 Stage 3 of v0.8.0.16. The work itself is narrated by
* `stockToOutbound`, `inboundCleared` and `facilityUnjammed`, each naming the car and
* the industry; an idle Agent is narrated by `freightAgentIdled`.
*/
: 'Chose FREIGHT AGENT work — may stock a green Outbound box, clear a red Inbound one, or free a jam',
}; };
case 'trayMoved': case 'trayMoved':
// `via` rides on the event only when there was another legal route to the same square // `via` rides on the event only when there was another legal route to the same square
@@ -304,7 +338,10 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
tone: 'plain', tone: 'plain',
text: e.became text: e.became
? `Realignment: Mainline card ${e.node}, ${kindName(e.from)}, converted to ${kindName(e.became)}` ? `Realignment: Mainline card ${e.node}, ${kindName(e.from)}, converted to ${kindName(e.became)}`
: `Played ${e.key} on Mainline card ${e.node}${e.from ? ` (${kindName(e.from)})` : ''}`, // Same two faults as `enhancementPlaced` above, in the neighbouring case: a raw key for a
// name, and a slot with nothing to say which card it is when `from` is absent.
: `Played ${ctx.enhancementName?.(e.key) ?? e.key} on Mainline card ${e.node}` +
` (${e.from ? kindName(e.from) : (ctx.mainlineAt?.(e.node) ?? 'that card')})`,
}; };
} }
case 'redFlagSpent': case 'redFlagSpent':
@@ -354,11 +391,17 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
text: `Extra X${e.trainNumber} played — it is NOT scheduled; it runs once as soon as a Crew Tray frees up, then its card is gone`, text: `Extra X${e.trainNumber} played — it is NOT scheduled; it runs once as soon as a Crew Tray frees up, then its card is gone`,
}; };
case 'enhancementPlaced': { case 'enhancementPlaced': {
const name = e.key.replace(/([A-Z])/g, ' $1'); /**
* THE CARD'S OWN NAME, not a key with spaces wedged into it. This was
* `e.key.replace(/([A-Z])/g, ' $1')`, which rendered `absSignals` as "abs Signals" —
* uncapitalised, and bypassing the authored names `cardName` started honouring in v0.8.0.17
* for exactly this reason: an acronym is not recoverable by splitting on capitals.
*/
const name = ctx.enhancementName?.(e.key) ?? e.key.replace(/([A-Z])/g, ' $1');
// Out on the Mainline is not a square in anyone's district, so it is named rather than // Out on the Mainline is not a square in anyone's district, so it is named rather than
// given a coordinate the Office Area does not have. // given a coordinate the Office Area does not have.
if (e.at === undefined) { if (e.at === undefined) {
return { tone: 'good', text: `ENHANCEMENT built: ${name} on Mainline card ${e.node}` }; return { tone: 'good', text: `ENHANCEMENT built: ${name} on ${mainlineCard(e.node)}` };
} }
return { tone: 'good', where: e.at, text: `ENHANCEMENT built: ${name} at ${at(e.at)}` }; return { tone: 'good', where: e.at, text: `ENHANCEMENT built: ${name} at ${at(e.at)}` };
} }
@@ -466,23 +509,39 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
}; };
// -- freight agent // -- freight agent
/**
* THE INDUSTRY, NOT THE COORDINATE — `place` over `at`, for the reason its own comment gives:
* "(-1,1)" is the grid's notation and means nothing at a table where people are looking at
* cards. The switching lines were moved to it and these three were missed, so a Freight Agent
* turn was the one place the log still spoke in coordinates. Asked directly from a table on
* Day 1 Stage 3 of v0.8.0.16: "can we tell what car, what facility and whether it was to or
* from." The car and the direction were already here; the facility was not.
*/
case 'stockToOutbound': case 'stockToOutbound':
return { return {
tone: 'plain', tone: 'plain',
where: e.at, where: e.at,
text: `Freight Agent put a ${carLabel(e.stock)} into the green Outbound box at ${at(e.at)}`, text: `Freight Agent loaded a ${carLabel(e.stock)} INTO the green Outbound box at ${place(e.player, e.at)}`,
}; };
case 'inboundCleared': case 'inboundCleared':
return { return {
tone: 'plain', tone: 'plain',
where: e.at, where: e.at,
text: `Freight Agent cleared a ${carLabel(e.stock)} from the red Inbound box at ${at(e.at)}`, text: `Freight Agent cleared a ${carLabel(e.stock)} OUT of the red Inbound box at ${place(e.player, e.at)}`,
}; };
case 'facilityUnjammed': case 'facilityUnjammed':
return { return {
tone: 'bad', tone: 'bad',
text: `UNJAMMED ${place(e.player, e.at)} — pulled a ${carLabel(e.stock)} out of ${e.from} to free the facility`,
where: e.at, where: e.at,
text: `UNJAMMED ${at(e.at)} — pulled a ${carLabel(e.stock)} out of ${e.from} to free the facility`, };
case 'freightAgentIdled':
return {
tone: 'quiet',
text:
'Freight Agent found nothing worth doing — no green box could be stocked, no red box needed ' +
'clearing, and no load was jammed. §6.3 requires no action, and unjamming a healthy box ' +
'would destroy a load that cost a whole action to stock.',
}; };
// -- trains // -- trains
+64 -3
View File
@@ -953,9 +953,22 @@ export function describeIntent(s: GameState, i: Intent): string {
? areaOf(s, actor).grid.get(`${i.placement.row},${i.placement.col}`) ? areaOf(s, actor).grid.get(`${i.placement.row},${i.placement.col}`)
: undefined; : undefined;
const upgrade = over?.geometry.kind === 'track'; const upgrade = over?.geometry.kind === 'track';
/**
* NAME THE MAINLINE CARD, for exactly the reason the rotation is named above — reported from
* a table on Day 1 Stage 1 of v0.8.0.16 and the THIRD time this trap has been sprung.
*
* ABS Signals is played on a Division NODE rather than a grid square, so `i.placement` is
* absent and every one of its placements described itself as plain "play ABS Signals". The
* action list drops duplicate labels, so all but the lowest-index Mainline card were discarded
* before the menu saw them: the tooltip promised "any Mainline card" and the board offered
* one. Naming the card is what makes the choice both legible and survivable.
*/
const onNode = i.node === undefined ? undefined : s.division.nodes[i.node];
const mainline =
onNode?.kind === 'mainline' ? ` on the ${mainlineProfile(onNode.card).name}, out on the Mainline` : '';
return ( return (
`${upgrade ? 'upgrade to' : 'play'} ${cardName(s, i.cardId)}` + `${upgrade ? 'upgrade to' : 'play'} ${cardName(s, i.cardId)}` +
`${i.placement ? ` at ${at(i.placement)}` : ''}${turn}` `${i.placement ? ` at ${at(i.placement)}` : ''}${mainline}${turn}`
); );
} }
case 'card.discard': { case 'card.discard': {
@@ -1137,8 +1150,20 @@ export function describeIntent(s: GameState, i: Intent): string {
? 'the Revenue was paid when the passengers detrained' ? 'the Revenue was paid when the passengers detrained'
: 'the Revenue was paid when the load reached the box'; : 'the Revenue was paid when the load reached the box';
const frees = f?.kind === 'passenger' ? 'more passengers can detrain here' : 'another car can be unloaded here'; const frees = f?.kind === 'passenger' ? 'more passengers can detrain here' : 'another car can be unloaded here';
/**
* SAY WHAT HAPPENS, NOT WHAT MOVES (Jesse, 2026-09-22). This read "send the loaded coach in
* the red Inbound box to the Classification Yard", which is true of the counters and
* nonsense as a sentence — it sounds like shipping a coachful of people off to a siding.
* What the red box holds is a journey that has ENDED: the passengers are at the station, or
* the load is at the industry, and both were paid for on arrival. Clearing it sends them on
* their way and returns the CAR to the common supply, empty.
*/
const what =
f?.kind === 'passenger'
? `let the passengers out of the station — the ${car ? carLabel(car) : 'coach'} in the red Inbound box at ${at(i.at)} goes back to the Classification Yard empty`
: `send the delivered load into the industry — the ${car ? carLabel(car) : 'car'} in the red Inbound box at ${at(i.at)} goes back to the Classification Yard empty`;
return ( return (
`send the ${car ? carLabel(car) : 'car'} in the red Inbound box at ${at(i.at)} to the Classification Yard` + `${what}` +
` — pays nothing (${paid}); it frees${full ? ' the last' : ' a'} slot so ${frees}` ` — pays nothing (${paid}); it frees${full ? ' the last' : ' a'} slot so ${frees}`
); );
} }
@@ -1903,10 +1928,46 @@ export function cardName(s: GameState, id: string): string {
case 'mainlineModifier': case 'mainlineModifier':
case 'maneuver': case 'maneuver':
case 'action': case 'action':
return prettyKey(k.key); /**
* THE PRINTED NAME WINS over `prettyKey`'s guess, on the same reasoning as the facility and
* modifier lookups above: the tables are for names `prettyKey` cannot derive.
*
* It guessed wrong more often than the fallback comment implies. `absSignals` came out as
* "Abs Signals" on the button while the rules, the tooltip and the card face all say **ABS**
* Signals — an acronym no key-splitter can recover — and `brokenCoupler` and `beanHouse`
* were title-cased past their printed "Broken coupler" and "Bean house".
*/
return SIMPLE_CARD_NAMES.get(k.key) ?? prettyKey(k.key);
} }
} }
/**
* Every authored card name, keyed as the card kinds key themselves.
*
* Built from the content tables rather than restated, so a card renamed there is renamed here and
* the two cannot drift — which is the whole argument of TODO #15a, applied to names.
*/
/**
* The printed name of a card that has one, by its content key, or null.
*
* Exported so the LOG can reach the same table the buttons do. `narrate.ts` rendered its own name
* from the key (`absSignals` → "abs Signals") and so disagreed with the action list one line above
* it; it takes this through its `enhancementName` resolver now.
*/
export function simpleCardName(key: string): string | null {
return SIMPLE_CARD_NAMES.get(key) ?? null;
}
const SIMPLE_CARD_NAMES: ReadonlyMap<string, string> = new Map(
[
...SPACE_USE_CARDS,
...ENHANCEMENT_CARDS,
...MAINLINE_MODIFIER_CARDS,
...MANEUVER_CARDS,
...ACTION_CARDS,
].map((c) => [c.key, c.name]),
);
/** /**
* What a card actually DOES, in one line. * What a card actually DOES, in one line.
* *
+14 -10
View File
@@ -37,16 +37,7 @@ import { collectStep, newCollector } from '../sim/display-step.ts';
import type { DisplayCollector } from '../sim/display-step.ts'; import type { DisplayCollector } from '../sim/display-step.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv, // Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
// which would pull node:fs into a browser bundle. // which would pull node:fs into a browser bundle.
import { import { cardDescription, cardName, currentActorOfState, describeIntent, geometryLabel, simpleCardName, snapshot, trainName, variantLabel } from '../sim/view.ts';
cardDescription,
cardName,
currentActorOfState,
describeIntent,
geometryLabel,
snapshot,
trainName,
variantLabel,
} from '../sim/view.ts';
import { import {
DEFAULT_DAYS, DEFAULT_DAYS,
DEFAULT_HOUSE_RULES, DEFAULT_HOUSE_RULES,
@@ -1354,6 +1345,19 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
cardName: (id) => cardName(game.state, id), cardName: (id) => cardName(game.state, id),
trainName: (id) => trainName(game.state, id), trainName: (id) => trainName(game.state, id),
facilityAt: (player, at) => facilityOn(game, player, at), facilityAt: (player, at) => facilityOn(game, player, at),
/**
* Which Mainline card a Division node holds. The log used to print the node INDEX alone —
* "on Mainline card 7" — leaving the reader to remember what card 7 was (Jesse, 2026-09-22).
* The index is kept beside the name because a division can deal two Plains, and then the slot
* is the only thing that distinguishes them.
*/
mainlineAt: (node) => {
const n = game.state.division.nodes[node];
return n?.kind === 'mainline' ? mainlineProfile(n.card).name : null;
},
// The printed name, for the same reason `cardName` stopped trusting `prettyKey` in v0.8.0.17:
// no key-splitter recovers "ABS Signals" from `absSignals`.
enhancementName: (key) => simpleCardName(key),
// Whose district a train reached is not the actor — the Mainline Phase has none — so the // 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. // 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 // NO NUMBER IN THE FALLBACK. This is a PLAYER index, and a player is not a seat — seats rotate
+10
View File
@@ -27,6 +27,11 @@ h1{font-size:32px;margin:0 0 2px;letter-spacing:.02em}
a.door:hover{border-color:#4d6fa8;background:#1f2733;transform:translateY(-1px)} a.door:hover{border-color:#4d6fa8;background:#1f2733;transform:translateY(-1px)}
.door h2{font-size:17px;margin:0 0 5px;color:#9fb6d8} .door h2{font-size:17px;margin:0 0 5px;color:#9fb6d8}
.door p{margin:0;color:var(--dim);font-size:13px;line-height:1.5} .door p{margin:0;color:var(--dim);font-size:13px;line-height:1.5}
/* Not a fourth door: reading the guide is not a way to play, and giving it equal weight in the
grid would say it is. A line under the doors, where somebody who does not know what to click
will already be looking. */
.newhere{margin:16px 2px 0;color:var(--dim);font-size:13px;line-height:1.55}
.newhere a{color:#9fb6d8}
.door .go{display:inline-block;margin-top:11px;font-size:12px;color:#5aa9e6} .door .go{display:inline-block;margin-top:11px;font-size:12px;color:#5aa9e6}
.door.disabled .go{color:var(--dim)} .door.disabled .go{color:var(--dim)}
a.door.disabled{pointer-events:none} a.door.disabled{pointer-events:none}
@@ -96,6 +101,11 @@ footer{margin-top:26px;color:var(--dim);font-size:11px;display:flex;gap:18px;fle
</a> </a>
</div> </div>
<p class="newhere">New to Station Master?
<a href="./quickstart.md">Read the Quickstart guide</a> &mdash; what the game is, how you win,
how a Stage runs, what is on the screen, and a first twenty minutes. About twenty minutes to
read, and it will save you an hour of guessing.</p>
<div class="rule"></div> <div class="rule"></div>
<footer> <footer>
+16
View File
@@ -131,6 +131,22 @@ export function runLobby(handlers: LobbyHandlers, resume?: { token: string; game
// stub only part of the DOM. Bail rather than throwing through the module's caller. // stub only part of the DOM. Bail rather than throwing through the module's caller.
if (!has('lobby') || !has('lb-choice-section')) return; if (!has('lobby') || !has('lb-choice-section')) return;
$('lobby').hidden = false; $('lobby').hidden = false;
/**
* THE TWO DOORS COME BACK EVERY TIME THIS SCREEN DOES.
*
* `enterSeating` hides this section, and until v0.8.1.0 the only things that put it back were the
* lobby's OWN leave paths. Leaving a running game is a different route — `main.ts`'s Leave game
* button calls `runLobby` again — so the section stayed hidden from the previous seating and the
* screen came back holding nothing but "Games you are in". Reported 2026-09-22: "I see the games
* that I'm in, and I have the ability to rejoin or forget. But what if I want to join a different
* game or start a new one? How do I get back there?" There was no way: the doors were on the
* page, display:none, with no control that could reveal them.
*
* Reset here rather than in the leave handler, because this function is the one thing every route
* onto the lobby goes through — which is exactly why the two that did it themselves missed a third.
*/
$('lb-choice-section').hidden = false;
if (has('lb-seating-section')) $('lb-seating-section').hidden = true;
const form = settingsForm('lb-'); const form = settingsForm('lb-');
let source: EventSource | null = null; let source: EventSource | null = null;
+40 -1
View File
@@ -652,9 +652,48 @@ function renderGameCard(f: Frame): void {
const code = gameCode === '' ? '' : `<dt>Game code</dt><dd>${esc(gameCode)}</dd>`; const code = gameCode === '' ? '' : `<dt>Game code</dt><dd>${esc(gameCode)}</dd>`;
$('gamecardbody').innerHTML = $('gamecardbody').innerHTML =
`<dl>${who}${code}<dt>Type</dt><dd>${esc(gameTypeLabel(type, f.mode))}</dd></dl>` + `<dl>${who}${code}<dt>Type</dt><dd>${esc(gameTypeLabel(type, f.mode))}</dd></dl>` +
rulesListHtml(config, players, f.days); rulesListHtml(config, players, f.days) +
GUIDE_HTML;
} }
/**
* THE DOCUMENTATION, REACHABLE FROM INSIDE A GAME — asked for directly from a table, 2026-09-21:
* "how can we link the documentation so it can be reached from the gameplay, whether someone is
* playing solitaire or multiplayer?"
*
* IT NEEDS NO MODE AWARENESS, which is the whole reason this is three lines rather than a feature.
* Solitaire and multiplayer are the same page on the same origin — `play.html?solitaire` and
* `play.html?lobby` — and the build publishes the documents beside it, so one relative link
* resolves identically in both, on the public site and on a StartOS box alike.
*
* IN THIS CARD RATHER THAN THE HEADER (Jesse's call, 2026-09-21), for the reason he gave the top
* line in the first place on 2026-08-30: it is "not something that they're likely to need all the
* time", and the header is the line that must not wrap. The card is already where reference lives
* — the seed, the seat, the house rules — and it holds the whole set rather than one door.
*
* NEW TAB, every one of them: a player reading the rules mid-turn must not lose the game behind
* them. `rel="noopener"` because `target="_blank"` without it hands the opened page a handle back.
*
* Built once at module scope — it never varies, and rebuilding it on every frame would be work
* nobody sees, the same reasoning the folded body above already follows.
*/
const GUIDE_DOCS: readonly { href: string; label: string; what: string }[] = [
{ href: './quickstart.md', label: 'Quickstart', what: 'What the game is and a first twenty minutes — for anyone who has not played.' },
{ href: './rules.md', label: 'Rules', what: 'The rules in full, with the FAQ.' },
{ href: './rules/as-built.md', label: 'Every card', what: 'Generated from the code, so it cannot drift from what the game actually does.' },
{ href: './home-deck.md', label: 'Home deck', what: 'How the Home Office deck is dealt and played.' },
{ href: './mainline-deck.md', label: 'Mainline deck', what: 'The Mainline cards and what each does to a train.' },
{ href: './components.md', label: 'Components', what: 'Rolling stock, yards, trays, the Fedora.' },
];
const GUIDE_HTML =
`<div class="guide"><h4>Guide</h4><p>` +
GUIDE_DOCS.map(
(d) =>
`<a href="${esc(d.href)}" target="_blank" rel="noopener" data-tip="${esc(d.what)}">${esc(d.label)}</a>`,
).join(' · ') +
`</p></div>`;
/** /**
* THE COLLISION COUNTS, WHICH ARE A LIVE SCORE (TODO #28, Jesse's call 2026-08-30). * THE COLLISION COUNTS, WHICH ARE A LIVE SCORE (TODO #28, Jesse's call 2026-08-30).
* *
+28
View File
@@ -268,6 +268,13 @@ button.ghost:hover{border-color:#4d6fa8;color:var(--fg)}
#gamecardbody dd{margin:0;font-size:12px;color:#cfd6e0} #gamecardbody dd{margin:0;font-size:12px;color:#cfd6e0}
#gamecardbody dd.changed{color:#f0b64a} #gamecardbody dd.changed{color:#f0b64a}
#gamecardbody h4{margin:8px 0 0;font-size:11px;text-transform:uppercase;letter-spacing:.06em;color:#8b94a3} #gamecardbody h4{margin:8px 0 0;font-size:11px;text-transform:uppercase;letter-spacing:.06em;color:#8b94a3}
/* THE GUIDE, inside the card rather than the header (Jesse, 2026-09-21). Laid out as one wrapping
line of links rather than a list: six references stacked would make the card scroll past the
house rules it sits under, and these are a shelf to reach for, not a thing to read down. */
#gamecardbody .guide{margin-top:10px;border-top:1px solid var(--line);padding-top:6px}
#gamecardbody .guide p{margin:4px 0 0;font-size:12px;line-height:1.7;color:#8b94a3}
#gamecardbody .guide a{color:#9fb6d8;text-decoration:none;border-bottom:1px solid #33404f}
#gamecardbody .guide a:hover{color:#cfe0f5;border-bottom-color:#5aa9e6}
/* An action you cannot take yet keeps its place but drops its light — the amber means "press me", /* An action you cannot take yet keeps its place but drops its light — the amber means "press me",
so a disabled button must not wear it. */ so a disabled button must not wear it. */
#actions button.blocked,#actions button:disabled{background:#232830;border:1px dashed #4a5361; #actions button.blocked,#actions button:disabled{background:#232830;border:1px dashed #4a5361;
@@ -336,6 +343,27 @@ ul.blocked li{padding:2px 0}
.lb-door:hover{border-color:#4d6fa8} .lb-door:hover{border-color:#4d6fa8}
.lb-door.active{background:#2f3a4b;border-color:#6f8fc8;color:#cfe0f5;font-weight:600} .lb-door.active{background:#2f3a4b;border-color:#6f8fc8;color:#cfe0f5;font-weight:600}
.lb-saved{display:flex;align-items:center;gap:10px} .lb-saved{display:flex;align-items:center;gap:10px}
/* THE LOBBY'S ACTION BUTTONS CARRY THE SAME AMBER AS THE BOARD'S (Jesse, 2026-09-22).
`#actions button` has meant "this is a move you can make" all game; the lobby is the one screen
where a player is also being asked to act, and it was styling those buttons as plain chrome. The
selector is a LIST OF THE ACTIONS, not `#lobby button` — the settings form beneath Create is a
field of inputs, and amber on all of it would say everything is a move and so say nothing.
Disabled keeps `button:disabled` above: an unfilled Start game must not advertise a click. */
#lb-look, #lb-join, #lb-create, #lb-start, #lb-copy, #lb-copylink, .lb-known-row .lb-rejoin{
background:#2b3444;border:2px solid #c8912f;box-shadow:0 0 0 1px rgba(200,145,47,.18);
color:#f2e6cf;font-weight:600}
#lb-look:hover, #lb-join:hover, #lb-create:hover, #lb-start:hover, #lb-copy:hover,
#lb-copylink:hover, .lb-known-row .lb-rejoin:hover{
background:#3a4a63;border-color:#f0b64a;box-shadow:0 0 0 3px rgba(240,182,74,.20)}
#lb-look:focus-visible, #lb-join:focus-visible, #lb-create:focus-visible, #lb-start:focus-visible,
#lb-copy:focus-visible, #lb-copylink:focus-visible, .lb-known-row .lb-rejoin:focus-visible{
outline:2px solid #f0b64a;outline-offset:2px}
/* Copy is still secondary — it carries the amber so it reads as actionable, but not the weight of
the button that starts a game. `button.ghost` set its own border, so it is overridden here. */
#lb-copy, #lb-copylink{border-width:1px;font-size:11px;box-shadow:none}
/* A disabled action is chrome again, or the amber becomes a promise the button will not keep. */
#lb-start:disabled, #lb-start:disabled:hover{
background:#2a3038;border:2px solid var(--line);box-shadow:none;color:inherit}
.lb-known-row{display:flex;align-items:center;gap:10px;padding:6px 0;border-bottom:1px solid var(--line)} .lb-known-row{display:flex;align-items:center;gap:10px;padding:6px 0;border-bottom:1px solid var(--line)}
.lb-known-row:last-child{border-bottom:none} .lb-known-row:last-child{border-bottom:none}
.lb-known-row .code{font-weight:700;letter-spacing:.06em;color:#f2e6cf;flex:1} .lb-known-row .code{font-weight:700;letter-spacing:.06em;color:#f2e6cf;flex:1}
+38
View File
@@ -798,6 +798,44 @@ describe('Freight Agent operations (§6.3)', () => {
); );
}); });
it('returns a cleared car to the yard EMPTY, not still loaded', () => {
/**
* REGRESSION, v0.8.1.0. `inboundCleared` pushed `pooled(e.stock)` under a comment reading
* "a car back in a yard is back in the common supply, carrying nothing" — and `pooled` does not
* do that. It strips the `origin` stamp and keeps `loaded` DELIBERATELY, because a train can
* retire at a Division Point with freight still aboard (`advance.ts`). So every car the Freight
* Agent cleared arrived in the Classification Yard still carrying a load that had already been
* delivered and already paid for.
*
* It bites hardest on coaches: `passengersDetrained` takes `type === 'coach' && !loaded` out of
* the Division Yard, and §2.2 refills the Division Yard from Classification — so a cleared
* coach came back as stock that could not unload a passenger.
*/
const s = game();
const coord = withFacility(s);
const f = areaOf(s, 0).grid.get(coordKey(coord))!.facility!;
f.allows = { outbound: false, inbound: true };
f.inboundBox = [{ type: 'coach', loaded: true }];
const before = s.yards.classificationYard.length;
assert.ok(applyIntent(s, 0, { type: 'localOps.choose', option: 'freightAgent' }).ok);
assert.ok(
applyIntent(s, 0, { type: 'freightAgent.clearInbound', at: coord, index: 0 }).ok,
'the Freight Agent could not clear the red box',
);
assert.equal(f.inboundBox.length, 0, 'the red box was not cleared');
assert.equal(s.yards.classificationYard.length, before + 1, 'the car did not reach the yard');
const arrived = s.yards.classificationYard[s.yards.classificationYard.length - 1]!;
assert.equal(arrived.type, 'coach', 'the wrong car reached the yard');
assert.equal(arrived.loaded, false, 'the cleared car arrived in the yard still loaded');
// And a coach that arrives empty is stock a Porter can actually use again.
assert.ok(
s.yards.classificationYard.some((c) => c.type === 'coach' && !c.loaded),
'no empty coach reached the common supply',
);
});
it('makes the Freight Agent option unavailable with nothing to operate (§6)', () => { it('makes the Freight Agent option unavailable with nothing to operate (§6)', () => {
// A player with no Facility cannot choose an option that has no possible follow-up. // A player with no Facility cannot choose an option that has no possible follow-up.
const s = game(); const s = game();
+122
View File
@@ -17,6 +17,7 @@ import { join } from 'node:path';
import { fromSave, newGame, submit, toSave, view } from '../src/web/game.ts'; import { fromSave, newGame, submit, toSave, view } from '../src/web/game.ts';
import { actionGroups, currentActor } from '../src/web/game.ts'; import { actionGroups, currentActor } from '../src/web/game.ts';
import { narrate } from '../src/sim/narrate.ts';
const src = (rel: string): string => readFileSync(join(import.meta.dirname, '..', 'src', rel), 'utf8'); const src = (rel: string): string => readFileSync(join(import.meta.dirname, '..', 'src', rel), 'utf8');
@@ -47,6 +48,12 @@ const KNOWN_UNREDUCED = [
'clearanceRequested', 'clearanceRequested',
'dispatchBonusUsed', 'dispatchBonusUsed',
'expediteFault', 'expediteFault',
/**
* The Freight Agent chose to do nothing (§6.3 requires no action). Emitted by `freightAgent.end`
* beside the `phaseEnded` that ends the turn, and reduces to nothing itself — exactly the
* `switchingEnded` pattern below.
*/
'freightAgentIdled',
/** /**
* The New Train Phase's report that it could give a train nothing (playtest, 2026-09-16, the * 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 * Sparrow running empty). Emitted by the phase driver after the make-up round has nothing left to
@@ -161,3 +168,118 @@ describe('the intents are what reconstructs a game', () => {
assert.deepEqual(Object.keys(toSave(game)).sort(), ['history', 'rules', 'seed']); assert.deepEqual(Object.keys(toSave(game)).sort(), ['history', 'rules', 'seed']);
}); });
}); });
/**
* A FREIGHT AGENT TURN, AS THE TABLE READS IT.
*
* Reported on Day 1 Stage 3 of v0.8.0.16, watching a bot: "one car moved to or from a facility —
* can we tell what car, what facility and whether it was to or from." Two separate faults sat
* behind that. The choice line ASSERTED a car had moved, which §6.3 does not require and the bot
* deliberately declines; and the three lines that do report the work named the grid coordinate
* rather than the industry standing on it.
*/
describe('a Freight Agent turn says what it did, to what, and where', () => {
const ctx = {
playerName: () => 'Bot 1',
facilityAt: (_p: number, c: { row: number; col: number }) =>
c.row === -1 && c.col === 1 ? 'the Freight House' : null,
};
it('announces the OPTION without claiming a car moved', () => {
const line = narrate({ type: 'localOpsOptionChosen', player: 0, option: 'freightAgent' } as never, ctx);
assert.ok(
!/one car moved/.test(line.text),
`the choice line still asserts an outcome: ${line.text}`,
);
// It must still say what the Freight Agent is FOR, or the option is a bare name.
assert.match(line.text, /Outbound|Inbound|jam/, `the choice line says nothing about the work: ${line.text}`);
});
it('says so when the Freight Agent deliberately does nothing', () => {
// The bot takes this route on purpose: unjamming a healthy box destroys a stocked load. Silence
// here is what made the turn read as a dropped turn.
const line = narrate({ type: 'freightAgentIdled', player: 0 } as never, ctx);
assert.match(line.text, /nothing worth doing/, `an idle Freight Agent is silent: ${line.text}`);
});
it('names the industry and the direction, not a coordinate', () => {
const at = { row: -1, col: 1 };
const stocked = narrate(
{ type: 'stockToOutbound', player: 0, at, stock: { type: 'boxcar', loaded: true } } as never,
ctx,
);
assert.match(stocked.text, /the Freight House/, `no industry named: ${stocked.text}`);
assert.ok(!/\(1, -1\)/.test(stocked.text), `still speaking in coordinates: ${stocked.text}`);
assert.match(stocked.text, /boxcar/, `the car is not named: ${stocked.text}`);
assert.match(stocked.text, /INTO/, `the direction is not stated: ${stocked.text}`);
const cleared = narrate(
{ type: 'inboundCleared', player: 0, at, stock: { type: 'hopper', loaded: true } } as never,
ctx,
);
assert.match(cleared.text, /the Freight House/, `no industry named: ${cleared.text}`);
assert.match(cleared.text, /OUT of/, `the direction is not stated: ${cleared.text}`);
const jam = narrate(
{ type: 'facilityUnjammed', player: 0, at, from: 'menAtWork', stock: { type: 'tank', loaded: true } } as never,
ctx,
);
assert.match(jam.text, /the Freight House/, `no industry named: ${jam.text}`);
/**
* Where there is no industry, the coordinate is still the honest fallback rather than "nowhere".
*
* AND IT IS SPELLED THE WAY THE ACTION MENU SPELLS IT — X,Y, east/west then north/south. The
* log printed the internal row/col order until 2026-09-21, so the same square read "(1,-1)" in
* the menu and "(-1,1)" in the log, side by side. `test/web.test.ts` pins the two against each
* other; this pins the order itself.
*/
const plain = narrate(
{ type: 'stockToOutbound', player: 0, at: { row: -2, col: 4 }, stock: { type: 'boxcar', loaded: true } } as never,
ctx,
);
assert.match(plain.text, /\(4,-2\)/, `the fallback coordinate is not in X,Y order: ${plain.text}`);
});
});
/**
* WHICH MAINLINE CARD, AND WHAT THE CARD IS CALLED.
*
* Reported 2026-09-22, playing ABS Signals: "In the history, it referred to it as Mainline card 7,
* but didn't give the actual card type, which was plains. It should specify both. Note there were
* two plains cards dealt in this hand." Both halves matter for that reason — the name informs, the
* slot is the only thing telling two Plains apart.
*/
describe('the log names the Mainline card an Enhancement was built on', () => {
const ctx = {
mainlineAt: (node: number) => (node === 7 ? 'Plains' : node === 3 ? 'Heavy Grade' : null),
enhancementName: (key: string) => (key === 'absSignals' ? 'ABS Signals' : null),
};
it('gives the slot AND the card type', () => {
const line = narrate({ type: 'enhancementPlaced', player: 0, key: 'absSignals', node: 7 } as never, ctx);
assert.match(line.text, /Mainline card 7/, `the slot is gone: ${line.text}`);
assert.match(line.text, /Plains/, `the card type is missing: ${line.text}`);
});
it('calls the card by its printed name, not a split key', () => {
const line = narrate({ type: 'enhancementPlaced', player: 0, key: 'absSignals', node: 7 } as never, ctx);
assert.match(line.text, /ABS Signals/, `not the printed name: ${line.text}`);
assert.ok(!/abs Signals/.test(line.text), `still splitting the key: ${line.text}`);
});
it('still says something useful when the card cannot be resolved', () => {
// No resolver at all — an engine test narrating events has no division to ask.
const bare = narrate({ type: 'enhancementPlaced', player: 0, key: 'absSignals', node: 2 } as never, {});
assert.match(bare.text, /Mainline card 2/, `the slot must survive with no resolver: ${bare.text}`);
});
it('leaves a grid-square Enhancement naming its coordinate', () => {
const line = narrate(
{ type: 'enhancementPlaced', player: 0, key: 'smallYard', at: { row: -1, col: 2 } } as never,
{ enhancementName: (k: string) => (k === 'smallYard' ? 'Small Yard' : null) },
);
assert.match(line.text, /Small Yard/, `not the printed name: ${line.text}`);
assert.match(line.text, /\(2,-1\)/, `the square is gone or in the wrong order: ${line.text}`);
});
});
+5 -1
View File
@@ -59,6 +59,10 @@ const SAMPLES: GameEvent[] = [
{ type: 'deckReshuffled', order: ['c1', 'c2', 'c3', 'c4'], rngState: 7 }, { type: 'deckReshuffled', order: ['c1', 'c2', 'c3', 'c4'], rngState: 7 },
{ type: 'departmentRefilled', slot: 0, cardId: 'c2' }, { type: 'departmentRefilled', slot: 0, cardId: 'c2' },
{ type: 'stockToOutbound', player: 0, at: { row: 1, col: 0 }, stock: { type: 'hopper', loaded: true } }, { type: 'stockToOutbound', player: 0, at: { row: 1, col: 0 }, stock: { type: 'hopper', loaded: true } },
// Sampled from the start rather than joining the unsampled 25: an idle Freight Agent is the ONE
// line whose whole job is to be read when nothing happened, so an empty or fallback sentence
// would reproduce the silence it exists to fix.
{ type: 'freightAgentIdled', player: 0 },
{ type: 'inboundCleared', player: 0, at: { row: 1, col: 0 }, stock: { type: 'hopper', loaded: true } }, { 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: '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: 'trainScheduled', player: 0, trainNumber: 4, roll: 7, slot: 6, rngState: 1 },
@@ -123,7 +127,7 @@ describe('narration', () => {
/** /**
* THE KNOWN GAP, PINNED SO IT CANNOT GROW. * THE KNOWN GAP, PINNED SO IT CANNOT GROW.
* *
* `SAMPLES` exercises the TEXT of 30 of the 55 declared events; the other 25 have a narration * `SAMPLES` exercises the TEXT of 31 of the 56 declared events; the other 25 have a narration
* case (checked above) but no sample, so nothing proves their sentence is any good. Found * case (checked above) but no sample, so nothing proves their sentence is any good. Found
* 2026-09-09 — the old test built both of its sets from `SAMPLES` and compared them to each * 2026-09-09 — the old test built both of its sets from `SAMPLES` and compared them to each
* other, so it could only ever assert that the sample list had 30 distinct entries, and the one * other, so it could only ever assert that the sample list had 30 distinct entries, and the one
+1 -1
View File
@@ -230,7 +230,7 @@ describe('card catalogue (component 1)', () => {
* "Both" column loses its only argument. * "Both" column loses its only argument.
* *
* Reported from playtesting v0.4.9d and confirmed by Jesse: the Refinery only ships tanks out, * Reported from playtesting v0.4.9d and confirmed by Jesse: the Refinery only ships tanks out,
* the Grocer's Warehouse only receives. `StationMaster-Home-Deck-v0.4.5.md` prints both that way, * the Grocer's Warehouse only receives. `home-deck.md` prints both that way,
* and so does the modifier set — all three Refinery modifiers grant outbound. * and so does the modifier set — all three Refinery modifiers grant outbound.
*/ */
const houses = FREIGHT_PROFILES.filter(isFreightHouse).map((f) => f.kind); const houses = FREIGHT_PROFILES.filter(isFreightHouse).map((f) => f.kind);
+9 -3
View File
@@ -562,8 +562,14 @@ describe('the history panel keeps the switching that matters', () => {
assert.ok(submit(game, { type: 'switch.move', trayId, to: plain, reverse: false }), 'the move was refused'); 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)); 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}`); 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. * The FIRST move of a turn is kept, and this crew's first move is this one — so what is being
assert.match(moved[0]!.text, /→ the Freight House|→ \(1,2\)/, `unexpected move line: ${moved[0]!.text}`); * checked here is that it names the square by what stands on it rather than by its coordinates.
*
* The coordinate branch is `(2,1)` for `{ row: 1, col: 2 }`: X,Y, east/west then north/south,
* which is how `view.ts` has always written a square and how `narrate.ts` writes one since
* 2026-09-21. It read `(1,2)` here while the log still printed the internal storage order.
*/
assert.match(moved[0]!.text, /→ the Freight House|→ \(2,1\)/, `unexpected move line: ${moved[0]!.text}`);
}); });
}); });
+315 -1
View File
@@ -22,7 +22,7 @@ import { cardDescription, cardName, describeIntent, variantLabel } from '../src/
import { variantsFor } from '../src/engine/track.ts'; import { variantsFor } from '../src/engine/track.ts';
import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts'; import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts';
import type { DivisionView } from '../src/sim/view.ts'; import type { DivisionView } from '../src/sim/view.ts';
import { ENHANCEMENT_RULES, STAGES_PER_DAY } from '../src/engine/content.ts'; import { ENHANCEMENT_RULES, STAGES_PER_DAY, mainlineProfile } from '../src/engine/content.ts';
import { dayEndHtml, facilitiesHtml, pilesHtml, resultsHtml, timetableHtml } from '../src/web/panels.ts'; import { dayEndHtml, facilitiesHtml, pilesHtml, resultsHtml, timetableHtml } from '../src/web/panels.ts';
import { turnChartHtml } from '../src/sim/turnchart.ts'; import { turnChartHtml } from '../src/sim/turnchart.ts';
import { fieldSelectors } from '../src/web/settings-form.ts'; import { fieldSelectors } from '../src/web/settings-form.ts';
@@ -310,6 +310,119 @@ describe('the action menu presents choices the way they are made', () => {
assert.deepEqual(shapes, ['en|ew', 'we|ws'], `the two rotations do not carry distinct shapes: ${shapes.join(' / ')}`); assert.deepEqual(shapes, ['en|ew', 'we|ws'], `the two rotations do not carry distinct shapes: ${shapes.join(' / ')}`);
}); });
it('offers ABS Signals on EVERY Mainline card, each one named', () => {
/**
* REGRESSION — reported from a table on Day 1 Stage 1 of v0.8.0.16, and the THIRD instance of
* one trap. The action list drops duplicate labels, and `describeIntent` for a card play named
* the grid placement but never `node` — so every Mainline card produced the identical label
* "play ABS Signals" and all but the lowest-index one were discarded before the menu saw them.
* The card's own tooltip says "any Mainline card" while exactly one was ever on offer.
*
* The engine was never wrong: `check` accepts any node whose kind is 'mainline', and
* `legalActions` filters by `check`. The whole failure was in the label.
*/
const game = newGame(555);
submit(game, actionGroups(game).options.find((o) => o.type === 'localOps.choose' && o.option === 'draw')!);
let absId: string | undefined;
for (const [id, card] of game.state.cards) {
const k = card.kind as { kind: string; key?: string };
if (k.kind === 'enhancement' && k.key === 'absSignals') { absId = id; break; }
}
assert.ok(absId, 'the deck has no ABS Signals card');
game.state.decks.hands.set(0, [absId]);
const mainlineNodes = game.state.division.nodes
.map((n, i) => ({ n, i }))
.filter(({ n }) => n.kind === 'mainline');
assert.ok(mainlineNodes.length > 1, 'this division has only one Mainline card — nothing to distinguish');
// The engine offers one per Mainline card ...
const offered = actionGroups(game).options.filter(
(o) => o.type === 'card.play' && o.cardId === absId && o.node !== undefined,
);
assert.equal(
offered.length,
mainlineNodes.length,
`the engine offers ${offered.length} placements for ${mainlineNodes.length} Mainline cards`,
);
// ... and every one of them must survive into the menu, which means distinct labels.
const labels = offered.map((o) => describeIntent(game.state, o));
assert.equal(
new Set(labels).size,
offered.length,
`the labels collapse, so the menu drops all but one: ${[...new Set(labels)].join(' / ')}`,
);
const spots = actionMenu(game)
.placeable.flatMap((g) => g.items)
.filter((it) => it.subjectKey === `card:${absId}`)
.flatMap((it) => it.spots);
assert.equal(
spots.length,
mainlineNodes.length,
`only ${spots.length} of ${mainlineNodes.length} Mainline cards can be chosen`,
);
/**
* And the card is called what the card face calls it. `prettyKey` rendered `absSignals` as
* "Abs Signals" on a button while the tooltip beside it said ABS — an acronym no key-splitter
* can recover, so the authored name in `ENHANCEMENT_CARDS` has to win.
*/
assert.ok(
labels.every((l) => l.includes('ABS Signals')),
`the card is not called by its printed name: ${labels[0]}`,
);
// Each spot names the card it would go on, so the choice is legible rather than positional.
for (const { n } of mainlineNodes) {
const name = mainlineProfile((n as { card: Parameters<typeof mainlineProfile>[0] }).card).name;
assert.ok(
spots.some((sp) => sp.label.includes(name)),
`no spot names the ${name}: ${spots.map((sp) => sp.label).join(' / ')}`,
);
}
});
it('spells a square the same way in the action menu and in the log', () => {
/**
* REPORTED 2026-09-21. `view.ts` wrote "(col,row)" — X,Y, east/west then north/south, with a
* comment saying so — and `narrate.ts` wrote "(row,col)", the internal storage order, with no
* comment at all. So the action menu offered a move to "(1,-1)" and the log then reported it at
* "(-1,1)", in two panels a player reads side by side.
*
* PINNED AGAINST EACH OTHER rather than against a literal: a test asserting one format would
* have passed all along on whichever file it was written against. This compares the two
* renderers on the same square, which is the property that was actually broken.
*/
const game = newGame(555);
const square = { row: -1, col: 2 };
const logged = describeIntent(game.state, {
type: 'switch.move',
trayId: [...game.state.trays.keys()][0]!,
to: square,
reverse: false,
});
const menu = describeIntent(game.state, {
type: 'card.play',
cardId: game.state.decks.hands.get(0)![0]!,
placement: square,
});
// Both must render the square, and render it identically.
const coord = /\((-?\d+,-?\d+)\)/;
const inLog = coord.exec(logged)?.[1];
const inMenu = coord.exec(menu)?.[1];
assert.ok(inLog, `the log line names no square: ${logged}`);
assert.ok(inMenu, `the menu line names no square: ${menu}`);
assert.equal(inMenu, inLog, 'the action menu and the log spell the same square differently');
// And the shared spelling is X,Y — east/west first, which is the order the map is drawn in.
assert.equal(inMenu, '2,-1', `not X,Y order: ${inMenu}`);
});
it('says how deep a Department pile is, so a discard can be aimed', () => { it('says how deep a Department pile is, so a discard can be aimed', () => {
// A discard goes ON TOP, so choosing where to put it is choosing whether to offer a card or to // A discard goes ON TOP, so choosing where to put it is choosing whether to offer a card or to
// bury one a rival wants. Neither is decidable without seeing what is already stacked up. // bury one a rival wants. Neither is decidable without seeing what is already stacked up.
@@ -3010,6 +3123,82 @@ describe('the Division map shows the whole route', () => {
return divisionSvg(snapshot(s, [], null).division); return divisionSvg(snapshot(s, [], null).division);
}; };
it('draws a signal on a Mainline card carrying ABS Signals, not only a tooltip', () => {
/**
* REPORTED FROM A TABLE, Day 1 Stage 1 of v0.8.0.16: "when played on the trestle, there was no
* on-the-card indication. It's only when you look at the tooltip for trestle that you see that
* ABS exists." The same complaint the Heavy Grade wedge below answers, and it matters more
* here — ABS is what decides whether running a second train onto that card is safe.
*/
const s = createEngineGame({
id: 'div-abs',
seed: 7,
config: {
mode: 'competitive', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['A', 'B'],
});
const before = divisionSvg(snapshot(s, [], null).division);
assert.ok(!before.includes('bs-abs'), 'a signal is drawn before ABS Signals was ever played');
const node = s.division.nodes.find((n) => n.kind === 'mainline');
assert.ok(node, 'this division has no Mainline card');
(node as { absSignals?: boolean }).absSignals = true;
const after = divisionSvg(snapshot(s, [], null).division);
assert.ok(after.includes('bs-abs-mast'), 'the card carrying ABS Signals draws no signal mast');
assert.ok(after.includes('bs-abs-lit'), 'the signal has no lit aspect');
// Exactly one card carries it, so the mark cannot be a row-wide decoration.
assert.equal((after.match(/bs-abs-mast/g) ?? []).length, 1, 'the signal is drawn on more than one card');
// And it stays in the tooltip too — the mark says THAT, the tip still says what it does.
assert.ok(after.includes('ABS Signals'), 'the tooltip stopped naming ABS Signals');
});
it('draws the Mainline modifiers on the card, not only in the tooltip', () => {
/**
* The other half of the ABS report (Jesse, 2026-09-21): "Brakeman, Airbrakes, Helpers and
* Realignment should also be drawn on the card, not just the tooltip."
*
* REALIGNMENT IS NOT IN THIS LIST ON PURPOSE. It never sits on a card — `reduce` takes the
* `became` branch and changes `node.card` outright — so a realigned card already announces
* itself by being a different card. Asserted below so the absence is a recorded finding rather
* than something that looks forgotten.
*/
const s = createEngineGame({
id: 'div-mods',
seed: 7,
config: {
mode: 'competitive', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0, maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['A', 'B', 'C', 'D'],
});
const node = s.division.nodes.find((n) => n.kind === 'mainline');
assert.ok(node, 'this division has no Mainline card');
assert.ok(!divisionSvg(snapshot(s, [], null).division).includes('bs-mod'), 'a tag is drawn with no modifier on');
(node as { modifiers?: string[] }).modifiers = ['brakeman', 'airbrakes', 'helpers'];
const svg = divisionSvg(snapshot(s, [], null).division);
for (const tag of ['BRK', 'AIR', 'HLP']) {
assert.ok(svg.includes(tag), `the ${tag} modifier is not drawn on the card`);
}
// And the tooltip still names them in full — the tag says THAT, the tip says WHICH.
assert.match(svg, /Brakeman/, 'the tooltip stopped naming the modifiers');
// Realignment converts the card instead of sitting on it, so it must never produce a tag.
(node as { modifiers?: string[] }).modifiers = ['realignment'];
assert.ok(
!divisionSvg(snapshot(s, [], null).division).includes('bs-mod'),
'Realignment drew a tag, but it changes the card rather than standing on it',
);
});
it('draws which way a Heavy Grade climbs, instead of only saying it in the tooltip', () => { it('draws which way a Heavy Grade climbs, instead of only saying it in the tooltip', () => {
/** /**
* REPORTED BY JESSE 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card * REPORTED BY JESSE 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card
@@ -5509,3 +5698,128 @@ describe('a Division Yard with no coaches is a reportable condition', () => {
assert.equal(waiting.loaded + waiting.empty, 2, 'the waiting coaches were miscounted'); assert.equal(waiting.loaded + waiting.empty, 2, 'the waiting coaches were miscounted');
}); });
}); });
// ---------------------------------------------------------------------------
/**
* The Quickstart is published beside the game, so a tester on the box can reach it.
*
* WHY THIS IS A TEST. The link on the splash page is a plain href to a file the BUILD copies out of
* `docs/`. Nothing else connects the two: rename the document, or move it, and the build quietly
* publishes nothing while the splash page keeps offering a link that 404s. Neither `tsc` nor any
* other test would notice — the whole failure lives between a file name and a string.
*/
describe('the Quickstart guide reaches the site', () => {
it('is published into dist and linked from the splash page', () => {
const guide = join(dist, 'quickstart.md');
assert.ok(existsSync(guide), 'the build did not publish quickstart.md');
const text = readFileSync(guide, 'utf8');
assert.match(text, /^# Station Master — Quickstart/, 'quickstart.md is not the guide');
assert.match(
text,
/Describes the game as built at v/,
'the guide does not say which build it describes',
);
const splash = readFileSync(join(dist, 'index.html'), 'utf8');
assert.match(splash, /href="\.\/quickstart\.md"/, 'the splash page does not link the guide');
});
it('brings the lobby doors back every time the lobby is shown', () => {
/**
* REPORTED 2026-09-22: "After leaving a game, I go back to the lobby. I see the games that I'm
* in, and I have the ability to rejoin or forget. But what if I want to join a different game
* or start a new one? How do I get back there?"
*
* `enterSeating` hides `#lb-choice-section`, and until v0.8.1.0 only the lobby's OWN leave
* paths put it back. Leaving a RUNNING game is a third route — `main.ts` calls `runLobby` again
* — so the section stayed hidden from the previous seating and the screen came back holding
* nothing but "Games you are in", with the two doors on the page at `display:none` and no
* control that could reveal them.
*
* Read out of the source, like the MIME table above: the fix is an ordering property of one
* function, and there is no DOM harness here that drives `runLobby` end to end. What this pins
* is that the reset exists inside `runLobby` and happens BEFORE the resume path re-enters
* seating — reversing those two would hand a resuming browser the wrong screen.
*/
const src = readFileSync(join(root, 'src/web/lobby.ts'), 'utf8');
const body = src.slice(src.indexOf('export function runLobby'));
assert.ok(body.length > 0, 'runLobby is gone');
const reset = body.indexOf("$('lb-choice-section').hidden = false");
assert.ok(reset > 0, 'runLobby never reveals the choice section, so leaving a game is a dead end');
const resume = body.indexOf('if (resume) enterSeating');
assert.ok(resume > 0, 'the resume path is gone');
assert.ok(reset < resume, 'the reset runs after the resume, which would show a seated browser the doors');
// And the seating section is put away with it, or the two would be on screen together.
const seating = body.indexOf("$('lb-seating-section').hidden = true");
assert.ok(seating > 0 && seating < resume, 'the seating section is not reset before resume');
});
it('publishes everything the guide links, so "Where to read more" is not five dead links', () => {
/**
* v0.8.0.16 published the Quickstart alone. Its §8 links five further documents by relative
* path, and every one of them 404'd on the package — verified against the running container,
* 5 of 6 paths missing. Publishing a guide without what it points at is the same broken-link
* failure as the test above, one hop further out, so it is pinned the same way: the links are
* read OUT OF THE GUIDE rather than listed here, or this test goes stale exactly as the
* references it guards did.
*/
const guide = readFileSync(join(dist, 'quickstart.md'), 'utf8');
const section = guide.slice(guide.indexOf('## 8. Where to read more'));
assert.ok(section.length > 0, 'the guide no longer has a "Where to read more" section');
// Markdown links, minus anchors and absolute URLs — what a reader can actually click.
const targets = [...section.matchAll(/\]\(([^)#][^)]*)\)/g)]
.map((m) => m[1]!.replace(/^`|`$/g, ''))
.filter((t) => !/^https?:/.test(t));
assert.ok(targets.length >= 4, `only ${targets.length} references parsed out of the guide`);
for (const t of targets) {
assert.ok(existsSync(join(dist, t)), `the guide links ${t}, which the build does not publish`);
}
});
it('reaches the documentation from inside a game, in solitaire and multiplayer alike', () => {
/**
* Asked from a table, 2026-09-21: "how can we link the documentation so it can be reached from
* the gameplay, whether someone is playing solitaire or multiplayer?" The links live in the
* This Game card (Jesse's call) — and the point is that they need NO mode awareness, because
* both modes are the same page on the same origin. So this asserts the links exist and resolve,
* which is the whole of the mechanism.
*
* Read out of the built bundle rather than the source: what matters is what the shipped page
* offers, and a link that resolves in `src/` and not in `dist/` is the exact failure the two
* tests above exist to catch.
*/
const bundle = readFileSync(join(dist, 'web', 'main.js'), 'utf8');
const guide = bundle.slice(bundle.indexOf('GUIDE_DOCS'), bundle.indexOf('GUIDE_DOCS') + 4000);
assert.ok(bundle.includes('GUIDE_DOCS') || bundle.includes('quickstart.md'), 'the bundle has no guide links');
// Every document offered in-game must be a file the build published.
const hrefs = [...guide.matchAll(/["'`](\.\/[A-Za-z0-9./-]+\.md)["'`]/g)].map((m) => m[1]!);
assert.ok(hrefs.length >= 5, `only ${hrefs.length} in-game guide links found`);
for (const h of hrefs) {
assert.ok(existsSync(join(dist, h.replace(/^\.\//, ''))), `the game links ${h}, which is not published`);
}
// A reference opened mid-turn must not take the game with it.
assert.ok(guide.includes('_blank'), 'the guide links would navigate away from a game in progress');
assert.ok(guide.includes('noopener'), 'a new-tab link without rel=noopener hands out a window handle');
});
it('is served as text rather than handed over as a download', () => {
/**
* The server's MIME fallback is `application/octet-stream`, which a browser downloads instead of
* displaying — so the link would hand a tester a file to save rather than a page to read. The
* table is read straight out of the source: asserting on a copy of it would pass while the real
* one was wrong.
*/
const http = readFileSync(join(root, 'src/server/http.ts'), 'utf8');
const table = http.slice(http.indexOf('const MIME'), http.indexOf('const HEARTBEAT_MS'));
assert.match(table, /'\.md':\s*'text\/plain/, 'a .md file would be served as a download');
});
});