Confirm Extra Trains start properly #4

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opened 2026-08-22 16:35:49 +00:00 by Jesse.Markowitz · 1 comment
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When extras are played the player doing so may choose where the extra starts. They may choose either division point. And if the interchange mainline card has been played, they may start the extra on that card and choose the direction from there. If there is potential for conflict with other trains in that area the superintendent may hold the extra.

When extras are played the player doing so may choose where the extra starts. They may choose either division point. And if the interchange mainline card has been played, they may start the extra on that card and choose the direction from there. If there is potential for conflict with other trains in that area the superintendent may hold the extra.
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Fixed in v0.4.9f (playtest line) and v0.6.2 (main).

An Extra now starts where the player puts it:

  • Both Division Points are offered, not the one the train's number dictates.
  • The start decides the direction, not the number. The two cannot both hold: an odd westbound Extra placed at the WEST end would leave the Division on its first move having crossed nothing, and be paid for the run.
  • At an Interchange or a Control Point, where both ways are real runs, the player picks the direction.
  • The Interchange start is a yard, off the running line. That is what makes the Superintendent clause work: placing an Extra there can never force a collision however busy the card is; a guaranteed collision holds it in the yard for another Stage and it tries again; a potential one is the Superintendent's to rule on. Those are §8.1's two existing answers, so nothing new decides collisions.
  • Where an Extra may start is a new setting in the New Game dialog — Division Points and the Interchange only, plus your own Control Point, or plus any player's. It defaults to what the engine already did, so the build does not change under you mid-line.

Two bugs found underneath this, both of which had been shipping:

  1. An Extra started anywhere but a Division Point could never be given a consist and ran empty — so the Control Point start has been broken since it was added.
  2. collide left destroyed trains' transits on the Mainline card, which permanently poisoned that card for every later train.

One rules consequence. The Mainline cards are now dealt from the printed deck without replacement. They were drawn from the nine types with replacement, so a Division could hold two Interchanges — and "an Extra may start at the Interchange if one is on the board" only reads as a rule if the board holds at most one. This re-deals every seed, so both published replays were retired and re-recorded.

Reasoning written up in docs/rules/implications.md §7.

Fixed in **v0.4.9f** (playtest line) and **v0.6.2** (main). An Extra now starts where the player puts it: - **Both Division Points** are offered, not the one the train's number dictates. - **The start decides the direction**, not the number. The two cannot both hold: an odd westbound Extra placed at the WEST end would leave the Division on its first move having crossed nothing, and be paid for the run. - At an **Interchange** or a **Control Point**, where both ways are real runs, the player picks the direction. - The Interchange start is a **yard**, off the running line. That is what makes the Superintendent clause work: placing an Extra there can never force a collision however busy the card is; a guaranteed collision holds it in the yard for another Stage and it tries again; a potential one is the Superintendent's to rule on. Those are §8.1's two existing answers, so nothing new decides collisions. - Where an Extra may start is a **new setting in the New Game dialog** — Division Points and the Interchange only, plus your own Control Point, or plus any player's. It defaults to what the engine already did, so the build does not change under you mid-line. **Two bugs found underneath this, both of which had been shipping:** 1. An Extra started anywhere but a Division Point could never be given a consist and ran empty — so the Control Point start has been broken since it was added. 2. `collide` left destroyed trains' transits on the Mainline card, which permanently poisoned that card for every later train. **One rules consequence.** The Mainline cards are now dealt from the printed deck **without replacement**. They were drawn from the nine types *with* replacement, so a Division could hold two Interchanges — and "an Extra may start at the Interchange if one is on the board" only reads as a rule if the board holds at most one. This re-deals every seed, so both published replays were retired and re-recorded. Reasoning written up in `docs/rules/implications.md` §7.
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Reference: Jesse.Markowitz/station-master#4