Train cards (including extras) are DND - do not discard #6

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opened 2026-08-22 16:37:27 +00:00 by Jesse.Markowitz · 2 comments
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Players are not allowed to discard Train cards. They may keep the card in their hand for multiple stages and even multiple days, but they may not discard it.

Players are not allowed to discard Train cards. They may keep the card in their hand for multiple stages and even multiple days, but they may not discard it.
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Fixed in v0.4.9f (playtest line) and v0.6.2 (main).

Train cards are never discarded — Timetabled and Extra alike. Hold one for as many Stages and Days as you like; it never goes onto a Department pile.

No forcing mechanism was needed. Nothing discardable plus a hand over the limit leaves exactly one legal way to end the turn, and playing a train is unconditionally legal — so a hand of four trains cannot trap anyone. That fell out of the existing hand-limit rule rather than needing a rule of its own.

Two UI changes so it reads as a rule rather than a bug: the hand panel says so on the train card itself, and the blocked end-turn button changes its wording when every card held is a train.

Reasoning in docs/rules/implications.md §6.2.

Fixed in **v0.4.9f** (playtest line) and **v0.6.2** (main). Train cards are never discarded — Timetabled and Extra alike. Hold one for as many Stages and Days as you like; it never goes onto a Department pile. **No forcing mechanism was needed.** Nothing discardable plus a hand over the limit leaves exactly one legal way to end the turn, and playing a train is unconditionally legal — so a hand of four trains cannot trap anyone. That fell out of the existing hand-limit rule rather than needing a rule of its own. Two UI changes so it reads as a rule rather than a bug: the hand panel says so on the train card itself, and the blocked end-turn button changes its wording when every card held is a train. Reasoning in `docs/rules/implications.md` §6.2.
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Superseded by #9 (2026-08-24), shipped in v0.7.1 (4414476) and v0.4.9g (9735468).

The ruling here — no train card may ever be discarded — held for three days, from v0.6.2 / v0.4.9f.
#9 narrows it: a Timetabled train may now be tossed face-up to a Department slot where a rival
may pick it up, while an Extra remains undiscardable, since it never joins the timetable and so
can never be what jams it.

On main the Timetabled half is a start-of-game option (discardTimetabled, on by default), so
this issue's rule is still reachable — turn that setting off and a train card can only ever be
played onto the timetable, exactly as specified here. The 0.4.9 playtest line takes the plain #9 rule
with no setting.

The interesting property recorded on this issue survives intact: the forced play still needs no
mechanism of its own, because a hand of undiscardable cards over the limit leaves exactly one legal
way to end the turn. #9 only changes which hands reach that corner — four Extras rather than any four
trains.

**Superseded by #9** (2026-08-24), shipped in **v0.7.1** (`4414476`) and **v0.4.9g** (`9735468`). The ruling here — no train card may ever be discarded — held for three days, from v0.6.2 / v0.4.9f. #9 narrows it: a **Timetabled** train may now be tossed face-up to a Department slot where a rival may pick it up, while an **Extra** remains undiscardable, since it never joins the timetable and so can never be what jams it. On `main` the Timetabled half is a start-of-game option (`discardTimetabled`, on by default), so **this issue's rule is still reachable** — turn that setting off and a train card can only ever be played onto the timetable, exactly as specified here. The 0.4.9 playtest line takes the plain #9 rule with no setting. The interesting property recorded on this issue survives intact: the forced play still needs no mechanism of its own, because a hand of undiscardable cards over the limit leaves exactly one legal way to end the turn. #9 only changes which hands reach that corner — four Extras rather than any four trains.
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Reference: Jesse.Markowitz/station-master#6