Okay, only comment - timetabled trains are at the choice of the player - they can either play or discard. If someone else wants to pick it up, they are more than able to. The reason - I don't want (if you decide to play a game longer than five days) to decide that maybe there are too many trains, the stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might disagree and pick it up.
Okay, only comment - timetabled trains are at the choice of the player - they can either play or discard. If someone else wants to pick it up, they are more than able to. The reason - I don't want (if you decide to play a game longer than five days) to decide that maybe there are too many trains, the stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might disagree and pick it up.
Done in v0.7.1 (4414476) and on the playtest line as v0.4.9g (9735468).
This supersedes #6, which shipped three days earlier in v0.6.2 / v0.4.9f and made every train card
unconditionally undiscardable. Two things narrow your ruling rather than reversing it wholesale:
An Extra is still never discardable. It never joins the timetable, so it can never be what jams
it — the jam you describe is a timetable problem, and an Extra runs once and ends in the Salvage
Yard. The only rule an Extra would dodge by being thrown away is the hand limit.
On main the Timetabled half is a start-of-game option, discardTimetabled, on by default
— a checkbox in both the New Game dialog and the multiplayer lobby, and listed in the rule set a
joiner reads before taking a seat. Your reasoning is explicitly about games run longer than five
days, and a five-Day game may well still want #6's pressure. The 0.4.9 playtest line has no
settings scaffolding, so it takes the plain rule. Both lines play the same game at the default.
The second half of the ruling needed no code at all. "Someone else might disagree and pick it up"
— a discard already goes face-up onto a Department pile, and a Department pile is exactly what a
rival draws from. That was already built; only the first half was a change.
#6's corner survives, narrowed. A hand where nothing may be discarded still has exactly one legal
way on — play one — with nothing in the engine ever computing "you must play a train". With the
setting on, the only hand that reaches it is four Extras; with it off, any four trains, as before.
Both are pinned by tests.
Done in **v0.7.1** (`4414476`) and on the playtest line as **v0.4.9g** (`9735468`).
**This supersedes #6**, which shipped three days earlier in v0.6.2 / v0.4.9f and made every train card
unconditionally undiscardable. Two things narrow your ruling rather than reversing it wholesale:
- **An Extra is still never discardable.** It never joins the timetable, so it can never be what jams
it — the jam you describe is a timetable problem, and an Extra runs once and ends in the Salvage
Yard. The only rule an Extra would dodge by being thrown away is the hand limit.
- **On `main` the Timetabled half is a start-of-game option**, `discardTimetabled`, **on by default**
— a checkbox in both the New Game dialog and the multiplayer lobby, and listed in the rule set a
joiner reads before taking a seat. Your reasoning is explicitly about games run *longer than five
days*, and a five-Day game may well still want #6's pressure. The 0.4.9 playtest line has no
settings scaffolding, so it takes the plain rule. Both lines play the same game at the default.
**The second half of the ruling needed no code at all.** "Someone else might disagree and pick it up"
— a discard already goes face-up onto a Department pile, and a Department pile is exactly what a
rival draws from. That was already built; only the first half was a change.
**#6's corner survives, narrowed.** A hand where nothing may be discarded still has exactly one legal
way on — play one — with nothing in the engine ever computing "you must play a train". With the
setting on, the only hand that reaches it is four Extras; with it off, any four trains, as before.
Both are pinned by tests.
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Okay, only comment - timetabled trains are at the choice of the player - they can either play or discard. If someone else wants to pick it up, they are more than able to. The reason - I don't want (if you decide to play a game longer than five days) to decide that maybe there are too many trains, the stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might disagree and pick it up.
This is may be another create game variable
Done in v0.7.1 (
4414476) and on the playtest line as v0.4.9g (9735468).This supersedes #6, which shipped three days earlier in v0.6.2 / v0.4.9f and made every train card
unconditionally undiscardable. Two things narrow your ruling rather than reversing it wholesale:
it — the jam you describe is a timetable problem, and an Extra runs once and ends in the Salvage
Yard. The only rule an Extra would dodge by being thrown away is the hand limit.
mainthe Timetabled half is a start-of-game option,discardTimetabled, on by default— a checkbox in both the New Game dialog and the multiplayer lobby, and listed in the rule set a
joiner reads before taking a seat. Your reasoning is explicitly about games run longer than five
days, and a five-Day game may well still want #6's pressure. The 0.4.9 playtest line has no
settings scaffolding, so it takes the plain rule. Both lines play the same game at the default.
The second half of the ruling needed no code at all. "Someone else might disagree and pick it up"
— a discard already goes face-up onto a Department pile, and a Department pile is exactly what a
rival draws from. That was already built; only the first half was a change.
#6's corner survives, narrowed. A hand where nothing may be discarded still has exactly one legal
way on — play one — with nothing in the engine ever computing "you must play a train". With the
setting on, the only hand that reaches it is four Extras; with it off, any four trains, as before.
Both are pinned by tests.