Station Master · board geometry
Every card below is drawn by the game's own renderer, from the engine's own connection table. Nothing here is a mock-up — if the picture is wrong, the board is wrong.
Taken from docs/tracks.png rather than inferred from the art. The east–west rail sits at the card's exact vertical middle on every row of the sheet.
| Sheet | 2136 × 1397 px, 8 × 9 cards |
| Card | 259 × 150 px · aspect 1.73 |
| Grid lines, y | 15 · 164 · 314 · 464 · 614 · 764 · 914 · 1064 · 1213 |
| Rail centres, y | 89.5 · 236 · — · — · 689.5 · 839 · 989 · 1135.5 · 1288.5 |
| Deviation from centre | under 1 px on all nine rows |
| Leg crosses edge at | x = W/2, at 45° |
Five, and that is all of them. A card turns 180° but never flips, so each of these also exists upside down — the turnout's leg reaching north instead of south, the curve reaching ne instead of sw. What it cannot do is change diagonal.
The through track, dead centre. One orientation: turning it gives the same card back.
Frog on the west end, leg out through the middle of the south edge. Turn it 180° and the leg goes north instead.
The mirror card. Same shape, opposite diagonal — which is the whole reason a siding needs one of each hand.
The leg without the through track: along the centre line to the frog, then out at 45°.
Its left-hand twin. Both cards also turn 180°, reaching ne and nw respectively.
Every office and industry card on the printed sheet is a plain straight, with no diverging leg at all.
Two cards stacked. Both pairs have the ports; in both, the two legs meet the shared edge at the same point. Only one of them is a railway.
Joins
Both legs lie on the ne_sw diagonal, so the rail crosses the card edge without bending. This is the right-hand turnout with its own right-hand curve.
Does not join
The left-hand curve is on nw_se. The rails touch and turn straight back — a V, not a junction. The engine refuses it, and the picture has to show why.
The Running Track between the Limits, with a leg going up at the west end and a siding hanging below at the east. Because no card joins north to south, dropping a row always costs two cards — the leg out, then a curve turning the run back east–west. Districts come out wide and shallow.