Whoever is running this server gave you a secret out of band (a chat message, not a public page). It is kept in this browser only, never shown back, and sent with every lobby request.
This browser holds a seat in these. Rejoining needs the token kept here, so Forget is the one thing that cannot be undone from this screen.
Ask whoever created the game for its code. You will see the whole rule set before you take a seat.
Your seat lives in this browser. Rejoining uses a token kept here, so a different browser or device — or clearing this site's data — cannot take your seat back. If that happens, whoever runs the server can issue you a single-use recovery link.
You become the host — you choose the game type and, once everyone is seated, start the game. 2 to 4 players.
Your seat lives in this browser. Rejoining uses a token kept here, so a different browser or device — or clearing this site's data — cannot take your seat back. If that happens, whoever runs the server can issue you a single-use recovery link.
The same seed and the same settings always deal the same railroad, so a game can be shared, compared or replayed. Leave it blank for a random one.
Every chair must be filled before the game can start. For solitaire, there’s only one player. For multiplayer, that must be filled by a person or a bot. The number of players cannot be changed once the game is created.
Every rule the game type sets, and every one of them yours to change. Changing any of them selects Custom, which keeps the scoring of the type you started from; changing the game type resets all of them back to it. They are fixed when the game is created and cannot be changed once it starts.
What each player is dealt before the first turn. The hand limit is three either way — deal six and the first turn is spent choosing which of them to keep.
The player who plays an Extra Train card chooses where its Crew Tray goes, and the place decides which way it runs — a Division Point sends it away from itself; in the middle of the railroad the player picks east or west. The Division Points and the Interchange belong to nobody and are always available. Starting one inside a district is the part that favours a seat, so it is set here. An Office must be a Control Point whatever this says: a Whistle Post never qualifies.
What each piece of work pays, 0 to 5. A coach pays when it is boarded and again when it is detrained; a load pays when it is made up and again when it is broken. Zero switches an economy off so the others can be read.
A transit pays every player, once, when a train runs off the end of the Division — the one thing nobody has to work for.
The ways this game can end badly. Each one is switched on or off in its own right; how long the game runs is set above, with the table size.
The opponent-directed cards — Derail, Watertower, Hobo Jungle and the nineteen others, along with the seven that answer them — are not implemented yet, so no game type deals them whatever else is set here.
Each one changes how the game plays.
They enter the code under Join a game, along with the same join secret you used — the link carries the code, never the secret.
The host may fill an empty seat with a bot or clear an occupied one, and starts the game once every seat is either a player or a bot. These chairs are not the running order — who sits where along the Division is decided by a D12 roll when the game starts, and the map shows the result.
One railroad, one player, five full days by default — everything below is yours to change before you deal. Clearing the Revenue floor wins; falling short loses.
The same seed and the same settings always deal the same railroad, so a game can be shared, compared or replayed. Leave it blank for a random one.
Every chair must be filled before the game can start. For solitaire, there’s only one player. For multiplayer, that must be filled by a person or a bot. The number of players cannot be changed once the game is created.
Every rule the game type sets, and every one of them yours to change. Changing any of them selects Custom, which keeps the scoring of the type you started from; changing the game type resets all of them back to it. They are fixed when the game is created and cannot be changed once it starts.
What each player is dealt before the first turn. The hand limit is three either way — deal six and the first turn is spent choosing which of them to keep.
The player who plays an Extra Train card chooses where its Crew Tray goes, and the place decides which way it runs — a Division Point sends it away from itself; in the middle of the railroad the player picks east or west. The Division Points and the Interchange belong to nobody and are always available. Starting one inside a district is the part that favours a seat, so it is set here. An Office must be a Control Point whatever this says: a Whistle Post never qualifies.
What each piece of work pays, 0 to 5. A coach pays when it is boarded and again when it is detrained; a load pays when it is made up and again when it is broken. Zero switches an economy off so the others can be read.
A transit pays every player, once, when a train runs off the end of the Division — the one thing nobody has to work for.
The ways this game can end badly. Each one is switched on or off in its own right; how long the game runs is set above, with the table size.
The opponent-directed cards — Derail, Watertower, Hobo Jungle and the nineteen others, along with the seven that answer them — are not implemented yet, so no game type deals them whatever else is set here.
Each one changes how the game plays.
You have a solitaire game in progress. Creating a new game replaces it permanently — there is no undo. Choose Continue saved game to pick it up where you left off.