# Station Master — Home Deck **Rules implementation reference: v0.4.5** **Scope:** every card associated with the Home Office deck, including cards catalogued in the source but deliberately excluded from the dealt deck. ## Dealt card catalogue The live Home Office deck contains **213 cards** in every currently supported mode. The rules for its setup, drawing, discarding, reshuffling, and hand limit are in the rules book, section 4.2. | Active category | Cards | | --- | ---: | | Track | 96 | | Office upgrades | 14 | | Freight facilities | 27 | | Facility modifiers | 23 | | Train cards | 22 | | Enhancements | 18 | | Mainline modifiers | 7 | | Maneuvers | 6 | | **Total dealt** | **213** | The catalogue also contains 12 space-use cards and 10 action cards. All 22 are excluded from every v0.4.5 dealt deck because their opponent-directed play rules are not implemented. They are listed at the end of this document for completeness. ## Track cards — 96 Track cards are ordinary Home Office cards, not a separate personal supply. A placed card must connect to existing rail. The Running Track is the horizontal row from Limit to Limit; cards there must carry an east–west through route. Placing track on a Limit extends the Running Track and moves that Limit outward. | Card | Copies | Implemented placement facts | | --- | ---: | --- | | Straight track | 32 | East–west Operational Rail. | | Curved track, right | 16 | A 45° curve; can rotate 180°, but cannot flip. Right-hand geometry is fixed to the `ne_sw` diagonal. | | Curved track, left | 16 | A 45° curve; can rotate 180°, but cannot flip. Left-hand geometry is fixed to the `nw_se` diagonal. | | Turnout, right | 16 | East–west through route plus one 45° branch. It may be passed through but is not Operational Rail, so a train cannot end a Move on it. | | Turnout, left | 16 | Same operational rules; opposite fixed diagonal. | | Sharp curved track, right | 0 | Catalogued but not dealt. | | Sharp curved track, left | 0 | Catalogued but not dealt. | A turnout may upgrade an existing straight, or a curve whose arc is exactly the turnout’s diverging arc. An upgrade is forbidden if the existing card holds standing cars or an enhancement. All other occupied squares are unavailable. ## Offices — 14 Every player begins at a Whistle Post, which is not drawn from the deck. Office cards are upgrades and must be played in sequence; they upgrade the existing Office rather than replacing its card or attached track. | Card | Copies | A/D tracks | Porters | Passenger outbound/inbound slots | Other effect | | --- | ---: | ---: | ---: | ---: | --- | | Depot | 8 | 2 | 1 | 1 / 1 | Becomes a Control Point and Passenger Facility. | | Station | 4 | 3 | 2 | 2 / 2 | Upgrade Depot only; Control Point and Passenger Facility. | | Terminal | 2 | 4 | 3 | 3 / 3 | Upgrade Station only; Control Point and Passenger Facility. | The Whistle Post has one A/D track, no porters, and no passenger slots. An Office upgrade preserves modifiers already applied to it. ## Freight facilities — 27 An industry may be placed only on a connected straight stub off the Running Track. Each facility begins with one Laborer and a three-box MEN | AT | WORK freight pipeline. Its industry track has capacity equal to its base outbound plus inbound capacity, with a minimum of one car. No Office Area may contain a duplicate industry, or both ends of a listed lockout pair. | Card | Copies | Cars handled | Flow | Base boxes | Lockout in same Office Area | | --- | ---: | --- | --- | --- | --- | | Freight House | 6 | Boxcar | Outbound and inbound | 1 out / 1 in | Freight House; Grocer’s Warehouse | | Mine Tipple | 6 | Hopper | Outbound | 1 out / 0 in | Power Plant | | Refinery | 3 | Tank car | Outbound | 1 out / 0 in | Power Plant | | Power Plant | 6 | Hopper or tank car | Inbound | 0 out / 1 in | Mine Tipple; Refinery | | Packing Sheds | 3 | Reefer | Outbound | 1 out / 0 in | Grocer’s Warehouse | | Grocer’s Warehouse | 3 | Boxcar or reefer | Inbound | 0 out / 1 in | Packing Sheds; Freight House | ## Facility modifiers — 23 A modifier occupies an empty square adjacent to an eligible facility. It is unique by modifier type within an Office Area. The implementation attaches it permanently to the first eligible adjacent facility found; it does not implement a per-Stage choice when one modifier touches more than one possible facility. `+ out` adds green outbound capacity only where the host can load; `+ in` adds red inbound capacity only where the host can unload. A capacity increase at a freight facility also lengthens its industry track by the usable number of added slots. Worker increases always apply. | Modifier | Copies | Eligible host | Actual grant | | --- | ---: | --- | --- | | Waiting Area | 3 | Any Office | +1 outbound passenger slot; +1 Porter | | Restaurant | 2 | Any Office | +1 outbound passenger slot; +1 Porter | | Hotel | 1 | Any Office | +1 outbound passenger slot; +1 Porter | | Truck Dock | 2 | Freight House, Packing Sheds, Grocer’s Warehouse | +1 **inbound** slot; no Laborer | | Railroad Express Agency | 1 | Freight House | +1 outbound slot; +1 Laborer | | Forklifts | 2 | Freight House, Packing Sheds | +1 outbound slot; +1 Laborer | | Prep Plant | 1 | Mine Tipple | +1 outbound slot; +1 Laborer | | Coal Piles | 1 | Mine Tipple | +1 outbound slot; +1 Laborer | | Conveyor Belts | 1 | Mine Tipple | +1 outbound slot; +1 Laborer | | Pipelines | 1 | Refinery | +1 outbound slot; +1 Laborer | | Oil Depot | 1 | Refinery | +1 outbound slot; +1 Laborer | | Viscosity Breakers | 1 | Refinery | +1 outbound slot; +1 Laborer | | Transmission Lines | 1 | Power Plant | +1 Laborer | | Rotary Dumps | 1 | Power Plant | +1 Laborer | | Steam Turbines | 1 | Power Plant | +1 Laborer | | Ice House | 2 | Packing Sheds or Grocer’s Warehouse | +1 outbound slot; +1 Laborer | | Local Small Groceries | 1 | Grocer’s Warehouse | +1 Laborer | A bonus beside a facility that cannot use its direction is not usable and does not create a slot or lengthen the track — an outbound bonus beside an inbound-only facility, or the Truck Dock's inbound bonus beside the outbound-only Packing Sheds, which leaves that card with no effect at all. Likewise, passenger modifiers beside a Whistle Post add Porters but do not create an outbound slot until the Office becomes a Passenger Facility. ## Train cards — 22 Playing a timetabled train card rolls the seeded D12 and places its number in the first open timetable slot at or after the result, wrapping around the 12-slot chart. It then runs at that Stage every Day. An Extra is queued and made up when a Crew Tray becomes available; v0.4.5 automatically launches Extras eastbound from the Western Division Point. The listed consist is a maximum, not a minimum: a train may depart with fewer cars, but must not exceed the listed categories, put a car behind a caboose, or leave with the engine buried among cars. A Crew Tray holds no more than four rolling-stock cars. | Train | Speed | Direction | Listed maximum consist | Implemented special rule | | --- | --- | --- | --- | --- | | 1/2 Crack Limited | Fast | 1 west / 2 east | 3 coaches | No switching; passenger work only at Terminals; expedited. | | 3/4 Express | Fast | 3 west / 4 east | 2 freight | May exchange at most one freight car at each grid location during its switching turn; expedited. | | 5/6 The Sparrow | Fast | 5 west / 6 east | 2 coaches | No switching; expedited. | | 7/8 Local | Slow | 7 west / 8 east | 1 freight, 1 coach | Its coach may not be set out during switching. | | 9/10 Heavy Freight | Slow | 9 west / 10 east | 3 freight, 1 caboose | — | | 11/12 Drag Freight | Slow | 11 west / 12 east | 2 freight, 1 caboose | — | | X13 Appleseed Extra | Slow | Player choice printed; v0.4.5 launches east | 3 empty freight, 1 caboose | May drop cars but cannot pick up. The engine enforces no pickup, but does not enforce the printed empties-only consist restriction at make-up. | | X14 Fruit Growers Express | Fast | Player choice printed; v0.4.5 launches east | 2 reefers, 1 caboose | Expedited. The code enforces reefers-only; the printed extra loaded-reefer pickup is not a separate rule. | | X15 Yard Xfer | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 caboose | — | | X16 Light Engine Move | Fast | Player choice printed; v0.4.5 launches east | No cars | No switching. | | X17 Campaign Train | Fast | Player choice printed; v0.4.5 launches east | 1 coach | No switching. First Office arrival lays over for speeches; later arrivals are expedited. | | X18 Circus Train | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 coach, 1 caboose | No switching. The first Mainline Phase in which it remains stopped awards its current Office’s player 1 Revenue. | | X19 Military Train | Slow | Player choice printed; v0.4.5 launches east | 1 freight, 2 coaches | No switching; no passenger work; expedited. | | X20 Director’s Private Car | Slow | Player choice printed; v0.4.5 launches east | 2 freight, 1 coach | No passenger work. | | X21 Freight Extra | Slow | Player choice printed; v0.4.5 launches east | 3 freight, 1 caboose | — | | X22 Pee-Dee | Slow | Player choice printed; v0.4.5 launches east | 1 caboose | May pick up empty cars only. | ## Enhancements — 18 | Card | Copies | Placement | v0.4.5 behavior | | --- | ---: | --- | --- | | Interlocking | 2 | Bare Running Track straight | When the Office is full, an inbound train is held at the Limits instead of colliding. | | Facing Point Locks | 2 | Any card; requires an Interlocking somewhere in the district | Blocks Derail. Derail is unavailable in v0.4.5, so this remains dormant. | | Yard Office | 1 | Bare Secondary Track straight | A coachless inbound train is diverted to this track instead of occupying an A/D track. | | Small Yard | 1 | Bare Secondary Track straight | A train may spend one switching Move here to reorder its entire consist and put the engine at the nose. | | Water Column | 2 | Bare Running Track straight | Removes a Watertower. Watertower cards are unavailable, so this remains dormant. | | Overpass | 1 | Any card | No implemented effect. | | Telegraph | 3 | Bare Running Track straight | Once per Day, the Superintendent may add 4 to an opposing train’s number when that makes a facing clearance safe. | | Telephone | 2 | On a Telegraph | Same dispatch mechanism, +8 once per Day. | | Radio | 2 | On a Telephone | Same dispatch mechanism, +12 once per Day. | | ABS Signals | 2 | Any Mainline card | Prevents rear-end collisions and holds a following train short. | An enhancement requiring a bare straight cannot share that straight with another such enhancement. Telephone and Radio are the explicit stackable chain. ## Maneuvers — 6 | Card | Copies | Behavior | | --- | ---: | --- | | Red Flags | 5 | May be played at any time on a train stopped on a Mainline card. An approaching following train is held instead of moving into it. | | Flying Switch | 1 | During the owner’s switching option, spend one Move to roll a tail-end cut into a track-connected freight facility without moving the engine there. | | Poling | 0 | Catalogued but not dealt; no rule is implemented. | ## Catalogued but not dealt — 22 opponent-directed cards ### Space-use cards — 12 Bean House (1), Flop House (1), Watertower (1), Hobo Jungle (1), Section House (1), City Blocks (4), Engine Shops (1), Tenderloin District (1), and Engineer Cemetery (1) are excluded. Their source descriptions say they consume table space; Hobo Jungle additionally describes vandalism looting a passing boxcar. No placement or effect is available in v0.4.5. ### Action cards — 10 Derail (2), Broken Coupler (1), Railroad Crossing (1), Per Diem Inventory (1), Demurrage Charge (1), Customer Complaints (1), Vandalism (1), Hotbox (1), and Outlawed (1) are excluded. Their printed target/effect text is catalogued in the code, but `card.play` rejects the categories as not implemented. Consequently, no card can currently be played on another player. There are also two **Facing Point Locks** listed among Mainline modifiers. They are treated as the same grid enhancement as Facing Point Locks above, require an Interlocking, and are included in the active 213-card total.