# Station Master — Components and Markers **Rules implementation reference: v0.4.5** **Scope:** non-card physical components and supplies modeled by the v0.4.5 game. Card-created facilities, workers, deck piles, hand state, timetable state, and other markers are documented with their cards or in the rules book. ## Rolling stock Rolling stock has a type and a load state. In the interface, coloured cars are loaded and white cars are empty. The Division Yard starts with the following supply. | Type | Loaded | Empty | Total | Use | | --- | ---: | ---: | ---: | --- | | Coach | 8 | 8 | 16 | Passenger work. | | Boxcar | 10 | 10 | 20 | Freight House outbound/inbound; Grocer’s Warehouse inbound. | | Hopper | 8 | 8 | 16 | Mine Tipple outbound; Power Plant inbound. | | Reefer | 5 | 5 | 10 | Packing Sheds outbound; Grocer’s Warehouse inbound. | | Tank car | 6 | 6 | 12 | Refinery outbound; Power Plant inbound. | | Caboose | 6 | 0 | 6 | Required or permitted at the rear of the applicable train cards. | | **Total** | **43** | **35** | **78** | | The engine is not rolling stock and does not count against the four-car Crew Tray limit. ## The two yards ### Division Yard The Division Yard is the active supply. It provides: - loaded cars to a Freight Agent stocking a green outbound box; - empty cars for building up trains; - an empty coach when passengers detrain; and - an empty matching freight car when a loaded freight car begins unloading. When a train completes a run or is destroyed, its caboose returns to the Division Yard. When a car is taken from the Division Yard and that yard has become entirely empty, every car from the Classification Yard moves back into the Division Yard immediately. ### Classification Yard The Classification Yard collects used rolling stock: cars displaced by boarding passengers, cars cleared from inbound red boxes, cars removed by unjamming a facility, ordinary cars from completed or destroyed trains, and empty cars replaced by a completed outbound freight load. It is not a player-selectable source. It returns to service only when the Division Yard is empty. ## Crew Trays and trains Crew Trays represent an engine and its coupled consist. The game creates **players + 3** free trays at setup. A tray is scarce: a due train without a free tray is held for that Stage, and Extras wait until one becomes free. Within a tray, the engine can pull, push, or be between cars while switching. To depart an Office for the Mainline, it must be made up with the engine at an outer end; if it has a caboose, the caboose must be at the opposite outer end. A train may have at most four cars. A scheduled train can run under-strength but never with more than its card allows. ## Fedora The **Fedora** is the physical marker for the Superintendent. The player with it resolves following-train clearance decisions and takes the 5-Revenue penalty for a Mainline collision caused by an unsafe clearance. The initial holder is the first player tied for the highest Superintendent setup D12 roll. The Fedora passes to the next seat to the left at each third-stage shift change. ## D12 and seeded randomness The D12 is used by the engine for: - the initial seating roll in a multi-player engine game; - the initial Superintendent roll; - a timetabled train’s timetable slot; and - all shuffled deck order and automatic setup selection through the same seeded random stream. The rules engine uses a deterministic 32-bit seeded random generator. The same numeric seed, player configuration, house rules, and accepted intent sequence reconstruct the same game. A seed by itself is not enough when house rules differ.