Jesse's ruling on TODO #117: accept the leak in Co-op; otherwise, save only at the end of the game. `/api/save` answers 403 SAVE_AFTER_FINISH to a Competitive seat while the game runs, and serves a Co-op or one-seat game at any time. The Save replay button says why and stays disabled until the end. Pinned in the HTTP suite; documented in rules.md §6.4. Also corrects the 0.8.3 changelog entry: 0.8.2's notes did name the Second Section card going into the deck; what was missing was the save check after it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FrCWubm9GAftYCm2hWdKwK
399 lines
24 KiB
Markdown
399 lines
24 KiB
Markdown
# Station Master — Home Deck
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**Version 0.8.6** · 2026-09-29
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**Scope:** the Home Office deck — how it is dealt, drawn, discarded and reshuffled, and what the
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rules are for playing each kind of card out of it.
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> **The card tables in this document are GENERATED from `src/engine/content.ts`** and checked by a
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> test, so they cannot disagree with the game. `npm run build:cards` rebuilds them; do not edit a
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> table by hand. The prose around them is how the deck WORKS; the tables are what is in it.
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>
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> **Card counts are not published.** Counts move with play balance, so a printed count answers a
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> question that has a different answer
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> after the next retune. Where a count matters it is rendered as a yes/no — whether the deck deals
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> the card at all — which is a fact about the design.
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## The piles
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- **Home Office deck** — face down. The pile a Draw comes from.
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- **Three Departments** — face-up discard piles. A discard goes onto one, which is precisely so a
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rival may take it; a Draw may take the top card of a Department instead of the deck. **Taking the
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last card off a Department refills it immediately** from the Home Office deck (§6.2), so there
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are always three piles to choose from; see the Rules.
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- **Salvage Yard** — where a played-out card ends up. An Extra's card goes here after its run.
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When the Home Office deck runs out it is rebuilt from the Salvage Yard and **all three Departments
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in full**, reshuffled from the seeded stream. A **spent timetabled train** is not collected — its
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number is on the timetable and it cannot run twice — but a *discarded* train was never played and
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is still runnable, so it comes back.
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## Hand and turn
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The hand limit is **three**, or four while you hold a Red Flag. You may not end a turn over the
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limit: play a card or discard one to a Department. Some cards cannot be discarded at all — an Extra
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never can, and a timetabled train cannot when the `discardTimetabled` house rule is off — so a hand
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of nothing but those has exactly one way forward, which is to play one.
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The opening deal is a house-rule choice made when the game is dealt. The default (`threeRandom`) is
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three cards from one shuffled deck; `threeTrackThreeOther` deals three track and three others from
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two separately shuffled piles, over the hand limit, so the first turn is spent choosing
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which district you can afford to build.
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Drawing is one of the three Local Operations options — see [Rules](rules.md)
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§4.2. Taking the option lets you draw **and** play or discard within the same turn.
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## Track cards
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Track cards are ordinary Home Office cards, not a separate personal supply.
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- A placed card must **connect to existing rail**: at least one neighbour must join it.
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- The **Running Track** is the row from Limit to Limit. A card placed there must carry an east–west
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through route, or it breaks the main.
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- Placing track **on a Limit sign** extends the Running Track and moves that sign outward. The sign
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is a physical card, so it moves rather than being left stranded mid-track.
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- **Nothing may be placed outside your Limits** — track, industries and Modifiers alike. Your
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district ends at its sign.
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- Curves and turnouts are printed left- or right-handed. A card may be turned 180° but never flipped
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over, so its 45° leg never changes diagonal.
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- A **turnout may upgrade** an existing straight, or a curve whose arc is exactly the turnout's
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diverging arc. An **industry may be built over a straight** off the Running Track, on the same
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principle. Neither is allowed if the card holds standing cars or an Enhancement, and every other
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occupied square is unavailable.
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- A turnout may be **run through but not stopped on**: it is not Operational Rail, so a Move may not
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end there.
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<!-- BEGIN CARDS: track -->
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| Track | Geometry | Hand | Operational rail | Move cost | Dealt |
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| --- | --- | --- | :---: | ---: | :---: |
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| Straight track | straight | none | yes | 1 | yes |
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| Curved track (right) | curved | right | yes | 1 | yes |
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| Curved track (left) | curved | left | yes | 1 | yes |
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| Sharp Curved Track (right) | sharpCurved | right | yes | 2 | no |
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| Sharp Curved Track (left) | sharpCurved | left | yes | 2 | no |
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| Turnout (right) | turnout | right | — | 1 | yes |
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| Turnout (left) | turnout | left | — | 1 | yes |
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A row marked "no" is a shape the engine understands but the deck does not currently print.
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<!-- END CARDS: track -->
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## Office cards
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Every player begins at a **Whistle Post**, which is not drawn from the deck: one A/D track, no
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Porters, no passenger slots, and not a Control Point.
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Office cards are **upgrades in strict sequence** — Whistle Post → Depot → Station → Terminal — and
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each upgrades the Office in place rather than replacing its card or its attached track. Modifiers
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already beside it are preserved. Each tier adds an A/D track, a Porter, and an outbound and inbound
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passenger slot; a Depot and above is a Control Point and a Passenger Facility.
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An upgrade takes no placement: the Office is where it already is.
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<!-- BEGIN CARDS: office -->
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Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in
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order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**
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to Porters rather than one more.
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| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |
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| --- | :---: | :---: | ---: | ---: | ---: | ---: |
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| Whistle Post | — | — | 1 | 0 | 0 | 0 |
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| Depot | yes | yes | 2 | 1 | 1 | 1 |
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| Station | yes | yes | 3 | 2 | 2 | 2 |
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| Terminal | yes | yes | 4 | 3 | 3 | 3 |
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Whistle Posts are a fixed supply of 4 outside the deck, and Limits signs a
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supply of 8.
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<!-- END CARDS: office -->
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## Freight facilities
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An industry is placed on a connected straight **stub off the Running Track** — never on the Running
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Track itself, and never outside the Limits. A Facility carries its own rails, so placing one places
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track.
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**It may also be built over a straight already laid**, in the same way a turnout may upgrade one, so
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rail can go down before the industry that will serve it. Only a plain straight may be built over: a
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Facility carries east–west track, so replacing a straight cannot break a neighbour's connection,
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while a curve or a turnout carries rails the Facility does not. The square must be clear of standing
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cars and carry no Enhancement — the replaced card leaves play.
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Each begins with one Laborer and a three-box **MEN | AT | WORK** pipeline. No Office Area may hold a
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duplicate industry, or both ends of a lockout pair — a producer and the consumer of the same
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commodity cannot be built in one district.
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**An industry track holds four cars, like any other card.** It is *not* sized by the industry's box
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count. That distinction was a real bug: box count is how much WORK an industry can hold, not how
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much RAIL it has, and conflating the two invented a printed siding no industry card carries.
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<!-- BEGIN CARDS: facilities -->
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Each lists the car types it works, which way its traffic flows, and the industries it may not sit
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beside. **Every lockout pair is a producer and the consumer of the same commodity** — you may
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build one end of a chain or the other, never both, which is what forces traffic to run between
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districts rather than in circles inside one. No two of the same industry may share an Office Area,
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and that rule is enforced for every kind rather than repeated in each row.
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| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |
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| --- | --- | --- | ---: | ---: | ---: | --- |
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| Freight House | boxcar | both | 1 | 1 | 1 | Grocer's Warehouse |
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| Mine Tipple | hopper | outbound | 1 | 0 | 1 | Power Plant |
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| Refinery | tank | outbound | 1 | 0 | 1 | Power Plant |
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| Power Plant | hopper, tank | inbound | 0 | 1 | 1 | Mine Tipple, Refinery |
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| Packing Sheds | reefer | outbound | 1 | 0 | 1 | Grocer's Warehouse |
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| Grocer's Warehouse | boxcar, reefer | inbound | 0 | 1 | 1 | Packing Sheds, Freight House |
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<!-- END CARDS: facilities -->
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## Facility modifiers
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A Modifier sits on an empty square **square against its host Facility — north, south, east or
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west**. It may not go on a diagonal: touching at a corner is not touching. It must be **inside your
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Limits**, like everything else, and may not stand in the Running Track row. One of each kind per
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Office Area.
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**A Modifier adds a BOX, never room for a car.** A Truck Dock beside a Grocer's Warehouse gives it a
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second red box — somewhere for one more arriving load to be cleared to — and changes nothing about
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how many cars may be spotted there.
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**A passenger Modifier needs a Passenger Facility.** A Waiting Area, Restaurant or Hotel may not be
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played at an Office that is still a **Whistle Post** — a Whistle Post is not a Passenger Facility, so
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there is nothing for the card to add to. Upgrade the Office to a **Depot** or better first.
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**A grant the host cannot use does nothing**, and the game says so rather than pretending. An
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outbound bonus beside an inbound-only facility, or the Truck Dock's inbound bonus beside the
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outbound-only Packing Sheds, is discarded — the latter leaving that card with no effect at all.
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<!-- BEGIN CARDS: modifiers -->
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Each sits beside a host and raises one of its capacities. `office` as a host means any Passenger
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Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which
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is not one.
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| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |
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| --- | --- | ---: | ---: | ---: | ---: |
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| Waiting area | any Passenger Facility | 1 | — | — | 1 |
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| Restaurant | any Passenger Facility | 1 | — | — | 1 |
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| Hotel | any Passenger Facility | 1 | — | — | 1 |
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| Truck dock | Freight House, Packing Sheds, Grocer's Warehouse | — | 1 | — | — |
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| Railroad Express Agency | Freight House | 1 | — | 1 | — |
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| Forklifts | Freight House, Packing Sheds | 1 | — | 1 | — |
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| Prep Plant | Mine Tipple | 1 | — | 1 | — |
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| Coal Piles | Mine Tipple | 1 | — | 1 | — |
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| Conveyor Belts | Mine Tipple | 1 | — | 1 | — |
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| Pipelines | Refinery | 1 | — | 1 | — |
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| Oil Depot | Refinery | 1 | — | 1 | — |
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| Viscosity breakers | Refinery | 1 | — | 1 | — |
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| Transmission lines | Power Plant | — | — | 1 | — |
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| Rotary Dumps | Power Plant | — | — | 1 | — |
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| Steam Turbines | Power Plant | — | — | 1 | — |
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| Ice House | Packing Sheds, Grocer's Warehouse | 1 | — | 1 | — |
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| Local small groceries | Grocer's Warehouse | — | — | 1 | — |
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<!-- END CARDS: modifiers -->
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## Train cards
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Playing a **timetabled** train rolls the seeded D12 and puts its number in the first open timetable
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slot at or after the result, wrapping around the 12-slot chart. It then runs at that Stage **every
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Day**.
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Playing an **Extra** queues it; it is made up when a Crew Tray comes free, and **the player who
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played the card chooses where it starts and loads it as they choose** (§7). Where it may start is a
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house rule — `divisionPointsOnly`, `ownOffice`, or `anyOffice` (the default) — and the Interchange is
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also available, because it is the one Mainline card with a yard. An Extra runs once and its card
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goes to the Salvage Yard.
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The listed consist is a **maximum, not a minimum**. A train may depart with fewer cars, but not with
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more, not of the wrong category, not with a car behind the caboose, and not with the engine buried
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among its own cars. A Crew Tray holds four pieces, and a caboose counts toward the four.
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A train made up short of what its card calls for is reported as such, with what it wanted and why
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the yard could not supply it — see Rules §4.4.
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**Per-train consists and printed rules are in the table under § Train cards below.** It
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carries the `empties only`, `reefers only`, `drop only` and `pick up empties only` restrictions,
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every one of which the engine enforces.
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<!-- BEGIN CARDS: trains -->
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### Timetabled
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| # | Class | Speed | Runs | Consist | Printed rules |
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| ---: | --- | --- | --- | --- | --- |
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| 1 | Crack Limited | fast | west | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
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| 2 | Crack Limited | fast | east | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
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| 3 | Express | fast | west | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
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| 4 | Express | fast | east | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
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| 5 | The Sparrow | fast | west | 3 coaches (3 pieces) | no switching; expedite |
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| 6 | The Sparrow | fast | east | 3 coaches (3 pieces) | no switching; expedite |
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| 7 | Local | slow | west | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
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| 8 | Local | slow | east | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
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| 9 | Heavy Freight | slow | west | 3 freight + 1 caboose (4 pieces) | — |
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| 10 | Heavy Freight | slow | east | 3 freight + 1 caboose (4 pieces) | — |
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| 11 | Drag Freight | slow | west | 2 freight + 1 caboose (3 pieces) | — |
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| 12 | Drag Freight | slow | east | 2 freight + 1 caboose (3 pieces) | — |
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### Extras
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| # | Class | Speed | Runs | Consist | Printed rules |
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| ---: | --- | --- | --- | --- | --- |
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| X13 | Appleseed Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces), empties only | drop only; *"May drop MTs but not pick up anything."* |
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| X14 | Fruit Growers Express | fast | player's choice | 2 reefers + 1 caboose (3 pieces) | expedite; *"Reefers only. May pick up one extra loaded reefer."* |
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| X15 | Yard Xfer | slow | player's choice | 2 freight + 1 caboose (3 pieces) | — |
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| X16 | Light Engine Move | fast | player's choice | engine only | no switching; *"No cars at all."* |
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| X17 | Campaign Train | fast | player's choice | 1 coach (1 piece) | no switching; stop then expedite; stop earns point; must run loaded; *"One turn at station (speeches) then expedite. Earns a point per Office Area if the candidate is aboard."* |
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| X18 | Circus Train | slow | player's choice | 2 freight + 1 coach + 1 caboose (4 pieces) | no switching; stop earns point; must run loaded; *"One turn stopped in an Office Area (circus set-up) earns 1 point, once per Area, if fully loaded."* |
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| X19 | Military Train | slow | player's choice | 1 freight + 2 coaches (3 pieces) | no switching; no passenger work; expedite; must run loaded; *"Troops and materiel: runs loaded where the yard can supply it."* |
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| X20 | Director's private car | slow | player's choice | 2 freight + 1 coach (3 pieces) | no passenger work |
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| X21 | Freight Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces) | — |
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| X22 | Pee-Dee | slow | player's choice | 1 caboose (1 piece) | pick up empties only; *"Per-diem train. May only pick up MTs."* |
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<!-- END CARDS: trains -->
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## Enhancements, Mainline modifiers and Maneuvers
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- **Enhancements** are played into your district and change what a square does — the **Small Yard**
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(re-order a consist for one Move), **Interlocking**, **Yard Office** and the rest. The table below
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marks each one `live`, `dormantSolo` or `unbuilt`, which is the part only the implementation
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knows.
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- **ABS Signals is the exception, and it matters.** It is dealt as an Enhancement but is **not
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played into your district**: it goes onto a **Mainline card** — any one of them — and stops
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trains there rear-ending each other. It takes no square and is not part of anybody's Office
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Area. See [Mainline deck](mainline-deck.md).
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- **Mainline modifiers** are played onto a Mainline card: the Heavy Grade helpers and Realignment.
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See [Mainline deck](mainline-deck.md).
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- **Maneuvers** are held and spent: **Red Flags** and **Flying Switch** have their own actions.
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Poling is catalogued but its effect is recorded as "TBD in the source", so there is nothing to
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implement.
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<!-- BEGIN CARDS: enhancements -->
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The column that only the implementation can fill in: **whether the printed effect actually
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resolves yet.** `live` is read during play; `dormantSolo` is implemented at the point of attack
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but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a
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solitaire game; `unbuilt` means the effect is recorded and nothing reads it. A transcription
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cannot carry this column, which is the argument for generating the page rather than writing it.
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| Enhancement | Placement | Requires | Effect resolves |
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| --- | --- | --- | :---: |
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| Interlocking | runningTrackStraight | — | **live** |
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| Facing Point Locks | onCard | interlocking in the district | **dormantSolo** |
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| Yard Office | secondaryTrackStraight | — | **live** |
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| Small Yard | secondaryTrackStraight | — | **live** |
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| Water Column | runningTrackStraight | — | **dormantSolo** |
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| Overpass | onCard | — | **unbuilt** |
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| Telegraph | runningTrackStraight | — | **live** |
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| Telephone | onCard | telegraph on the same card | **live** |
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| Radio | onCard | telephone on the same card | **live** |
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| ABS Signals | mainlineCard | — | **live** |
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<!-- END CARDS: enhancements -->
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## Opponent-directed cards — not dealt
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The **Action** and **Space-use** categories are opponent-directed and are **excluded from every
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dealt deck**, because their play rules are not implemented. They are catalogued in
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the table below so the composition is on record, and `check` refuses to play one. This is deliberate:
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silently accepting them would make a card look playable while doing nothing.
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<!-- BEGIN CARDS: opponent -->
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**None of these is dealt in any deck today.** A card that can only be played at another player
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has no legal target in a solitaire game, and a defence with nothing to defend against is as dead
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a draw as the attack — so both halves are held out until the attacks are implemented. They are
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listed because they are the design, and because what a defence answers is the only record of why
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it exists.
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### Action cards — opponent-directed
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| Card | Played on | Effect | Answers |
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| --- | --- | --- | --- |
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| Derail | a moving train in the Local Phase | That train must stop for the remainder of the turn. | — |
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| Broken coupler | a moving train in the Mainline Phase | That train must stop and not move. | — |
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| Railroad crossing | any Secondary Track Straight | May not be used as a stop point for switching. May not become an Industry. | — |
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| Per Diem inventory | another player | Lose one point per 2 empty cars on Secondary Tracks. | — |
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| Demurrage charge | another player | Lose one point per 2 loaded freight cars on Secondary Tracks. | — |
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| Customer complaints | another player | Lose one point per 2 coaches in loading boxes. | — |
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| Vandalism | another player | A train passing a Hobo Jungle has a boxcar looted (converted to empty). | — |
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| Hotbox | another player | A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs. | — |
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| Outlawed | another player | A train just arrived may not depart for one turn — the crew’s hours have expired. | — |
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### Space-use cards — opponent-directed
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| Card | Played on | Effect | Answers |
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| --- | --- | --- | --- |
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| Bean house | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
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| Flop house | adjacent to any straight, curve, turnout | Burns tablespace. | — |
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| Watertower | adjacent to any straight, turnout on Running Track | Burns tablespace. | — |
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| Hobo Jungle | adjacent to any straight, turnout, Limit on Running Track | Burns tablespace. Vandalism can loot a boxcar passing it. | — |
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| Section House | adjacent to any straight, curve, turnout | Burns tablespace. | — |
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| City blocks | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
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| Engine Shops | adjacent to any straight, curve, turnout | Burns tablespace. | — |
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| Tenderloin District | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
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| Engineer cemetery | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
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### Maneuver cards
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| Card | Played on | Effect | Answers |
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| --- | --- | --- | --- |
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| Red Flags | any time | A stopped train is prevented from being hit; the approaching train is prevented from moving. | — |
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| Flying Switch | any time | Break a cut of cars away from behind the engine and roll them into an industry. | — |
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| Poling | any time | TBD in the source. | — |
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Mainline modifier cards, for completeness — these ARE dealt:
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| Card | Played on | Effect | Answers |
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| --- | --- | --- | --- |
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| Brakeman | a GRADE Mainline card | Faster passage downhill. | — |
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| Airbrakes | a GRADE Mainline card | Faster passage downhill. Brakeman must be in effect. | — |
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| Helpers | a GRADE Mainline card | Faster passage uphill. | — |
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| Realignment | a Mainline card | Convert one Mainline type to another. Not while a train is on it. | — |
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| Facing Point Locks | adjacent to Interlocking | Prevents Derail being played on you. | Derail |
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<!-- END CARDS: opponent -->
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## The Second Section card
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**Ordering a Second Section costs the card.** Played on a train that is **due out this Stage**, it
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sends a second, identical train out right behind the first. That second train needs a Crew Tray of
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its own, so there has to be one free.
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It is the one card that deliberately creates the **following-train** situation §8.1 makes the
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Superintendent rule on — so playing it is choosing to put that question to them.
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One copy in the deck, spent when it is played.
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## Trains that pay for stopping
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Two Extras pay for **standing still** rather than for running: the **Circus Train** (X18) and the
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**Campaign Train** (X17). Their card is worth nothing if it is run like an ordinary train.
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Three conditions, all of them required:
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- **Stopped.** The train spent a whole Mainline Phase without moving. Switching around inside a
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district does not break it — what breaks it is leaving before a Mainline Phase passes.
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- **In an Office Area.** Any square in a player's district. Standing on the Mainline or at a
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Division Point pays nothing. A **Whistle Post district counts** — the rule is about the area, not
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the Office's tier.
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- **Fully loaded.** Every car except the caboose is carrying something. A train made up short, or
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carrying an empty, earns nothing however long it stands.
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**One point per district**, and the point goes to whoever sits in the district it stopped in. A
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Circus touring three districts is paid three times; one parked in the same district all game is paid
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once. Neither train may switch, so it cannot load itself — it must be made up loaded before it goes.
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## The Office you start on
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Every district opens on a **Depot** unless the table chooses otherwise. A Depot has two A/D tracks
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and is a Passenger Facility, so passengers earn from the first Stage and a second train can stand at
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an Office without wrecking.
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**"Players start with Whistle Posts, not Depots"** is the harder game, set when the game is created.
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A Whistle Post has **one** A/D track and is not a Passenger Facility: no passenger earns anything
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until somebody draws and plays a Depot upgrade, and a second train arriving is a collision unless an
|
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Interlocking holds it at the Limits until the track frees.
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||
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||
The deck follows the choice. Starting on Depots, the **Depot upgrade cards are left out** — an
|
||
upgrade must be to the next tier up, so a Depot card at a table that already has Depots is a dead
|
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draw. Station and Terminal are still upgrades and stay in.
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||
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## What a train may pick up
|
||
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||
Coupling is mandatory, so a train forbidden to pick cars up may not make the move that would pick
|
||
them up — there is no "move but leave them". A square the rails reach but the train's card forbids
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||
is shown as blocked, with the rule that forbids it.
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||
**A train may always recover its own caboose.** A caboose at the far end is what makes a train
|
||
ready to leave, so a card that says "may drop but not pick up anything" would otherwise let a train
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strand itself for good the moment it set its caboose down.
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