A second-digit bump, deliberately. 0.8.1 had been reserved for the seatless display table; that work is getting more thought, and this table pass over v0.8.0.17 earned the number on its own. Six reports: one was a rules question, one a wording complaint with a real bug underneath, four straightforward. A CAR CLEARED FROM A RED INBOUND BOX CAME BACK STILL LOADED. Reported as wording — "technically accurate but doesn't make any sense" — and the wording was the visible half. `inboundCleared` pushed `pooled(e.stock)` under a comment reading "a car back in a yard is back in the common supply, carrying nothing", and `pooled` does not do that: it strips the load's origin stamp and keeps `loaded` ON PURPOSE, because a train can retire at a Division Point with freight aboard. So the comment described an intention the call never carried out, and every car the Freight Agent cleared reached the Classification Yard carrying a load already delivered and already paid for. It bites hardest on coaches: `passengersDetrained` takes `coach && !loaded` out of the Division Yard and §2.2 refills that yard from Classification, so a cleared coach came back as stock that could never unload another passenger. Measured over five three-Day solitaire games: 18 loaded coaches in Classification against 6 empty. The red box is where a journey ENDS; clearing it sends the passengers out of the station, or the delivered load into the industry, and returns the CAR, empty. The option says that now instead of describing the counter that moves. SCOPED TO THE RED BOX ON PURPOSE. `retireTrain` also returns loaded cars and is left alone: that is what `pooled`'s own documentation describes, and a loaded car in a yard is pre-loaded cargo rather than dead stock — it can be made up and delivered, and a loaded coach can still detrain. Only the red box's contents had already finished their journey. GAMES IN PROGRESS DO RESUME, MEASURED RATHER THAN ARGUED. Yard contents change, so the worry was real. All twelve saves on the test server were pulled and replayed through `tryResumeSession` — the server's own boot check — against this build. Six resume, six refuse, and the six refusals are the SAME six, at the same moves, with the same codes, that 0.8.0.17 already logged. Nothing new was stranded. That pre-install replay is a better check than reading the next boot log, because it answers before the install rather than after. THE HISTORY SAID "Mainline card 7" and left the reader to remember what card 7 was — with two Plains dealt, which is why the slot is kept beside the name rather than replaced by it. A second fault sat one word to its left and nobody reported it: the name was built as `e.key.replace(/([A-Z])/g, ' $1')`, so `absSignals` printed as "abs Signals" while the action list directly above said "ABS Signals". `narrate` takes `mainlineAt` and `enhancementName` beside the `facilityAt` it already had, and `simpleCardName` is exported so the log reads the same table the buttons do. `mainlineModified` had both faults and is fixed with it. LEAVING A RUNNING GAME WAS A DEAD END. `enterSeating` hides the choice section and only the lobby's own two leave paths put it back; leaving a running game is a third route, so the lobby came back holding nothing but "Games you are in" with both doors on the page at display:none and no control able to reveal them. Reset in `runLobby`, which is the one function every route onto that screen goes through — which is exactly why the two paths that did it themselves missed a third. THE LOBBY'S ACTION BUTTONS CARRY THE BOARD'S AMBER. A list of the actions rather than `#lobby button`: the settings form under Create is a field of inputs, and amber on all of it would say everything is a move and so say nothing. A disabled Start game drops back to chrome. THE DEPARTMENT REFILL IS A RULE AND IS NOW WRITTEN DOWN. §6.2 — "if any of the Department decks is empty, draw a Home Office card and place it in the empty spot" — firing only when the draw actually empties the pile. Kept as implemented (Jesse's ruling) and stated in rules.md and home-deck.md, neither of which had ever mentioned it. A rule implemented from the prototype and never written down is a rule that surprises the table. 1016 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
200 lines
9.8 KiB
Markdown
200 lines
9.8 KiB
Markdown
# Station Master — Quickstart
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**For a tester who has never played. Describes the game as built at v0.8.1.0** (2026-09-22).
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Read this once before you sit down. It is about twenty minutes of reading and will save you an hour
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of confusion. The deeper references are listed at the end.
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---
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## 1. What the game is
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You are a railroad **Office** — a town — on a shared east–west main line called the **Division**.
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Everyone's Office sits in a row along it, west to east, with **Mainline cards** between them.
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Two jobs run at once:
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**Your own job, in your district.** Build track. Build industries and a passenger platform. Shunt
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cars around with a switching crew to get the right car to the right place, so that freight can be
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loaded and unloaded and passengers can get on and off. Every one of those completed pieces of work
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pays **Revenue**, which is the score.
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**The shared job, out on the Division.** Scheduled trains run across everybody's territory on a
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timetable. They arrive at your Office, and you work them. When two trains want the same stretch of
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track, the player wearing the **Superintendent's Fedora** rules on whether the second may follow the
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first. Rule wrong and they collide, which costs 5 Revenue and counts against a limit that can end
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the game.
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The tension the game is built around: **the useful work is local and slow, and the trains are shared
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and do not wait.**
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---
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## 2. How you win
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The game runs a set number of **Days** — five by default. Each Day is **12 Stages**, which you can
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think of as two-hour clock periods from midnight.
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At the end of the last Day:
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1. **The table's combined Revenue is checked first**, against a floor of **3 × players × Days**. At
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three players over five Days that is 45. **Miss it and everybody loses**, however well you
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personally did. This is the number to watch.
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2. **Co-op:** meeting the floor is the win, together.
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3. **Competitive:** meeting the floor puts the game on, and the **highest individual Revenue** wins.
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4. **Solitaire:** meet the floor by yourself.
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**Collisions can end it early and badly.** Breaching the collision limit stops play at once in a
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collective loss — the railroad has been declared unsafe. Default limits are 3 in one Day and 5 in
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the game.
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**Falling short offers another Day** rather than just ending, so a game that misses the floor can be
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played on. A game stopped by collisions cannot.
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### Where Revenue comes from
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| Work | Pays |
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| --- | --- |
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| A passenger boarding at your platform | 1 |
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| A passenger getting off at your platform | 1 |
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| Completing an outbound freight load | 1 |
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| Completing an inbound freight unload | 1 |
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| A train completing its run across the whole Division | 0 by default, to every player |
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Those rates are set when the game is dealt and can be changed. The default means **your score comes
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almost entirely from working cars in your own district** — trains passing through pay nothing by
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themselves.
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---
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## 3. The shape of a Stage
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Every Stage runs five phases in this order. Only two of them are your turn.
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| # | Phase | What happens |
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| --- | --- | --- |
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| 1 | **Local Operations** | **Your turn.** Choose ONE of three things (below). Each player in turn, starting with the Superintendent and working eastward. |
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| 2 | **New Train** | Trains due this Stage are made up from the Division Yard. The table takes turns adding one car each. |
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| 3 | **Mainline** | Automatic. Trains move, lowest number first. This is where clearance rulings and collisions happen. |
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| 4 | **Cargo** | **Your turn.** Your Laborers and Porters do their work — the loading, unloading, boarding and detraining that actually pays. |
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| 5 | **Supervisor Shift** | Automatic. Laborers and Porters refresh; expedited trains depart. Every third Stage the Fedora passes. |
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### Local Operations: you get exactly one of these
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- **Switch** — take a crew and shunt. **Six Moves** (five at night under Reduced Visibility). This is
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how cars physically get from the yard to an industry and back. Cars you run over are coupled up
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automatically, so plan the route.
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- **Draw** — take a card, then play and/or discard. This is how your district gets built: track,
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industries, Office upgrades, modifiers, train cards.
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- **Freight Agent** — one clerical act: stock a green outbound box, clear a red inbound box, or
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unjam a facility.
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**You cannot do two of them in one Stage.** Choosing is most of the game. A Stage spent drawing is a
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Stage not spent switching.
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> Passengers are **not** the Freight Agent's job. They board and get off in the **Cargo** phase, with
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> a **Porter**. Reaching for the wrong role and finding nothing there is the single most common new
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> player mistake, so each role now says on screen what it is for.
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---
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## 4. The screen
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Left column, top to bottom:
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- **The Division — west to east.** The shared main line: every Office and the Mainline cards between
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them, with trains drawn where they are. **West is always on the left**, and a train's engine is
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drawn as an arrow (◀ or ▶) showing which way it points.
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- **Your Office Area.** Your own grid of track cards. This is where switching happens. It folds away
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outside the phases that change it, unless you pin it open.
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- **History.** What has happened, most recent first.
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Right column:
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- **Your Move** — the buttons. If it is not your turn this is empty, and the board tells you who is
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acting.
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- **Cards in My Hand**, and the **Department decks** — three face-up discard piles anyone may draw
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the top of.
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- **The Yards.** The **Division Yard** is the live supply of cars. The **Classification Yard** is
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where used cars go, and it comes back **only when the Division Yard runs completely bare**.
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- **Timetable** — who is due out and when.
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- **Blocked — why nothing is moving.** *Read this panel.* When something will not work, this is
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where the game explains why, in rules terms.
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- **Facilities** — the load pipelines at each industry.
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Across the top: your Revenue, the target, the Day and Stage, collisions, and the game code.
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**When other players are acting**, their turns are replayed on your board a step at a time rather
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than arriving already rearranged, with a `[N behind]` counter, **Pause** and **Skip**. Your own moves
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are not replayed at you — they are already on your screen.
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---
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## 5. Your first twenty minutes
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Play a **solitaire** game first. It needs no server and nobody else, and it is the same rules.
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1. Open the site, choose **Play solitaire**, accept the defaults, **Deal**.
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2. **Stage 1 — Draw.** You start on a **Whistle Post** with almost nothing. Play a track card or two
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to extend your Running Track, and get a **Depot** down as soon as one appears: it is the upgrade
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that makes you a passenger facility and gives you a second A/D track.
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3. **Build one industry** on a stub off the main — not on the Running Track itself, which the game
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will not allow.
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4. **Play a train card** when you get one. It rolls onto the timetable and then runs at that Stage
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**every Day**.
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5. **When a train arrives at your Office**, switch cars to it or from it, and do the paying work in
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the **Cargo** phase.
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6. Watch the **Blocked** panel whenever you are stuck. It is usually one missing thing: no empty car
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spotted, no loaded car in the yard, a full box, a locked industry track.
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Then play a Day or two of multiplayer with bots filling the other seats, to see the table take turns.
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---
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## 6. Things that surprise new players
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- **A turnout cannot be stopped on.** You may run through it; you may not end a Move there.
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- **Coupling is mandatory.** Run over a standing car and you take it, whether or not you wanted it.
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- **An industry track locks while a load is on its MEN | AT | WORK boxes.** No train can enter,
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cross or work there until it clears.
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- **A modifier adds a BOX, never room for a car.** It raises how much work an industry can hold, not
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how much rail it has.
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- **Nothing may be built outside your Limits** — track, industries and modifiers alike. Your district
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ends at its sign, and the sign moves outward as your Running Track grows.
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- **A train must be made up to leave.** Engine at one end; if it has a caboose, the caboose at the
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far end. A train shunted out of shape sits at your Office until you fix it — a **Small Yard** will
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re-order a consist for one Move, and each option tells you whether the result can leave.
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- **Passengers may dry up completely.** Coaches move one way — boarding sends the emptied coach to
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the Classification Yard, and it only comes back when the Division Yard is bare, which may never
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happen. When it does, the yard panel warns you and passenger trains are made up empty. **This is
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the rules working as designed**, not a bug; report how it felt, not that it happened.
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- **Expedited trains leave the same Stage they arrived**, after the Cargo phase. Ordinary ones wait.
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---
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## 7. What to report
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Most useful, in order:
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1. **What you expected versus what happened**, with the Day and Stage. "Day 2 Stage 9, train 5 had
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no coaches" is worth more than "passengers seem broken".
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2. **Save the game** (the **Save replay** button) and send the file. A save is the seed and the moves
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made, so it replays exactly and the bug can be looked at directly.
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3. **Anything the screen did not explain.** If you had to guess a rule, that is a finding even when
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the game was right.
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4. **Anything you went looking for and could not find.**
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Bugs go to the tracker; anything unclear in this guide is also worth saying.
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---
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## 8. Where to read more
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| For | Read |
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| --- | --- |
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| The rules in full, with the FAQ | [Rules](rules.md) |
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| Every card, generated from the code | [`rules/as-built.md`](rules/as-built.md) |
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| How the Home Office deck is dealt and played | [Home deck](home-deck.md) |
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| The Mainline cards and what they do to a train | [Mainline deck](mainline-deck.md) |
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| Rolling stock, yards, trays, the Fedora | [Components](components.md) |
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