Files
station-master/docs/rules/card-reference.md
T
Jesse.MarkowitzandClaude Opus 5 83a5450866 v0.6.1 — five of six playtest bugs: one button per train, and a load that has to go somewhere
Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be
reproduced and is written up in TODO.md with the two questions that would pin it down.

TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain`
carried no tray, so there was one button per platform however many trains stood at it and
the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not
even asking the same question: `check` skipped a train whose card refuses passenger work and
the reducer did not. Both intents now carry an optional `trayId`, one function resolves the
train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train,
and the label names it.

A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the
boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full
Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in
an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to
another district. The load carries the seat that made it (`RollingStock.origin`), stripped by
`pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400
paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf.

THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the
reading that "Freight House" was a collective term for exactly those two, and therefore what
§9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names
it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound.
Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which
leaves exactly the one same-district pairing the rule above refuses.

NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars
spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way
to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`.

Both published replays that had gone dead were re-recorded; a rules change retires a save, and
`harness.test.ts` is what catches it.

The same change ships as v0.4.9e on the 0.4.9 line, branched from the v0.4.9d commit — the engine
files these fixes touch are identical across the two lines, so the patch applied cleanly both ways.

Also carries the two "Queued 2026-08-22, from playing on StartOS" TODO items that were staged
before this work started (Games in Progress readability, and getting back into a game after
losing a browser). They are notes, and items 9-12 below them are numbered against them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv
2026-08-21 23:54:24 -04:00

14 KiB
Raw Blame History

Station Master — Card Reference

⚠ SUPERSEDED. This described an invented 52-card placeholder. The real catalogue arrived on 2026-07-30 in docs/Deck cards2.xlsx, Trains3.pdf and Mainline Cards.pdf, and is transcribed in src/engine/content.ts. See implications.md for the full comparison.

Kept for the reasoning it records — the economy analysis in §7 was how we knew what questions to ask the design. Do not use its numbers.

The per-card catalogue: what is printed on every card. This is the specification the rules engine instantiates from and that any print-and-play layout renders. It says what each card says, not how it looks.

Derived from rules-v0.2.md §12 and the Gap 10 decisions in open-questions.md.

All values provisional — calibration targets to retune after play.


1. The Home Office deck — 52 cards

Category Cards §12.1
Timetabled Trains 12 one each, 1–12
Extra Trains 4 X9–X12
Office upgrades 9 Depot ×4, Station ×3, Terminal ×2
Freight Facilities 10 5 types × 2
Modifier Facilities 5 one each
Plain track 12 turnout ×6, straight ×3, run-around ×3
Total 52

2. Freight Facility cards

Ten cards, five types in identical pairs. Every freight facility card carries: a track with the Operational Rail wheel icon, an industry track of the stated length, Laborer icons, the MEN | AT | WORK three-box turn track, and its green Outbound and/or red Inbound boxes.

Facility Car type Direction Laborers Outbound Inbound Industry track Copies
Mine Tipple Hopper Outbound only 3 3 — 4 2
Produce Shed Reefer Outbound only 2 2 — 3 2
Grocer's Warehouse Boxcar or reefer Inbound only 1 — 1 3 3
Oil Refinery Tank car Outbound only 1 1 — 4 3
Power Plant Hopper or tank car Inbound only 3 — 3 4 2
Freight House Boxcar Both 1 1 1 — 6

Directions follow the commodity: coal originates at a Mine Tipple and is consumed at a Power Plant; produce ships out; a warehouse receives. This gives §9 all three of its cases — outbound-only, inbound-only, and both — with the Freight House the one card that does both.

"Freight House" IS a card (corrected v0.5.0) — a sixth industry, dealt 6 copies, one Laborer and one slot each direction. An earlier pass here read §9.3/Appendix A's "Passenger Facilities and Freight Houses permit cars to move each direction" as meaning "Freight House" was only ever a collective term for the Grocer's Warehouse and the Oil Refinery, never a card of its own — that reading was wrong; the engine deals it as a real sixth industry (content.ts's freightHouse profile) and this table follows the engine.

The Grocer's Warehouse and the Oil Refinery are ONE-WAY (corrected v0.4.9e). The Direction column read "Both" for both of them, and that was the other half of the same mistaken reading: if "Freight House" named those two, §9.3 had to be describing them, so they had to be two-way. Once the Freight House is its own card the argument evaporates, and playtesting settled it — "Grocer's Warehouse should be receive only, does not ship anything out"; "Refinery: only ships out tanks, does not receive anything" (Jesse). StationMaster-Home-Deck-v0.4.5.md prints both that way, and the modifier set agrees: all three Refinery modifiers (Pipelines, Oil Depot, Viscosity Breakers) grant +1 outbound, which would be an odd card set for a facility that receives half the time.

Throughput — why these Laborer counts

A complete freight load takes four Laborer-actions (§9.3): Green → MEN → AT → WORK → onto the car. Laborers are usable once each per Stage.

MEN | AT | WORK is a pipeline, not a queue. §9.1 allows one Load on each of its three boxes, so up to three loads are in flight at once and each Laborer advances one of them per Stage. This is the key to reading the numbers: Laborer count is throughput, not latency.

single load, 2 Laborers → completes in 2 Stages
single load, 3 Laborers → completes in 2 Stages   (no faster!)

pipeline full, 3 Laborers → one load completes EVERY Stage

The extra Laborer buys nothing on one load and triples output on a full pipeline.

And the pipeline can only be fed one load per Stage, because stocking the green box costs a whole Local Operations action (§6.3). So a 3-Laborer facility is exactly balanced against the feed rate — it completes loads as fast as a player can possibly supply them. The 2-Laborer facilities are the deliberately slower industries, unable to quite keep up with a dedicated player.

That is why Laborer counts track Outbound capacity: Mine Tipple 3/3, Power Plant 3/3, Produce Shed 2/2, Grocer's Warehouse 2/2. The numbers are derived from the action budget, not chosen freely.

Even so, Laborers are rarely what limits a player — spotting the empty car and hauling the loaded one away both cost switching actions from the same budget. See §7.


3. Train cards

Sixteen cards. Each carries its number, a direction from the card image, the consist specification, and the required order: engine at the front, revenue cars, caboose last where required.

Odd numbers run westbound, even eastbound. Pairs are sister trains under the optional rule (Appendix B). Seniority runs passenger-first — low numbers are the varnish, high numbers the drags and locals.

Trains Class Consist Direction
1 / 2 Limited 4 coaches, no caboose W / E
3 / 4 Mail-Express 3 coaches, no caboose W / E
5 / 6 Manifest Freight 3 boxcars or reefers + caboose W / E
7 / 8 Coal Drag 3 hoppers + caboose W / E
9 / 10 Oil Train 3 tank cars + caboose W / E
11 / 12 Way Freight 3 cars of any type + caboose W / E
X9, X10, X11, X12 Extra Any 3 cars + caboose, player's choice Head-on — player chooses

A Crew Tray holds at most four Rolling Stock and a caboose counts toward that four (§A.4), which is why no caboose train carries more than three revenue cars.

Only trains 1–4 carry coaches, so passenger work at any Office depends on those four trains' visits.


4. Office cards

Nine upgrade cards in the deck (Depot ×4, Station ×3, Terminal ×2 — the pyramid Gap 3b requires). Whistle Posts are a fixed supply outside the deck (§12.2).

Office Control Point Passenger Facility A/D tracks Porters Green slots Red slots In deck
Whistle Post no no 1 — — — supply
Depot yes yes 2 1 2 2 4
Station yes yes 3 2 3 3 3
Terminal yes yes 4 3 4 4 2

Slot capacity deliberately exceeds Porter count. Only trains 1–4 carry coaches, so an Office needs somewhere to bank boarding passengers between visits and room to absorb a whole trainload of arrivals. Slot counts mirror the A/D track progression.

All four tiers carry identical track geometry (§11.3): a through track plus a plain junction stub above and below. Upgrades are drop-in and must never disturb a connection.


5. Modifier cards

Five cards, one each. A Modifier is not track. It is placed adjacent to a Facility, on any of the nine nearby spots — diagonals included — and if adjacent to two Facilities its effect may be used on only one per Stage (§9).

Two placement rules follow from it not being track. It is not bounded by the Limits: a host standing at the edge of the district keeps all nine of its spots, or the card would be unplayable exactly where the district ends. And it may never stand in the Running Track's row, which inside the Limits is always full anyway — beyond the sign that row is the ground the main grows onto, and a Modifier parked there would block the Limits sign from moving outward (§2.1).

Card Effect Applies to
Team Track +1 car on the industry track Freight
Loading Dock +1 green Outbound capacity Freight
Storage Shed +1 red Inbound capacity Freight
Extra Platform +1 green and +1 red slot Passenger
Section Gang +1 Laborer or +1 Porter Either

Capacity modifiers matter more than they sound: banking room, not worker count, is what limits output. Section Gang is the only way to speed a facility up, and is deliberately the sole worker-adding card.


6. Track cards

Twelve plain track cards. Every one carries the Operational Rail wheel icon except turnouts, which a train may pass through but not stop on (§A.1).

Geometry Count Notes
Turnout 6 Enter from A → B or C; enter from B or C → A only. Not Operational Rail.
Straight 3 Operational Rail
Run-around 3 Operational Rail. Required for the facing-point move of §A.5.

Turnout-heavy because turnouts are how Secondary Track branches onward once the Office card's own junction stubs are built out (§11.3).


7. Economy summary

Local Operations actions are the main currency. One per Stage, twelve per Day, and each is exclusive — switch, or draw, or work the Freight Agent (§6).

Revenue source Local Ops cost
Freight load out 1 to stock the green box, plus amortized switching
Freight unload none up front — 1 later, only once the red box fills
Passenger boarding 1 to stock a loaded coach
Passenger de-training none up front — 1 later to clear the slot

⚠ Corrected against simulation. An earlier version of this section claimed every Revenue point costs about one action, giving a ceiling of 12/Day. That is wrong, and the error is instructive: the two inbound operations need no Local Ops action at all at the moment they score. A loaded car arrives on a train, per-Stage Laborers walk it off, and the point is earned using only free per-Stage resources. The action is spent later, and only when a box actually fills.

That earlier correction was itself measured against a scoring bug — unloads were paying a full Revenue point after one Laborer action instead of four. With the pipeline corrected, simulation gives ~0.9 Revenue/player/Day and a 0% win rate against these targets.

Treat the 5–6/Day figure as unfounded. It was derived from the mistaken model above and has not been re-derived. The measured cost of one freight point is four Laborer actions plus a stocking action plus the switching to spot a car. See open-questions.md Gap 12.

The development ramp

Players open with a Whistle Post — not a Passenger Facility — and no freight facilities at all. The timetable also starts empty, so no trains run until someone draws and plays a train card.

Day 1    ~0    no facilities, no trains yet
Day 2    ~2    first facility placed, first train running
Day 3    ~5    developed
Day 4+   ~6    steady state

cumulative:   3 Days ≈ 7     5 Days ≈ 19     10 Days ≈ 49

The §3 victory targets (10 / 20 / 45) are set just under these cumulative figures, so a game is winnable by a player running well and missed by one who is not. The Competitive collective floor of 3 × players × Days is about half of expected output and is comfortably met by a functioning Division.


8. Fixed supplies (outside the deck)

Component Count
Mainline cards (tarot, 2 regions each) N + 1 for N players
Division Point cards 2 (East, West)
Whistle Post cards N + spares
Limits cards 2N + spares
Crew Trays and engines player count + 3
Number Boards 12, numbered 1–12
Red Flag cards 1 per player (optional rule only; removed from game when played)
Fedora 1
Pocket Watch 1
D12 1

Rolling Stock — 62 pieces

Type Loaded Empty
Coaches (blue) 8 8
Boxcars (brown) 6 6
Hoppers (brown) 6 6
Reefers (brown) 4 4
Tank cars (brown) 4 4
Cabooses (red) 6 —
Total 62

Supply check against facility demand. Worst case is every copy of every facility in play at once with all boxes full:

Car Facility demand Supply Headroom
Hopper Mine Tipple 3×2 + Power Plant 3×2 = 12 12 exactly met
Tank Oil Refinery 2×2 = 4 8 4 spare (was "exactly met" while the Refinery was two-way)
Boxcar Grocer's 2×2 = 4 12 8 spare (same correction)
Reefer Produce Shed 2×2 = 4 8 4 spare
Coach Terminal 4+4, per Office 16 scales with Office count

Hoppers are exactly met in the theoretical worst case, which cannot occur in practice — only 10 freight facility cards exist across a 52-card deck shared by all players, and the §2.2 Classification Yard recycle returns stock to the Division Yard whenever it empties. Both are worth watching in playtesting.