Files
station-master/CHANGELOG.md
T
Jesse.MarkowitzandClaude Sonnet 5 a70b7f88f3 Say who the game is waiting on, and move the Fedora; replay in words
Three items folded into the unshipped v0.7.9.

WAITING ON (reported by Jesse from play). The status line said "nobody —
the Division is running itself" while the game was stopped on the
Superintendent. Frame.actor carried clock.currentActor, which is null
for the whole Mainline Phase, so all three interruptions — §8.1's
clearance ruling, Gitea#5's Yard Office offer, Gitea#19's Red Flag
prompt — reported that nobody was holding it up. actingPlayer had the
answer since the Gitea#5 refactor; the Frame threw it away. It carries
actingPlayer now, plus a new `awaiting` field naming the question and
the train: "waiting on Bob · a clearance ruling · Train 4". Naming the
person alone is not enough when three different things can be pending.

THE FEDORA (TODO #29) rides at the right-hand end of the phase row
instead of a line of its own, and wraps under rather than squeezing the
chips.

THE DEVELOPER REPLAY (TODO #34) printed "loss — revenueFloor", the same
defect Gitea#16 was filed about, still alive because nothing
player-facing pointed at it. panels.ts's reasonSentence is exported and
shared rather than reimplemented, fed the last recorded frame and
stripped of markup. The drift test maps win/loss to won/lost so it still
checks the two AGREE rather than that they are spelled alike.

Also carries the previous, unsigned commit's work: the two setup screens
worded the same section by section.

877 tests pass, ten new.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
2026-08-30 09:01:19 -04:00

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# Changelog
Detail behind each commit. Commit messages stay high level; the reasoning, the measurements, and
the things that turned out to be wrong live here.
Measured figures are 100 solitaire Standard games with the developer bot unless stated otherwise.
The target is 20 Revenue over 5 Days.
## Versions
Every commit carries a bump, decided with Jesse rather than assumed:
- **third digit** — bug fixes to what is already there.
- **second digit** — a new set of features.
- **1.0** — the first release we think is solid enough to call one.
The number lives in `package.json` and nowhere else; `scripts/build-web.ts` stamps it into every
page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identified from the page itself.
---
## 0.7.9 — 2026-08-30
Four pieces of feedback on the solitaire setup screen, plus the rules bug the second one exposed.
### The collision limits were dead settings in solitaire — now they are not
Asked to reword the collision entries to "the game ends immediately and results in a loss", which
turned out to be unwriteable: `advance.ts` gated the whole §3.4 check on
`mode === 'competitive' || mode === 'coop'`, and a solitaire game's mode is `'solitaire'`. So both
limits were offered on the New Game dialog as live settings, rode into the config, and never fired.
A solitaire player could set a limit of 1 and crash all game. The *existing* text beside them ("the
game ends in a loss") was already false; the new wording would only have made it more so.
The exclusion was never a stated rule — §3.4 does not carve solitaire out — and nothing recorded a
reason for it. **Jesse's ruling: the settings do what they say**, so the mode gate is gone rather
than the controls.
**A solitaire game can therefore now end early, and that is measured rather than asserted.** Over
200 standard games with the developer bot: `loss/collisionFloor` **1 game in 200**, with Days played
falling 5.00 → 4.98 mean and a *minimum of 1* — a bad opening Day can now end a game outright.
Collisions per game are unchanged (0.14 mean, max 3), which is the point: the ending is rare because
crashes are, not because the check is lenient. `0` still switches either limit off, at one seat
exactly as at four, and that path has its own test now.
Every figure in `TODO.md` quoted from a full-length solitaire run predates this.
### Where an Extra may start defaults to your own Control Point
Was "any player's". At one seat the two are the *same rule* — `apply.ts` only rejects `ownOffice`
when `start.seat !== seatOf(s, player)`, which cannot happen — so this is a labelling fix with no
gameplay effect and nothing to re-measure. The permissive label described a permission a lone player
was never being granted, and named an "any player" they have no contrast with.
### The extension question was hidden behind the results screen
Jesse, 2026-08-30: "Solitaire game ended. I did not have an option to extend the game by a day."
**The engine and the Frame were right the whole time** — checked before changing anything: a
solitaire game at the end of its timetable reaches `awaitingExtension` with `extensionVotes: [null]`,
and `isExtendable` covers both `revenueFloor` and `daysElapsed`. `renderActions` reaches
`renderEnding` for any non-active status, and `renderEnding` writes "play one more Day" and "end the
game here" into `#actions`.
Then it opens `#resultsdlg`, **which is modal**. So the two buttons were rendered directly underneath
a dialog whose only control was Close, and the player read a results screen that offered nothing but
Close and concluded the game was over — which is precisely what it looked like.
The results dialog now carries the question itself, hidden unless a vote is actually pending:
**Play One More Day** and **End the Game Here**, casting the same `game.extend` intent. The
`#actions` buttons stay, because they are what remains once the dialog is closed and what a player
who reopens it with "see the full results" comes back to.
**Why this survived being "verified".** `TODO.md` #35 recorded extended play as checked on
`phoenix.local` — over the HTTP API, which renders no dialog. The browser path had never been run to
the end of a timetable. Same shape as the three attempts before it: the thing that was verified was
not the thing the player uses.
### `configWith` let the day count and the Revenue floor disagree
`minCombinedRevenue` fell back to `SOLO_CONFIG`'s constant — the floor for a *five*-Day game —
whatever `days` said. So `configWith({ days: 1 })` asked a one-Day game to clear **15**, a figure a
full five-Day game averages barely half of, and `configWith({ days: 10 })` asked for the same 15 a
five-Day game does. It derives from the days it was actually given now.
Not a live fault: `createLocalSession` is the only caller, and the page always writes the floor
itself, so no dealt game was ever wrong. It was found by a throwaway probe written to reproduce the
extension bug above, which passed only `days` — which is exactly how the next caller would reach for
it. At the default day count the answer is unchanged, since `SOLO_CONFIG`'s own floor is this same
formula at `DEFAULT_DAYS`; the three new tests pin that as well as the derivation.
### A Heavy Grade shows which way it climbs
Jesse, 2026-08-30: "heavy grade mainline card tooltip states climbs east, but card doesn't show it."
The Frame has carried `gradeUp` since the Division map was rebuilt and the tip has read "climbs
east" all along — but the one Mainline card whose orientation is set per game, and the one where
Helpers and Brakeman mean opposite things at opposite ends, drew nothing to tell the two apart.
A brown wedge in the card's lower right, rising toward the climb, with a bone arrow lying along its
slope. **East is right on this map** (Gitea#18), which is what lets a wedge be read without a
compass — and is the layout decision paying for itself again.
**Four passes, and the first three are worth recording because each failed differently.** An arrow
up the hypotenuse had to start at the wedge's thin corner, where there is no height to draw in, so
its head sat over the edge and read as clipped. Level, it was contained but did not read as
climbing. At 30° — steeper than the wedge's own 22.5° — it had to be tucked into the fat half to
survive. Lying **along** the slope is the shape that fits: the perpendicular gap to the hypotenuse
is then constant down the whole arrow instead of closing at one end, so it can sit on the triangle's
centroid. The wedge grew 44×19 → 58×24 to pay for that, because a centred arrow has *less* room than
an off-centre one — the centroid is about 7px from the hypotenuse.
The final sizes are a search result rather than an eyeballed nudge: the roomiest arrow keeping all
seven vertices clear of both edges, at 2.88px.
**A test that passed a visibly broken glyph is the reason this is pinned properly.** The first
containment check bounded the arrow against the CARD, which it never left — while the wedge clipped
it. The check is against the *triangle* now, with a 2px floor, plus the arrow being parallel to the
wedge (derived from the wedge, so resizing it cannot leave a stale angle) and centred on the
centroid.
**Orientation is always set — measured, not assumed**, since a wedge that invented a direction would
be worse than no wedge. Across 400 seeds × 4 player counts: **535 Heavy Grades placed, 0 without an
orientation**, 276 east / 259 west. `setup.ts` is the only place a Mainline node is created and it
rolls the direction from the seed for every grade, so the `?? 'east'` fallbacks in `view.ts` and
`advance.ts` are unreachable.
### Two setup screens, not three — the in-game dialog is deleted
Jesse, 2026-08-30: "If you are in the Solitaire game and you click the new game dialog, it should not
go to a separate screen. We should reuse the Solitaire New Game Screen… in general we should reuse
what we already have."
`#newgamedlg` was a third copy of the same questions and the one that drifted. It was shown ONLY to
a solitaire player, and it asked "Everyone loses if **combined** Revenue at the end is under" — a
table's question, put to one person — and explained Employee Rotation in full, in multiplayer terms,
beside a control it had itself disabled. Both were on the list to re-word. Deleting the screen
removes the drift instead of restating it, which is the cheaper fix and the one that cannot drift
again.
**New game now opens the setup screen in place.** Not a navigation: the live session stays in memory,
so the fields open on the rules actually being played — which is what the dialog was good for, and
losing "change one dial, redeal, compare" would have been a real loss — and **Continue Existing Saved
Game** puts the board straight back with no reload and no replay. Nothing is at risk either way:
`render()` calls `save()` every frame, so the game in progress is always on disk.
**And the two remaining screens now match below their headers.** Each keeps its own opening — the
lobby's join/secret section and "Create a new game" are multiplayer's alone — but from the parameters
down they are one form: the same three fields in the same order (seed, players at the table, days),
the same note about a seed and settings dealing the same railroad, and the same note about every
chair being taken. Solitaire shows **Players at the table** too, locked at one, rather than omitting
it — a control that is present and fixed says "this is the same form, at a table of one", where a
missing one just made it a different form that happened to share a rules block.
The drift guard that had been checking three prefixes now checks two, and a new assertion fails if
any `ng-` id ever reappears.
### The two screens are worded the same, section by section
Jesse, 2026-08-30: "let's get the text between the Multiplayer and solitaire as close as possible to
the same." Walked section by section; where the two said the same thing differently, the lobby's
wording won, because it was written for the harder case.
- **The chair note is one paragraph on both**, replacing two that each described only their own
case: "Every chair must be filled before the game can start. For solitaire, there's only one
player. For multiplayer, that must be filled by a person or a bot. The number of players cannot be
changed once the game is created."
- **The Game type heading names which game the screen deals** — "Game type (multi-player)" and
"Game type (solitaire)". That heading is now the whole explanation for the dimmed rows.
- **No reason is printed beside a dimmed type any more.** The lobby appended "— dealt with the New
game button, not here" to Solitaire, and the solitaire screen appended "— use the Multiplayer
button; a table needs a server" to each of three. Jesse: "grayed out with no additional
explanation. The explanation above… is sufficient." One heading says it once; three rows were
saying it three times. `markUnavailable` is down to dimming, and `.lb-why` is gone with them.
- **The sentence under the radios is deleted on both.** It restated the type just chosen to the
person who had just chosen it. Its one non-obvious case — how many settings a Custom game differs
by — is not lost: `form.mark` already puts "Co-op default: …" on each row that differs, which is
where a reader can act on it rather than a count they would have to go and find. The tests that
read that sentence now read the row hints instead.
- **The Game settings, Starting hand and Victory conditions notes are the lobby's on both**, with
one edit Jesse asked for: "clicking a type again resets" → "changing the game type resets", which
names the control that does it rather than a gesture. Victory conditions was not on his list —
applied under the same rule, and the lobby's wording fits now that solitaire also shows the table
size.
What is deliberately still different: each screen's own opening paragraph, and the heading above.
### The status line said nobody was holding the game up
Jesse, 2026-08-30: "waiting on shows 'nobody — the Division is running itself' BUT the system is
actually waiting on the Superintendent."
`Frame.actor` carried `clock.currentActor`, which is null for the whole Mainline Phase — so the three
interruptions that stop the game and put a question to a named person (§8.1's clearance ruling,
Gitea#5's Yard Office offer, Gitea#19's Red Flag prompt) all reported that the Division was running
itself. `actingPlayer` has had the answer since the Gitea#5 refactor; the Frame threw it away.
It carries `actingPlayer` now, **and what the question is**: "waiting on **Bob** · a clearance ruling
· Train 4". Naming the person is not enough on its own — three different things can be pending, and
"waiting on Bob" with nothing after it is a game that looks stuck to everyone except Bob.
### The Fedora moved to the end of the phase row
`TODO.md` #29. It sat on a line of its own between the phase chips and everything above them, which
put a thing that moves every third Stage in among the things that move every Stage. It rides at the
right-hand end of the phase row now — the row whose last chip is Supervisor Shift, the phase that
passes it — and wraps underneath rather than squeezing the chips on a narrow screen.
### The developer replay stopped printing a raw enum
`TODO.md` #34. Its heading read `loss — revenueFloor`: the exact defect Gitea#16 was filed about on
the playable page, still alive here a release after that was fixed, because nothing player-facing
pointed at it. It reads "lost — The Division closed short: 3 Revenue between everyone, against a
floor of 15…" now.
`panels.ts`'s `reasonSentence` is exported and shared rather than reimplemented, so the replay and
the results screen cannot explain one ending two different ways. It is fed the last recorded frame —
the state the outcome was decided in — and stripped of markup, since it lands in an `<h1>` and a
console line. The drift test that compared this string against the engine now maps `win`/`loss` to
`won`/`lost`, so it still checks the two agree rather than that they are spelled alike.
### Three wording and layout fixes
- **The collision entries** on all three screens now read "The game ends immediately and results in
a loss…". The Revenue floor keeps its own wording, since it is settled at the end rather than on
the spot.
- **Employee Rotation** on the solitaire screen says "not applicable for solitaire" instead of
"meaningless at a table of one, shown here so this screen and the lobby read as one list" — which
explained the page's own construction to somebody who had not asked.
- **The save warning is legible.** It sat in `.ng-note`, the same dim 11px grey as the twenty
explanatory notes above it, while being the only thing on the screen describing something
irreversible. It is 14px on an amber panel now — amber and not red because losing a save is a real
cost, not a danger, and red would outrank the actual rules above it. The buttons say **Continue
Existing Saved Game** and **Deal New Game** rather than "Continue saved game" and "Deal".
877 tests pass, ten of them new; one existing test asserted the opposite of the collision ruling
above and says so where it was reversed.
---
## 0.7.8 — 2026-08-30
### The setup screen was unreachable for anyone who had ever played
Third report of the same symptom, and this time the build was confirmed current on screen
(`0.7.7-mtf7hyxc`), which ruled out the caching fault v0.7.7 had just fixed and left the actual
cause with nowhere to hide.
**v0.7.5 skipped the setup screen whenever `load()` found a save**, reasoned in its own comment as
"a saved game is a game to resume". The consequence went unnoticed: a browser that has ever played
solitaire *always* has a save, so the door could never reach the screen again. Only a browser that
had never played would see it — which is exactly why a fresh private window appeared to prove
v0.7.7's cache fix. The private window had no save. Two genuine faults were stacked, the caching one
was real and is fixed, and it masked this one.
**The door now outranks a saved game.** `?solitaire` is an explicit request to set a game up;
clicking "Play solitaire" is not a request to resume. A BARE reload still resumes, which is the
zero-friction case D11 is about and is pinned by its own test.
**Dealing from the door would have destroyed a game in progress**, since `commitNewGame` calls
`clearSave()` — so the screen now carries `#ss-resume` ("Continue saved game") and states plainly
that dealing replaces the save. Resuming navigates to the bare URL rather than building a session
on the spot, so `start()` stays the only place that turns a URL into a game.
**Recorded because the failure was diagnostic, not technical.** The first two attempts each fixed
something real that was not this, and both were reported as verified. The routing fix in v0.7.6 was
verified by reading what the server served; v0.7.7's by the same. Neither ever exercised the actual
path with the actual state a returning player has. The reproduction here is a failing test asserting
the door with a save present — written before the fix, and it failed with "a saved game swallowed
the door".
### The splash footer names both ways to play
Was "solitaire runs entirely in your browser — no server code required", written when solitaire was
the only door. Now: "Multiplayer runs on StartOS server. Solitaire runs entirely in your browser."
(Jesse, 2026-08-30, asked to ride along with the next change rather than take a release of its own.)
868 tests pass, four of them new.
---
## 0.7.7 — 2026-08-30
### Two releases shipped to a browser that never received them
Jesse installed v0.7.5, clicked **Play solitaire**, and landed in a dealt game instead of the new
setup screen. v0.7.6 diagnosed that as a routing bug, fixed it, installed, verified — and it happened
again, identically. The second report is what made the real cause findable: the fix was correct both
times and neither one ever reached the browser.
**`buildStamp()`'s no-git fallback was the literal `nogit`, and the `.s9pk` build has no git.** The
Dockerfile copies the working tree in without `.git`, so `git rev-parse` fails there on every
packaged build — and that string is not only the visible stamp, it is the cache-bust key every module
URL carries. So v0.7.4, v0.7.5 and v0.7.6 all published `./web/main.js?v=nogit`, byte-identical, and
a returning player's browser correctly concluded it had the file already. The fallback is now the
package version plus the build's own timestamp, which is always distinct and needs nothing from the
environment. Proven rather than assumed: two builds of an identical git-less tree now stamp
`0.7.6-mtf6l8rm` and `0.7.6-mtf6lant`.
**And the server sent no `Cache-Control` at all**, which is the other half — the pages are the one
thing that cannot be versioned in their own URL, since a player types the address or follows a
bookmark, so a cached `play.html` pins that player to the whole build it names including every `?v=`
inside it. Fixed the exact way round that matters: a request carrying `?v=` may be stored for a year
and marked `immutable`, and anything else is `no-cache`. `?v=` rather than "not HTML" because
`build-web.ts` tags the modules and nothing else — a year of `immutable` on an untagged image or on
the replay manifest would outlive several releases of it.
Neither half is sufficient alone: without the varying tag there is nothing for a fresh page to point
at, and without the header the fresh page is itself served from cache.
**What this says about the two releases before it.** v0.7.5's setup screen and v0.7.6's door fix were
both real, both correct, and both verified on `phoenix.local` by reading what the server served —
which was true, and was never the thing in doubt. What went unverified was the browser, and a
hard-reload would have told us on the first report. Worth remembering the next time a fix "has had no
effect": check that it arrived before re-diagnosing it.
864 tests pass, two of them new — one pinning the no-git fallback as something that varies per build,
one pinning the header rule and that the `?v=` flag actually reaches `serveStatic`.
---
## 0.7.6 — 2026-08-29
### The solitaire door could not reach solitaire
Found by Jesse verifying v0.7.5 on `phoenix.local`: from a browser that had ever held a multiplayer
seat, clicking **Play solitaire** on the splash landed straight in a Co-op, four-seat lobby left over
from unrelated earlier testing — not the new setup screen v0.7.5 just shipped.
`start()` checks a browser-remembered multiplayer session (`station-master.remote.v1`) before it ever
looks at solitaire's own state, and there was nothing distinguishing "clicked Play solitaire" from
"reloaded mid multiplayer game" — a bare `./play.html` load means both. `?lobby` already solved the
identical problem for the door on the other side (D11); the solitaire door had no equivalent marker.
The door now links to `./play.html?solitaire`, and `start()` treats that — along with an explicit
`?seed=` or a `?hand=` the setup screen's own Deal button just wrote — as unambiguous proof this
navigation means solitaire, checked ahead of the remembered-session lookup rather than only below it.
The `hand` check matters on its own: without it, pressing Deal would work once and then bounce the
very next load into the remembered game, since `commitNewGame`'s URL carries `hand=` but not
`solitaire=`.
862 tests pass, three of them new: the door reaching solitaire past a remembered game, a bare reload
still correctly resuming one (unchanged behaviour, pinned so the fix does not overreach), and Deal's
own URL surviving the same bounce.
---
## 0.7.5 — 2026-08-29
### Solitaire asks first, the same way multiplayer already does
Jesse: "let the user choose their options like the start of a multiplayer game"; "asking first is
the only path." A bare visit to `play.html` used to deal a game on the spot, at whatever defaults
`gameOptionsFromUrl` fell back to, and the only way to see or change a setting was to open the
in-game "New game" dialog after the fact — compare a hand you already have, not one you are about
to be dealt. The lobby has asked this question for every multiplayer game since v0.6.0; solitaire
never did.
A genuinely fresh visit now lands on a new `#solitairesetup` screen first: game type, starting hand,
where an Extra may start, the three revenue rates, victory conditions, and the three optional rules
— then a Deal button. A saved game, an explicit `?seed=`, or a URL a Deal already wrote (`hand` is
the field every write always sets, so its presence is what tells the difference) all skip straight
past it, the same way `?lobby` already skips the front doors on an invite link — those are not "no
plan yet", they are a choice already made, elsewhere.
**One shared block instead of two copies drifting apart.** The in-game dialog, the lobby, and now
this screen all drive the identical `settings-form.ts` block through one new function,
`wireGameTypeBlock()` — factored out of what used to be dialog-only code. Only Solitaire can be
dealt outside the lobby, so the setup screen shows the other four types exactly as the dialog always
has: present, disabled, with a note pointing at the Multiplayer door. Committing an answer — from
either the dialog or the setup screen — goes through one `commitNewGame()`, which builds the URL and
navigates; `start()` is still the only place that turns a URL into a game.
Prefilling is deliberately left to the caller rather than folded into `wireGameTypeBlock` itself:
the dialog opens on the game CURRENTLY IN PLAY, so redealing to compare keeps comparing against it,
while the setup screen opens on the plain Solitaire defaults, since there is no live game yet to
read.
`index.html`'s door copy changed to match: "Start a game" reads "Set up a game" now, and the blurb
states the floor (15, not "20 Revenue") since that is what a player is agreeing to before they deal.
859 tests pass. **Not yet played in a browser** — verified by `tsc --noEmit`, the full suite, and
reading the diff, not by loading `play.html` fresh and clicking through it.
---
## 0.7.4 — 2026-08-29
Three rules issues off the tracker, in the order Jesse asked for them: #13, #5, #19. All three are
rules Jesse has designed or redefined, and two of them turned out to be rules the code claimed to
have and did not.
### Some Extras must run loaded (Gitea#13)
X17 Campaign, X18 Circus and X19 Military now prefer loaded cars at make-up — "if not loaded, then
empty, and if none available, run without". It is a preference ORDER, so the rule is asked of the
Division Yard: an empty is refused only while the yard can still supply a loaded car this train
would take, per category, and once it cannot the empty is legal and the train may depart short.
The per-stop point is **once per Office Area** rather than once per game (Jesse: "in a multiplayer
game, each player could score if the circus stops in their area"), and only when the train is fully
loaded — every non-caboose car, with a coach counting as loaded when occupied. That last detail is
what makes the rule work for the Campaign Train, which carries one coach and no freight, so "fully
loaded" is exactly "the candidate is aboard". X17 also GAINS the point; it had `stopThenExpedite`
and no scoring rule at all.
**Two bugs found doing it.** `ConsistSpec.emptiesOnly` was declared on X13 Appleseed, rendered to
the player as "(empties only)", and enforced nowhere — the same rule as this issue pointing the
other way, so it would have been perverse to add one and leave the other. And a set-up out on the
Mainline paid its point to PLAYER 0 whoever was playing, because `playerAtSeat` needs a seat and off
the grid the fallback was `0`; scoping the rule to Office Areas removes that rather than patching it.
### The Yard Office is offered, reachable, and can be run into (Gitea#5)
It was implemented, in a form missing all three of the rule's conditions: a qualifying train was
TELEPORTED onto the card. Nobody was asked, no route was computed — so the card's own printed "that
can reach the yard office in one move" was unenforced — and because nothing was walked, nothing was
ever met on the way in.
Now it is offered to the district's owner; reachability is the engine's own move walk, which already
means what the card means; and cars on the lead collide. The walk COUPLES standing cars rather than
treating them as obstacles, because that is what a switching move does — so what an arriving train
would have coupled is what it is about to hit, and `destination.couples` turned out to be the
fouling signal with no new machinery. Per Jesse's ruling the two failures are kept apart: no route
means no offer and the history says why; a route that exists but is fouled is offered, and taking it
crashes.
**This needed a refactor that #19 then reused.** `pendingDecision` was one question asked of one
player, and `currentActor` hardcoded that. It is a discriminated union now, with `decisionActor` as
the single place mapping a question to whoever answers it; six copies of `pendingDecision !== null ?
superintendent : currentActor` across engine, sim, web and tests collapse into `actingPlayer`.
### Red Flags, redesigned (Gitea#19)
The old card protected a stopped train out on the Mainline: offered 4,212 times and played 4 across
600 games. It is replaced outright by a flag planted on one side of your own Limits, holding the
next train from that direction — "Flag East holds westbound trains" — spent on the train it stops.
One card, one train, so there is no lifting action to build and a flag cannot strangle the Division.
It can also be played **out of phase**: when an arrival would certainly collide and the district's
owner holds the card, the phase breaks in with the question. Offered only to somebody holding one,
because a prompt with a single button is not a choice and would leak that a collision is coming.
**The bot still never plays it, and the reason changed — measured, not assumed.** It now takes the
out-of-phase prompt unconditionally, since the engine has already established the danger. Over 200
solitaire games it plays ZERO, because the prompt needs an arrival that would collide (about one
game in seven) to coincide with holding the card from a three-card hand out of 121. The anomaly
exemption in `sim.test.ts` stays, but its comment no longer claims the bot is unwilling; what is
left to fix is the half of the card a human uses — planting a flag on purpose to buy switching time.
**A bug the redesign walked into**, recorded because the next interruption will meet it too: the
flag was originally taken down in a `reduce` case, which never fires for an event `advance.ts`
emits — the phase driver mutates and then describes. The flag stayed up and held every train that
came. `test/events.test.ts`'s unreduced-event registry is what makes that class of mistake visible,
and `redFlagSpent` is now on it deliberately.
858 tests pass.
---
## 0.7.3 — 2026-08-29
Two issues off the tracker, and they are halves of one thing: the end of a game. Gitea#11 stops the
game being over when the timetable runs out, and Gitea#16 replaces the four lines that were shown
there with a results screen worth reading. Neither ships on the 0.4.9 line — Jesse's call
(2026-08-29): that line may be complete, and these are not fixes people mid-playtest need.
### The game asks before it ends (Gitea#11)
"When game ends allow players to continue playing if they wish… don't force end."
The rule, decided with Jesse: **the official result is settled at the original game length and never
changes.** In a five-Day game extended to eight, the winner is whoever led at the end of Day 5.
Extending grants exactly **one** Day and the question is put again at the end of it — solitaire the
player decides alone, multiplayer it is unanimous and one refusal ends it there and then. Only
days-based endings offer it: a §3.4 collision breach is final, during an extended Day exactly as
during the scheduled game, because a railroad declared unsafe does not carry on regardless.
**It could not be a client-side change**, for three reasons that each rule out the others' fixes.
`check` refused every intent once `status` left `active`; `server/index.ts` never loads a `finished`
game back into memory; and a save is `{ seed, config, history }` replayed through the engine, so a
"continue" the history does not record did not happen — the extended game would evaporate on the next
reload, Undo or restart. So there is a fourth status, `awaitingExtension`, and the vote is an intent.
`config.days` never moves. `extraDays` counts the borrowed Days, and `official` — the outcome, the
standings and the statistics, frozen at the first ending — is what the results screen reports. That
freeze is done by a wrapper around `advance` rather than inside `checkVictory`, so it happens *after*
the last Day's events have been counted rather than before them.
**Three bugs found while testing it, all of which would have shipped:**
- **A saved game with a vote in it could not be resumed** — `NO_ACTOR`. A history is a flat
`Intent[]` with no seat written down; the replay derives who acted from the turn order. That works
for every other intent, `mainline.clearance` included, because there is exactly one seat it could
have been. Not here: every seat may vote in any order. `game.extend` therefore carries its voter,
uniquely, and the server checks it against the seat it authenticated.
- **An all-bot game hung on the question for ever.** `driveBots` loops on `currentActor`, which is
null the moment the game stops, so it cannot cast a vote; the bot-vote driver returned early when
there were no humans to follow, and nothing ever asked. With nobody to follow, the bots' own answer
stands — no — and a bot-only game ends on the timetable it was dealt.
- **The balance harness became unbounded**, which is how the third one announced itself:
`test/sim.test.ts` went from under a second to never finishing. `randomBot` picks uniformly among
its legal options, so once the two votes were among them it took another Day about half the time —
and because a table may go on granting Days indefinitely, every seeded game ran to `playGame`'s
50,000-turn cap instead of a couple of hundred. Giving `developerBot` a policy was not enough: the
guarantee has to hold for every policy, so **`playGame` itself declines**. A simulated game plays
the timetable it was dealt, whatever the bot would have voted.
All three have regression tests.
Bots never lead. They agree only once every human has agreed, which is the rule Jesse set: "bots will
not disagree with the human. Humans get to vote first."
### The results screen (Gitea#16)
`GAME OVER — revenueFloor` was not a message. It was `outcome.reason`, an internal enum, interpolated
straight into the page at the one moment the game has the player's whole attention. Every reason now
has a sentence with the game's own numbers in it, and that fix alone answers the issue's "why did the
game end?".
Around it: the result and the winner, the standings, the rules the game was actually dealt under, a
per-player breakdown, and **the railroad** — trains through the Division and how many of them did any
switching en route, loads made up and broken, passengers worked, cars switched, trains destroyed and
what they took with them. It shares the Day-end dialog's standings, target and collision blocks rather
than reimplementing them, because two screens reporting the same game must not be able to disagree.
It opens itself once per ending and leaves a button to reopen it, which is what stops Gitea#11's
extended play costing you the results.
**"I don't know if we keep statistics on…"** — nothing was being kept, and now `state.tally` is,
folded from the event stream. Hooked at `applyIntent` and at `advance`, because `reduce` never sees
the phase driver's events and those are exactly the interesting ones: `trainCompleted`,
`trainsDestroyed`, `trainStoodStill`. The test that matters asserts **exactly once** — it plays real
games, counts the event stream independently, and checks the tally against that count, so a fold
hooked twice or nowhere fails whatever the seed.
Nothing in the rules reads the tally, so adding a counter is always safe. It rides the `Frame`, so
multiplayer gets the same numbers as solitaire from one implementation — and `test/redaction.test.ts`
gained a case proving a tally never carries a card id, since that is a property of what `tally.ts`
chooses to count and not something the types enforce.
**"Longest an engine sat on a siding" is not in this pass, and the issue comment was wrong about
why it could be.** That comment said `trainStoodStill` "is emitted per Stage, so a run of them is
exactly the 'sat on a siding' streak you describe". It is not. Reading `advance.ts` rather than
trusting it: the event fires only for a train whose profile sets `stopEarnsPoint` — the X18 Circus,
the one card in the deck that pays for standing still — and `stopPointClaimed` makes sure it can
never fire twice for the same train. The streak was built, shipped nothing but "1 Stage" against a
raw grid coordinate, and has been taken out again. The engine has **no per-Stage "this train did not
move" signal at all**, so this needs one before it can be answered; `TODO.md` #36 records that. What
is reported instead is the Circus set-up itself, which is a real thing that happened.
**Badges are not here.** The issue asks for them in a second pass after "a whole conversation
brainstorming session", and that is where they belong. The tally keeps the raw material — the
switching join for "switching master", the standing runs for "longest engine sat on a siding" — and
because the statistics are *derived* rather than recorded, a second pass can add any of them
retroactively to games already played and saved.
### Also
- **A recorded replay plays to its end.** `save-replay.ts` stopped where `currentActor` went null,
which since Gitea#11 is the extension question — so a newly recorded file would have replayed to a
question nobody answered rather than to a finished game. It declines, like every other bot driver.
The three files already published in `public/replays` predate the vote and stop on the question
when replayed; `test/harness.test.ts` accepts that as the end of their history, since it is.
- The status line stops lying past the last Day. It read `N of TARGET · D Days left` with both halves
false; in an extended game it now reads the Day and how far beyond the timetable play has got.
- `objectiveOf` paces against the timetable actually being played rather than `config.days`, which
otherwise reported "the last Day is over" through every extended Day.
---
## 0.7.2 — 2026-08-26
Five issues off the tracker. Two are engine bugs a player hit at the board, two are the design
catching up with rulings from RAR that the code had got wrong or never had, and one is the Division
map being redrawn. The first four ship as **0.4.9h** on the 0.4.9 line; the map does not — it is a
multiplayer redesign, and pushing one of those into a build people are mid-playtest on invalidates
the feedback.
### A 45° leg is part of the row (Gitea#17)
**REPORTED:** "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded boxcar,
Caboose, Engine." The caboose came back next to the engine instead of at the far end, which also
leaves the train badly made up under §8.2.
The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west to
east, and both places that walk that row asked the PORT which end they were at: `exploreMoves`
reversed the row for an `'e'` entry and nothing else, and `cutTowards` answered "you meet nothing"
for a north or south exit. Neither is a property of the port. A 45° leg leaves through the MIDDLE of
its edge, so its end of the run is whichever end the arc does not reach — a `sw` curve's south leg is
the row's EAST end and an `se` curve's south leg is its WEST end.
`rowEndAt` answers it from the card, and `cutTowards` is narrowed from `Port` to `'e' | 'w'` so the
type checker forces every caller to resolve rather than leaving a fourth to be found later.
**THE SECOND HALF WAS LIVE TOO, and is a report we had failed to reproduce.** With `cutTowards`
returning nothing for a leg, a crew standing on a curve pulled out through it and DROVE AWAY LEAVING
ITS OWN CUT STANDING — against §A.4's mandatory coupling. That is "cars left behind when backing up
over them", carried as NOT REPRODUCED since 2026-08-22; the earlier sweep had tried that case only
with an east or west exit. The report's second sentence — "I can later drive right through them" —
is still unexplained and still open.
### The deck is the sheet (Gitea#14)
`docs/Deck cards5.xlsx` is in the repo, and every count in the catalogue is now its count. Track is
halved: 16 straights, 8+8 curves, 8+8 turnouts, sharp curves at zero — which is where they already
were, and where sheet 5 independently puts them.
**BOTH LONG-STANDING MULTIPLIERS COME OUT WITH IT.** The Q12 office doubling (14 → 7) and the Gap 12
industry tripling (27 → 9) were measured against a deck holding 96 track cards, and halving the track
turns the tripling backwards — the deck keeps dealing industries while the district stays too small
to reach them. Measured over 300 bot games on identical seeds, 96 track with the multipliers / 48
with them / 48 without: reefer cars set out by a crew **49 / 0 / 39**, mean revenue **−0.20 / +0.22 /
+0.27**. The middle column wipes out the reefer chain completely. The sheet's own density is the best
of the three on both counts.
Q12's own failure was re-measured rather than assumed: 43 of 100 games now never upgrade off a
Whistle Post, up from 25 — but they average −0.2 revenue against +1.4 for games that do, where the
gap used to be −6.0 against −0.4, and collisions fell from 26 per 100 games to 6. Staying at a
Whistle Post is now common and survivable rather than rare and fatal.
Everything sheet 5 does not list is dealt ZERO copies rather than deleted, so the design stays
visible and the rules stay implemented: the Telegraph/Telephone/Radio dispatching ladder, Facing
Point Locks, Flying Switch, Section House and Vandalism — all confirmed by Jesse as deliberate
removals — plus Poling and the sharp curves, which were already there. Card for card, **84 rows agree
with the sheet**; the only ones that do not are the ten Safety, Event, Inspection and Space-use cards
it adds that are not built, held out until they are.
### A rail may stop dead against its neighbour (Gitea#15)
Filed as "track placements must connect", against a right-hand curve laid with its north leg against
an Ice House and the turnout below pointing at its portless south edge. **RAR reversed it on review:**
the placement is fine, and a stub like that has a use — a siding to park cars on. What he asked to
confirm instead is that no train can traverse the gap.
It could not, and cannot: `exploreMoves` gates every hop on `joins`, which tests both ports AND that
two 45° legs lie on the same diagonal. That was already true and simply unpinned; `track.test.ts`
now holds it against the reported geometry, including a check that the curve IS reachable from the
side that joins, so the negative test cannot pass on a card that is merely unreachable.
A per-edge placement check was written and then taken out, along with a matching guard on
`checkTurnoutUpgrade`. Both are documented in place as deliberately absent, because this is exactly
the rule someone will "fix" again. A Modifier is scenery (Jesse): a rail pointing at a building is
fine.
### Crossing a Mainline card is regions, not miles per hour (Gitea#3)
**REPORTED:** a train taking two Stages to clear Double Track, which prints 60. RAR, on review:
"Ignore speed signs, they are just graphics. Regions shown on cards indicate how many stages it takes
to cross."
Two recorded rulings are superseded together — Q1, that the printed 60/30 are crossing time, and Q2,
that a Slow train adds a Stage to every card. Q2 is what produced the report. Cards carry a region
count now and **where a train STARTS is what varies**: Plains 1, Double Track 1, Trestle 1, Curves 2,
Tunnel 2, Heavy Grade 3. Fast/Slow is read on Hilly and nowhere else — and Hilly no longer reads the
consist, which had a fast freight crossing slower than a slow passenger train. The grade modifiers
move the start rather than cutting the clock: Helpers start an uphill train a region on, Brakeman a
downhill one, Airbrakes another again. The Uncontrolled Siding and the Interchange print a back
region that is not road: a train through starts past it, one arriving to find the siding occupied
takes it and runs a region behind, and an Extra beginning its run at an Interchange starts there.
**THREE THINGS WERE MISSING RATHER THAN WRONG.** With Plains now one region, a following train is in
the same place as the train ahead the moment it enters — and nothing tested that, because the
catch-up check sits inside `stagesRemaining > 1`, which a one-Stage crossing never reaches. That is
the case ABS describes ("the train moving onto the card is instead held back") and it needed
building. ABS was also holding SILENTLY on the Office and Division Point paths, so the one card whose
purpose is preventing a wreck did its job invisibly. And `collide` never released the A/D track,
which did not matter while every collision happened out on the road — a train destroyed as it LEAVES
is still standing at the Office.
The Uncontrolled Siding was marked "trains may pass", which skipped the collision test altogether and
made the siding do nothing at all. It is `false` now, with the siding entry doing the work.
Measured: on the Mainline cards of a 3-player Division, a fast train pays ~5.6 Stages against ~5.4
before and a slow one ~6.0 against ~9.4. **Fast traffic is unchanged; slow traffic is about a third
quicker**, and the gap across a Division collapses from roughly four Stages to under one — so Q2's
recorded consequence, that every Slow train is still on the road when the next Day begins holding its
Crew Tray, no longer holds and `players + 3` is due a re-examination.
Two effects are recorded in `TODO.md` rather than acted on: freight share fell 8% → 5% and completed
freight loads got scarcer, which runs against the obvious expectation and nobody knows why yet; and
the bot stopped playing Red Flags — offered 4,212 times in 600 games, played 4.
### The Division is one row (Gitea#18)
**REPORTED:** "track design should not be horseshoe / square, but a single row… Division map should
not show any office area detail."
It was laid out around a table — one row for a single seat, two facing rows for two, a horseshoe for
three, a square for four — on the reasoning that players sit around one. Three reports came out of
that, and the one that decided it is that **east stopped being to the right**: a player's east could
be drawn south, west or north depending which lane their district landed in, on a map whose whole job
is saying which way a train is going. `WDP · ML · Office · … · ML · EDP`, left to right, and the
buffer stops simply face outward at the two ends.
An Office no longer expands into its Running Track either, so the map stops carrying every straight,
turnout and Limits sign of every district — that is the Office map's job, and it draws them properly,
with the rails. It also stops the Division map growing sideways every time somebody lays a card.
The trains stay, in two registers: those holding an A/D track ON the rail, and crews switching in the
district UNDER it — the distinction drawn as position rather than colour, because that is where those
trains are. Each chip carries its number, a direction arrow and a car count, with the consist and the
train's printed card on the tooltip. Every district cell is four chips two-by-two regardless of tier,
because a Whistle Post with one A/D track can still hold four trains when three of them are crews,
and sizing by occupancy is what "The Roster Pass" fixed. 1,580px wide at four players against 842
before, drawn at 1:1 so it scrolls rather than shrinking — Jesse's call, "zooming and scrolling
worked fine".
This supersedes `TODO.md` item 24 outright and makes 19, 20, 21, 22, 25 and 26 irrelevant; item 27 is
fixed.
### Six test fixtures that pinned a seed and meant "a game like this"
Every one of them broke on a rules change and none was about the rule that changed: the deck's SIZE
moves the RNG stream, so any count change re-deals every fixture that names a seed.
`mainline-cards` now searches for a Division holding a single-track card, `multiplayer` for a game
that reaches Day 3, `web` clicks every play verb rather than assuming the first goes on the board and
searches for a seed that builds a board, and the `sim` commodity samples were re-measured — a tank is
first set out at game 216 now, unload Revenue at game 46. A seventh, `mainline-cards`' `hand()`
helper, threw when a card was not in the deck, so dealing Flying Switch zero copies took five passing
tests of an unchanged rule with it; it mints one now, which is the point of keeping a row at zero.
**And one real bug, in a test.** `the game conserves Rolling Stock` went red claiming the engine had
conjured three cars. The engine was right: Gap 2c sends a wreck's cabooses to the Division Yard and
everything else to Classification, destroying nothing. The test subtracted the wreck's consist from
the expected census — a rule the engine does not have — and the branch had never executed, because
none of its six seeds had ever collided. The census is held flat unconditionally now, which is both
the true invariant and stricter than what it replaced.
---
## 0.7.1 — 2026-08-25
Four issues off the Gitea tracker, all of them things a player saw at the board. Two are engine or
page bugs, one is a rules ruling that supersedes a ruling from three days earlier, and the fourth
turned out not to be a bug at all — the fix there is that the game now says so. The same four ship
as **0.4.9g** on the 0.4.9 line.
### A caboose is not a load (Gitea#8)
**REPORTED:** X22 Pee-Dee could not couple a caboose — including the one it was made up with. Drop
it at the end of a sweep and it was stranded there, which makes a train whose whole card is a
restriction ("may only pick up MTs") unplayable rather than merely restricted.
`ROLLING_STOCK_SUPPLY` mints all six cabooses as `{ loaded: 6, empty: 0 }`, because §2.2's "a
coloured car is loaded, a white car is empty" is doing double duty there as a PIECE COUNT and there
is no white caboose to make a train up from. So `.loaded` carries two meanings, and the second one
escaped in exactly one place: `pickUpEmptiesOnly`'s `fresh.some((c) => c.loaded)`. Every other read
of the flag in `apply.ts` is already scoped to a coach or to a named car type.
`carriesLoad` now answers the question the rule is actually asking — a caboose carries the crew, not
freight, so it is never a load — and the restriction itself is untouched: a loaded car alongside the
caboose still refuses. `trainRules` says so on the card ("A caboose is not a load"), because a player
reading "EMPTIES ONLY" has no way to know which reading the game took.
### The Day rolls over and says so (Gitea#10)
**REPORTED:** "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep
track of time."
Nothing on screen was wrong. The clock, the turn chart and the timetable all said which Day it was.
What is wrong is WHEN it changes: a Day turns over inside the phases that run themselves, so it
happens between one click and the next, while the player is watching the board and waiting for their
turn. The two transient signals the page already had are both gone before that — the phase banner at
2.6s, the announcement flash at 4.2s. A modal is the whole request: it stops, and it waits.
`dayEndHtml` writes it from the frame AFTER the rollover, so the Day that ended is `f.day - 1`.
It carries the standings in **Revenue order** rather than seat order (the question at the end of a
Day is who is ahead), the Days left to run, and the combined target — reported against the whole
table's Revenue, because `minCombinedRevenue` is a combined floor and one player's score against a
four-player target reads as hopeless when the table is comfortably ahead. Collisions appear only
where §3.4 actually scores them: competitive and co-op, and only when a dial is non-zero. A solitaire
game carries the default dials and enforces neither, so printing a collision budget there would put a
rule on screen that this game does not have.
Three suppressions, each of them a way it would otherwise lie:
- **the first frame** — arriving in a game already on Day 3 is not Day 2 ending, and a page reloaded
mid-game would announce a rollover that happened before it was watching;
- **the Day going DOWN** — that is Undo stepping back across the rollover, not a Day passing. Undo
also clears `lastDay`, so replaying forward through the same rollover does not announce it twice;
- **the Day the game ends on** — the outcome panel is the thing to read then. Verified by playing a
full solitaire game through: the dialog fires four times in a 5-Day game, not five.
### A Timetabled train may be thrown away (Gitea#9)
**REPORTED:** "Timetabled trains are at the choice of the player — they can either play or discard.
If someone else wants to pick it up, they are more than able to. The reason: I don't want, if you
decide to play a game longer than five days, to decide that maybe there are too many trains, the
stations are jammed, and the railroad doesn't need any more. You can toss it. Someone else might
disagree and pick it up."
This **supersedes Gitea#6**, shipped three days earlier in 0.6.2, which made every train card
unconditionally undiscardable. Two things narrow it:
- an **Extra** is still never discardable. It never joins the timetable, so it can never be what
jams it, and the only rule it would dodge by being thrown away is the hand limit;
- the Timetabled half is a **New Game setting** — `discardTimetabled`, on by default — because
Jesse's reasoning is explicitly about games run LONGER than five days, and a five-Day game may well
want Gitea#6's pressure back. Jesse asked for it as a setting on this line and as the plain rule on
the 0.4.9 line, which has no scaffolding for one; both play the same game at main's default.
**The second half of the ruling needed no code at all.** "Someone else might pick it up" — a discard
already goes face-up onto a Department pile, and a Department pile is exactly what a rival draws
from. Only the first half was a change.
**One place decides, and the card says which rule refused.** `keepReason` returns the sentence a
player should read, or `null` if the card may go; `check`, the hand panel and the blocked "End Local
Operations" button all ask it. It returns a SENTENCE rather than a boolean because there are now two
distinct reasons — "an Extra is never discarded" and "not in this game" — and the panel that used to
hard-code one of them would now tell half the players the wrong thing. It reaches the page as the
Frame's `handKeepWhy`, replacing text `panels.ts` and `main.ts` each wrote for themselves.
**Two places would have dropped the setting silently**, both found by looking rather than by `tsc` —
`HouseRuleOverrides`' fields are all optional, so omitting one compiles and falls back to the
default. The New Game dialog's close handler builds its own `houseRules` object (the comment
directly above it warns of exactly this: "a setting missing from here is a setting the dialog
silently discards"), and `presets.ts`'s Frame-to-config path, which is how a JOINER is shown someone
else's game — a setting dropped there shows them a rule the table is not playing.
**Gitea#6's corner survives, narrowed.** A hand of four undiscardable trains still has exactly one
legal way on — play one — with nothing in the engine computing "you must play a train". With the
setting on, the only hand that reaches it is four Extras; with it off, any four trains, as before.
Both are pinned by tests.
### Why nothing is moving on the platform (Gitea#2)
**REPORTED:** "The Sparrow pulled into the station with two loaded coaches. There are two passengers
on the platform. Four porters. My thought was to unload two and load two. I never get the chance to
load the last two."
**The engine is not deviating from the rules**, and this was checked step by step against the
reported save. §9.2 discards the white coach into the Classification Yard on boarding and draws one
from the Division Yard on de-training; §2.2 returns the Classification Yard only when the Division
Yard is empty. All three are implemented exactly. What bites is the interaction: both halves of every
passenger cycle consume coaches one-way, and a single global refill condition over a pile of six
commodities means they do not come back. Traced over the reported game the coach pool goes 8+/8− on
Day 1 to 0+/1− by Day 5, with eight coaches stranded in Classification behind ~60 other cars.
**Jesse's ruling is that the shortage stays** — "it is possible to run out, that's part of the
strategy" — so the three balance options written up in `TODO.md` are declined rather than deferred.
What was unambiguously a bug is that the game said **nothing**. A Porter action that cannot be taken
is simply absent from the menu, and `impediments()` — the panel whose entire job is "why is nothing
moving?" — opened with `if (!f || f.kind !== 'freight') continue`, so a platform had never had
anything to say for itself. The player was not merely blocked; he was given no reason.
A Passenger Facility now reports both directions: passengers standing with no train to take them, a
train whose card bars Porters from working it, a Terminals-only train at a lesser Office, every coach
already full, the red slots full, the same-district rule, and the coach shortage itself — that last
one naming how many coaches are sitting in Classification and the condition that brings them back,
because a yard visibly full of cars that will not yield one coach is the state that looks like a
broken game. The reason text comes from `passengerRefusal`, the engine's own predicate (exported for
this), so what is on screen is the rule that actually refused rather than a second guess at it.
**A second defect fell out of fixing it.** The row's name is read off `card.geometry.facility`, which
a Passenger Facility does not have — it rides on the `office` card — so every passenger impediment
would have read `facility 0,0` beside a freight row saying `mineTipple 1,-3`. It is named by the
Office Area's tier now (`terminal 0,0`), and there is exactly one Office per Area, so that tier is
the card's own.
Verified by replaying the reported save (`playtests/station-master-seed947338225-day5(1).json`)
through `fromSave` and printing the panel. Worth noting for anyone who tries it: that save is a
v0.4.9-line recording and stops at intent 250 of 323 on the 0.7 engine, because Gitea#4, #6 and #7
changed the rules its later intents were recorded against. That is expected divergence, not a
save-format bug — a replay reproduces a game from decisions, and the decisions no longer mean the
same thing.
---
## 0.7.0 — 2026-08-23
The multiplayer set-up, the lobby, the start of a game, and four things a remote client had never
been shown. Jesse's cleanup pass, worked area by area with the design settled before any code was
written.
### Four game types, and Custom
The lobby used to offer two modes and a folded block of numbers; the New Game dialog offered three
modes that only *previewed* defaults. Both now offer the same five: **Solitaire, Co-op, Competitive,
Cutthroat** and **Custom**.
A type is a **set of defaults, not a ruleset**. Picking one fills the whole form; every rule stays
editable; editing any of them selects **Custom**, which keeps the scoring of the type it was edited
away from and says so on screen ("Custom — scored as Co-op · 3 settings differ from Co-op"). Clicking
a named type again resets every rule below the radios.
| | Solitaire | Co-op | Competitive | Cutthroat |
| --- | --- | --- | --- | --- |
| Scored as | solitaire | coop | competitive | competitive |
| Opening hand | six | six | six | six |
| An Extra may start at | any Control Point | your own | your own | **any player's** |
| Passenger / freight / transit | 1 / 1 / 0 | 1 / 1 / **1** | 1 / 1 / 0 | 1 / 1 / 0 |
| Combined Revenue floor | 3 × players × Days | 3 × players × Days | 2 × players × Days | **off** |
| Collisions in one Day | 3 | 3 | 3 | 3 |
| Collisions in the game | 5 | 5 | 5 | **off** |
**The floor is a formula, not a number**, which is why the seed, the table size and the Day count sit
ABOVE the type radios as *parameters*: changing one re-derives the floor rather than making the game
Custom, so "Co-op, 3 players, 8 days" is still Co-op. Once a host types a floor themselves it is
theirs and nothing overwrites it.
**The type is derived, never stored** (`presetOf`, `src/web/presets.ts`). A saved game is its numbers;
a name written beside them is one more thing that can disagree with them. A join preview measures a
Custom game against the nearest type it is scored as, so "Custom" alone is never all a player is told.
**Every field says what its type would have set**, and goes amber when it differs — a non-standard
game should be possible and never accidental.
### The two screens stopped drifting apart
They each carried a hand-written copy of the same form, and had already diverged in both directions:
- **The lobby had no "where an Extra may start" at all**, so every multiplayer game ever played used
the most permissive setting — an Extra could be planted in another player's district — and no host
was ever asked. It is a Cutthroat-only default now.
- **The solitaire dialog had none of the three optional rules**, so Employee Rotation and the
Emergency Toolbox could not be played solo at all. They ride in the URL with everything else now
(`vis`, `rot`, `tool`), and Employee Rotation is disabled at a table of one, where it has no
meaning.
Both blocks are generated from one template and driven by one module (`src/web/settings-form.ts`);
`test/web.test.ts` asserts the built page carries every field on both screens, which is the guard the
shared markup was for.
### The dead PvP checkbox is gone
`buildDeck` ANDs `pvpCardsAllowed` with a hard-coded `cardsImplemented = false`, so the checkbox
could not change anything whatever it was set to — on either screen. The 22 opponent-directed cards
(and the 7 defensive cards held out with them) are a property of the game type now, and where the
control was there is a sentence saying they are not implemented yet.
### Victory conditions lost the magic zero
`0` means "off" to the engine, which is exact and unreadable: a Cutthroat game showed two zeroes and
left the player to know the convention. Each condition is a checkbox with its number now, and the
wording says what actually happens — *"The game ends and everyone loses if collisions in one Day
reach 3"*. Unchecked still writes `0`, so nothing underneath changed.
### The lobby
- **Joining is its own door**, not a heading below fifteen fields a joiner has no use for.
- **A player reads the whole rule set before taking a seat** — `GET /api/lobby/preview`, gated by the
same join secret, taking no seat, and **never carrying the seed**, which decides every shuffle.
- **A seat survives a reload.** The token used to live in a closure and reach `localStorage` only at
`Lobby.Start`, so refreshing while seated orphaned the chair: the player could not return and
nobody could free it, on a table that cannot start until every chair is taken. The record is
written at create/join with a `stage`, and a reload walks `/api/session` then the lobby stream to
land wherever the seat actually is.
- **There is a way out.** `POST /api/lobby/leave` frees a seat; naming somebody else's is host-only,
which is the host's *remove*; the last human leaving deletes the lobby, its code and its index row
rather than leaving a table of bots waiting for a host who no longer exists.
- **The lobby stream can fail out loud.** `onmessage` was the only handler, so a dropped connection
left the seating screen frozen and silent. It now says so, and its probe tells a blip from a dead
lobby — and finds a game that *started* while the connection was down.
- **A stored join secret collapses to one line** and re-opens itself on a 403, beside the field it is
about.
- **Two players may not share a display name** (`NAME_TAKEN`, trimmed and case-insensitive). The name
labels the district on the map, is what the turn chart means by "waiting on Jesse", and prefixes
every line that player causes; the names lock at `Lobby.Start`, so the refusal has to be at the
door. Refused rather than suffixed: a player should play under the name they chose.
- **Bots are numbered in the seating list** the way `startLobby` will number them.
- **The code copies as a code and as an invite link** (`?lobby&code=…`) — the link never carries the
join secret, which travels out of band by design.
- **Server codes became sentences** in a red block instead of `.dim` grey: `LOBBY_FULL` was being
printed at players verbatim.
- **Everyone at the table can see what they are about to play**, not just the host who typed it.
### The start of a game, which nobody had ever drawn
`beginRemote` wrote "… connecting to the game" into `#presence` — the DISCONNECT banner — and it
worked only because the first render overwrote it. The handoff is its own state now: a curtain with a
deliberate beat, a stall message if the board never arrives, then an announcement naming the game and
its type, and a marker at the top of the log so the bots' opening turns are visibly *after* the start
rather than merged into it. The **game code and the game type are in the header** for the rest of the
game — the code used to end at the lobby door, and the type was never on the `Frame` at all, so a
Cutthroat game looked exactly like a Co-op one from the board. Start cannot be pressed twice.
### A client is told who else is at the table
`/api/stream`'s connect push carried the board, the menu and the log — and nothing about anybody
else. `broadcastPresence` only ever reports a CHANGE, so a player learnt of a seat only if it dropped
*after* they connected: at a table where two people had not opened the game yet, the screen said
nothing at all. Every other seat now rides on the connect push, with `seen` separating **was here and
dropped** from **has never opened the game** — the first will probably be back, the second needs
somebody sent a link.
### The four transient signals reach multiplayer
`createRemoteSession` answered all four with empty values, so a game on a server had **no sound at
all**, no flash on the timetable slot a D12 had just filled, no announcement when a completed run
paid the table, and no badge on the card you had just drawn. All four ride on the push now.
The shared three (cues, the flash, the announcement) are drained once per broadcast and are identical
in every seat's push — a collision anywhere on the Division, the Stage bell and a train leaving the
Division are the table's, not one player's. `justDrawn` is **not** shared: `game.justDrawn` is one
field for the whole game and does not say whose card it is, so the server remembers who drew and
sends it to that seat alone. A reconnect gets the badge back but none of the shared three: a fresh
connection is drawing a state, and replaying the sounds of everything it missed is a burst of noise
about the past.
Draining them also fixed a slow leak nothing had noticed: `game.cues` grew without bound on a server,
because the only thing that ever emptied it was a local session's render.
### Two smaller fixes found on the way
- **Undo re-dealt a game under the wrong victory conditions.** `undo(game)` defaulted its config to
`SOLO_CONFIG`, and `Save` carries only the house rules — so undoing a move in an eight-Day game
replayed it as a five-Day one, with the Revenue floor and both collision caps reverting too. It
defaults to the game's own config now.
- **The page deals the Solitaire game type, not the engine's fallback.** Every type opens with six
cards (Jesse's call), but `SOLO_CONFIG` deliberately did not move: every engine test and every sim
measurement is taken against it. What a player is dealt when they open the page is the type.
### Verified by running it, not by reading it
A real server, a real lobby and a real game — which is where two of these came from:
- **A bot seat was being reported as a disconnected player.** Every screen would have carried
"waiting on Bot 1 — not here yet" for the whole game. Bots hold no connection and never will, so
they are not reported at all.
- **The six-card opening survives a table with bots in it.** A three-seat game (two humans, one bot)
played through Day 1 without stalling on the discard round the six-card deal creates — the risk
worth checking before making six the default everywhere.
Also exercised end to end: preview before joining (and its 403/404s), the duplicate-name refusal,
leave freeing a seat, a non-host being refused somebody else's chair, the last human closing the
lobby down to its index row, and every one of the four signals arriving at two seats at once.
`test/presets.test.ts` pins the numbers in the table above, `test/server/session.test.ts` pins the
`justDrawn` boundary, `test/server/lobby.test.ts` covers leaving and the name rule, and
`test/web.test.ts` gained a suite for the lobby screen, which had none at all.
### Found by playing it on StartOS, and fixed in the same release
Everything above was written before the build went on a box. These came out of Jesse playing it:
- **An Extra belongs to the player who played it.** §7 gives an Extra to whoever played the card —
they place the Crew Tray and load the consist as they choose — while a TIMETABLED train's consist
is built by the table, starting at the Superintendent and working left. `pendingExtras` was a bare
`number[]`, so nothing recorded whose Extra it was and the phase asked whoever the acting order
happened to be on: right in solitaire, wrong at every table. It carries the player now, the tray
remembers who is building it (`builtBy`), and another seat is refused with `NOT_YOUR_EXTRA` and is
not even offered a start point. **No migration**: a save is a seed plus intents, so a `GameState`
shape change costs nothing.
- **The board never named the Superintendent.** Reported as "seat 1 played a train card BUT seat 2
was prompted to build the train — what's the rule?" The engine was right; the screen simply never
said who held the Fedora, so the question had no answer on it. `Frame` has carried `superintendent`
since v0.4.0 and only the standalone replay ever drew it. It is a chip on the turn chart now,
shared by all three screens and hidden in solitaire, and the New Train pill's tooltip says who
builds a consist rather than only what the phase does.
- **A player can leave a running game**, keeping their seat and their token, and the lobby lists
every game the browser is in with Rejoin and Forget. This fixes something worse than what was
asked for: `localStorage` held exactly ONE session, so joining a second game overwrote the first
token and locked that seat out permanently — `TODO.md` had it as the nearer half of the lost-token
problem. Leaving closes the SSE stream too, so the table sees the seat go quiet instead of being
told somebody is present who is not.
- **`?lobby` now beats resuming.** The splash's multiplayer door and an invite link both mean "I want
to pick a game", but a remembered session was checked first — so anyone already in a game was
dropped straight back into it and could never reach the lobby from the door. A bare load still
resumes.
- **The create form is two columns**, the lobby is 1040px rather than 640px wide, and Game settings
spans both columns when it opens with its five groups flowing into as many columns as fit — it
used to open inside one column and leave the other standing empty down a very long scroll.
- **"Every chair has to be taken" moved** next to the table size it explains, from below the rules
block.
- **A disabled game type now looks disabled** — the row dims and says why. A bare `disabled` on a
radio leaves the label at full strength and reads as a broken control.
- **Rule section numbers are out of every string a player reads** — 22 of them, across the page copy,
the turn chart, the narration, the panels and the bot's own explanation line. "§6.2 — you may not
end a turn holding more than three cards" is now "You may not end a turn holding more than three
cards". The sentences still state the rule; they no longer cite a number that a rewrite will
invalidate. Code comments keep their references, which is where they are useful.
Two more findings went into `TODO.md` rather than into code, at Jesse's direction: the Division map
draws no track geometry at all (a turnout is pixel-identical to the straight it replaced — the whole
visible change is a caption), and the map's buffer stops and direction go wrong once the route wraps
through the lanes. All three are one drawing pass with the items already queued there.
### Also in this commit: Heavy Grade orientation, asked again and unchanged
Uncommitted documentation work from the previous session, carried in here rather than left in the
tree. "Did we ever fix Heavy Grade to allow user placement of direction?" was raised a second time,
with the option of giving the choice to the **Superintendent** considered and rejected: the advantage
is permanent and the office rotates every three Stages, so a rotating chooser moves the fairness
problem rather than solving it. v0.5.0 stands — the orientation is rolled from the seed.
**The docs were the real defect.** `README.md` listed it among three open rules questions, all three
of which v0.5.0 had closed, and the Mainline deck reference said the implementation "needs a player
-selection step". Both corrected, the reasoning recorded in `docs/rules/implications.md` §10 Q11 so
it is not asked a third time, and `content.ts`/`setup.ts` gained comments saying which half of the
printed card is deliberately overridden and why. No code change, and none wanted.
### Housekeeping
`playtests/` is a gitignored home for save files that arrive with a bug report, with a committed
README saying what goes there and how to open one (the replay viewer takes a file straight off
disk). `package-lock.json`'s version had been stuck at 0.5.0 since that release — only
`package.json` was ever bumped — and now matches.
**`undo()` defaulted its config to `SOLO_CONFIG`** (noted above), and while confirming that, one more
came out of the same corner: nothing was draining `game.cues` on a server, so it grew without bound
for the life of a game. Draining it per broadcast is what makes multiplayer sound work and fixes that
at the same time.
### Not done here
The visual rendering of the new screens was not looked at in a browser while it was being written —
headless Firefox could not start on this box, so everything was verified by test and by driving the
real server. It has since been played on StartOS, which is where the fixes in the section above came
from; the Division map items it also turned up are in `TODO.md` rather than in this release.
---
## 0.6.3 — 2026-08-23
The deploy script only. No rules change, no game change, and the built site is byte-for-byte what
0.6.2 produced — this repairs the path that publishes it.
### The host moved to FileBrowser Quantum
Found trying to publish the 0.4.9f playtest build: every deploy died with
`login failed: 404 404 page not found`. The File Browser instance has been upgraded to
**FileBrowser Quantum**, a fork whose API differs from the v2.63 one `deploy-web.ts` was written
against. Three things moved at once, each fatal on its own:
1. **Auth is a session COOKIE**, not a JWT returned in the response body and sent back as `X-Auth:`.
A deploy that ignored the cookie would authenticate and then be rejected by every upload.
2. **The password is a header** — `X-Password`, URL-encoded — not a JSON body field.
3. **The path is a query parameter** (`?path=`), and every resource call must also name a
**`source`**: Quantum can serve several named stores and refuses any call that does not say which
("no source provided"). The v2.63 API had no such concept at all.
Rewritten against the running instance's own bundle rather than guessed — the same discipline the
v2.63 version was written with, and worth repeating: the bundle at `/public/static/assets/index-*.js`
is **gzip-compressed**, so it has to go through `gunzip` before it can be grepped. Each path was then
confirmed against the live host by response code, which is the cheap way to tell a moved endpoint
from a bad password without holding a password: **an endpoint that exists answers 401, one that does
not answers 404.**
The source is discovered from `GET /api/settings/sources` — one configured source is used silently,
and several makes the script stop and list them rather than deploy the site into the wrong store.
`FB_SOURCE` overrides it; `FB_OTP` carries a two-factor code.
**Verified by deploying with it**, not by reading: 0.4.9f went up this way. This commit is the same
file, byte-identical, brought across to the main line — both branches had carried the same broken
script, so deploying 0.6.x would have failed in exactly the same way.
### Housekeeping
`dist-test/` removed — an untracked hand-made copy of a v0.6.2 `dist/` build, referenced by no
script and no test. `build-web.ts` hardcodes `dist` and wipes it on every run, so nothing in the repo
could have produced that directory or would ever read it. `.gitignore` is deliberately unchanged:
the answer for a directory that should not exist is to delete it, not to hide it.
---
## 0.6.2 — 2026-08-22
Three more from the v0.4.9e gameplay-testing round, now filed as Gitea issues: **#4** extras did not
start where the player said, **#6** train cards could be discarded, **#7** four train cards had the
wrong coach counts. Two further bugs were found underneath #4 and are fixed with it. **Gitea#2 is
diagnosed but NOT fixed** — it needs a ruling, and the reasoning is in `TODO.md` under Play Balance.
The same change ships as **0.4.9f** on the 0.4.9 line.
### Gitea#4 — an Extra starts where the player puts it
**REPORTED:** "When extras are played the player doing so may choose where the extra starts. They may
choose either division point. And if the interchange mainline card has been played, they may start
the extra on that card and choose the direction from there. If there is potential for conflict with
other trains in that area the superintendent may hold the extra."
Only one Division Point was ever offered, chosen by the train's number parity, plus any Control Point.
Confirmed against a live game before touching anything: a pending X17 offered exactly one placement.
**The number no longer decides an Extra's direction — the START does.** This supersedes a ruling
recorded in `content.ts` ("the number decides, like everything else on the timetable") and the two
cannot both hold: an odd, westbound Extra placed at the WEST end would leave the Division on its
first move having crossed nothing, and be paid the completion Revenue for the run. A Division Point
now runs the train away from itself; at an Interchange or a Control Point, where both ways are real
runs, the player says which. Timetabled trains are unchanged. The Extra cards were always printed
`direction: 'playerChoice'` and the engine had been overriding it; they now mean it.
**The Interchange start is a YARD, not a spot on the running line.** This is what makes §7's last
clause work. An Extra started there stands in the card's yard, off the road, and highballs onto the
card itself at a later Mainline Phase. Three things follow, all of them Jesse's rule: placing it can
never force a collision however busy the card is; a guaranteed collision holds it in the yard for
another Stage and it tries again; a potential collision is the Superintendent's to rule on. Those last
two are exactly `evaluateClearance`'s `blocked` and `ask`, so the Extra leaves the yard through the
same §8.1 check a train leaves a Division Point through — **nothing new decides collisions.**
**Where an Extra may start is now a setting** (`extraStart`), because the Division Points and the
Interchange belong to nobody and a player's own district does not: `divisionPointsOnly` /
`ownOffice` / `anyOffice`, in the New Game dialog, defaulting to `anyOffice` — what the engine did
before the setting existed, so the 0.4.9 playtest line does not change under its testers mid-release.
A Whistle Post never qualifies at any setting.
`atSeat` on the intent is kept as a legacy field: absent `start`, it replays exactly as it always
meant, so a save written before the choice existed is unaffected.
### Found underneath #4: an Extra started away from a Division Point ran empty
`isBeingMadeUp` tested the position alone — "standing at a Division Point" — which was the whole
truth while that was the only place to build a train. **The Control Point start has therefore been
shipping since it was added with a train that could never be given a consist**, and the Interchange
start would have shipped the same way, against a report that says an Extra started there "would be
Loaded with cars". A `beingMadeUp` flag now marks exactly those trays and is cleared the moment the
train starts running, rather than a second positional rule — a train that ARRIVED at an Office must
never be fillable from the Division Yard, which is the bug `isBeingMadeUp` was tightened to kill.
**Found by playing it, not by the tests**, which had only ever asserted where the tray landed.
### Found underneath #4: a collision left the wreck on the card
`collide` deleted the trains from `s.trays` and left their `Transit` entries sitting on the Mainline
card they died on. `evaluateClearance` counts every transit as an occupant, so **one rear-end
collision permanently poisoned that card**: every later train was either held against a ghost or put
to the Superintendent about one. The only other place a transit is removed is a train rolling off the
far end, which a destroyed train never does. Found because the Interchange highball clears through
that same occupant list.
### The Mainline cards were rolled, not dealt
`buildDivision` drew uniformly from the nine card TYPES **with replacement**, so a Division could be
dealt two Interchanges or two Tunnels, and Plains — printed twice in the deck — carried the same
weight as cards printed once. `docs/StationMaster-Mainline-Deck-v0.4.5.md` had flagged the mismatch
as needing correction; "an Extra may start at the Interchange if one is on the board" is what forced
it, since that only reads as a rule if the board holds at most one. Now dealt from `MAINLINE_DECK`
without replacement, verified over 1600 deals across 1–4 players.
**This re-deals every seed**, which retired the published replays (re-recorded) — and also, noticed
only after the fact, the saved games in `docs/`. Jesse's Gitea#2 repro now replays 250 of 323 intents
instead of reaching the reported position. Two saves there (`seed493290760-day2`, `seed58228926-day6`)
were already dead at 2 intents before any of this, retired by some earlier change and never noticed,
because the replay-fidelity test guards `public/replays` and nothing else.
### Gitea#6 — a train card is never discarded
**REPORTED:** "Players are not allowed to discard Train cards. They may keep the card in their hand
for multiple stages and even multiple days, but they may not discard it. If a player has three train
cards in their hand, and they draw a fourth, then they must play one of those cards." Extras count.
The interesting property is that **the forced play needed no mechanism**. A train cannot be discarded,
and `draw.end` already refuses while the hand is over the limit, so a player holding four trains has
exactly one legal way to conclude the turn without anything ever computing "you must play a train".
The corner cannot trap anyone: playing a train card is unconditionally legal — `card.play`'s train
case refuses only a board placement, and a card played into a full timetable still leaves the hand.
Confirmed in a running game: a hand of four trains offers zero discards, no `draw.end`, four plays.
The bot needed no rule either. `legal.ts` filters candidates through `check`, so the option stopped
being offered, and the developer bot already reaches for `card.play` before a discard. Over 400 games:
400/400 finished, revenue unmoved, **trains scheduled 1.2 → 1.3** — the rule's intended effect.
**The player is told, on the card and on the button.** `handDiscardable` on the Frame marks what may
be shed; the hand panel says so in the train's own tooltip, and when every card held is a train the
blocked end-turn button changes its text. That is the Gitea#2 lesson applied early: a rule the player
cannot see is a board with nothing to click and no reason given.
### Gitea#7 — coach counts on four train cards
**1/2 Crack Limited 3 coaches → 2. 5/6 The Sparrow 2 → 3.** A change to the cards, not a
transcription fix, so `Trains3.pdf` and the transcription in `implications.md` §5 keep the original
numbers with a footnote; `content.ts` and `StationMaster-Home-Deck-v0.4.5.md` carry what the game
plays. Both consists remain inside the four-car Crew Tray limit.
A test had to follow: `multiplayer.test.ts` used Train 1 *because* it had three cars, to exercise a
placement round that wraps at two players. It now uses Train 5, which has the three coaches.
### The `content.ts` comment pass
Asked for after #7 raised "where do we actually keep track of train cards?" — the answer being five
documents of three vintages. **No data changed; only comments.** Four were factually wrong:
- `// Offices — Depot 4, Station 2, Terminal 1` — the real copies are 8/4/2, doubled by Q12 long ago.
- A doc pointed at **`DEALT_DECK_SIZE`, which has never existed**; the symbol is `SOLITAIRE_DECK_SIZE`,
defined eight lines below the comment that could not name it.
- "the ten Mainline card types" — there are nine kinds; ten only holds if both Division Points count
as one.
- "the developer bot averages 7.0 Revenue against a target of 20", in the present tense. 7.0 was
measured while `trainPerTransit` still defaulted to 1, and the next paragraph explains that setting
was defaulted to 0 for being worth ~5.4 of it. Re-measured over 400 games at current defaults: about
**zero**. Replaced with an instruction to run the harness rather than trust a number in a comment.
**And every Enhancement row cited its implementation as `file.ts:NNN`, and every citation had
rotted** — `apply.ts:405` for Small Yard was pointing ~440 lines short, stale long before this
release. All eight now name functions, which do not move, with a note never to cite a line number
there. Swept `src/`: no others remain.
**Card counts came out of the comments**, Jesse's call — they move with play balance, so a comment
that prints one is stale at the next retune. Kept: figures attributed to the recovered source sheet
(a fixed document, and the audit trail for the transcription) and dated experimental findings.
### Documentation queued, not built
`TODO.md` gains an item for a card reference **generated from `content.ts`** so it cannot disagree
with the game, in six sections — Mainline, then Home Deck Trains / Track / Industry / Modifiers /
PVP. Each card wants its name, effect, placement, and the part only the implementation knows: whether
its printed effect resolves yet. Deliberately no card counts. `enhancementText()` and
`mainlineDescription()` are the model.
### Not in this release
**Gitea#2** — the Sparrow arrives with two loaded coaches, two passengers wait, four porters stand
idle, and only one action can be taken. Reproduced and diagnosed: the engine is faithful to §9.2 and
§2.2 at every step, but both directions of porter work move coaches one-way into a Classification
Yard that returns only when the Division Yard is bare of all ~60 cars. Three ways out are written up
in `TODO.md`; the choice is Jesse's. The unambiguous half — `impediments()` skips passenger
facilities entirely, so a blocked platform gives the player no reason at all — is also still open.
---
## 0.6.1 — 2026-08-22
Six bugs came back from a gameplay-testing session on 0.4.9d. Five are fixed here; the sixth could not
be reproduced and is written up in `TODO.md` with the two questions that would pin it down. The same
change ships as **0.4.9e** on the 0.4.9 line, cut from the v0.4.9d commit — the engine files the fixes
touch are identical across the two lines, so the patch applied cleanly both ways.
### Two trains at one platform answered to one button
**REPORTED:** "Operating two trains in a station: the select button does not work. Regardless of which
you pick, it is always one train, not the other."
It did not work because there was nothing for it to do. `porter.board` and `porter.detrain` carried
**no tray at all** — `{ type, at }` and nothing else — so there was one "board passengers at (0,0)"
button however many trains were standing at the platform, and the reducer walked `adOccupancy` and
filled the first empty coach it met. The roster chip the player clicked chose which crew the board
DREW and nothing else. Two independent things were wrong at once:
- `check` asked whether SOME train at the Office had an empty coach, skipping any whose card refuses
passenger work (`refusesPassengers`, `refusesThisOffice`). The reducer did not skip those. So with a
Military train and an ordinary one at the same platform, `check` said yes on behalf of the ordinary
one and the reducer boarded the Military.
- The action list collapses identical labels, and "board passengers at (0,0)" describes both trains —
the same trap that once ate a turnout's second rotation and a Department discard.
Both intents now carry an optional `trayId`, one function (`passengerWork`) resolves which train and
which coach for `check`, `execute` and the reducer alike, `legal.ts` enumerates one candidate per
train standing at the Office, and the label names it: *"board passengers at (0,0) onto Train 9"*.
`trayId` is OPTIONAL for the reason `switch.move`'s `via` is — intents are the canonical record every
save and undo replay against, and absent still means "the first eligible train".
The events carry `trayId` and `coachIndex` rather than leaving the reducer to find them again, which
is the lesson `unloadBegan`'s `carIndex` already taught: a reducer that re-derives the target is a
second implementation of the rule, and it disagreed with the first.
### A load could be made and broken without going anywhere
**REPORTED, twice over:** "Freight House: boxcars loaded cannot be immediately unloaded. In the game
we'll put the chip upside down in the tray to indicate." And: "Passenger stations: passengers just
boarded cannot be immediately unloaded."
They could. A Freight House permits both directions, so the boxcar its own Laborers had just loaded
was standing on its own industry track, loaded, with an empty of that type in the Division Yard and a
free red box — every gate said yes. Passengers were worse: `porter.board` filled a coach and
`porter.detrain` looked for "a loaded coach on a train at the Office", which is the coach that had
just been filled. Full Revenue at both ends of a movement that never happened, for one Porter action.
**Jesse's rule, and it is wider than the report:** freight or passengers loaded anywhere in an Office
Area may not be unloaded anywhere in that same Office Area — not at another facility, not in a later
Stage. A train has to carry them to a different district. So a load carries a stamp naming the SEAT
that made it (`RollingStock.origin`), and the stamp never expires; `laborer.beginUnload` and
`porter.detrain` refuse a car stamped with the district they are standing in, with a rejection code of
its own (`LOADED_IN_THIS_DISTRICT`) because "the car is loaded, the Laborer is free, the boxes are
clear, and the only thing wrong is where it came from" deserves better than "wrong car".
**A seat, not a player**, because Employee Rotation moves players between chairs and the district
stays with the chair. **Undefined, not −1**, for "no origin": the Division Yard opens with loaded cars
and loaded coaches out of the common supply, and those are exactly the inbound traffic a solitaire
district lives on — a sentinel inside `SeatIndex`'s own range is not a sentinel. And `pooled` strips
the stamp at every yard push, because the stamp belongs to the LOAD: a train can retire at a Division
Point with freight still aboard, and that car must not carry a district it left three Days ago into
whatever train is made up from it next.
**Measured: −0.60 ± 0.10 Revenue a game** (t = −6.1) over 400 paired deals — 78 deals worse, 3 better,
319 unchanged. That shape is the point. This is not a nerf spread across the game; it is a narrow
piece of free Revenue coming off the board, and on four deals in five the bot never took it.
The screen's version of the upside-down chip: a car or coach loaded by this district reads *"loaded
boxcar (loaded here)"* on the card, in the tray and in the facility panel.
### The Grocer's Warehouse shipped, and the Refinery received
**REPORTED:** "Grocer's warehouse should be receive only, does not ship anything out." And:
"Refinery: only ships out tanks, does not receive anything."
Both were `flow: 'both'` in `content.ts`, put there deliberately and for a reason that has since
collapsed. `card-reference.md` read: *"'Freight House' is not a card. It is the collective term for a
freight facility that loads and unloads — the Grocer's Warehouse and the Oil Refinery."* If that were
true, §9.3's "Passenger Facilities and Freight Houses permit cars to move each direction" named
exactly those two, and they had to be two-way. But the engine has dealt a `freightHouse` card since
before v0.4.9 — 6 copies, one slot each direction — so §9.3 names it, and the argument evaporates.
The card set says the same thing without needing the rules text. All three Refinery modifiers —
Pipelines, Oil Depot, Viscosity Breakers — grant **+1 outbound**; a two-way Refinery would be the only
industry in the game with no card able to raise one of its two directions.
`StationMaster-Home-Deck-v0.4.5.md` prints "Refinery · Outbound · 1 out / 0 in" and "Grocer's
Warehouse · Inbound · 0 out / 1 in".
So the Refinery ships and the Grocer's receives, and the **Freight House is the one two-way industry**
— which also means the only same-district load-and-unload the district rule above has to refuse is a
Freight House unloading its own work. The two fixes meet exactly where the report said they would.
A consequence worth naming rather than discovering: an **Ice House beside a Grocer's Warehouse is now
a dead card**, its +1 outbound dropped on a direction the host does not have. That is the design, not
an oversight — the Home Deck sheet says so outright, and names the Truck Dock's inbound grant beside
the outbound-only Packing Sheds as the other example. `suppressedGrants` already reports it on the
page. It does mean the v0.4.7 note in `TODO.md` that opened these two facilities up was half wrong,
and it is annotated there rather than deleted: the *machinery* it built (an industry's printed flow is
absolute; drop the grant, never open the direction) is exactly what makes this correction land.
### Not reproduced: cars left behind when backing up over them
**REPORTED:** "When I back up to collect standing cars and, further down the tracks, the caboose, I
get the caboose but the cars remain. I can later drive right through them."
Not found, and not for want of looking. Cars on plain track on the way; cars spotted at an INDUSTRY on
the way (Jesse's own guess at the shape); the train's own cut on the square it is pulling out of; a
stale `standingWest`; an industry locked by MEN AT WORK. Every one couples the lot, and the last
correctly blocks the whole route rather than letting the crew past. Three of them are now pinned in
`apply.test.ts` so the case, when it is found, is somewhere none of them cover.
The reason it is hard to make happen is structural: coupling is mandatory (§A.4) and `exploreMoves`
accumulates what it meets card by card, so a route that reaches the caboose has already met everything
between. `carsOn` is the single answer to "what is standing here", and the movement walk, the sweep in
`carsCoupled` and every renderer all ask it — so cars a train can drive through would have to be cars
that are on screen and not in `carsOn`, and there is no such place.
There was one way to MAKE such a place, and it is closed: `flyingSwitch`'s reducer wrote the cut
straight into `industryTrack`, which is not where `carsOn` looks on a Passenger Facility. `check`
refuses a non-freight target so it never fired, but a trap that needs another rule to stay unsprung is
still a trap; it goes through `carsOn` now.
`TODO.md` carries the two questions that would settle it: was there a second route to the caboose, and
what did the move button say it would couple. The label names every car, so "couples caboose" and
"couples 2 boxcars, caboose" are different bugs — the first is route selection, the second the sweep.
### Also
- **An unload never checks the facility's commodity** — found reading `laborer.beginUnload` for the
district rule, not from play. It gates on `allows.inbound`, a loaded car, a matching empty in the
yard and room in the red box, but never on `facilityCarTypes`, which `freightAgent.stockOutbound`
does check. So a Freight House will unload a hopper. Left alone and logged: the district rule now
refuses the one same-Office pairing that made it easy to reach, and the fix is a rule question about
what an industry will accept, not a one-line guard.
- **Both published replays that had gone dead were re-recorded** (`save-replay.ts 400 --top 3`). A save
is a save from a particular ruleset, so a rules change retires the files that no longer replay —
`harness.test.ts` catches it, which is what that test is for.
## 0.6.0 — 2026-08-21
Three queued items, and the last of them is the one that matters most.
### A release no longer destroys every game in progress
Four consecutive releases killed every game on the box — one of them a release that changed only
how the board is drawn. The reasoning behind the refusal was always right: a move that was legal
under the old rules may not be under the new ones, and half-replaying a save is worse than refusing
it. The **test** was wrong. It compared `engineVersion` for exact equality, and that stamp is the
*package* version, which moves for a CSS fix.
Whether a save still replays has an exact answer, so it is now asked directly. `loadGame` reads the
file and judges nothing; `tryResumeSession` replays the intents and reports the first one the engine
refuses, if any. A save stamped with a version this server has never run resumes fine, provided its
moves replay — verified against a file hand-stamped `0.4.9-ancient`. One that genuinely does not
replay is still refused, but the log now names the move rather than two version strings: *"move 3 of
8 (`localOps.choose`) is rejected by the current rules with `OPTION_ALREADY_CHOSEN`"*.
`fromMultiplayerSave` had to stop lying first. It has always stopped at the first unacceptable
intent and done so **in silence**, which was survivable only because the version gate meant a doomed
replay was never attempted. Now that the replay *is* the check, it returns where it stopped and why.
Deliberately not done: resuming a partly-replayable game at its last good move. That silently
rewinds a game to a position nobody played to, while every browser holding a later Frame carries on
unaware. Refusing leaves the file intact, so putting the previous version back still recovers it.
### Employee Rotation is real, and Sister Trains is gone
Two of the four optional-rule flags were read by nothing at all.
**Employee Rotation** is implemented — "at the end of the day, all players move one chair to the
left and take over the next station up the line. Take your points (and the Fedora) with you." It is
four lines in `advance.ts`, because the seat/player split (D9) exists for precisely this rule:
`seating` is the only thing that moves, so Revenue, hands, the Superintendent and whose turn it is
travel with the player for free, and the Office, district, grid and any trains standing in it stay
with the chair. Inheriting the state of the district you move into is the point of the rule, not a
side effect. "Left" is `seat + 1`, matching `playerLeftOf`.
**Sister Trains** is deleted rather than implemented. Q9 records that the Second Section card
supersedes it — and that card is built — so the flag was a toggle for a rule the game no longer has.
### The lobby asks what game you want to play
Creating a game asked for a display name, a mode and a table size; every other dial came from
`defaultMultiplayerConfig`, hardcoded. A **Game settings** block now carries the same set the
solitaire dialog does — seed, starting hand, the three revenue rates, Days, the combined-Revenue
floor, both collision caps, the opponent-card toggle — plus the three surviving optional rules.
Mode and table size set the defaults and everything stays editable, exactly as the solitaire dialog
already behaved.
The seed is honoured: name one and the table deals that railroad, so a game can be reproduced or
compared.
---
## 0.5.6 — 2026-08-21
Three things off the first proper look at a live table.
### Seats are counted from 1
The lobby listed chairs as Seat 0 to Seat 3. Zero-based is right *inside* — it indexes `seating`,
the seats array and every route, and none of that changes — but nobody sitting down at a table
calls their chair "seat 0". The displayed number is now the one a player would say out loud.
There were four of these, not one: the lobby list, the topline's `Seat N` for a remote session, the
presence banner's fallback name, and the admin summary's. All go through a single `seatLabel`, and
a test fails the build if any `Seat ${…}` interpolates a raw seat again — the conversion has to
happen at exactly one place or the two conventions drift. (The StartOS package's **Games in
Progress** action had the same leak and is fixed alongside.)
`seatLabel` lives in `view.ts` rather than `web/game.ts`, because the page may not import values
from that module — they are the local engine by another name, and `test/session.test.ts` fails the
build for it. Putting it there was the first attempt; the test was right and the placement was
wrong.
### The current player's name was unreadable
`.bs-name.bs-turn` carried `font-weight:700` over a base of 600. At 11px a monospace face has to be
synthesised the rest of the way, and the extra ink lands as blur rather than as weight — so the one
name you most need to read was the one you could not. The weight bump is gone; amber against
`#e6e9ee` was always doing the work, and blue "(you)" and amber "their move" stay clearly distinct
without it.
### The seating chain says its piece once
The west-to-east line under the Division map explains who is where and why, which is a question you
have once — at the start, when the chain has just been rolled and the names are new. It now shows
only during Day 1 Stage 1. By Stage 2 the map itself has been answering it for a while, and a
permanent line restating it is a permanent line to read past.
---
## 0.5.5 — 2026-08-21
One bug, found by updating to v0.5.4 and clicking Multiplayer: the page went straight into a game
with no lobby and no controls, and the board was blank.
### A remembered session for a game the server no longer has
Three things lined up. `start()` enters a remembered multiplayer session **without checking it
still exists** — that is what makes reconnection seamless, and it is why the lobby was skipped.
The v0.5.4 update had **refused to resume** that game, because the save was recorded under v0.5.3
and the engine-version check is exact (D7). And `createRemoteSession` had **no `onerror` at all**,
so `EventSource` retried the resulting 404 forever, in silence, while `frame` stayed null and the
page rendered nothing.
The only escape was clearing site data, and nothing on screen said so.
The same dead end had just been widened by v0.5.3's **Manage Game → End**, which closes every
watcher's stream: a player whose game an administrator ended would sit frozen on a stale board
indefinitely, for the same reason.
**The fix.** `GET /api/session?token=…` is new — a cheap yes/no on whether a token still names a
live game. `EventSource` fires `error` identically for a transient blip (the expected shape of a
game idle for minutes, §9) and for a 404 it will retry forever, and exposes no status code either
way, so the client asks. Only a definite 404 closes the stream and reports the game gone; a flaky
network still self-heals as before.
The page then forgets the stored session, says why — ended by an administrator, or the service was
updated, which does not carry games across — and drops into the lobby. Forgetting the token is what
stops the next load repeating it.
It also stops rendering nothing while it waits: "… connecting to the game" sits in the presence
banner until the first push arrives, because a page showing nothing is indistinguishable from a
page that is broken, which is precisely what this looked like.
### Recorded, not fixed
`TODO.md` now carries the underlying problem: **three releases in a row destroyed every game in
progress, and v0.5.4's changes were rendering only.** The refusal is right — a move legal under old
rules may not be legal under new ones — but the test is exact equality against the *package*
version, which moves for reasons that have nothing to do with the rules. Three options are costed
there; the recommendation is to replay the save and refuse only if an intent actually rejects,
since that answers the real question rather than a proxy for it, and a full replay measures ~100 ms.
---
## 0.5.4 — 2026-08-21
Six things found by playing the StartOS build, all of them about the game telling you what it
already knows.
### A disabled button that did not look disabled
Reported as "the Start button is enabled when it says it is waiting for a player". It was not — the
note and the `disabled` assignment are two lines apart in the same block, so a lobby waiting on a
chair had a genuinely disabled button. The page had only two `:disabled` rules, `header button` and
`#actions button`, and `#lb-start` is in neither, so it kept its normal face **and** still lit up
under the cursor from the generic `button:hover`. It was advertising a click it would refuse. The
rule is generic now.
### The game code is the invitation
It was rendered as `— code TRESTLE-5109` beside the "Seating" heading, in dim text, reading like a
reference number rather than the thing you have to send someone. It is now a labelled block —
"Send this code to your players" — at 22px, with a Copy button beside it. Clipboard access is
unavailable on an insecure origin and can be refused outright, so a failure says the code can be
selected instead of silently doing nothing.
The blurb under it was also **wrong**: it said the chairs were "West to East, in the order everyone
joined", which has not been true since v0.4.1. §4.4's D12 decides, at start, and the lobby now says
so rather than claiming the opposite.
### The Division map names its districts
Every Office was labelled with its tier, which every other player's Office also has, so four
districts read identically and "where does Bob sit?" had no answer on the only map that shows where
trains are. The owner's name takes the headline and the tier moves down beside the A/D count,
because the name is what is being looked for and the tier is what it is called once found.
Two marks on top of that: **amber for whose move it is**, the same "it is happening here" the
action panel uses, and **"(you)"** spelled out on the reader's own district. Colour alone cannot
say which of four railroads is yours, and that is the first thing you want at a table you have just
sat down at. Where both apply, the turn colour wins — whose turn it is changes every few seconds
and which railroad is yours never does.
Underneath the map, the chain in words with the roll that decided it: *West to East: Alice (1) →
Bot 2 (5) → Bot 1 (11)*. That is what `state.openingRolls` has been kept for since v0.4.1 and
nothing had yet displayed — and it answers "is the host always at the eastern end" outright. No:
Alice there is the host, rolled lowest, and sits at the western end.
### Supporting changes
`Frame` gained `viewer` and `viewerSeat`. Every private field on it was already scoped to one
player — hand, Office Area, `revenue`, `option`, `movesLeft` — but nothing said which player, so a
page rendering a Frame could draw a railroad without being able to say whose it was. Harmless in
solitaire; the first question at four seats. It also gained `openingRolls`.
Bots are named `Bot 1`, `Bot 2` rather than all being `Bot`: two of them at one table are two
different railroads, and a map labelling both the same cannot say which is which.
The standalone replay gets all of this too — `players`, `actor` and `viewer` are not among the
delta'd keys in `compress`, so they ride whole on every frame and `replay.ts` passes the same
roster the live page does.
---
## 0.5.3 — 2026-08-21
Everything a StartOS administrator needs to see and manage a server full of games, plus the seat
control that came out of the first real multiplayer session.
### The host picks the table size, and a gap stops being expressible
The seats array used to GROW as people joined, which made the four rows on screen partly fiction:
a 2-player game just started with a 2-long array, while a host who dropped a bot into a later chair
padded the array with a `null` and silently disabled Start behind a one-line note. The host now
chooses 2, 3 or 4 when creating the game and the array is built at that length once. A gap cannot
be written down rather than merely being refused.
That also removed a trap nobody had sprung yet. Compacting seats at `Lobby.Start` — the obvious way
to support a "closed" chair — would have shifted the `player` index that every `PlayerSession`
stamps at join time and that `/api/stream` and `/api/intent` both route by, handing a player
somebody else's railroad without an error anywhere.
**And it fixed a live balance bug.** `minCombinedRevenue` is derived from the player count, but the
config was fixed at CREATE while the count was not known until START, so the lobby guessed 4. Every
2-player game was playing against a floor of 60 instead of 30 — and missing the floor means
everyone loses, so a 2-player competitive game was set up to fail for a reason that was a UI
artifact rather than a rule. The real count now reaches `defaultMultiplayerConfig`.
### Administration: what is running, and how to end it
`/api/health` gained `games: { active, lobby }`, which is what the StartOS package's health check
reports as "3 games in progress, 1 waiting to start". It reads `summary()` — a new, cheap
`GameSession` accessor — rather than `exportSave()`, which would copy every intent of every game to
answer a question about none of them.
Three administrative routes are new, gated by an `ADMIN_SECRET` env var in an `x-admin-secret`
header: `GET /api/games` (every game and lobby, summarised — players, names, started-at,
last-move-at, Day/Stage/phase, and who it waits on), `GET /api/games/<id>/save`, and
`DELETE /api/games/<id>`. Until this, a started game could not be ended by anybody: no route, no
player action, no resignation. An abandoned game stayed `active` in the index and was faithfully
resumed on every boot, forever.
Three deliberate choices in that:
- **The admin secret is not the join secret.** Every player holds the join secret, so gating a
delete with it would let anyone at the table destroy anyone else's game.
- **Unset means the routes are not there** — 404, the same answer as any unknown path, with or
without a header. A server never given an administrator does not advertise that it has one.
- **A delete returns the deleted game's save.** The intents are the game (D5), so that is the whole
thing and not a summary: nothing is destroyed without being handed to whoever destroyed it.
`SavedGame` gained `lastMoveAt` so "has this stalled?" survives a restart. It is optional and falls
back to `createdAt`, and it is kept out of `history` for the same reason the turn timings are — a
replay must reproduce a game from decisions alone, and wall-clock is not a decision.
### Boot
`Resuming N saved games…` is logged *before* the replay loop rather than one line per game after
it, so the pause before the port opens has a reason on screen while it is happening. Measured at
**100 ms** for a full 4-player game, and only unfinished games are replayed — so the pause is
tenths of a second in practice, and listening before loading would have bought nothing for the cost
of a "still loading" state on every route.
---
## 0.5.2 — 2026-08-21
Found packaging Phase 6 for StartOS: the splash's "Play multiplayer" door had sat `disabled`,
labelled "Coming soon," since before the server existed — Phases 2 through 4 built a working
lobby and nobody ever pointed a link at it. Loading the site landed on the exact same solitaire
splash whether a real multiplayer server was behind it or not, with no visible way in.
`index.html`'s door is now a real link to `./play.html?lobby`, matching the other two doors.
`main.ts`'s `start()` checks for `?lobby` and routes straight into the lobby screen — the same
`showScreen('lobby'); runLobby(beginRemote)` the in-game Multiplayer button already used — instead
of dealing a solitaire game first and leaving the player to find that button themselves.
### The page can now tell whether a server is behind it
The same `dist/` ships two ways — served by `src/server/`, or uploaded as flat files by
`scripts/deploy-web.ts` with no server at all — and the bundle is byte-identical in both, because
there is one client and the mode is decided at runtime (D4). So the splash could not know from its
own build which it was, and nothing else distinguished them either: every route in `http.ts`
answers a 404 for a path it does not have, exactly as a static host does.
`GET /api/health` is new, and exists to be failed: `{ ok, service, engineVersion }`, no
authentication (it says only that a Station Master server is answering, which is what the door is
about to offer anyway — no game, no seat). The splash probes it on load and closes the door when
nothing names itself in reply.
**The door starts open and only ever closes**, deliberately. A wrong "no server here" is the bug
above all over again — invisible, and it strands a player who *does* have a server. A wrong "there
is one" costs a click and a lobby that says it cannot reach a server, which is legible and
recoverable. So a slow or flaky probe leaves the door alone; only a definite answer closes it. The
reply has to name itself rather than merely return 200, since a host that answers every path with
its own index page would otherwise pass.
Bug fix: the lobby machinery was already complete and tested (Phase 4, v0.5.1); this only
re-enables the door to it, and teaches the splash when to.
Worth recording about the tests: the first version of the probe's test passed with the naming
check deleted outright. Both of its "door closes" cases happened to reach `close()` through the
`.catch` arm, so the branch that actually reads the body was never run — and the comment claimed
otherwise. Caught by mutating `splash.ts` and re-running rather than by reading it.
---
## 0.5.1 — 2026-08-21
Multiplayer Phase 4 — lobby, sessions, reconnection (`docs/architecture/multiplayer.md` §12 steps
17-20, fully specified in `docs/architecture/lobby-and-sessions.md`). Phases 0-3 shipped in v0.4.0
and v0.5.0; a real server existed but nobody could reach it without a hand-built URL. This is what
makes it a game you can actually create or join.
### The server hosts more than one game, and knows who you are across a reconnect
`src/server/lobby.ts` is new: pure logic, no sockets, no filesystem, the same split `session.ts`
draws for a running game. `createLobby`/`joinLobby`/`setBotSeat`/`reassignHost`/`startLobby`, plus a
speakable game code (`RAIL-4471` style) and the player cap.
`persistence.ts` gained one directory per `gameId` and a top-level index, so `index.ts` resumes
every saved game on boot, not just one. `/api/stream` and `/api/intent` now authenticate by session
**token** instead of `?seat=&secret=` — `lobby-and-sessions.md` §1: the token alone proves identity,
so the join secret's job ends at the lobby door (`/api/lobby/create`/`/api/lobby/join`).
### Bots fill empty seats, never take over a disconnected human (D8)
`session.ts` gained `driveBots()` — after any accepted intent, and once at construction for a
resume that lands exactly on a bot's turn, it plays `developerBot` forward through every
consecutive bot seat before the push goes out. Reuses `legalActions`/`developerBot` wholesale.
`SavedGame` gained `botSeats` so a bot seat survives a restart. Bots are assigned once, at
`Lobby.Start`, and never afterward — a disconnected human's seat waits, exactly as before.
### Disconnect keeps the seat and says so; reconnect gets a full view, not a tail
`Push` gained an optional `presence` field — connection news about another seat, built entirely by
`http.ts` (which owns the connection table) and never routed through `session.ts` or the engine: a
disconnect is transport news, not a `GameEvent`, and the engine must stay replayable from a seed.
The page shows a small banner naming who has dropped and clears it the moment they reconnect.
Host rights pass to the earliest-joined remaining player if the host's own connection drops before
`Lobby.Start` — tracked by join order rather than seat, since a bot-filled seat never joined at all.
### The client: an actual lobby, not a URL you hand-build
`src/web/lobby.ts`, wired from `main.ts`: create-or-join forms, a live seating screen (host-only bot
toggles and Start button, updated over its own SSE stream), and `localStorage` in place of `?seat=`
for "was I already in a game" — found on load, it reconnects straight through and skips the lobby
screen entirely. A `Multiplayer` button sits beside `New game`; the New Game dialog itself is
untouched and still solitaire-only, its old "needs a server" note repointed at the new button.
### Found only by the live smoke test, not by typechecking
`/api/intent` read its token from the JSON body; `web/session.ts`'s `submit()` — unchanged since
Phase 2 — sends it in the query string, the same as `/api/stream`. Every intent failed `no such
game`. Both sides typecheck cleanly on their own (an HTTP body is `unknown` on the wire), which is
exactly the gap a curl-level smoke test exists to catch: create a lobby, join a second player,
start, submit from both seats (including a wrong-actor rejection and an idempotent resend),
kill and restart the server and reconnect both tokens, start a bot-filled coop lobby and confirm it
never stalls waiting on the bot, and watch a live stream receive a disconnect/reconnect presence
notice for another seat.
### Doc fix
`multiplayer.md`'s decision table (D18) said the player cap was 6; `lobby-and-sessions.md` §2 —
more detailed, and what `test/multiplayer.test.ts` actually exercises — says 2-4 with the reasoning
for it. The two had quietly drifted apart; "6" was never implemented or tested anywhere. D18 now
reads 2-4.
**Not verified: an actual browser** walking through the lobby screens — none is available in this
environment, the same limitation Phase 2's `RemoteSession` shipped under. 656 tests, 0 failures.
---
## 0.5.0 — 2026-08-21
Multiplayer Phases 2 and 3 (`docs/architecture/multiplayer.md` §12): a real server exists now, one
game at a time, and it survives being restarted mid-game. Phases 0 and 1 shipped in v0.4.0; Phases
4–6 (lobby/reconnection, the 22 opponent-directed cards, StartOS packaging) are still ahead. Also
folds in the three playtest fixes already released as v0.4.9b/c/d on the patch line, plus two rules
bugs and a victory-condition redesign found along the way.
### Phase 2 — server core, one game, no lobby
- `src/server/session.ts` — the game session host: pure logic, no sockets, built entirely on
`game.ts`'s existing `Game`/`submit`/`currentActor`/`actionMenu` rather than re-deriving intent
application or narration. **Found while building it:** `submit()` derives the acting player from
`currentActor(game)` and never checks who is actually calling it — harmless for `LocalSession`
(only one possible caller) but not safe for a server, so the session host now verifies `seat ===
currentActor(game)` itself before calling `submit`, rejecting with `NOT_YOUR_TURN` otherwise.
Idempotent resend (a repeated `seq`) and the illegal-intent path (checked via `check()` directly,
so a rejection never pollutes the shared narration log with text meant only for the submitter) are
both handled here.
- `src/server/http.ts` / `src/server/index.ts` — plain `node:http`, no framework: `POST /api/game`,
`GET /api/stream` (SSE, per-seat, 20s heartbeat, `id:` line per push), `POST /api/intent`, and
static serving of `dist/` so the server is same-origin with itself.
- `src/sim/frame-delta.ts` — the live per-seat board delta (`deltaFrame`/`applyDelta`), a smaller
replacement purpose-built for a single live push rather than reusing `replay.ts`'s `compress()`,
which interns strings across a whole recorded array with nothing here to intern against; only its
one-step-back "null if unchanged" idea carried over.
- **Found and fixed:** `actionMenu(game, seat)` only used `seat` for the `hand` field — everything
else came from `currentActor(game)` regardless of who asked, so a server computing every connected
seat's Menu would have handed the acting player's legal moves to a waiting seat, paired with the
wrong seat's cards. Fixed with a guard in `game.ts`; tested in `multiplayer.test.ts`.
- The redaction test (§7, `test/redaction.test.ts`) passed on the first run against the existing
`snapshot()`, confirming it was already correct rather than just apparently so.
- `src/web/session.ts` gained `createRemoteSession`; `main.ts`'s `start()` switches on `?seat=`
presence (one bundle, unchanged). Every `LocalSession`-only call site in `main.ts` now goes through
an `isLocal()` type guard instead of assuming.
- Verified two ways: `test/server/session.test.ts` exercises the session host directly, and a live
end-to-end smoke test (server started, a 2-player game created, two SSE streams opened, an intent
rejected from the non-acting seat, accepted from the acting seat and broadcast to both, a resent
`seq` producing no second push, the board correctly nulled on the second push). **Not verified: an
actual browser** — no browser binary in this environment, so `RemoteSession`'s DOM-facing code
compiled and typechecks but was never clicked through visually.
### Phase 3 — persistence and resumption
- `src/server/persistence.ts` — `game.json` (`{engineVersion, seed, config, playerNames, history,
status, createdAt}`) and `turn-timings.json`, both atomic-rewrite-then-rename.
- `game.ts` gained `fromMultiplayerSave`, `fromSave`'s multi-player sibling. **Found while testing
it:** `fromSave`'s replay loop calls `record(game, result.events)` without the `actor` argument
`submit()` always passes, so every replayed line loses its "Player X" attribution — invisible for
solitaire, immediately visible for multiplayer, where anonymous "Chose to…" lines are unreadable
the moment there is more than one seat. Fixed in the new function; `fromSave` itself still has the
gap, deliberately untouched here since it's used far more widely (undo, save/restore, the replay
viewer) and deserves its own pass.
- `session.ts` gained `exportSave()`, `resumeSession()`, and turn-timing tracking — a span (player,
phase, day, stage, start/end wall-clock) that closes and reopens whenever the acting player, phase,
Day or Stage changes, recorded entirely in the session host and never inside `history` (a replay
must reproduce a game from decisions alone).
- `index.ts` loads `game.json` on boot before starting the listener: version match → resumed and
replayed straight through; mismatch → refused explicitly and loudly, file left untouched, server
starts with no active game rather than replaying under the wrong rules.
- Verified live: server started against a fresh data directory, a 2-player game created, intents
submitted from both seats, **the server process killed and restarted**, both `?seat=` streams
reconnected and picked up exactly where they left off — same Day/Stage/phase, correct whose-turn,
correct narration attribution. Separately confirmed the version-mismatch path with a hand-edited
`engineVersion`.
- **Found and fixed an infrastructure bug along the way:** adding `test/server/` broke `npm test`'s
glob. `"test": "node --test test/**/*.test.ts"` relied on the shell passing the literal,
unexpanded pattern through whenever it matched no files at the shell level — the moment a
subdirectory existed, the shell expanded it to just that one file, and `npm test` silently ran only
the new suite. Fixed by listing both depths explicitly.
### Two rules bugs found while building this
- **New Train phase car-placement is one player's job even in competitive mode — it should be a
round.** §7 is explicit: starting with the Superintendent and working left, each player places one
car, and the round repeats until the consist is full. `newTrainPhase` never implemented the round —
`enterPhase` resets `actorOffset` to 0 on entry and nothing ever incremented it the way Local Ops
does — so the actor was always the Superintendent alone, for every car of every train, in every
mode. Fixed by reading the round position off `tray.consist.length`, which already counts
placements toward that tray and resets per train with no new state needed.
- **Victory conditions unified across solitaire, competitive and coop.** One shared, configurable
`GameConfig` set (`days`, `minCombinedRevenue`, `maxCollisionsPerDay`, `maxCollisionsTotal`,
`pvpCardsAllowed`) replaces the old fixed `LENGTH_PROFILES.target`, a dead `firstToTarget` victory
condition, and a flat collision-floor constant. Collision caps stay flat rather than scaling with
player count — Jesse's call: more players means more independent chances to collide, not a bigger
shared budget, so multiplayer is deliberately riskier than solitaire at the same default. One New
Game dialog now covers all three modes, with fields greyed out wherever a mode forces a value.
### The three v0.4.9b/c/d playtest fixes, folded in
Already shipped on the patch line — see 0.4.9d below for the full writeup of each. Summarized: a
switching train's crew badge failed to draw once it left the Office square (display only, game state
was never affected); unloading a freight car always took the westmost one regardless of which car
was picked; and a legal decision (`newTrain.startExtra`) could render with zero buttons, which was
indistinguishable from a hang. 635 tests, 0 failures.
---
## 0.4.9d — 2026-08-21
Three bugs from the same playtest session, patched directly onto 0.4.9a rather than the in-progress
0.5.0 line: a display bug that made a switching train look like it had vanished, an engine bug that
silently ignored which car the player chose to unload, and a UI bug that could render a legal
decision with zero buttons — indistinguishable from a hang.
### A switching train vanished from the board the moment it left the Office
**REPORTED:** Train 3 stood at the Office; dropping the loaded boxcar off the back at the Freight
House made the train "vanish off the face of the earth," regardless of which way it moved
afterward. The game state was never wrong — replaying the reported save
(`docs/station-master-seed116956197-day2.json`) through the engine directly showed `tray3` fully
intact, in the right place, with the right consist, for the rest of the game. Nothing was ever lost
from `state.trays`.
The bug was in `officeSvg` (`board-svg.ts`): `selectedTrain` — the value that decides whether a
card draws a train's crew badge (its label, engine arrow, and cars) — was assigned only inside the
`cell.adTracks !== null` branch, which is true for the Office card and nothing else. A train
standing on any other card, which is every card it stands on while actually being switched, got no
badge at all. It disappeared on the very first move off the Office, not only at the Freight House —
that was simply the first place a player was likely to pause and look. Traced to the Roster Pass
(37b1e5b), which rewrote `CellView.train` into `CellView.trains[]` to show every train sharing the
Office's A/D tracks and, in doing so, nested the general consist-drawing logic inside that
Office-only branch instead of leaving it to run for any card with a train on it.
**Fixed** by hoisting the `selectedTrain` assignment out of the `adTracks !== null` guard so it
runs for every card; the A/D roster-chip loop itself stays inside the guard, since only the Office
has more than one A/D track to draw chips for. New test: a train parked on an ordinary facility
card, `adTracks: null`, now has to draw its crew badge — it did not before this fix.
### Unloading always took the westmost car, whichever one was picked
**REPORTED:** three loaded cars stood at a Freight House; asking to unload the east (right-hand)
car unloaded the west one instead, every time, no matter which car was actually chosen.
`laborer.beginUnload` already carried the player's choice as `carIndex`, and `check()` validated
that specific car — but the event it produced, `unloadBegan`, carried only the car's `carType`, not
which one it was. The reducer that actually performs the swap re-derived the target itself with
`industryTrack.cars.findIndex(c => c.loaded)`, which always answers the first loaded car in track
order regardless of what was requested — so the player's choice was thrown away between `check` and
the reducer, and the westmost loaded car came off every time.
**Fixed** by adding `carIndex` to the `unloadBegan` event and using it directly in the reducer
(`src/engine/apply.ts`, `case 'unloadBegan'`), instead of re-deriving a car by scanning for
`loaded`. New test in `apply.test.ts`: three loaded cars of three different types, asking to unload
index 2 (east) now leaves indices 0 and 1 alone and empties exactly the one requested — it did not
before this fix.
### A legal decision could render with zero buttons — the game looked hung
**REPORTED:** working the Freight House mid-cycle (unloading three cars, then reloading them), the
game "seemed to have hung up. Cannot advance." No trains were on the Division or the Limits.
Replaying the reported save turned up no engine deadlock at any point — every step had a legal
action — but the exact final state (an Extra train due to start, no tray yet being made up) exposed
a UI bug: `newTrain.startExtra`'s action group is titled by `trainCardTitle`, which begins "Making
up Extra X22…" — the same prefix `renderActions()` (`main.ts`) used to strip from the action list on
the assumption it always belonged to the separate yard-chip car-placement panel. With no tray being
filled yet, that panel (`menu.makeUp`) is `null`, so nothing else rendered the Extra's "choose where
it starts" decision either — a legal, present, correctly-computed option with no button anywhere on
the page. Clicking nothing did nothing, which is indistinguishable from a hang.
**Fixed** by matching the exact title of the one group `menu.makeUp` actually covers
(`g.title !== menu.makeUp?.title`) instead of a title-prefix regex, so any other group that happens
to start "Making up …" — however it got that title — stays on screen. The existing softlock
regression test (`never strands the player with a legal move and no way to make it`) now mirrors the
real render filter instead of only checking the raw menu, so this class of bug fails that test
directly; a new deterministic test constructs the exact reported scenario (a pending Extra, no
active make-up) and asserts its group survives the filter.
590 tests, 0 failures.
---
## 0.4.9a — 2026-08-20
Four small tweaks to the splash page (`index.html`, `splash.ts`), no engine changes.
### Box art opens full size on click
The thumbnail beside the title was too small to read. Clicking (or Enter/Space on keyboard focus)
now opens it in a full-size lightbox overlay; click the overlay or press Escape to close.
### A third card balances the bottom row
The doors row was nested beside the box art, two cards wide, leaving the width under the box art
unused. Moved to a full-width row below the hero (three columns at roughly the same card width as
before) and added **Play multiplayer**, modeled on the Play Solitaire card but describing the
not-yet-built feature, with "Coming soon" in place of a link. Its text is shorter than Play
Solitaire's so the row height — and the page's vertical size — doesn't change.
### Footer's "runs in your browser" claim scoped to solitaire
Now reads "solitaire runs entirely in your browser" rather than an unqualified claim that would no
longer hold once multiplayer needs a server.
---
## 0.4.9 — 2026-08-19
A playtest review of seed 58228926 (day 6), plus one long-standing display complaint and the first
real audio beyond a placeholder. Six changes: one display fix, two rules corrections, one engine bug
found while explaining a report rather than reported directly, three new sound cues, and the splash
page's box art.
### Office coordinates read X,Y now, not Y,X
Reported as confusing for anyone reading them the ordinary way: "at game start the office is 0,0;
the western limit should be -1,0, the eastern +1,0; a restaurant due north should be 0,1." The
engine's internal `GridCoord{row,col}` already has exactly that geometry — row increases north, col
increases east (`track.ts:59`) — so this was a **display-only fix**, not a data-model change: every
place a coordinate is shown to a player now prints `(col,row)` instead of `(row,col)`. The on-card
label in `board-svg.ts` (the one everyone sees), the switching-crew tooltip and button label in
`main.ts`, the rejected-option and switching-group text in `game.ts` and `view.ts`, and the
blocked-move text in `narrate.ts`. Internal `Map` keys built from `${row},${col}` are untouched —
nothing reads them but lookup code.
### "No switching" now means no adding or dropping cars — not "never touch it"
Reported from play: a train sitting at the Office with NO SWITCHING printed on its card (the two
expresses, Light Engine, Campaign, Circus, Military) could not be moved onto Secondary Track to
clear the mainline for other traffic, even though nothing on the card says that. `switchingRefusal()`
(`apply.ts`) blocked `switch.move` outright for these six cards; it now only refuses a move that
would COUPLE a fresh car — the same way `rules.dropOnly` was already handled for X13 — so the crew
can still be shunted clear, it just cannot pick up, set out or sort. `switch.dropCars` and
`switch.sortConsist` stay blocked. The switching-moves list (`view.ts`) no longer excludes these
trains, and the card description text was rewritten from "it runs the Division and does not shunt"
to "may not add or drop cars, but may still be moved clear of the mainline."
### Q3, corrected: Expedite is about WHERE a train may be left, not WHEN it leaves
**The reported symptom:** Train 1 arrived at an Office and was forced out at the end of the same
Stage — the read since v0.4.2 — leaving no Local Operations turn to switch it. **The rule question
underneath it:** why should "Expedite" mean a train is rushed out early at all, rather than simply
never being left parked off the station?
Corrected to the latter. An expedited train now arrives and stands exactly like any other train,
released by the ordinary §8.1 "stood a full Stage at the Office" rule — it can be switched normally
in between. Deleted entirely: `arriveAtOffice`'s `departsThisStage` flag and the whole
expedited-departures pass that used to run in `shiftChange`, plus the now-dead `pass: 'mainline' |
'expedite'` parameter on `moveTrain`.
In its place: a new fault. At the top of every Mainline Phase, any expedited train sitting on the
grid but not on the Office square itself — left on Secondary Track to clear a switching move, say —
costs 1 Revenue (`EXPEDITE_FAULT_PENALTY`, `expediteFault`), charged again every Phase it is still
caught there. A train the ordinary rules are legitimately holding AT the station — even one §8.1 is
asking the Superintendent to rule on — is not a fault; only being left elsewhere in the district is.
**This resolves "3/4 EXPRESS PRINTS A RULE IT CAN NEVER USE"** (`TODO.md`) as a side effect: the
Express can now actually reach a Local Operations turn to use its printed "may drop or pick up one
freight car at every location," which the old same-stage departure made structurally impossible.
**Measured (30 fresh bot games, standard length):** the fault fires, but the bot has no strategy for
it yet — one game left Train 4 (3/4 Express) parked off the station from Day 3 Stage 10 to the end of
the game, taking the -1 penalty 26 times. Not an engine bug: the mechanism is working as designed and
correctly reveals that the bot doesn't know to bring an expedited train home before ending a
switching turn. Logged in `TODO.md` under Bot Performance for a future pass.
### `evaluateClearance` now checks every occupant, not just the first one it finds
Found while explaining a second playtest report from the same game: the Superintendent was asked to
rule on a same-direction train instead of being automatically held against an opposite-direction one
also occupying the card. Root cause: the occupant loop (`advance.ts`) returned on whichever occupant
it examined first, in `node.transits` insertion order — correct while a Subdivision held at most one
train, but a card can now legitimately hold two at once, which is exactly what the
Telegraph/Telephone/Radio dispatch exception creates (a facing train dispatched past another sits on
the same card as it). Fixed to two passes: every occupant is checked for an opposite-direction
absolute bar first (subject to the dispatch exception) before any same-direction judgment call is
offered. Pinned with a regression test that fails against the old single-pass code
(`enhancements.test.ts`).
### Three more sounds, synthesised like the rest
`arrive`, `depart` and `crash` join `stage`/`couple`/`drop`/`schedule`/`completed`/`day`/`train` in
`sound.ts` — a train pulling into an Office (decelerating chuffs, a soft bell tap), one highballing
out of one (accelerating chuffs, a falling horn note), and a collision (dissonant tones bent sharply
down over a noise boom and a sub-bass thump), wired to `trainArrived`, `trainHighballed` (Office
departures only, so it doesn't double up with a fresh make-up's "All aboard" or a full division run's
`completed`), and `trainsDestroyed`. Three real WAV clips were sourced for this and considered, but
carried no license information anywhere — no `LICENSE` file, no embedded metadata, no note of where
they came from — so they were not committed; the synthesised versions are good enough to keep as the
real thing rather than a placeholder.
### The splash page has its box art
`docs/StationMasterSplashScreen.png` (1122×1402, 3.0 MB) is now a 560×700 JPEG at 145 KB
(`public/images/`, copied verbatim into `dist/images/` by a small addition to `build-web.ts`) and
sits beside the title, tagline, blurb and both buttons in a side-by-side hero on `index.html`,
stacking to image-above-text under the existing mobile breakpoint.
---
## 0.4.8 — 2026-08-19
Four reports from the same game, all about squares: which ones a card may go on, which one a button
in the action list means, when there is more than one legal road to the same square which one a
train actually takes, and — when more than one train is standing at the same Office — which is
which.
### The Limits bound the district, not just the Running Track
**Reported:**
> "Sidings should not be allowed to be built outside the limits."
The Limits sign "denotes the limit of your control area" (§2.1) and §3 defines Secondary Track as
"all tracks **in your limits** that are not the Running Track" — but the bound was only ever enforced
on the Running Track row itself, with a comment in `canPlaceAt` stating outright that "the district
below the Running Track is unbounded". So a siding could run east past a player's own sign, take
industries with it, and put cars on track that §8.1 and §10 do not consider his territory at all: the
rules reason about "the track between the train and the Limits", and running past another player's
Limits is what makes a collision his fault.
`withinLimits` is now the district's rule at **every row**, and a Facility is bounded by it too —
§11.2 is explicit that "Facility cards carry their own rails: placing a Facility places track". The
refusal is its own code, `OUTSIDE_LIMITS`, rather than `NOT_CONNECTED`, for the same reason
`BREAKS_RUNNING_TRACK` is: the card would join perfectly well, and is refused for a different reason.
**Inclusive of the sign's own column**, which is the half that keeps the game playable. Jesse's call.
The sign stands *on* the boundary rather than beyond it, and a district opens with signs at ±1 around
the Office — so the strict reading would leave exactly one buildable column and break §11.3's promise
that both Secondary rows, and the nine-spot Modifier neighbourhood, are usable from the first Stage.
A siding may run under the sign; nothing may go past it.
**What it costs the bot: nothing measurable.** Out-of-limits building was rare for it to begin with —
5 cards across 100 games, in 4 of them, never more than two columns over — and paired over 200 seeds
the bound moved 4 games and −0.015 Revenue (t = −0.26). It is a human building deliberately who hits
this, which is exactly how it was found.
### The nine spots really are nine — the four diagonals were legal and unofferable
**Reported:**
> "Modifiers should be able to go on any diagonal — we were unable to place it to the south-east."
§9 places a Modifier "adjacent to a Facility, on any of the nine nearby spots", and `check` has
always accepted all eight neighbours. The fault was upstream in `placementCandidates`, which walks
north, south, east and west from every occupied square: a diagonal square with no *orthogonal*
occupied neighbour was never generated, so it was never offered. Measured on a facility below the
Office: `check` says legal at all four diagonals, the menu offered the three orthogonal ones. At a
stub industry — the case in the report — every diagonal is in that position.
Generated in a **second pass, only around a Facility**. Track has to *join* and a diagonal shares no
edge, so a Modifier is the only card those squares can ever take; generating diagonals around every
card instead costs 54% more simulation time producing candidates `check` then rejects. Appending
rather than interleaving leaves the existing candidate order untouched, which matters because the bot
breaks ties by first-best — measured over 200 seeded games, **0 played differently**, so every figure
in `TODO.md` still stands.
### A Modifier may hang outside the Limits — but not in the Running Track's row
Jesse's call, both halves. A Modifier is not track (§9), so unlike a siding it keeps all nine of its
spots when its host stands at the limit: refusing the outer three would make the card unplayable
exactly where the district ends. What it may not do is stand in the row the Running Track grows
along. Inside the Limits that row is always full, so the rule bites only beyond the sign — and that
is the ground the main extends onto, where a parked Modifier would block the player's own sign from
moving outward (§2.1) with nothing on screen to warn him. Industries have been barred from the
Running Track since the "Placed" column was read properly; this is the same rule for the same reason.
### The board draws where the district ends
Two signs on one row cannot say that nothing may be built outside their columns at *any* row: a
player looking at open ground beyond a sign had no way to know it was unbuildable until the square
failed to light up. `officeSvg` now draws a quiet dashed edge down the whole canvas at each limit,
labelled, and just **outside** the sign's own column so the picture agrees with the rule — a siding
may run under the sign. It moves outward on its own as the Running Track is extended, which is the
reward for extending made visible. The Frame carries `limits` for it, resolved server-side like
everything else a remote client cannot look up (`multiplayer.md` §5).
The margin on the viewBox is not cosmetic: the west sign is usually the leftmost card on the canvas,
so the line outside its column lands at x = −1.5 and simply is not there on a canvas starting at 0.
Caught by drawing one, not by reading the code.
### Hovering an action points at the square it means
**Reported:**
> "When I have my mouse over the action for a particular square, could the corresponding square in
> the office area be highlighted to minimize my mistakes of selecting the wrong square — 1,3 versus
> −1,3? In a solitaire game with Undo it is not fatal. In a multiplayer game that could be a major
> disaster."
The action list is a column of near-identical sentences separated by a coordinate, and the board
beside it said nothing about which was which. Every action that names a square now carries it as
`data-square`, and hovering — or focusing, so the keyboard route is not a lesser one — lights that
square on the board, ghost targets included, which is precisely the moment a player is choosing
between coordinates.
The coordinate rides on the **menu**, resolved from the intent by `coordOf`, rather than being parsed
back out of the label: a remote client holds no `GameState` and cannot look up where a tray is
standing, which is the same reason the menu already carries card descriptions. Checked over 12 bot
games: 870 direct actions name a square, and all 870 carry it.
### Two routes to the same square
**Reported:**
> "There are times when a train can take two different paths to get to a destination. See game at
> undo 379. Train 11 can go from Eastern limits to the straight at 1,1 two different ways. It can go
> through the refinery and pick up the tanker on its nose, or it could go straight and then make the
> curve and skip the refinery and not pick up the car. The player should have the two different
> options."
A district with a passing loop — turnout off the main, curve down to an industry, curve back up —
offers two legal routes between the same two squares, and `exploreMoves` (`track.ts`) only ever found
one: it keyed its visited set on destination and entry port, both routes rejoin through the same
port, and the shorter one won the race before the longer one could be recorded. Which route survived
was an artifact of search order, not a choice.
**Ruling (Jesse, docs/rules/open-questions.md Gap 14):** the player may choose the path. §A.4 says
"cars **on your track**" — the industry spur is a different track, and declining to enter it is not
going around the car standing there. The mandatory half still bites in full once a route is chosen:
every car standing on it couples.
**The walk now enumerates every simple route** — a per-path visited set replaces the old global one,
so a card may be revisited across different routes but never twice within one — capped at 4,000
frontier nodes so a dense district cannot blow the walk up combinatorially; BFS order means the cap
loses only the longest routes first. Routes are deduped on **outcome**, not on reaching the square:
`(destination, entry side, [(origin card, car)…])`, so two routes coupling identical car *types* off
*different* cards are both offered and each sweeps its own card, while two routes with nothing to
tell apart collapse to one.
**`switch.move` gained an optional `via: GridCoord`** — one intermediate square on the chosen route,
never the start or the destination. `legal.ts` emits one intent per distinct route with a `via` that
distinguishes it from its siblings; `via` absent resolves exactly as before (the first route
enumerated), so every existing save and every bot decision replays identically. Checked against
`public/replays/*.json` and the full suite: 575 pass, 0 fail, unchanged.
Threaded through the label (`describeIntent` finds the route `via` names, so "couples 1 tanker"
reports the cars *that* route actually lifts), the action-list dedupe (two routes to one square would
otherwise print the identical button twice), the hover highlight (`data-route` lights every square a
route runs over, not just its destination), and the history (`trayMoved.via`, when the move was
ambiguous, names which road the crew took).
**Balance impact: none expected, and none measured able to be attributed to this.** Instrumented over
60 developer-bot games (17,884 destinations enumerated): squares reachable by 2+ distinct paths are
~1.2% (208), and in every one of those 208 the routes coupled identically — the bot has never yet
built a district where the discarded route would have mattered. 400 full games (200 developer bot,
200 random bot) completed 200/200 with no exceptions on the reworked walk. `compare.ts` needs an
ablation flag to run at all and this is not a bot heuristic, so paired A/B was not applicable here;
the enumeration-based argument above is the actual evidence.
### The Roster Pass — every train at the Office visible
**The Office is the one square where more than one train may legally stand at once** — it has
several A/D tracks, each holding one — and the board drew it as if only one ever could. Two trays
at a Station couple onto the identical `officeCoord`; `trainOnCard()` returned on the first match
and `CellView.train` had room for exactly one, so a second train was counted in the old A/D pips
and never drawn at all. Reported directly, and analysed in "Two Trains, One Card": the pips and the
picture were reading different fields.
**`CellView.train` is now `CellView.trains: TrainView[]`** — every train standing on the card, each
carrying its own `trayId`. The A/D pips are gone; in their place is one roster chip per A/D track,
always (`adTracks` of them, not one per train), free tracks reading a dashed, dimmed "free" rather
than vanishing. The selected train's chip is lit the same amber the crew strip and action buttons
use, and its consist is the one drawn at the rail — clicking any occupied chip sets `selectedCrew`,
the same value the "Which train are you switching?" picker already wrote, so the board and the
action panel drive one value in both directions.
**`standingWest` moved from `CrewTray` to `TrackCard`.** The split still means what it always meant
— west/east of the row of standing cars — and it is still only meaningful while an engine stands on
the card (an unattended cut has no near or far side; that reasoning did not change). What forced the
move: two trays sharing one Office card could otherwise hold two different splits of the identical
row, and there is no such thing as "west of one particular A/D track" — a cut lies west or east of
the *whole block* of A/D tracks, so there has to be exactly one number for the card to carry. No
save migration: `Save = {seed, history, rules?}` replays through the engine rather than being
loaded, and a stale value on an emptied card is inert because nothing reads a split with no train
standing there.
**The Division map stopped drawing trains on their neighbours.** The Office's Running Track cell was
a fixed 78px regardless of how many A/D tracks it had, so two chips centre-spread wider than the
cell and spilled onto the Limits cards either side. The cell is now sized by **capacity**
(`max(78, adTracks·54+12)`), not by how many tracks are occupied — sized by occupancy instead, the
board would have shifted the East Division Point sideways every time a train arrived or left — and
chips are laid into fixed slots, one per A/D track, so none can ever overhang the cell.
**Verified:** two trays at a Station are both drawn, each with its own chip; a Terminal's four
tracks all fit; a bare cut with a stale `standingWest` still draws left-aligned; every roster chip's
x-extent lies inside its Office cell at full occupancy; and a packed replay row from before this
feature — a lone train object, not an array — rehydrates into a one-train roster rather than
throwing. 584 tests, 0 failures.
### Also
- The three published replays were re-recorded. A save is a seed and its intents, so tightening a
placement rule kills every replay containing one — `harness.test.ts` catches it rather than letting
them go quietly dead, which has happened twice before. Old saves are not preserved across rule
changes and are not meant to be yet.
- `node_modules` was a **tracked symlink pointing at a path that does not exist**, so `tsc` was
missing and 20 tests failed before any of this was written. Replaced with the real dependencies.
## 0.4.7 — 2026-08-19
Eight play reports and one design that had been written up and not built. The through-line is the
switching game: what a card can hold, which end of a train a cut comes off, which way a train meets
cars standing on the line, and what the board and the log say about all of it.
### Track order for standing cars, and the cut you left on your own card
**Reported, twice, and it turned out to be one bug wearing two faces:**
> "If I put cars off the nose on a given track, and my next move is go forward, I need to couple
> those cars right back on. If I drop cars off the back and I move back, then I will automatically
> recouple the cars onto the back of my train. Right after dropping my cars I need to be able to see
> if those cars are ahead or behind the train."
> "When dropping all 4 cars, order was reversed. It worked properly if we dropped cars individually.
> Also, when adding four cars, again the order was reversed."
**The single root cause.** `TrackCard.standing` was a bare array whose doc comment claimed "in track
order (§A.3)" and which in fact had **no defined orientation at all**. `CrewTray.consist` *is*
oriented — nose first, relative to `facing` — so every transfer between the two is a conversion that
nothing performed. §A.3 says what the orientation should be outright: cars "occupy the track, in the
same order they originally held, **left-to-right**". Left-to-right is west-to-east.
So `standing` (and an industry track through `carsOn`) now runs **west to east**, which is the
board's own orientation rather than whichever train last touched the card. Three consequences, each
of which was one of the reports:
- **Setting out is batch-invariant.** A drop costs no Moves, so one drop of four and four drops of
one are the same turn played two ways — and they parked three different orders, one of them
physically impossible (`2+2` gave `reefer tank boxcar hopper`). Successive cuts off the same end
stack up *towards* the engine, so the insertion point is the train's own place in the row, and all
three now park identically.
- **Approaching a cut from either end mirrors.** `couples` was accumulated in path order with no
reference to the direction of travel, so running onto a parked cut eastbound and westbound gave the
**identical** consist. It is built nearest-first along the direction of travel now, and reverses on
its way onto the nose — the farthest car met ends up nose-most, which is what makes a run-around
worth the Move it costs.
- **A train no longer drives through its own cut.** The movement walk began at the *neighbour* of the
start square and never read the start card at all, so a crew could set cars out and pull straight
away from them in either direction. Coupling is mandatory (§A.4) and your own square is no
exception: pulling out through the end the cut sits at picks it back up, and the cut counts against
the four-car limit. Setting out off the end you are *not* leaving by still works, which is the whole
reason the choice of end is a decision.
**`CrewTray.standingWest`** records where a train stands among the cars on its card — a train may set
out off both ends on one square, so which side a cut is on is not recoverable from the array alone.
It answers all three questions that needed it: which cut a departing train must couple, which cars are
ahead of the engine and which behind, and which side of the chip the board draws them on.
**On the board.** The cut used to be drawn as one strip along the bottom of the card whether a train
was there or not, so "are those cars ahead or behind" had no answer in the picture. The row is split
at the train now — west cars left, east cars right, the engine in the gap — and every car's tooltip
says *"standing AHEAD of the engine — it would couple onto the nose pulling forward"* or the reverse.
The history says which end a cut came off, and a move's button distinguishes *"takes your own empty
boxcar back off this card"* from cars found standing on the line.
**The printed-rule interaction, decided.** Trains 3/4 spend a per-location freight budget on setting
out, so recoupling would have been refused with `FREIGHT_WORKED_HERE` and a legal-looking drop would
have become silently one-way — same shape for X13's "drop but not pick up" and X22's "empties only".
Taking your own cut back on the square you are standing on is **undoing the drop**: exempt from those
restrictions, and the budget is refunded. The alternative — treat it as an ordinary pick-up — never
strands a train, since backing up stays legal, but it makes a legal-looking move a trap, which is
exactly what the "why can't I move" panel exists to prevent.
**Measured**, 200 paired seeds, developer bot: **-0.55 revenue** (SE 0.15, t = -3.63), 3 seeds better,
27 worse, 170 identical, with freight revenue 1.11 → 0.56. This is a real cost and it is the bot's,
not the rule's. The bot's trains run engine-first with every car behind, so at a stub industry it sets
a car out *between itself and the only way out* — and the correct play is §A.5's "facing point" move,
shoving the car in ahead of the engine and backing out, which is the same cross-turn planning
`TODO.md` already records as out of reach of any bot. What the bot could be taught, it was: moves that
drag its own cut back on are filtered out of its options before any heuristic sees them, which took
recoupling from **625 of 1,029 set-outs in 60 games to 101 of 677** — and all 101 that remain are the
stub-industry case above. Read the revenue as a bot measurement, not a balance one.
Twenty-one tests in `test/cut-ordering.test.ts`: batch-invariance off both ends at both facings, the
mirror property, the nearest-first coupling order in both directions, the round trip at every batch
size, §A.5's trailing-point step 1, the own cut counting against the four-car limit, and the freight
budget refunded for a 3/4 Express but still charged for a genuine pick-up. The published replays were
re-recorded twice — legality changed, so bot play changed.
### The Superintendent's ruling names the trains it is about
**Reported:** the Superintendent could not tell which train he was clearing without hovering the
button. The §8.1 clearance is the sharpest decision in the game and it was posed as "Superintendent —
rule on this train", over buttons reading "ALLOW" and "HOLD".
Which train is exactly what the ruling turns on, and it was the one thing not said. Two changes, and
the second is the one that was actually broken:
- **The heading asks the question.** The pending decision holds both trays, so it now reads *"may
Train 6 follow Train 4 onto the same Mainline card?"* instead of naming neither.
- **The train moved to the FRONT of each button.** They already carried the trains and the
consequences — but `actionButton` splits a label at the first em-dash and shows only the head, so
"ALLOW — Train 6 follows Train 4…" put the whole point behind a hover. They read
*"ALLOW Train 6 to follow Train 4 — onto the same Mainline card, closing up behind it"* and
*"HOLD Train 6 — it waits where it is, losing the Stage but keeping the line clear"*, so the
visible half of each button is now the half that decides it.
### An industry track holds four cars, like every other card
**Fixed:** a crew standing at an industry could set out fewer cars than it was carrying. Reported
from a playtest at undo 188 — *"we wanted to drop two cars, but were only allowed to drop one."*
The industry track was built `length: baseOut + baseIn` cars long, so its capacity for ROLLING STOCK
was silently its capacity for WORK. A Mine Tipple prints one green box and no red one, so it had
room for exactly one car and refused the second; the same arithmetic gave a Power Plant one and a
Freight House two. Nothing in the rules says this. An industry track is ordinary Operating Rail, and
what actually limits a set-out is the same thing that limits it anywhere else: a consist may not
exceed four cars, so four is all that can ever be shoved onto a card.
`industryTrack.length` is gone rather than corrected. Leaving a number there invites the next reader
to derive it from something, which is exactly how this happened. `spaceOn` is now one line for every
card — `MAX_CONSIST - carsOn(card).length` — and `carsOn` picks the industry track by asking whether
the facility is freight, which is what the length was standing in for.
**Also fixed, in the same place:** ordinary track was *unbounded*. It could be piled with five or
more cars, and once it was, no train could legally couple them — mandatory coupling would exceed
four — so the pile was unrecoverable. Both exceptions are gone; there is one rule now.
**Changed:** the siding graphic is off the industry cards. Every renderer drew one empty square per
unit of capacity, along the bottom of the card and labelled *siding* in the panels. It asserted two
things that are not true: that an industry card prints a siding, and that the siding is as long as
the box count. No industry card prints one. Industry cards now draw what is standing on them and
nothing more, exactly as a plain straight does, and the panel row is relabelled *spotted*.
A Modifier still adds its box and never adds room for a car. A Grocer's Warehouse receives into one
red box; set a Truck Dock beside it and it has two. Neither number has anything to do with how many
cars fit in front of it, which was four before the Truck Dock arrived and is four after.
**Test note:** `spots cars on industry tracks` went red on this change while measuring an
improvement. It summed cars left spotted across eight seeds, and across those eight the old engine
managed exactly ONE — a coin-flip standing in for the claim "structurally zero". With longer tracks
the bot leaves whole cuts instead of single cars, which lands on fewer seeds and delivers more cars
(22 against 19 over forty games). Widened to twenty seeds so it fails for the reason it names.
### The Truck Dock unloads, and brings nobody
**Changed:** the Truck Dock is now **+1 inbound slot, no Laborer**. It printed +1 outbound and +1
Laborer, which made it a longer-host-list copy of Forklifts — three of the seventeen Modifiers were
the same card with different names on them. A dock is where a truck backs up to take delivery, so it
adds the red box rather than the green one, and pays for the only inbound grant in the deck by
bringing no man to work it.
Two consequences, both intended and both visible before the card is played:
- **Beside Packing Sheds it now does nothing at all.** Packing Sheds is `flow: 'outbound'`, and
`usableGrant` drops a grant on a direction its host cannot use — the same rule that used to swallow
the Ice House's outbound slot at a Grocer's, running the other way. The hand tooltip reads
*"+1 in · goes beside Freight House or Packing Sheds or Grocer's Warehouse · Packing Sheds only
ships, so the inbound slot does nothing there"*, which is the whole decision stated while the card
is still in hand.
- **It is the first Modifier that grants no worker.** A facility's Laborer count no longer rises with
every card set beside it, so an unloading industry can now be capacity-rich and man-poor — which is
a queue at the industry track, not a bug.
Every tooltip, the panel's grant lines and the card reference are computed from `MODIFIER_PROFILES`,
so the one data change carries all of them; nothing prints the old numbers.
**Measured**, 200 paired seeds, developer bot: **-0.03 revenue**, 0 seeds better, 4 worse, 196
identical, with a Truck Dock standing at the end of 16 games either way. Neutral for the bot, which
places one in 8% of games and does not plan around unloading capacity. A human building toward a
Power Plant or a Grocer's is the player who feels this, and the harness cannot see that.
Both published replays that depended on the old grant went dead and were re-recorded
(`node src/sim/save-replay.ts 400 --top 3`). They went dead twice more before this release shipped —
the cut-ordering work above changed what is legal — so the three the site publishes are
`seed-2717217`, `seed-404869` and `seed-2701379`, all recorded against the final rules.
### Mainline cards say what they do
**Reported:** "mainline cards need a tooltip stating what they do. Hilly and Uncontrolled Siding — I
have no idea the impact they have on game play."
Both are invisible without one: **Hilly** charges freight double what it charges passengers, and
**Uncontrolled Siding** is one of only two cards where a following train is not stuck behind a slower
one. The tip carried the card's name and its modifiers and nothing else.
Crossing times are **computed by `crossingStages`** rather than written out, so a tooltip cannot
drift from the rule it describes — including the Hilly split, which is decided by whether the train
carries a coach:
> **Hilly** — P60 / F30 — a train carrying ANY coach crosses as a 60 (1 Stage for a fast train), and
> a freight-only train as a 30 (2 Stages). A slow train adds one Stage either way. · One train at a
> time — anything following has to wait for it to clear.
> **Uncontrolled Siding** — 60 — 1 Stage for a fast train, 2 Stages for a slow one. · TRAINS MAY
> PASS — two trains may stand on this card at once, so a following train is not held behind a slower
> one. The Double Track and the Uncontrolled Siding are the only cards that allow it.
### An Extra starts where its number sends it
**Reported:** "Extras should start at Eastern or Western Division point based on their numbers. Even
trains run to the east (start at western DP), odd run to the west (start at eastern DP). They can
also start at a control point (any office except whistlepost) at player's choice."
Every Extra used to launch **eastbound from the West Division Point**, hardcoded, with the
simplification flagged in a comment — so half of them ran the wrong way and the Control Point option
did not exist. §2.3's "odd runs west, even runs east" now governs an Extra exactly as it governs a
timetabled train, and the New Train phase **stops for the decision** the same way it stops to have
cars placed. Measured over 60 deals: 32 Extras started at the West Division Point and 29 at the East,
where before it was 61 and 0.
A Control Point is any Office above a Whistle Post, so upgrading is what buys the option — `check`
refuses a Whistle Post, and an Extra starting at an Office takes an A/D track like any other arrival.
### A modifier's grant comes back when the Office can use it
**Reported:** "Restaurant attached to a whistle stop, then upgrade to depot — depot only shows one
green / one red box. I expected two, because Restaurant increases outbound by one."
Exactly right. `hosts: ['office']` includes a Whistle Post, which is **not** a Passenger Facility, so
`usableGrant` correctly dropped the +1 outbound when the card was played — and it was gone for good,
because the upgrade only ever applied the difference between two tiers and knew nothing about what
had been discarded. The porter landed, because porters have no direction gate, which is why the
Restaurant looked half-applied rather than suppressed.
`TrackCard.modifiers` already records which Modifiers served a facility, so what was dropped is
recoverable: when the Office becomes a Passenger Facility, each of them is granted the capacity it
always printed. Keyed on the **transition**, so a Depot → Station upgrade does not pay them twice.
### The Grocer's Warehouse ships as well as receives
**Reported:** "grocer's warehouse didn't get extra outbound slot for truck dock."
It could not — and the reason was in the card data, not the modifier code. `card-reference.md`:
| Facility | Car | Direction | Laborers | Out | In | Track |
| --- | --- | --- | ---: | ---: | ---: | ---: |
| Grocer's Warehouse | Boxcar | **Both** | 2 | 2 | 2 | 3 |
| Oil Refinery | Tank car | **Both** | 3 | 2 | 2 | 4 |
and in prose: *"'Freight House' is not a card. It is the collective term for a freight facility that
loads **and** unloads — the Grocer's Warehouse and the Oil Refinery."* The engine had the Grocer's
inbound-only and the Refinery outbound-only, so §9.3's "Passenger Facilities and Freight Houses
permit cars to move each direction" named **neither of them**, and every Modifier grant on the
missing direction was silently dropped — Truck Dock, Ice House and Forklifts at the Grocer's, and
every inbound grant at the Refinery.
`TODO.md` had recorded this in v0.4.2 as *"checked, and there is no bug"*, on the reasoning that a
Grocer's is inbound-only. **That premise was the bug**, and the note is corrected.
Base capacities stay at the engine's own scale — 1 per direction a facility allows — rather than the
card reference's 2/2. Every industry here is scaled down the same way, Mine Tipple included, so
raising one alone would be a balance change rather than a correction. Two things left for Jesse in
`TODO.md`: those numbers, and the fact that the engine deals a **Freight House card** (6 copies) that
the rules say is not a card at all.
### A defence goes out with the attack it answers
**Reported:** "just like the opponent directed cards are removed from the solitaire game, remove any
of the defensive cards whose only purpose is to answer them (Facing Point Locks and Water Column and
???). No need to have them in the deck when they can never be used."
The third is the **Overpass**, and there is a fourth: Facing Point Locks exists twice, once as an
Enhancement and once as a Mainline modifier. Seven cards in all, and every one of them answers a card
that is already held out of the deck:
| Card | Copies | Answers | Which is a… |
| --- | ---: | --- | --- |
| Facing Point Locks (Enhancement) | 2 | Derail | Action card |
| Facing Point Locks (Mainline modifier) | 2 | Derail | Action card |
| Water column | 2 | Watertower | Space-use card |
| Overpass | 1 | Railroad crossing | Action card |
The engine already knew two of them were dead — `ENHANCEMENT_RULES` marks Facing Point Locks and the
Water Column `dormantSolo`, and the Overpass is the one card with no code path at all — and dealt
them anyway. The pairing now lives **on the card**, as `SimpleCard.answers`, so it is visible where
the card is defined and they come back automatically the moment `opponentCardsInDeck` does.
The dealt deck drops 213 → **206**. The catalogue is unchanged, and so are the rules: the tests that
exercise Facing Point Locks and the Water Column now mint the card directly rather than fishing it
out of a deck that deliberately no longer contains it — a rule nobody exercises is a rule that rots,
and these fire the moment their attacker returns.
*Also:* a pending Extra's placement now gets its own heading naming the Extra and its card. It had
landed in the "Making up the train" group, which — with no tray being filled — had no train to name.
### Measured drift
- **Deals producing a completed unload: 12 in 40 → 6 in 40.** The Grocer's can ship now, so the bot
often loads there instead of unloading. Unloads themselves are unharmed — 30 completed across the
40 deals measured after the change — and the test that needed one widened its sample rather than
lowering its bar.
- **Moves per productive act: ~8 → 9.9**, with the crew doing *more* work (1.48 → 1.84 acts a game),
not less. Westbound Extras exist for the first time and the Grocer's gives more switching worth
doing; a crew shuttling for its own sake would show this ratio climbing while the work stood still.
- Both published replays were re-recorded: the rules genuinely moved.
- **Three reachability canaries were under-powered and are now sampled properly**, not relaxed. The
anomaly check ran 60 games while its rarest subject, Red Flags, fires in about 4 games in 200 — so
it reported "unreachable" on the luck of the draw, which is the opposite of what a canary is for;
it runs 200 now. The sound test pooled three deals while coupling happens in 39 games in 200, and
on this seed stride the first game that couples anything is index 13 — twelve seeds still contained
none, so it pools 24. The action-list width bound went 13 → 14, re-measured across five seeds in
all three opening deals.
### The Freight Agent may stage a load before the car is there
**Reported:** "A freight agent should be able to load an outbound green box prior to having the car
there that matches the load that he's putting in there. But in order for the laborers to move it
from the green box into the men at work track, they would need to have an empty car of the
appropriate type waiting there."
Correct on both halves, and the engine had the requirement one step too early. §6.3 lists what the
Freight Agent does — *"select one Rolling Stock from the Division Yard pile and place it onto a
Facility's green Outbound box"* — and asks for nothing on the industry track. The empty car belongs
to §9.3's **Load the car**: *"a load in the Green Loading Box and an empty car of the required type
on the industry's track"*. That is the Laborer action, the one that walks the load Green → MEN → AT →
WORK.
`freightAgent.stockOutbound` was rejecting with `NO_EMPTY_CAR_SPOTTED` when no matching empty was
spotted, which made the ordinary sequence illegal: you could not have the cargo waiting on the dock
while the car to ship it in was still being switched in. Now the gate lives only on
`laborer.startLoad`, where `startableLoad` already enforced it — including the type match and the
count against loads already staged or on the sign, so two loads can never walk toward one car.
**Nothing can jam as a result.** A load in a green box is *waiting*, not stuck; only a load on
MEN | AT | WORK locks the industry track (§9.3). The staged load simply sits there until a crew sets
an empty car out.
Also updated so nothing still says the old order:
- **Impediments** told players to "bring one in with a crew FIRST, then the Freight Agent can stage a
load onto it". They are not bound to that order — it now reports the empty siding as the second
errand rather than a reason to hold the Freight Agent back.
- **The bot** ranks a stock whose load a Laborer can start next Stage above one that must wait; it
falls back to staging ahead rather than wasting the option. Previously "first legal stock" was
enough because only ready facilities were offered. 40 games: revenue and trains unchanged, cards
played 16.8 → 16.9 — the bot barely exercises the new freedom, which is a human's to use.
Four tests: stocking over a bare industry track, stocking still refused with no matching loaded car
in the Division Yard, a staged load held in the box until an empty is spotted and started once it is,
and a spotted car of the wrong type not counting.
## 0.4.6 — 2026-08-16
Four play reports in one release: trains that seemed to move before you could work them, a train card
you could not look at again, a switching list that never said which train it meant, and a Freight
Agent button that looked like it might be where the money was.
### Why did that train move? The history now says
**Reported:** "some trains seem to be moving before I can switch or do other operations on them. It
may be that the rules as written and implemented are just wrong. It may be that it's my perception."
It was perception — but the log was feeding it, in one place with an outright falsehood.
**The arrival line was wrong about Expedite.** It said an expedited train *"leaves again this same
Mainline Phase; there is no turn in which to work it"*. The expedited departure was moved to
Supervisor Shift precisely so the Porters and Laborers get their Stage with the train, so **Cargo is
available and only Local Operations is not** — the log was talking players out of the one turn they
had. Both branches now name the phases:
> Train 8 ARRIVED at the Whistle Post carrying loaded boxcar, empty coach — it stands here for the
> rest of this Stage. You can work it in Cargo now, switch it in the NEXT Stage's Local Operations,
> and it departs in that Stage's Mainline Phase.
**Every departure now carries the rule that released it.** They all read alike before, so the one
that matters — an Expedited train going at the end of the Stage it arrived — looked exactly like an
ordinary train going a Stage later:
> Train 8 HIGHBALLED — departed the Western Division Point onto the Mainline. **Why now:** it was
> made up and the Subdivision ahead was clear, so its run begins
**EXPEDITE TURNS OUT TO BE CONDITIONAL**, which is most of why it feels arbitrary at the table.
`shiftChange` has always said so in a comment — *"an expedited train that would need a ruling simply
stays, and runs normally next Stage"* — and it happens often: on one seed with ordinary traffic
running, Train 6 The Sparrow was held this way and collected **four** Local Operations turns instead
of none. That was silent. It now says so, and the card and the arrival line no longer promise that an
Expedited train can never be switched.
Three tests pin the claims the log makes, so a phase-order change cannot leave the narration lying:
an ordinary train gets a Local Operations turn and leaves in a Mainline Phase; an Expedited train
alone on the Division gets Cargo, no Local Operations, and leaves in Supervisor Shift; an Expedited
train held for a ruling gets its Local Operations turns after all.
*Also fixed:* a Division Point departure was narrated as a **fake phase marker** — "▸ train 8
highballed phase" — and the new departure line reported the wrong end of the railroad, because it
read the train's position after `enterMainline` had already moved it onto the Mainline.
### The train's card, after the card is gone
**Reported:** "once a train card's been played, how would I see that particular train card again —
what it's allowed to do and not allowed to do, and how it has to be loaded? Could I see it on a
timetable tooltip? If a train is on the board, could its tooltip include its special rules?"
Yes to both. `trainRules` already produced the card as one line and the Office card already showed
it; it now also rides on:
- **the Timetable** — hovering a slot gives the train's card under `ITS CARD —`, which is where a
player already looks for that train;
- **the Division map chip** — a train out on the Mainline can now be asked what it is, which is
exactly where "why did that leave without me?" gets asked.
Two lines in that card were wrong and are corrected. **The coach rule** said *"a cut carrying it may
only be set out at the Office"*, which reads as a place you can do it — you cannot, §A.4 refuses the
Office square outright, so the coach can never be set out anywhere. **The Expedite rule** said only
"it departs in the same Stage it arrives", which is true and useless; it now names the phases, and
the clearance exception above.
### Which train are you switching?
**Reported from play:** "when switching, make it clear which train you are switching — it is possible
to have more than one train available."
A train standing on an A/D track while a local shunts is ordinary, and the page got it wrong twice
over. `Frame.moves` was built from the **first tray in the map**, with a comment admitting it — *"One
crew. Solitaire has one, and with more the answer would depend on which is selected — a question the
page does not yet ask."* So the board highlighted one crew's reachable squares while the action list
offered every crew's moves under a single "Switching" heading of bare coordinates.
Worse, and not noticed until this was pulled apart: identical labels were collapsed across the whole
action kind. *"move to (0, 2)"* describes one crew's move exactly as it describes another's, so **one
of the two was silently dropped and could not be chosen at all** — a legal move with no button.
Now:
- **One heading per crew**, naming the train and where it stands — *"Switching Train 8, standing at
(-1, -3)"*. The train is named in the heading rather than on every button, so the buttons stay
short.
- **A "Which train are you switching?" row** when there is more than one, and the crew chosen there
is the crew whose squares the board draws. One crew at a time on purpose: every crew's highlights
at once merge into a blob and stop meaning "here is where *this* train can go".
- **De-duplication is per crew**, so two trains that can both reach the same square each get a button.
- **A train that may not switch is not offered as one.** `movesFor` is pure track geometry and six
cards print "no switching", which `check` enforces and it does not — the Circus Train was being
offered as a crew to switch, with every one of its moves refused.
Display state, deliberately not in the game: which train a player is looking at is not a fact about
the railroad, and two players may reasonably be looking at different ones.
*Found while fixing it:* the grouping key had briefly been `type + separator + trayId`, and a stray
byte in that separator collapsed every crew back into one group. The crew now travels as **data on
the entry** rather than encoded into a map key that `GROUP_ORDER` also prefix-matches on.
### The Freight Agent's red box says what it does, and what it does not pay
**Reported:** "it wasn't obvious if that was a mechanical thing or if that's the actual revenue
generation. I believe that's actually where you get the revenue, and that completes unloading the
car."
It is the mechanical one, and the button now says so. The Revenue for an inbound load is paid **one
step earlier** — §9.3: *"The last [Laborer] places the load on a red Unloading box. **Earn a Revenue
point.**"* Clearing the box is §6.3's Freight Agent operation, *"select one Rolling Stock from a
Facility's red Inbound box and place it into the Classification Yard pile"*, and the printed rule
attaches no Revenue to it. Confirmed against the engine as well as the rules: `clearInbound` emits
`inboundCleared` alone, with no `revenueChanged` beside it, and the score does not move.
clear red box at (0,0)
becomes
send the loaded coach in the red Inbound box at (0,0) to the Classification Yard — pays nothing
(the Revenue was paid when the passengers detrained); it frees the last slot so more passengers
can detrain here
The wording follows the facility: an inbound freight load and a coach whose passengers have detrained
both wait in the same red box, and both were paid for a step earlier.
### Making up a Local says which order the cars go on in
**Reported from play:** "I can't drop a car at all — trying to get an empty to an industry, but I
can't drop any cars on the siding first." Chased through two wrong guesses (it was not movement, and
it was not the 0.4.5 fix falling short) to a single train and a single arrangement.
Trains **7/8 Local** print *"coach must remain on station track if switching"*, which the engine
reads as "the coach is never set out". A cut always comes off an **outer end**, so if the coach is on
one outer end and the engine is on the other, every cut on offer contains the coach — and the train
is locked. It cannot set out its freight car, and it cannot even uncouple to **run around**, because
that means leaving the coach standing too. The one escape is a Small Yard, of which there is exactly
1 copy in the 213-card deck.
All six arrangements, checked against the rules rather than reasoned about:
```
ENGINE boxcar coach NOTHING — the train is locked
boxcar ENGINE coach can set out: boxcar
boxcar coach ENGINE can set out: boxcar
ENGINE coach boxcar can set out: boxcar
coach ENGINE boxcar can set out: boxcar
coach boxcar ENGINE NOTHING — the train is locked
```
Two of six lock, and they are exactly the two where the coach holds one outer end and the engine
holds the other. **It is only the Local.** Over 60 games, every other train that stood in a district
with cars where a set-out was allowed managed one — Drag Freight, Heavy Freight, the Freight Extra,
the Director's private car, Yard Xfer, Appleseed — 127 positions, zero blocked. The Local: 1,181
positions, every one refused, all `COACH_MUST_STAY`.
The cruelty is that the locking order `ENGINE boxcar coach` is both the prototypical mixed-train
make-up and what the game naturally produces: cars are appended as they are clicked with the engine
on the nose, so the **last car added takes the outer end**, and the freight car is the natural first
pick.
**So the make-up panel now says so.** The whole remedy is "do not add the coach last", and it is
stated at the only moment it can still be acted on:
- nothing on the train yet → *"Add the coach FIRST… ENGINE, coach, freight is the order that works."*
- coach on, freight still to come → *"Now add the freight car — it takes the outer end, leaving the
coach safely inside."* A **hint**, not a warning: the coach lands on the outer end the moment it
goes on, including for the player who has just been told to put it there, and colouring that as a
mistake punishes them for taking the advice.
- coach on the outer end with nothing left to add → a real **warning**, because there is no next step.
- freight already on and the coach still to come → *"send it out without the coach if you want it to
work the district"*, since "add the coach first" is advice it is too late to take.
Shown **only** for a train the order can lock, so it is not a standing caption a player learns to
skip — every other train, and a Local with no coach coming, get nothing.
**The rules are untouched.** This is guidance, not a rules change; the open §A.4 question about where
the Local's coach stands while its engine works is still open in `TODO.md`, and answering it (letting
the coach be set out at the Office, as the card's wording suggests) would let the prototypical
make-up work and make this advice unnecessary.
**Verified end to end**, not just unit-tested: played to a real Local make-up, followed the advice
through both steps, and confirmed the resulting `ENGINE coach boxcar` can set a car out.
## 0.4.5 — 2026-08-14
### A train can back out of a curve again
**Reported one commit after 0.4.4 shipped:** "seems like I can't drop a car at all. I'm trying to
switch to get an empty car to an industry, but I can't drop any cars on the siding first."
Setting out a cut needs no Move and is refused almost nowhere — but you may only set out where the
train **is**, and the Office square is barred outright (§A.4). So "I cannot drop" is nearly always
"I cannot get there", and getting there means leaving the Running Track through a turnout and a
curve. 0.4.4 fixed the forward half of exactly that and left the reverse half wrong:
- **Forward** exits by `facing` — fixed in 0.4.4 to read the card's far end rather than assuming
`opposite(entry)`.
- **Reverse** still exited by `opposite(facing)`, which is the other end of a **straight** and of
nothing else. A crew facing north on a north-west curve backs out through **west**; `opposite('n')`
is a south port the card does not have, and `exploreMoves` returns nothing at all from a port the
card lacks.
So 0.4.4 moved the problem rather than solving it. Before it, a crew that rounded a curve could only
back out; after it, a crew could only carry on. Either way a siding entered one way could not be left
the other, and a siding that had to be *backed* into could not be entered at all.
`reversePort` now asks the card for its other end, the same way `farPort` does going forward. A train
always stands on a two-port card — §A.1 forbids finishing a Move on a turnout — so there is exactly
one other end to find.
**How much of the board this was hiding.** Over 25 bot games, at 1,937 points where a crew could have
been switching, comparing what the board highlights now against what it highlighted before:
| | |
| --- | --- |
| squares offered, before → now | 7,461 → 10,040 (**+35%**) |
| positions hiding at least one legal square | 694 (**35.8%**) |
| positions with **no legal move at all** | 300 (**15.5%**) |
Both figures understate it: the "before" reckoning was run with occupancy ignored, so it was allowed
squares that another train was actually sitting on. A crew counted as stuck was stuck even on the
generous reading.
**Tests.** The failing case is pinned three ways — backing off a curve, carrying on round one, and
the whole errand from the report: take a cut off the Running Track into a siding, set it out, and
come back for the industry. That last one fails on 0.4.4 with *"the crew is stranded on the siding —
it cannot return to the Running Track"*, which is the report in one line.
`sim.test.ts` needed a wider sample rather than a lower bar: crews now have real switching to do, so
the bot lays fewer track pieces per game and five seeds no longer produced the 40 placements the
dead-end **rate** is measured over. Eight seeds now, same stride; the rate itself came out at 0.147
against a bar of 0.25.
## 0.4.4 — 2026-08-14
Out of a play session: engines that pointed north, a card whose name collided with five other things,
a New Game dialog that only asked for a seed — and then, chasing a mirrored consist, two movement
bugs that had been there all along.
Both playtest reports were confirmed against Jesse's own saved game,
`docs/station-master-seed493290760-day2.json` (seed 493290760, two Days, 127 intents), which is kept
as the evidence for what follows.
### A curve is not a straight, and a train that rounds one knows it
**Reported:** "a train reversed into a siding and the display of the cars was reversed."
`facing` is the port the engine would leave by, and a Move recorded it as `opposite(entry)`. That is
the far end of a **straight** and of nothing else: a curve is an arc between two ADJACENT edges, so a
train entering a north-west curve through its west port comes out facing **north**, not east. Every
train that rounded a curve was left facing a port its own card does not have.
Two things went wrong with that, and only the second was visible:
- **Movement.** `movesFor` explores from `facing`, and a port the card lacks yields no destinations
at all — so a crew that rounded a curve could only ever back out the way it came. It could not
continue round the corner it had just taken.
- **Display.** The east-west sense the board draws is carried from `facing`, so a curve that had
really turned the engine west could leave the board still drawing it east — the consist mirrored,
which is what was seen.
The forward case now asks the **card** for its far end (`farPort`). The reverse case is unchanged and
was already right: backing up, the engine trails and points out through the port the train came in
by, whatever the track does underneath — there is a test pinning that so the fix cannot drift into it.
**The reported moment, out of the save.** Three times in two Days the crew backs off the Running
Track into the curved siding at (1,-2) — a `sw` arc, so entering it from the south leaves the engine
facing south. Intent #109, drawn both ways:
```
came from (0,0) office [ew] west cab tnk [>] east
BEFORE the fix west [v] box tnk cab east
AFTER the fix west cab tnk box [>] east
```
The engine was on the east end before the move and is on the east end after it — backing up does not
turn a train around. The old renderer flipped the whole strip to nose-left the moment `facing` stopped
being `'e'`, which is precisely the mirroring that was reported.
### A train leaving a district drops its spur port
The same family, found while fixing the above. Nothing reset `facing` when a train left an Office, so
a crew that had been shunted onto a north-south spur carried a compass port out onto a Division that
runs east and west — and then into the next Office, whose card has no north or south edge at all.
With neither `facing` nor its opposite on the card, `movesFor` returned nothing in either direction:
**the train arrived at the next Office unable to make a single Move.** It also drew a ▲ on the
Division map, where there is no north to point at.
A train out there is running one way along an east-west railroad with its engine at one end, so
`enterMainline` now says so. This is the same stale port that made the ▲ on the Division map — the
`railFacing` change above stopped it being *drawn*, and this stops it existing.
### Departures after Cargo: investigated, not a bug — but one card contradicts itself
Also reported: "a train left at the end of the Cargo phase — shouldn't it wait for the next Mainline
phase?" It should not, and it did not: **only Expedite trains do this**, which is Q3 working as
agreed. In the save it is **6 The Sparrow**, twice — arriving in Stage 9's Mainline and highballing
in Stage 9's Supervisor Shift, then the same in Stage 10 of Day 2. The one non-Expedite train in the
game, 12 Drag Freight, arrived in Stage 8 and left three Stages later in a **Mainline** phase, exactly
as it should. Measured more widely, over 40 bot games, the split is perfect: every departure with no
Local Operations turn was an Expedite train, and every non-Expedite train got at least one.
Two things are worth writing down because they read as bugs and are not:
- **Expedite departs in Supervisor Shift, not in Cargo.** Q3 as recorded says the train "gets a
second `moveTrain` in the same Mainline Phase"; the code deliberately does not, because that had
expedited trains gone before a single Porter could reach them. Supervisor Shift is the last phase
of the Stage, so it is still the Stage the train arrived in — it just looks like "I finished Cargo
and it left", because Supervisor Shift needs no input and runs itself.
- **Expedite costs the train its Local Operations turn**, since Local Ops is phase 1 and the train
arrives in phase 3 and leaves in phase 5. Harmless for four of the five — Crack Limited, The
Sparrow, the Military train and the Light Engine all print "no switching" and would decline it.
**Except for 3/4 Express**, which prints *"may drop or pick up one freight car at every location"*
and is also Expedite. That budget is spent by coupling and setting out, which happen only in Local
Operations — so the Express has a printed ability it can never use: 31 Office visits in 40 games, 31
with no turn to use it in. X14 Fruit Growers Express is in the same position, though its extra-reefer
line is a note today with no mechanics behind it. Left alone pending Jesse's call and recorded in
`TODO.md`; it is a rules contradiction on the card, not a fault in the timing.
### Replays are replaced rather than piled up
Both fixes change which Moves are legal, so the published replays stopped replaying — correctly, and
the liveness test caught it. Re-recording used to write the new set **beside** the old one, and the
old set is precisely the one whose rules have just moved, so dead files accumulated and the test
failed on them forever. `save-replay.ts` now retires what it replaces (only once a replacement has
verified), and writes the `rules` block into each file so a replay can never again be silently
re-dealt. `harness.test.ts` was passing `{ seed, history }` and dropping `rules` on the floor, which
would have replayed every published file under the pre-dialog defaults whatever it said.
### The engine points east or west, always
**Reported:** a crew that turned onto a north-south spur was drawn with a ▲ over it, and the change
of convention was harder to read than no arrow at all.
`facing` on a Crew Tray is a **port** — 'n', 's', 'e' or 'w' — because movement needs one: a crew
standing on a north-south spur has to be able to leave by 'n' or 's', and the last attempt to derive
east/west from the direction of the run stranded 29 of 62 leftover crews on north-south track with no
legal move. So the port stays exactly as it is, and what changed is the **drawing**.
A new `railFacing` on the tray carries the east-west sense across north-south track: it updates
whenever `facing` becomes 'e' or 'w' and holds its value in between. That is the railroad's own
convention, where compass north on a branch is still timetable east. It follows the engine around
180° of curves, because a train that runs forward through two curves really has turned around — and
it does *not* move when a train backs up, because a train that backs up has not.
**It also fixes a bug nobody had reported yet.** Nothing resets `facing` when a train leaves a
district, so a crew that shunted onto a north-south spur and then departed carried its 'n' out onto
the Division map — where there is no north or south — and drew ▲ there too.
The Frame's `facing` is now typed `'e' | 'w'`, so this is enforced rather than merely observed, and
the Office card lays a north-south crew's consist east-west like every other train instead of pinning
it nose-left.
### The Yard mainline card is now the Interchange
Same 60, same "sort cars into any new order", same entry points, same art. What it did not have was a
name of its own: **Division Yard, Classification Yard, Salvage Yard, Yard Office and Small Yard** are
five other things in this game, and none of them is this card. The internal key is renamed with it
(`MainlineKind` `'yard'` → `'interchange'`) so the two cannot drift. The other five are deliberately
untouched — they merely shared a word.
### New game asks for the rules, not just the seed
It was a `prompt()` asking for a seed. Two of the three things that decide what kind of game you are
about to play had no way in at all: the opening hand had been changed twice with no way back to the
earlier rule, and the three revenue rates were constants in the source. Balance is the open question
this game has, and settling it means dealing several games at different settings — which needs a
dialog, not a rebuild.
**Starting hand**, three options, all of which have been the rule at some point:
- **Three random cards** *(new default)* — the prototype rule. At the hand limit already.
- **Six random cards** — twice the choice, still no guaranteed track.
- **Three random track and three random non-track** — the v0.4.x deal, from two shuffled piles.
**Revenue**, three rates, each 0–5:
- **Passenger revenue per coach**, default **1**. Paid when a coach is boarded and again when it is
detrained — both halves of the movement, as it has always worked.
- **Freight revenue per load**, default **1**. Paid when a load is made up outbound and again when it
is broken inbound.
- **Train revenue per transit**, default **0** — *changed from 1*. Paid to every player when a train
runs off the end of the Division. At 1 it was worth ~5.4 Revenue against a bot mean of 7.0: the
railroad was earning most of its money from the one thing nobody has to work for, and the freight
and passenger economies the game is about could not be read through it.
Zero is a real setting rather than "one, suppressed" — no revenue event is emitted at all, so the
history does not fill with "+0 Revenue" for work that did not pay.
**A seed no longer names a game**, so the settings ride in the URL beside it
(`?seed=430&hand=sixRandom&passenger=1&freight=1&transit=0`) and the header carries a readout of what
is in force. A playtest note reading "scored 4" is worthless without it.
**Saves carry the rules they were dealt under.** A save is a seed and a list of intents: replay it
under different rules and it is a different game, and the symptom is not an error but a replay that
quietly stops early — which `TODO.md` records happening twice unnoticed, one of them 42 intents into
360. `Save.rules` is written from now on, and a save without it replays under the pre-dialog rules
(3+3, and 1 per transit) rather than today's defaults, so the three published replays still run.
**Under the hood.** The settings live on `GameConfig.houseRules` as a partial, resolved in one place
by `houseRules()`, which clamps and rounds — so a hand-edited URL cannot deal a game at 900 Revenue a
coach. They reach the page on the `Frame` rather than off the config, because a remote client holds
no `GameState` and still has to be able to answer "what does a load pay here?"; `createLocalSession`
takes house rules rather than a whole `GameConfig` for the same reason.
**Exercised, not just compiled.** Ten developer-bot games per setting, solitaire Standard — far too
small a sample to conclude anything about balance, and enough to show the dials are wired to the
game rather than to the dialog:
| Setting | Dealt | Mean Revenue |
| --- | --- | --- |
| `threeRandom` (default) | 3 | 4.00 |
| `sixRandom` | 6 | 2.00 |
| `threeTrackThreeOther` | 6 | 0.50 |
| pax 1 · frt 1 · **trn 0** (default) | — | 4.00 |
| pax 1 · frt 1 · **trn 1** (the old rule) | — | 9.30 |
| pax 0 · frt 0 · trn 0 | — | −0.20 |
| pax 5 · frt 5 · trn 0 | — | 20.80 |
The transit rule is worth **+5.30** here against the +5.4 measured over 200 games before it became a
setting, which is the number this change was made to get out from underneath. All zeroes lands just
below zero — collision penalties, with nothing left paying — which is the right shape for an economy
switched off. **Read no balance conclusion from the two random-deal rows**: ten seeds is noise, and
the hand rows are three different games rather than the same game dealt differently.
**Tests.** 513 passing, six of them driving the dialog through the *emitted bundle* — the failure
mode here is wiring, not logic. Four existing tests had to be re-pinned rather than merely updated:
the opening deal changes the RNG stream, so `advance.test.ts` was relying on whichever mainline card
seed 1 happened to lay down and now pins its own terrain, and the widest action list was re-measured
over five seeds in all three deals (13 under the random deals, 10 under 3+3).
## 0.4.3 — 2026-08-14
### A load has to have somewhere to go
Jesse walked through how loading an industry is meant to work at the table, and the engine got four of
the five steps exactly right. It got the first one wrong, in both directions.
**You could stage cargo against no car.** §9.3 requires an empty car of the right type standing on the
industry's track before anything else happens — *"otherwise you are just dropping cargo onto the
tracks, pointless waste"*. The engine checked for that car only at the **last** step, when the load
came off WORK. So you could fetch cargo with the Freight Agent, walk it M→A→W across three Stages and
three Laborers, and only then find there was nowhere to put it. Worse than waste: from the moment the
load lands on M the industry track is **locked**, so no train can come in to spot the car you now need.
The only way out was a Freight Agent unjam — another whole turn, to undo a move the rules should never
have offered.
Now gated in three places, all counted rather than merely present:
- **`freightAgent.stockOutbound`** — no cargo is fetched unless a matching empty is spotted and not
already promised to a load already in the box or on the sign.
- **`laborer.startLoad`** — the same check again, because it is not redundant: coupling is mandatory,
so a crew running over that industry track *must* pick up the spotted empty, and the cargo you
staged an hour ago can be left with nothing.
- **`laborer.beginUnload`** — the mirror. The red Inbound box is where an inbound load lands, and it
was checked only at the final step too. Counted, because only the W box must be free to begin: once
a load moves W→A a second can start behind it, and every red box in play holds exactly one car.
**Strict type matching throughout** — a hopper load cannot be swapped onto a tank. And `startLoad` no
longer always takes `outboundBox[0]`: it starts the first load that has a car to land on, so a Power
Plant holding a hopper load and a tank load against one spotted tank works the tank instead of
reporting the whole facility blocked.
**Passengers are deliberately exempt and it is written down.** People can wait on a platform for a
train that has not arrived, so a Passenger Facility still stocks freely. Freight cannot: a crate on the
ground is not a shipment.
**Measured before building it, which is why it was worth building.** Requiring the car removes **78% of
the `stockOutbound` moves the menu offered** (704 → 157 across 200 games) — but **99.3% of the moves the
bot actually took survive** (138 of 139). The rule deletes offers a competent player would never have
used. Bot unchanged at 7.3 mean. On the unload side it removes 2.2% of offers, and the jam it prevents
was caught happening three times in 200 games.
### The Blocked panel says what to do, and in what order
The refusal codes never reach a player, because the menu simply stops offering the action — so with
78% of stocking moves gone the panel was the only thing that could explain it. It said *"green box
empty — nothing to load (needs a Freight Agent action)"*, which is step two told to someone who has not
done step one. It now says to bring a car in first, names the commodity, and distinguishes "MEN is
occupied" from "there is nothing here to load onto", which send you to fix quite different things.
### Rolling stock is exactly conserved
`TODO.md` recorded the inbound path minting ~1.3 cars a game and blocked tuning `ROLLING_STOCK_SUPPLY`
until it was settled. Re-audited: **exactly conserved, 100 games out of 100, range 0..0.** The
asymmetry had already been closed from the other end when `unloadBegan` and `passengersDetrained`
started taking their replacement empty out of the Division Yard instead of conjuring it — a load is a
car that moved, not a car that appeared, which is exactly the tabletop procedure Jesse described.
Both conjuring fallbacks now **throw** instead of minting, so the leak cannot come back quietly;
neither fired across the suite or the audit. `ROLLING_STOCK_SUPPLY` is unblocked for the rebalance.
(The original audit's arithmetic was off in the same way mine was on the first attempt: cars set out on
a card live in `card.standing` and are easy to leave out of the count, which makes a conserved game
look like a leaking one.)
### Replays
Two of five died on the rule change — they replayed 138/336 and 81/347, which on screen looks exactly
like a game that ended early. Re-recorded; three published, all verified to their last intent.
## 0.4.2 — 2026-08-13
### A completed run pays the whole table
The departure Revenue used to pay 1 to the Office a train left — "it cleared YOUR section". On a
five-Office railroad that paid five separate times for one train, and paid most to whichever Office it
happened to pass first. It now pays **once, when the train runs off the end of the Division, and it
pays every player**: getting a train the length of the railroad is the shared achievement, and every
Office it crossed had to clear it to happen.
The log says so in one line — *"Train 5 has completed its run, leaving via the Eastern Division Point
carrying 3 coaches. All players get 1 Revenue."* — and because nobody took a turn to cause it, it is
also announced on screen and given a sound of its own: two long horn notes falling away, the second
lower and quieter. It is the only cue in the game that is not somebody's action.
Solitaire is nearly unmoved, 7.0 → 7.3 mean over 200 games, because one player's departures and
completions run at almost the same rate. **A multi-player game is a completely different shape** and
needs measuring once there is one.
### Expedited passenger trains could never be worked, and now can
**Reported from play: "passenger trains arrive at my Office and move on before I can load or unload."**
They did. Every coach-carrying express prints Expedite — 1/2 Crack Limited with three coaches, 5/6 The
Sparrow with two, 19 Military with two — and Expedite was implemented as a second move inside the same
Mainline Phase. Load/Unload runs *after* Mainline, so the train was always gone first. Measured over 60
games: **Train 2 arrived 32 times and stood for a Load/Unload phase in none of them.** Trains 4 and 6
likewise zero. The Crack Limited's own card says "stop at Terminals only", which it could never do.
An expedited train now stands through Load/Unload and departs at the **end** of the Stage instead. Q3's
"departs the Stage it arrives" is still literally true — it does not lay over — and §8.1 still applies,
so it can be held. Coach trains standing for Load/Unload went **116 → 229** across the same 60 games;
Train 2 from 0 to 35, Train 6 from 0 to 17.
The cost is real and is logged as drift: a train occupying an A/D track and the Office square for a
Stage is in the crew's way, so switching work fell ~16% (1.76 → 1.48 productive acts over 400 games)
and the worst game went −3 → −9 as Offices fill. That is the change doing what it is supposed to do.
### Three silences around passenger work, all of which said nothing at all
The refusal codes never reach a player — the menu simply does not offer an illegal action — so the
Blocked panel is the only thing that can explain a missing button, and it skipped every non-freight
facility. Its passenger section also only looked at trains carrying a *loaded* coach, so a train
arriving to **pick up** produced no line at all.
Underneath, the engine's own answers were wrong in two ways worth fixing regardless:
- **A Whistle Post reported `RESOURCE_SPENT`** — "all Porters already used this Stage" — to a player
who had used none. Its Office card carries a passenger facility so that an upgrade is a property
change rather than a card swap, and that facility has `porters: 0`. Now `NO_PORTERS_HERE`, and the
panel says to upgrade the Office. 15 occurrences in 60 games.
- **`NO_TRAIN_AT_OFFICE` was returned while a train was standing at the Office**, as the catch-all for
every other reason. 51 occurrences with a coach train in front of the player: 27 with nobody waiting
to travel, 24 with passengers waiting and every coach already full. Those are now
`NO_PASSENGERS_WAITING`, `NO_EMPTY_COACH`, `NO_LOADED_COACH`, `INBOUND_BOX_FULL` and
`NO_EMPTY_COACH_IN_YARD`, and each has its own line in the panel.
The panel also now warns, in amber, when the train in front of you is expedited: *"it leaves at the END
of this Stage, so this is the only Load/Unload phase it will stand for."*
### Replays
`seed-6257010` died on the Expedite change — it replayed 161 of 335 intents, which on screen looks
exactly like a game that ended early. Re-recorded with `save-replay.ts`; `seed-3334899` survived
untouched and was kept. Four published replays, all verified to replay to their last intent.
## 0.4.1 — 2026-08-13
### §4.4's opening D12 now decides who sits where
It had been rolled and thrown away — `void divisionRolls`, with seating fixed by array order — so the
rule decided nothing, and `seating` was the identity mapping in every game ever played. `seating[seat]
= player` now runs ascending by roll from seat 0 (west, beside the Western Division Point) to the last
seat: "highest is the Eastern Division Point".
The rule names only those two ends, because at a table the players are already sitting in a chain and
the roll only says which way round it is. There is no physical table here, so the roll orders
everybody — it uses a number every player is already told to roll, and it makes the roll matter to
more than the winner. Ties break toward the lower player index sitting further east, the same
first-max-wins convention `argmax` already uses for the Superintendent roll.
**Turning it on immediately found three more of last commit's bug class.** Acting order, the opening
deal and the Fedora all did `(player + n) % players`. Every one of them is a statement about the
physical chain — "starting from the Superintendent and proceeding left" (Gap 1, §4.7, §5) — so every
one of them is seat arithmetic, and all three were right only while seating was the identity mapping.
They now go through a new `playerLeftOf(state, player, n)`. This is the payoff of the split being
exercised by real games rather than only by tests that rotate `seating` by hand: eight of these were
found by inspection last commit, and three more fell out of simply making the rule work.
`state.openingRolls` keeps both D12s, indexed by player, so a lobby can show the chain forming rather
than only its result (`lobby-and-sessions.md` §4). `Frame.players` gained `seat` for the same reason —
the list is in player order because it is about people, and a client that wants to draw the table
west-to-east now can.
**Solitaire is untouched, and the proof is that it had better be:** one player is one seat, so the
permutation is trivially `[0]`. All four published replays finish on their recorded Revenue (27, 31,
29, 28) and the bot is unmoved at 7.0 mean over 200 games.
Nine multiplayer tests failed on the change and every one of them was the test being wrong — each had
encoded the identity mapping, which is exactly what made them pass before. `readyToLeave` was putting
a *player* index into a tray's `seat` field; the Subdivision tests upgraded "player 1's Office" when a
Subdivision is a stretch of the physical chain; the Fedora test recorded player indices where §5 is
about seats. Two new tests replace the one that asserted the identity mapping outright: seating is a
permutation (and is still `[0]` in solitaire), and over 40 seeds the highest roller is easternmost with
the chain ordered throughout.
### The intents are canonical; the event log narrates
The README, four architecture documents and six source comments all claimed `state = fold(events)`.
It was never true, and it was load-bearing — the stated justification for reconnection, restart
recovery and persistence, none of which were built yet, so nothing had ever tested the claim.
Measured before deciding: **`advance.ts` never calls `reduce`.** Fourteen of the forty-six event types
are emitted after the phase driver has already mutated state — the clock, and the whole Mainline
phase. Folding the log rebuilds a district and not a railroad; every train movement in the game is
missing.
**Settled the cheap way, because the plan never needed fold.** Persistence is
`{ engineVersion, seed, config, history: Intent[] }` (`multiplayer.md` §10), the wire carries `Frame`s
rather than events (D2/D3), and reconnection is a fresh `Frame` rather than an event tail — so making
the phase driver reduce would have been a rewrite of the most rule-dense code in the project to buy
something nothing uses. `lobby-and-sessions.md` §6 previously said "persist the event log"; it now
persists the intents, which are smaller still and which `fromSave` already replays.
`test/events.test.ts` pins the unreduced set as a deliberate change-detector: shrink it and the test
tells you which documents now understate the engine; grow it and you have added another event on the
mutate-then-describe path. It also asserts the property that *does* hold — that replaying the intents
reproduces the board, the score, the clock and the crews exactly — and that `Save` still carries
nothing but a seed and a history.
### `lobby-and-sessions.md` reviewed, and four decisions taken
The persistence rewrite above left the document internally consistent but unreviewed — it was written
before `multiplayer.md` and contradicted it in four places, and the code in two more.
*Contradictions with the newer plan:* it had **no access control at all** ("a game code is the whole
discovery mechanism") where D14 added a server-wide join secret; its timeout table used the fictional
`Switch.End`-style names and **omitted `freightAgent.end`**, so a player who chose Freight Agent never
timed out; it opened "one actor at a time", which D19 stopped being true; and "do not substitute an AI
player" contradicted D8's bots-at-lobby-time.
*Contradictions with the code:* §4 described the opening D12 for the Eastern Division Point as
happening, when `setup.ts:266` rolls it and does `void divisionRolls` — seating is array order, so the
rule decides nothing. `PlayerDisconnected` was written as an event; there is no such type, and it
should stay out of `GameEvent`, which must remain replayable from a seed.
**Four decisions:**
- **The session token names the PLAYER, not the seat.** `multiplayer.md` §10 said seat; that became
wrong in v0.4.0, and Employee Rotation is exactly the case where it bites — a token naming a chair
seats a returning player in someone else's Office. Both documents now agree, and say the seat is
`seatOf(state, player)`.
- **2 to 4 players**, enforced in the lobby because the engine enforces nothing. Set to what is
actually exercised rather than to the previous guess of 6. Noted as a lobby judgment, not a rules
limit — the rules describe 5+ and the engine implements it.
- **No forcing turn timer.** Cut, on the same objection that keeps bots out of running games: the
clearance decision changes somebody else's score, so anything answering it automatically changes
the game. Moved to `TODO.md` to explore only if halted games prove to be a real problem, keeping
the one piece of reasoning worth saving — that **deny** is the safe default, since a held train
costs a Stage and a wrecked one costs 5 Revenue and feeds the collision floor.
- **A turn clock that records rather than enforces.** Wall-clock per player per phase, so "how long
does a 4-player game take, and which phase is the wait?" becomes measured instead of guessed — the
one measurement bot simulation cannot produce, because the bot does not think. Explicitly outside
the rules engine (which has no clock and must not acquire one) and outside the canonical record
(a replay must reproduce a game from decisions alone). Phase 3, item 16.
- Plus: **host rights pass to the earliest-joined remaining player** if the host leaves before start,
so no lobby is stuck behind a closed tab.
### Documentation reconciled with the code
`docs/design.md`'s status section was four milestones stale: a 115-card deck (it is 213 in play, from
a 235-card catalogue), 134 tests (497), a 0% win rate and 0.9 Revenue/Day (7.0 mean, 1.4/Day, 5 wins
in 200), and "Next: step 7 begins the server" when Phase 2 is deliberately held. Rewritten as the
shape of the project rather than a running tally, pointing at the CHANGELOG and `TODO.md` for
anything that moves — a hand-maintained tally is exactly what drifted.
The README also said the rules were **fully specified**, which overstates it: three questions are
genuinely open — where the Local's coach stands while its engine works (a §A.4 question rather than a
train-card one), Poling, the one card in the deck with no defined behaviour, and whether a Heavy
Grade's orientation is rolled or chosen at setup. Thirteen prototype gaps were closed; these three
came after, and the bullet now says so and names them.
## 0.4.0 — 2026-08-13
### Phases 0 and 1 of the multiplayer plan — the seams, not the server
`docs/architecture/multiplayer.md` is the plan; this is its first two phases. Nothing a player can see
changed, and that is the exit criterion: the whole point is that solitaire is byte-for-byte the same
game while the code underneath it stops assuming there is only ever one of you.
**Seat and player are now different things.** They were the same integer everywhere, which is correct
today and wrong the moment Employee Rotation moves someone to a different chair. Offices and districts
are keyed by SEAT; hands, Revenue and the Fedora belong to the PLAYER. `seating[]`, `seatOf` and
`playerAtSeat` make the mapping explicit — it is still the identity mapping, so nothing moves yet.
The split immediately found a real bug: `awardDeparture` was indexing `s.players` with a seat. Correct
under the identity mapping, silently paying the wrong railroad under rotation, and unfalsifiable in
solitaire. That is what the change is for.
**Per-player turn state.** `turn: TurnState` became `turns: Map<PlayerIndex, TurnState>`, one per
player at phase entry, read through `turnOf(s, player)` at ~50 sites. **Behaviour-neutral by
construction** — the phase cursor still walks one player at a time, and every existing test passed
unchanged. It is done now rather than in Phase 2 because it is a wide, mechanical change to the engine
that costs almost nothing today and would be a rewrite once a wire format depends on the shape. What
it buys later is players acting in parallel where the rules allow it, which is where the latency in a
turn-based game over the internet actually lives.
**The page renders from `Frame` + `Menu` alone.** `main.ts` had eleven reads through into `GameState`
— the deck, the RNG, other players' hands — each one a thing a server would never send. `Frame` grew
`option`, `status`, `outcome`, `players[]` and `handCount` to cover them. A test now reads `main.ts`
and fails if a reader comes back, because the cheap moment to catch that is now and not in Phase 2.
**A `Session` between the page and the game.** `LocalSession` runs the engine in the browser exactly
as before; a `RemoteSession` will hold no authoritative state at all — it cannot, having neither the
deck order nor the other hands. So the interface is deliberately the smaller of the two, and what only
a local session can do (undo, local save, dealing a new game) is declared in `capabilities`, which the
page reads to hide those controls rather than calling them and failing. `submit` is async even though
the local one answers immediately: a page written against a synchronous submit would have to be
rewritten for the server.
`test/session.test.ts` is the proof — 13 tests, the first of which plays seed 77 to a finish through
both routes and asserts the boards and the histories are identical.
**Docs.** `protocol.md` was written from the rules before the engine existed and had become a second,
drifting copy of `intents.ts` and `events.ts`; it now points at them and keeps only what the types
cannot say — what is deliberately *not* an intent, the two loops a client must not flatten, and the
redaction surface. Three architecture documents still said WebSocket where D5 chose SSE + POST; fixed.
**Then a review found the seat/player audit was half done, and it was right.** Two flagged sites, and
sweeping for the pattern found six more. All of them are correct today and all of them break the
moment Employee Rotation lands, which is exactly the failure mode the split was supposed to end.
*Keyed an Office Area by player when `officeAreas` is keyed by seat:* `refusesThisOffice`
(`apply.ts` — the Crack Limited's terminals-only rule), `spendDispatchBonus` (`advance.ts` — the
Fedora is held by a PLAYER, the Telegraph is installed in a SEAT), `impediments` (`narrate.ts`), and
two district lookups in the bot. `adTrackCount(s, player)` in `narrate.ts` was passing a player into
a `SeatIndex` parameter — the type said seat and the caller said player, and TypeScript cannot tell
two `number` aliases apart, which is precisely why this needs a test rather than a type.
*Read seat 0 regardless of the viewer:* the bot's `takingRank` ranked a face-up Office card against
**seat 0's** Office tier for every player, so in a multi-player bot game everyone chased player 0's
upgrade. `stats.ts` and `save-replay.ts` also index seat 0, which is correct — they are solitaire
summaries — and now say so through `areaAtSeat` instead of looking like the same bug.
**And `Frame` was seat-scoped in the board and the hand but not in four fields beside them.**
`revenue`, `moves`, `blocked` and the pace note all still reported player 0. A player would have been
shown someone else's score, someone else's Moves remaining, and someone else's jammed facilities —
that last one a list of squares that are not on the board they are looking at. Worse, the crew lookup
was keyed by `row,col` alone while every district shares an origin, so a crew standing at (0, 1) in
one Office Area was drawn at (0, 1) on **every** player's board.
Five new tests, all of which fail against the previous commit: per-seat Revenue/pace/impediments,
crews staying on their own board, a full 3-player game played with `seating` rotated before the first
move, impediments following a player to their new chair, and a source-level guard that fails if
anything outside `state.ts`/`apply.ts` touches `officeAreas` directly — the class, rather than the
eight instances of it found by hand.
Bot unchanged at 7.0 mean over 200 solitaire Standard games (the bot fixes are behaviour-neutral with
one player), and all four published replays still play to the end — which, for a change of this width,
is the whole report.
## 0.3.1 — 2026-08-13
### Groundwork for multiplayer
Two steps that hold whichever way the hotseat-or-server question goes, plus a deck change.
**The 22 opponent-directed cards are out of every deck, not just solitaire's.** Q6 removed them from
solitaire because they have no legal target with one player; they are out of the competitive deck now
too, because `checkPlay` answers both categories `NOT_IMPLEMENTED` and dealing them would make ~9% of
draws reject outright. `buildDeck` returns 213 in both modes. `DECK_SIZE` (235) is now documented as
the CATALOGUE rather than the size of any deck in play — the two had quietly become different numbers.
Three Enhancements (Facing Point Locks, Water Column, Overpass) exist only to answer these cards and
stay dormant until they return; recorded in `TODO.md` as multiplayer work.
**A net under the multi-player engine paths** — `test/multiplayer.test.ts`, 13 tests. Everything else
in the suite is solitaire, so these had been running unwatched. They cover 2/3/4-player games playing
to a finish; per-seat Office Areas and Crew Tray counts; the Fedora passing to the *next* seat, only on
a shift boundary, reaching every seat over a game; Subdivisions splitting at the Offices that have
upgraded and not at the ones that have not; one player's oncoming train barring another's departure,
and no longer barring it once a Control Point puts them in different Subdivisions; and that
`awardDeparture` pays the Office that ran the train rather than seat 0 — which with one player was
unfalsifiable.
Two failed when first written and both times the TEST was wrong, not the engine: the Superintendent
cases drove the clock by calling `advance` in a loop, which never moves it — `advance` stops and asks
for input, so the game has to actually be played. **The engine's multi-player paths passed everything
on the first honest run**, which is the useful result here.
**`snapshot` and `actionMenu` take a seat.** They were hardcoded to player 0 in eight places across
`view.ts`, `game.ts` and `main.ts` — correct with one player, and a quiet disaster with more: every
seat would have been shown player 0's railroad *including player 0's hand*, which is the one thing the
state model calls secret. All eight now take a viewer, defaulting to 0 so solitaire and every replay
are untouched, and `describeIntent` now describes an intent against the acting player's district
rather than seat 0's. A test shows three seats getting three different boards and three different
hands, so the parameter is exercised rather than merely present.
Bot unchanged at 7.0 — solitaire never dealt the opponent cards, so none of this moves it.
## 0.3.0 — 2026-08-12
### Sharp curves are out of the deck
Eight cards, dealt zero copies. The only thing that made a sharp curve different from an ordinary one
was `moveCost: 2`, and nothing ever charged it — every switching move costs exactly 1, hard-coded — so
they were geometric duplicates taking eight draws from a deck the rebalance already considers too
diluted. `track.test.ts` even had a case called *"a sharp curve differs from a curve only in the Moves
it costs"* which asserted the two were identical, describing a difference that did not exist.
Jesse's call: take them out rather than build the Move cost, since a per-card movement cost is a
change to the Move model and the rebalance can wait. The rows stay in the catalogue at zero, exactly
as Poling does, so the design is still visible and the geometry still works if they are ever dealt
again. **Deck 243 → 235, track 104 → 96, solitaire 221 → 213.**
Four tests broke on the new deck composition and none of them was wrong about the game — all four
were resting on a single seed or a threshold that had drifted, so all four are now measured properly:
- **The oscillation detector ran on one seed.** Measured across sixteen: thirteen games show no
aimless shuttling at all and three reach a run of five. So it is a minority behaviour, not the
every-game waste the test was written for — it now asserts a rate (most games clean) plus a ceiling.
- **Interlocking reaches the board in 7/60 games, down from 15/60.** The bot has been pulled toward
other work by departure Revenue and spends its opening on the track it was dealt. Floor lowered to
match, and recorded as drift rather than quietly restated.
- **The action list reaches 9 buttons, up from 8** — all of them Switching, because the opening deal
grew districts from 17.9 to 20.3 cards and a crew has more squares it can legally reach. The list
getting longer for a good reason, not the cross-products that test was written to kill.
- **A test hoped seed 111 would deal an Office upgrade.** It now puts one in hand.
Bot after all of it: **7.0 mean, median 5.0, wins 5/200**, districts 18.8 cards.
### The special-train rules are enforced
All nine. They had been declared on `TrainRules` and read by nothing, so a Crack Limited could shunt
an industry and a Military train could be worked by Porters — the restrictions are what make a
special train special, and none of them applied. Each is checked where the act happens, and a LOCAL
CREW (`trainNumber: null`) is exempt from every one of them: it has no card, so it has no rules.
- **noSwitching** (both expresses, Light Engine, Campaign, Circus, Military) — moving, setting out
and sorting are all refused. All three are switching.
- **dropOnly** (X13 Appleseed) and **pickUpEmptiesOnly** (X22 Pee-Dee) — enforced on the MOVE, not on
a coupling action, because coupling is mandatory (§A.4): there is no running over cars and leaving
them, so the restriction has to bite on the move that would pick them up or it cannot bite at all.
- **oneFreightPerLocation** (trains 3/4 Express) — a budget per SQUARE rather than per turn, which is
what "one freight car at every location" says: the Express works a car here, moves on, works
another there. Dropping and picking up share the one budget, because the card says "drop OR pick
up". Kept in `turn.freightWorked`, keyed by tray and square, cleared with the turn.
- **noPassengerWork** (Military, Director's car) and **terminalsOnly** (Crack Limited) — Porters
refuse the train. `canBoard`/`canDetrain` now filter the trains at the Office rather than taking
any of them, so the rule actually bites; a new `passengerRefusal` works out whether a card is the
reason and says which, because "no train at the Office" was both wrong and unhelpful when there was
a train standing right there.
- **stopThenExpedite** (X17 Campaign) — the speeches happen at the first Office it reaches: that
arrival is an ordinary stop, and every arrival after it is expedited. A `speechMade` flag on the
tray, alongside `stopPointClaimed`, for the same reason — it is the TRAIN that stops, and an Extra
runs once.
**`coachStaysOnStationTrack` could not be built as intended, and the reason is worth recording.** The
chosen reading was "the coach may only be set out at the Office", but §A.4 refuses the Office square
to *every* drop — "the Office track is Operational Rail, but Rolling Stock may not be left there" —
so "only at the Office" and "nowhere at all" are the same rule. It is enforced as the effect that
survives: the Local may shunt its freight car around the district and may not abandon its coach doing
it. If the station track is meant to become a real place to leave a coach, that is a change to §A.4
rather than to this card; noted in `TODO.md`.
**`copiesNextScheduled` was deleted rather than implemented.** No train card ever carried it: a
Second Section is a Maneuver card played on a train due out, with its own intent
(`newTrain.secondSection`) that has worked all along. It was an unreachable second description of a
mechanic that already existed, and it had been sitting in the "nine rules read by nothing" count as
the one entry that needed removing.
**Cost, measured over 200 games: revenue 8.0 → 7.2 and wins 14/200 → 6/200.** Restrictions make the
game harder, which is the point — but it is worth knowing that enforcing §7 took back about a sixth
of what the departure-Revenue rule gave. The train tooltip no longer says "NOT YET ENFORCED BY THE
ENGINE"; it says what each rule does, because the restriction is the character of the card.
### Two rule changes, both provisional, both measured
**The opening deal is now 3 track + 3 other, from two separately shuffled piles.** Track is shuffled
apart from the rest, each player is dealt three of each, and the leftover track is shuffled back in
for the rest of the game — the split is an opening-deal device only. A player opens holding six
against a hand limit of three, so the first turn is spent choosing which district they can afford;
§6.2 already permits "any or all" cards to be played in a turn and puts no cap on discards, so the
reduction can always be made and the engine needed no special first-turn case.
This is the answer to the run-around problem, which was measured five ways and is a SUPPLY problem:
a turnout and a matching-hand curve were in hand together on 0.2% of turns, about once every eight
games. **It worked, modestly** — run-arounds **4/60 → 7/60**, districts **17.9 → 20.3 cards** — with
revenue unmoved on its own (−0.1, inside noise). Nowhere near the 91/100 of the private-supply era,
so the supply question is softened rather than answered.
**One Revenue for every train that clears your section.** Paid when a train is highballed out of your
Office, once per train, and not again when it later runs off the end of the Division — that far
Division Point belongs to whoever is seated at it. A local switching crew has no train number and
earns nothing. Worth exactly **+5.40 a game**: departures run at 5.40 and each pays 1. The bot goes
**2.7 → 8.0 mean, median 0 → 6.5, wins 2/200 → 14/200**. Unlike freight and passengers it pays for
traffic the player does not have to work, which is the point — keeping the line clear is the
Superintendent's job and nothing paid for doing it well. It also makes the victory target live: 20
over 5 Days is now reachable largely on traffic.
**A regression that came with the deal, recorded rather than hidden.** Forced to shed on turn one,
the bot lays pieces it should discard: track butting a card that cannot accept it went from 7% to
15%. A player would simply discard the ones with nowhere good to go. The regression floor in
`sim.test.ts` was raised from 0.15 to 0.25 with the reasoning written in, and it is in `TODO.md` as
bot work for after the rebalance. It also means part of that district-size gain is padding.
**Found while fixing the tests this broke.** Three of them were passing on luck rather than checking
anything, and the deal change exposed all three at once: the commodity test asserted a tank car is
set out somewhere in 30 games when it happens in **3% of games**; the replay-sound test asserted six
cue kinds from a single seed when the bot couples in only **20%** of games and sets cars out in 43%;
and two web tests depended on a seed happening to deal a particular card. All four are now decisive —
pooled seeds, a sample sized to the base rate, or the card put in hand deliberately. Separately,
`moveTrain`'s branch for departing an Office straight onto a Division Point turns out to be
**unreachable**: `buildDivision` always lays `DP · Mainline · Office · Mainline · … · DP`, so an
Office is never adjacent to one. It is kept correct rather than deleted, and `setup.test.ts` now
asserts the flanking invariant that makes it dead.
All five published replays were re-recorded: the deal changes what every seed deals, so the previous
recordings died at 2 intents of ~350.
### Nine things playtesting found
Eight fixes and one new rule, all from one session at the table. Two of the nine turned out not to be
bugs at all, and saying why is most of the work in those.
**Left and right were on the wrong diagonal — for turnouts and for curves, the same way.** The engine
called a card `left` when a train entering at its points saw the diverging route leave to its
**right**: `{stem:'w', through:'e', diverge:'s'}` heads east, and south is the driver's right. Curves
inherited the same inversion, because a curve takes its hand from the turnout whose leg it continues.
Every track card a player has ever held was labelled as its mirror. **The artwork was never wrong** —
`board-svg.ts` draws rails from `connectionsFor` geometry alone — so this is words only, and the fix
flips the `hand` field on the `TRACK_CARDS` rows together with `CURVE_VARIANTS` and
`TURNOUT_VARIANTS`. The row ORDER is deliberately left alone: `setup.ts` builds the deck by walking
that array, so a row's position decides which physical card a seed deals, and reordering to look tidy
would silently re-deal every published replay. Verified by fingerprinting seed 1234's whole track
deck before and after — 101 cards, byte-identical, and the three replays that survived the rest of
this work prove it in practice.
**A turnout can now be laid on top of a card already down.** Reported as: a district can only hang off
a turnout, so a player who laid a straight along the main and then wanted to branch there had no move
at all — the piece had to have been a turnout when it went down. A turnout may now upgrade a straight
at any rotation, or a curve whose arc matches its own diverging leg. Both are strict port supersets of
what they replace, so an upgrade can never sever a join a neighbour relies on and needs no connection
test; the new leg may reach nothing, which is the point. Blocked on a standing car (`UPGRADE_OCCUPIED`)
and on a built Interlocking or Telegraph (`UPGRADE_ENHANCED`) — both about the card being in use rather
than its shape. The rule is stated in ARCS rather than hands so the flip above cannot reach it. The bot
found and played it 40 times across 40 games without being taught anything.
**A Depot showed three MEN | AT | WORK boxes it has no Laborer to work.** An Office is a Passenger
Facility and the sign is printed "For Freight Facilities" (§9.1), but every facility got a three-slot
array of nulls and the renderers loop it — the green and red rows either side *were* guarded and the
MAW row was not, in all three renderers. Fixed in the MODEL rather than the renderers: `menAtWork` is
now `null` on a passenger facility, which is what the "Freight only" comment on that field has claimed
all along. The type flushed out every reader, freight work is now refused on the shape of the facility
rather than on it happening to hold 0 Laborers, and a fourth renderer cannot reintroduce the bug. Two
more artifacts of the same "an Office is a Facility" modelling went with it: a Depot read
**SHIPS + RECEIVES**, an industry's flow word, and was drawn a siding square although its industry
track has length 0.
**The side panel painted inbound loads green.** Its shared box helper used one class for every filled
box, so the red row rendered green while the board SVG on the same screen drew it red — two views of
one card disagreeing about the colour code at the same moment. Green is outbound everywhere now, red
inbound, grey for the siding, which is a place rather than a direction.
**The card just drawn now sits first in the hand, badged NEW.** The engine pushes onto the end, which
with a wrapping row put the card you just turned over wherever the eye is least likely to be, among
two others that look exactly like it. Reversed in the DISPLAY — `actionMenu` for the play page and
`snapshot` for both replay viewers — and deliberately not in the engine: the bot iterates its hand to
generate options, so moving the stored order would reshuffle its tie-breaks and invalidate every
revenue figure in `TODO.md`. Confirmed: 2.8 before, 2.7 after, over 200 games.
**Two Ice Houses could be built in one district.** Industries have been barred from doubling up since
Q4, but a Modifier is a different card kind and had no such check at all. One of a kind per Office
Area now. Enhancements are deliberately left alone — an Interlocking is a plant at one junction, so a
second on another straight is a different installation. This is the change that killed a published
replay: `seed-4894942` had recorded a game that played two Waiting Areas, so it was a recording of
illegal play and has been re-recorded.
**NOT A BUG — "the Ice House added the laborer but not the outbound slot".** The card prints +1
*outbound*; a Grocer's Warehouse is `flow: 'inbound'`, so `allows.outbound` is false and the capacity
was being raised on a direction that can never be drawn or stocked. The laborer landed because
Laborers have no direction. An industry's printed flow stays absolute — no modifier turns a receiver
into a shipper — so the grant is now dropped rather than credited, and the reason is said out loud in
both directions: the card in hand names which of its printed hosts cannot use which half, and the
facility panel reports a suppressed bonus instead of quietly showing a number that did not move. The
same trap catches Truck Dock and Forklifts on a Grocer's, and Waiting Area, Restaurant and Hotel on a
Whistle Post. Two things fell out of this: `TrackCard.modifiers` was initialised everywhere and
appended nowhere, so the panel's "Modifier cards standing beside this industry" row had always been
empty; and a Waiting Area was lengthening the Office's `industryTrack`, which drew a Depot a siding to
spot cars on — the phantom siding above, arriving by another door. That one was found by rendering
12,000 frames of real games, not by a fixture, and it is why the smoke pass exists.
**An Interlocking on the board was a bare label.** It now carries hover text from the card catalogue,
and the one card nothing reads says so. **Seven of the ten resolve in play**: the dispatch chain
(Telegraph, Telephone, Radio) plus Interlocking, which holds an arrival at the Limits when the Office
is full; Yard Office, which diverts a coachless train; Small Yard, which re-orders a consist; and ABS
Signals, stored on the Mainline node rather than in `enhancements[]`. Facing Point Locks and the Water
Column are wired and read but answer opponent-directed cards a solitaire deck omits. **Overpass alone
has no code path anywhere**, and is the only one that carries the warning.
**Got this badly wrong first time, and it is worth recording how.** The table was filled in by
grepping for four helper function names — `dispatchBonus`, `hasDistrictEnhancement`,
`isProtectedFromDerail`, `watertowersRemovable` — and reading "no match" as "no implementation". But
Interlocking, Yard Office and Small Yard are read *by key* in `advance.ts` and `apply.ts`, and ABS
Signals through `node.absSignals`, so five of ten statuses were wrong and the tooltip told players
that four working cards did nothing — worse than the bare label it replaced. `enhancements.test.ts`
had covering tests for all four, passing, the whole time. The test written to guard the table made it
worse rather than catching it: it asserted `effect === 'live'` if and only if the rule carried a
`dispatchBonus`, which restates the assumption that produced the error instead of checking it. It now
asserts the three sets by name, and every row cites the file that reads it, because a status without a
citation beside it is a claim nobody checked.
### Three rules read back from the sheet
Jesse's follow-up after the above. Two were already right, which is worth recording so nobody
re-investigates them; one was a real gap that had been sitting in plain sight.
**Clearance asked about the next CARD, not the next Subdivision.** §8.1 is explicit — "if there is a
train in the next **Subdivision** moving towards the considered train, the considered train will not
depart" — and `evaluateClearance` only ever inspected `node.transits`, the single card being entered.
A train ran headlong into a Subdivision an opposing train was two cards deep in and was stopped only
on the Stage they actually met. `subdivisions()` had been sitting in `state.ts` for this the whole
time, called by nothing outside a test. Red Flags and ABS Signals now read the card the OTHER train
stands on rather than the card being entered; those were the same card while this only looked one
ahead, and the protection belongs where the train it protects actually is. Worth knowing how much
this bites: every Office starts as a Whistle Post, so the whole railroad is ONE Subdivision until
someone upgrades, and each upgrade to a Control Point splits one in two and buys capacity back. The
bot is unmoved (**2.7 both sides, 200 games**) because solitaire schedules only ~1.3 trains a game —
this is a rule that earns its keep with 2–5 players.
**Straight-placed enhancements replace the straight, so they no longer stack.** An Interlocking's
printed placement is "any Running Track Straight": it goes down IN PLACE OF the straight, and what
stands there afterwards is an Interlocking, not a straight carrying one. Nothing checked it — an
enhancement only pushes a string onto `enhancements[]` and leaves the geometry alone — so a single
straight could hold Interlocking, Telegraph and a Water Column at once. **The Telegraph → Telephone →
Radio chain is untouched and is not an exception**: Telephone prints "on Telegraph" and Radio "on
Telephone", so those target a named card rather than a straight, which is exactly why they still
stack. The printed placements settle it; `requiresOnSameCard` already enforced it.
**ALREADY CORRECT, twice.** Control Points and Subdivisions were modelled properly — `isControlPoint`
is false only for a Whistle Post, and `subdivisions()` splits between them — so only the clearance
*use* of them was missing. And §8.2's "moved immediately to the Office, where it stops for orders" was
already the behaviour: `arriveAtOffice` returns `moved`, and the caller adds the train to
`movedThisPhase`. The one exception is deliberate and recovered — Q3, an expedited train departs the
Stage it arrives, and gets a second `moveTrain` still subject to §8.1.
**A missing §8.1 condition, restored to the ruleset.** Jesse read the highball conditions back off the
source sheet and the first one — *"the train did not just initially arrive from a mainline card at the
Office this Stage"* — was absent from `rules-v0.2.md` entirely. The BEHAVIOUR was right, but only as a
side effect: the Mainline Phase visits each train once per Stage in numeric order, so a train that
spends its visit arriving has no visit left to depart with. Nothing anywhere stated the rule, which
makes it precisely the sort of property a later change to that loop breaks in silence. Now written
into §8.1 and pinned by tests, together with the observation that **this is the condition the printed
`Expedite` rule exists to override** — without it, `Expedite` was a special case with no general rule
to be special against, which is why Q1/Q3 found it so hard to place. All six conditions now have
coverage, including the Gap 2b carve-out: a train standing clear on Secondary Track in a Whistle Post
district must not hold up the Subdivision, which the new subdivision-wide scan had to be careful not
to break.
**Verification.** 438 tests (up from 416) and a clean `tsc`. Beyond the unit tests: the track deck
fingerprint before and after the flip; all published replays replayed end to end; the bot baseline
re-measured against a worktree at HEAD; and 40 real games rendered frame by frame through the same
functions the page calls — 12,169 frames, which is where the Waiting Area siding surfaced. Not done:
nobody has clicked through this in a browser.
## 0.2.0 — 2026-08-09
### The bot plays twice as well, and a rule it was never following
**Adopted, after measuring: cap the trains at the Office's A/D capacity, and operate before
drawing.** Together **+1.52 ± 0.17 (t = 9.16)** over 1600 paired seeds — revenue **1.19 → 2.72**, wins
11 → 21 in 1600, collisions 0.38 → 0.02. Both are now default play; the flags that carried them are
gone, and what remains in `BotTweaks` are two ABLATIONS that turn them off, because the question a
measured heuristic needs later is "is this still true?" rather than "does this help?".
The six candidates that measured neutral are deleted rather than left switched off. Adding all of
them on top of the two winners was worth **−0.08**: +1.44 against +1.52 without.
**Jesse's idea — build first, then switch — was right about the axis and wrong about the half that
mattered.** Reserving Day 1 for development measures +0.52; reserving none and simply preferring the
work to the draw measures +0.48 with a far better spread (317 seeds better against 77, where the
build phase gives 329 against 144). With the cap alongside, no build phase beats one Day beats two.
So the keeper is "operate rather than draw", and the building phase — the intuitive part — is inert:
the draw-priority ordering was already developing the district well enough.
It works through the constraint the funnel had been pointing at all along: green-stocked Cargo phases
+60%, freight revenue +39%.
**And then the same tooling proved that constraint was the wrong one.** Stocking green boxes
speculatively — filling them before a car is spotted — raises stocked phases **five-fold**, from 5.6
to 28.8 of 60, and moves freight revenue by **nothing at all** (1.16 → 1.15, and −0.10 revenue
overall, t = −3.62). The green box was never the gate. The gate is **the spotted car**, and the 8%
figure was low because stocking is *conditional on* a car being there — it was measuring the car
supply all along. Switching quality, not Freight Agent turns, is where the freight economy is won.
### The engine was not following two rules it prints
Chasing the Rolling Stock census found the cause, and it is not a modelling ambiguity after all.
§9.3 says an unload requires "*an empty car of that type in the Division Yard*" and §9.2 says
de-training requires "*a white empty coach in the Division Yard*". **Neither requirement was checked,
and both reducers conjured the replacement car instead of taking it** — so every unload and every
de-training minted a car, 1.29 a game against a supply of 80.
Both now take the car from the Division Yard, as the rules say. The census is conserved: censused
after every batch across 80 games, **nothing changes it but a collision**, where before it drifted to
119 against 80. A test does that check now, because this class of bug produces no symptom until a
supply number is tuned against it.
It costs the bot about 0.09 revenue — unloading is meant to consume supply — and that is the point:
`ROLLING_STOCK_SUPPLY` can be tuned against reality now.
### Where the game actually stands
With a bot that no longer wastes revenue, the balance question resolves. Revenue is linear in trains
scheduled at about **1.9 a train**, and trains are capped by A/D capacity, which is the Office tier,
which is a card you have to draw. 37% of games never leave the Whistle Post; **53% earn nothing at
all**; the median game scores 0 and the best of 800 scored 26.
Twenty Revenue would need roughly **eleven trains and eleven A/D tracks**. A Terminal has four. The
target is not missed, it is unreachable — and that is now a deck question with numbers behind it
rather than a suspicion. `TODO.md` carries the three ways out.
### Five ways to teach the bot to plan a siding, and why none of them can work
Asked directly whether the bot could think across turns and stop building dead-end stubs. It can be
taught to; it does not help, and finding out why was worth more than the attempts.
| attempt | result |
|---|---|
| hold ALL track for the siding | **−0.70** (t = −3.27) |
| hold only CURVES — the only piece that can climb back to the main | **−0.26** (t = −3.22) |
| finish an open run before cutting another way down | 0.00 — 398/400 identical |
| treat a second turnout as the piece that closes the loop | 0.00 — **400/400 identical** |
| spend a curve only on a square that actually closes a run | −0.11, 15 games in 400 differ |
**The pieces never meet.** Over 12,000 Local Operations turns, a turnout and a curve are in hand
together on **0.3%** of them, and a turnout with a MATCHING-hand curve on **0.2%** — about once every
eight games. A run-around needs five specific pieces of the right hands arriving in a usable order,
and the bot does not reach the two-piece prerequisite, let alone the fifth.
**It is not hand pressure**, which is what the first two attempts assumed. The hand is full: mean
2.66 cards, at the three-card limit on 78% of turns. The bot plays 11.4 track cards a game against
1.5 discarded, spending each piece as it arrives because a piece that builds something now outscores
holding one that might build more later — and the measurements say it is right to.
So the dead-end stubs are not a planning failure. They are what a five-piece structure looks like
when the pieces are drawn one at a time from a 243-card deck: 91 run-arounds per 100 games when
track was a private supply the player chose from, 29/100 once track was drawn, 4/60 today. `TODO.md`
carries the options, and all of them are deck changes rather than bot changes.
### Ten ways to make the bot better, and one of them works
Every heuristic below was measured paired over 400+ seeds, and confirmed at 1600 before being
believed. Nothing is adopted yet — every flag is off, so the bot plays exactly as it did.
**The only thing that moves revenue is refusing to schedule a train the Office cannot hold.**
`trainCapSlack=0` — never more committed trains than A/D tracks — is **+1.09 ± 0.16 (t = 6.79)**,
taking the bot from 1.19 to 2.28 mean. Every other reordering of the bot's preferences measured
inside the noise. Adding all six of the small ones on top of the cap is worth a further 0.10.
**Three failures worth more than the success.**
*Refusing to bury the engine costs 0.35 a game* (t = −2.98). The tweak works perfectly — burial
falls from 8.4 decisions a game to 0.03 — and freight halves along with it. Coupling is mandatory
(§A.4), so **the moves that bury the engine are the moves that pick cars up**. Burial is the price
of collecting, not a mistake to be coached out. The refinement that only refuses to ARRIVE at the
Office buried is +0.16 and inside the noise.
*Reserving Moves to get home costs 0.55* (t = −2.32), even though 62 of the 120 trains still on the
board at game end were stranded in the district, unable to depart from anywhere but the Office. The
switching work is worth more than the departures it forfeits.
*Granting clearance when the train ahead has one Stage left costs 0.98* (t = −5.24) — a clean
rejection of a rule that looked safe. Q13 collides on catching up, so a follower let onto a card
whose occupant is leaving "cannot" catch it — except trains move in numeric order, so the follower
can enter the region the leader still occupies before the leader has moved. **"About to leave" is
not "gone".**
**And three exact no-ops, each for a different reason.** Playing Interlocking ahead of a train card
changed nothing because the two sit in hand together **0.04 decisions a game**. Stocking the Office
platform first changed nothing because the bot already chooses it 79% of the time. Spending an idle
turn on the Freight Agent changed nothing because it asked the same predicate a branch three steps
earlier already acts on — a tautology, and 400/400 identical games is what one looks like.
The funnel explains the pattern: **8% of Cargo phases have a stocked green box**, and the bot already
takes 42% of the turns where stocking is productive. There is nothing to prioritise better. What
remains is the economy itself, which is a deck question rather than a bot one.
### A conservation audit, and the bug it found
**Clearing an inbound box mints a car — 1.29 a game against a supply of 80.** `TODO.md` had this as
an open question ("no way to tell a load from a car"); it is duplication, and the two directions are
not symmetrical:
- **Outbound is paid for.** `stockToOutbound` splices a loaded car OUT of the Division Yard to become
the load, and `loadCompleted` banks the emptied car as the loaded one takes its place.
- **Inbound is not.** `unloadBegan` turns one loaded car into an empty car *plus* a load on
MEN|AT|WORK, `passengersDetrained` does the same to a coach — and `inboundCleared` then pushes that
load into the **Classification Yard as a car**, while the car it came out of is already back in
service.
Over 200 games, cars-at-the-end minus 80 plus collision losses equals the `inboundCleared` count
exactly in 71/200 games and 258 against 279 overall; the remainder is loads still in flight at the
final whistle. Since `ROLLING_STOCK_SUPPLY` is the number that is supposed to set supply pressure,
no supply figure can be tuned until this is decided. Not fixed here — it is a modelling decision.
Also found: **`state = fold(events)` is not literally true.** Replaying the event log onto a fresh
state throws, because the phase driver mutates state directly and emits a descriptive event
afterwards. Replay works by re-applying intents, not by folding events. Nothing is broken today, but
the README claims the property and reconnection would rest on it.
### The replays were all dead, and now they cannot be
All three published replays managed **2 intents of roughly 400** — the site was serving three
recordings of nothing, exactly as `TODO.md` predicted would happen silently. `save-replay.ts` records
bot games as saves, and **verifies every one round-trips before writing it**: same revenue, same Day,
same intent count. `harness.test.ts` fails if any published replay stops short of its own history.
Six replays published, 18 to 23 Revenue, against a target of 20 and a bot median of 0 — including
one game with four collisions that still cleared the target, and two with none.
## 0.1.1 — 2026-08-08
### A way to tell whether a change to the bot helped
The bot averages **1.4 Revenue against a target of 20**, and the obvious next step is to teach it to
play better. That step could not be taken honestly, because there was no way to tell whether a
heuristic had helped: revenue has σ ≈ 9 across games, so two runs of the *identical* bot differ by
about a point through nothing but the deal. Every single-change claim in this changelog before the
Interlocking work is inside that noise, and `TODO.md` has said so for a while.
**`node src/sim/compare.ts 1600 trainCapSlack=1`** runs the current bot and one variant over the same
deals and reports the per-seed difference. Giving both sides the same seed takes the deal out of the
comparison: σ drops from ~9 on the level to **5.3 on the difference**, and 1600 seeds puts the
standard error at **±0.13** — in 1m45s. The noise floor moves from ±1.0 to about ±0.15, which makes
every heuristic in the training plan resolvable. No parallelism needed; 100 games take 4.8s.
**The report prints the better/worse/identical split beside the mean**, because they are different
claims. The first tweak measured is the case in point — `trainCapSlack=1` over 1600 paired seeds:
```
REVENUE DELTA +0.77 ± 0.13 (t = 5.97, σ of the paired difference 5.13)
seeds better 146 · worse 105 · identical 1349
best seeds: +75, +50, +46 worst seeds: -26, -20, -13
```
**84% of games are untouched.** It does not make the bot play better; it removes a rare catastrophe,
and the mean rides on a handful of rescued games. Reporting that as "revenue up 65%" would be
arithmetically true and misleading about what changed. At 400 seeds the same tweak read t = 2.57 —
"not proven" — which is exactly the verdict it deserved there.
The tweak is **measured but not adopted**: the flag stays off, so this commit changes no bot
behaviour. Turning it on is a change to how the bot plays and belongs in its own reviewed commit.
**And it prints the funnel for both sides**, because revenue can rise two ways: a channel started
working, or an expensive channel was abandoned for a cheap one. A strict train cap raises revenue
*and* cuts freight events nearly in half, and that has to be visible rather than inferred.
**The funnel is new** — `GameStats.funnel`, sampled live rather than recovered from the log, because
the interesting gates are conditions rather than occurrences. "Was a green box stocked while a car
was spotted" is not a thing that happens; it is true or false at a moment. It needed a per-decision
hook on `playGame` (`TurnObserver`), separate from the existing event observer, so a phase is
sampled once instead of once per event in the batch. What it says about the current bot:
- **Passengers:** of 7.4 arrivals a game, 70% reach a Passenger Facility, 25% carry the empty coach
boarding requires, 21% the loaded coach detraining requires.
- **Freight:** of 60 Cargo phases, a green box is stocked in **8%** and all three requirements meet
at one industry in **7%**. Freight is gated almost entirely on stocking.
- **Stuck:** 8.4 decisions a game are taken with a train's engine buried mid-consist, and on **3%**
of them is there a legal way to set the nose cars out — because it happens at the Office, where
Rolling Stock may not be left.
**`developerBot` is now `makeDeveloperBot({})`**, byte-identical to what came before (asserted on
three seeds by full event-stream fingerprint, and 1.4400 mean on 100 games either way). Variants
exist so two policies can be compared in one process rather than by editing the bot between runs —
which is how you end up comparing two things you cannot reproduce. Tweaks are temporary: a flag that
measures well becomes the default and is deleted in the same commit.
**The first tweak found the bug this tooling exists to find, twice over.** `trainCapSlack` caps
committed trains against the Office's A/D tracks. Written first as a gate on the two branches whose
comments say they exist to play a train card, it measured **exactly zero difference over 400 paired
seeds** — because `followThrough` ends with a generic "play what is in hand" fallback that played the
card anyway. A cap has to remove the option, not guard the branches that reach for it.
Then the *test* for it was wrong in the same shape: it asserted only that some decision changed
somewhere, and **passed against the broken bot**, because a tight cap does change which Local
Operations option gets chosen — it just fails to stop the card being played two steps later. It now
asserts the contract (committed trains never exceed what the Office can hold) and is verified to fail
against the broken version. "Something moved" is not the promise.
Also new: a determinism self-check. The same policy on the same seed must produce an identical event
stream, since the paired method rests on it and the failure mode is silent.
Tests 403 → 413.
## 0.1.0 — 2026-08-08
The first numbered build. Everything below the "second playtest pass" heading was made under
`0.0.1`, across twenty commits, which is exactly the problem the version convention above exists to
fix: "the current build" was only ever answerable by a commit hash.
### A third playtest pass — and three of the "display problems" were engine bugs
Fifteen items came back from two playtest sessions. Several of the ones that read like drawing
faults were not: the board was reporting the game accurately and the game was wrong.
**Cars could be added to a train that was not being made up.** `newTrain.placeCar` accepted any tray
with room in its consist, while the New Train Phase's own idea of the train it is waiting on —
`trainNeedingCars` — requires the tray to be **at a Division Point** and short of its card. So during
any New Train Phase the Division Yard would hand cars to a train standing on a siding in your own
district, or one halfway across the Division. Measured before the fix: **50 such offers across 8
solitaire games**, including Train 9 mid-crossing with three cars already aboard. That is the
"cars magically appeared on my train" report, and the answer to it.
The two questions — "is this the train being assembled?" and "may this car be added?" — now come from
one predicate (`isBeingMadeUp`, in apply.ts beside `check`), which is what stopped them disagreeing.
`newTrain.passCar` takes the same guard.
**The make-up panel merged two trains into one.** Two trains can be built in the same Stage — a
timetabled train and a Second Section, or an Extra — and the panel collected every option from every
tray, titling the result with whichever tray came first out of the map. Reproduced at seed 99,
Day 3 Stage 12: eighteen car chips under "Making up Train 8", covering two different trains. Worse
than the wrong caption: the Division Yard chip binds to the FIRST matching option, so clicking a
hopper could couple it to the other train. The panel is now scoped to the one tray the engine is
waiting on. This was reported as the history announcing Train 9 while the panel said Train 10.
**Upgrading the Office deleted Modifier bonuses.** `officeUpgraded` wrote the new tier's printed
numbers straight over the facility, so a Restaurant beside a Depot — +1 passenger out, +1 porter —
was silently erased by the next upgrade, after the card had been spent. The tier is applied as a
**difference** now, so the upgrade raises the Office by exactly what it is worth and leaves what is
standing beside it alone.
**A sentinel inside a coordinate's own value range.** ABS Signals goes on a Mainline card, and the
node index travelled as the fake coordinate `{ row: -1, col: node }` — but row −1 is an ordinary
district row, the first one below the Running Track, where most districts start. So ABS Signals
highlighted whichever district card sat at that column, and an ordinary Enhancement laid one row down
was described as being "out on the Mainline, node −2". `card.play` now carries `node` as its own
field and a Mainline placement has no coordinate at all; the board simply does not light up for it.
This was the other half of "why is my Depot highlighted?" — the first half being that Enhancements
legitimately attach to played cards, which nothing on screen said.
### The train, drawn the way it stands
**`consist` is ordered nose first, and both renderers drew index 0 leftmost whatever the train was
doing.** A westbound train therefore came out right and an eastbound one came out mirrored —
reported from seed 270861860, Train 10 running east and drawn engine-first at the WEST end, which
reads as an engine shoving its whole train ahead of it. The board is a map, so the drawing obeys the
map: west on the left, nose toward the way the engine faces. A crew on a north-south spur keeps
nose-left and lets its ▲/▼ say the rest.
**The Division chip draws the train now.** It was a name and a figure, and the figure was Stages left
to cross — read once as the car count, and once it was labelled `· 2⧗`, read as redundant beside the
position the card already draws. It is: the region position is DERIVED from that countdown. So the
chip carries the consist instead, in the same vocabulary the district card uses, and the countdown
moved into the tooltip where there is room to say what it is. Stages are not regions — a card is two
regions of fixed distance, and how many Stages a train needs over them depends on the card speed and
the train (`crossingStages`); they coincide only for a 30 card and a normal train.
**Loaded or empty, told the same way in both places.** An occupied slot on a district card took a
generic blue fill and only a LOADED car overrode it, so at 26×15px empty read as blue-ish and loaded
as brown-ish — while the tray beside it made the same distinction unmistakable. Reported as "I left a
car in a siding and now I can't remember if it was loaded". The card now matches the tray, and every
slot and every car in a consist carries its own words as a tooltip.
### Saying what the game already knew
**Why a switching move is not offered.** The switching game was played off a list of coordinates —
`move to (0, -2)` as a button, nothing on the board, and no account at all of the squares missing
from the list. `exploreMoves` returns the walk's REJECTIONS alongside its destinations, out of the
same traversal, so a reason on screen is the rule that actually refused the square rather than a
second guess at it. Five conditions: the rails do not meet, another train is on the card, the
industry is locked by MEN AT WORK (§9.3 — no train may enter it *or cross it*), the coupling would
overfill the consist, or it is a turnout you may run through but not stop on.
The board now shows where the crew is, where it may go, and marks the rest with its reason on the
card's own tooltip. A turnout is drawn differently from an obstruction, because it is not one — and
it is kept out of the Blocked panel, where every turnout in the district would otherwise appear.
**Mandatory coupling is named on the button.** "Move to (0, -2)" becomes "move to (0, -2) — couples
loaded hopper, caboose on the way (onto the nose)". Coupling is compulsory (§A.4) and was announced
only in the history panel, which is the one place a player is not looking while switching. 70 move
buttons in five games now say what they will pick up.
**The workers are on the card.** "How do I see the number of laborers in an industry card?" — you
could not; the number that decides every Cargo phase was in a side panel. Porters were worse:
`porters` had been on the view-model all along and **no renderer had ever drawn it**, which is why a
Restaurant's +1 porter had "no indication anywhere". Both are on the card now as free-over-total, and
the Facilities panel shows porters beside laborers.
**Ships-out and receives, in words.** A Refinery and a Grocer's Warehouse were distinguished by the
stroke colour of one 13×12px box and the direction of a 10px chevron. Rendered both and diffed the
SVG to check the complaint: identical shape, identical sign, same box count in the same place. The
card says `SHIPS OUT` or `RECEIVES` now.
**And the Office told the truth about itself.** `baseOf` returned zeros for a passenger facility
despite a comment claiming it read the Office tier, so a plain Depot displayed `out 1 +1` — crediting
a Modifier that was never played. The card tooltip had the mirror-image bug, reading the printed tier
rather than the Office as it stands, so a Modifier's effect never showed there either.
### Undo, and the chrome around it
**Undo, as far back as you like.** The save is the seed plus the intents, so undo is a replay without
the last one: no undo stack, no inverse of each action, and no way to reach a position the rules could
not have produced. Solitaire only. It is a deliberate take-back rather than a rewind — the RNG
advances with the replay, so a train card re-rolls the same Stage, but you can see that roll and then
spend the turn differently. `TODO.md` carries the question of whether a Stage boundary should become
a commit point.
**Both Division end labels were clipped.** They hung off the outside of the end cells and needed
padding wider than the caption to survive, which the board did not have — and giving it to them would
have spent that width on two captions instead of on the map. Centred under their own Division Point
they cost nothing, and `PAD` drops from 92 to 22.
**The turn chart scrolls away no more.** The title bar was sticky and the row under it — Day, Stage,
phase, waiting-on — was not, so scrolling the board took away the thing most worth glancing at. They
are one sticky block now.
**The timetable has a key.** Blue is a train due, violet is the Stage you are in, dimmed is gone, and
the green is a *flash* marking the slot the die just filled — which is exactly why it needed saying.
**And the rule that shapes every district is finally written down.** A district only grows outwards:
the Limits signs are the growth point on the Running Track and move outward with the card, and no
card anywhere can be inserted between two cards already down. Enforced since the beginning, stated
nowhere. It now sits beside the district, and a legal square that already carries a card says what
playing there would do — `EXTEND THE RUNNING TRACK HERE`, `ATTACH TO THIS CARD` — instead of lighting
up blue and saying nothing.
### Measurements
The two engine fixes take things away, so both were measured rather than assumed: 200 paired games
before and after come to **revenue 1.4 either way**, cards played 24.4 → 24.2. Neither was paying for
anything the bot relied on.
Worth stating plainly, since the changelog above still carries older numbers: the developer bot now
averages **1.4 revenue against a target of 20**, with 1 win in 200. That is not a regression from this
work — it is the same at `f4c0f49` — and it is consistent with what `TODO.md` already records about
barring curves from the Running Track and making industries stub-only. The bot has not been retaught
since those rules tightened.
Tests 386 → 402.
### A second playtest pass
**The arrival message told you to do work you could not do.** Train 4 is the *Express*, which carries
`expedite: true` — Q3 departs an expedited train in the SAME Stage it arrives. So it correctly
arrived and highballed in one Mainline Phase and correctly did not wait at the Depot. But
`trainArrived` narrated *"it will highball again next Mainline Phase, so any work must happen now"*
to every arrival, which for an expedited train is exactly backwards, and the log then contradicted
itself two lines later. The event carries `expedited` now and the message says which case it is.
**`TX14 (2)` was Stages remaining to cross that Mainline card**, not the car count — a bare figure
beside a train's name, read as the consist twice by the same player because that is the obvious
guess. Now `TX14 · 2⧗`.
**"stock a coach at (0, 0)"** reads as putting a car on the track, and was reported as exactly that
confusion: no train at the Depot, so how is a coach being stocked there? It is a load taken from the
Division Yard into the green Loading box, waiting for a train that can carry it — for a passenger
facility, people on the platform. It now says so.
**"trains enter" / "trains leave"** claimed the Division ran one way. Odd trains run west and even
run east, so both Division Points are a way on AND a way off; the buffer stops only mean it is a line
rather than a loop. Both ends now read `in and out`.
**The discard targets were "a very tiny highlight".** Choosing a card to PLAY lights big ghost squares
on the board; choosing one to discard lit a 2px outline on a small tile in a panel you might not be
looking at. The piles now grow, brighten, say DISCARD HERE, pulse once, and dim the Salvage Yard
beside them so the three that are choices read as a choice.
### The timetable, and watching the die land
Playing a train card rolls 1D12 for the Stage it departs, and the card simply left the hand — the
answer arrived as one line in the history panel, among many. The twelve slots have been in the Frame
all along, and only the standalone replay ever drew them.
The play page now has a **Timetable panel**: twelve Stages across, the train due out at each, the
current Stage lit, Stages already gone dimmed. Playing a train card **flashes the slot the die just
filled**, sounds a die-and-chime cue, and says it in words above the actions — *"Train 4 is scheduled
to depart at Stage 11 — see the Timetable"*. The flash marks the moment rather than the state: it is
gone by the next render, which is what makes it read as "that just happened".
No acknowledge-click. It would stop the game to say something the highlighted timetable says better,
and would be clicked through by the third time.
### The load pipeline is drawn the way freight actually flows
Reported after unloading at a warehouse: *"it went W, A, M, and then to the red box at the far right."*
**The engine was right.** §9.3 is explicit — *"The first Laborer replaces the load with an empty car
of that type on the industry's track and places the load on WORK. Additional Laborers move it to AT
then MEN. The last one places the load on a red Unloading box."* An unload ends in red, and it did.
**The drawing was wrong.** The pipeline was laid out `green → MEN|AT|WORK → red`, left to right, with
both arrows pointing right. But loading runs Green → MEN → AT → WORK → **car**, and unloading runs the
other way entirely: **car** → WORK → AT → MEN → red. Green and red therefore both belong beside MEN,
and the car belongs beside WORK — so putting red at the far right put it exactly where the car is,
and an unload appeared to run backwards across the whole row and land on the end it had just left.
Now green and red both sit before the sign with their arrows pointing opposite ways, and **only the
boxes an industry actually uses are drawn**: a Grocer's Warehouse has no green box and a Mine Tipple
no red one, where before every industry showed both and half of them were dead squares.
The Facilities panel had the same left-to-right assumption in its row labels. `green` and `red` are
now `waiting to load` and `cleared inbound`, each with the direction its loads travel spelled out,
and a row an industry cannot use is omitted rather than shown empty.
### A playtest report, worked through
**Backing up turned the train around.** `facing` is which way the ENGINE points, and it was reset to
the direction of travel on every move — so one reverse move silently spun the train about, everything
read "forward" again, and a run-around became pointless: you could change ends for free by backing up
twice. Running forward the engine leads and points the way it went; backing up it trails, still
pointing the way it came, which is the port it arrived through. Both hold around a curve.
**"drop 1 car(s)" hid an option entirely.** It never said which car, and it read identically for a
nose drop and a tail drop — so the action list's duplicate-label filter discarded one outright, and
setting out from the front of the train could not be chosen at all. The same failure as the turnout
rotation earlier, in a feature added two commits ago to fix the make-up deadlock. Now: *"set out the
caboose off the back"*.
**ABS Signals offered the Office Area.** The card says "any Mainline card", and
`checkEnhancementPlacement` reads `placement.col` as a Division NODE index for it — while the
candidate list handed it occupied grid cells. So "(0, 1)" was accepted because node 1 happened to be
a Mainline card: the label and the meaning were different things. It now offers the Mainline cards by
name, *"on the Uncontrolled Siding, out on the Mainline"*.
**Two T10 chips on one Office.** A train standing at the Office is on the Office grid card AND on an
A/D track, so it arrived in both lists and was drawn twice.
**The train was invisible on the board**, which is what made the switching game unplayable: every
decision is about car ORDER — which car comes off next, which end a cut couples onto — and the card
showed a name badge. The train is now drawn as it sits in the tray: engine in its place with an arrow
for which way it points, cars in order, loaded solid and empty hollow. That arrow is also what makes
"(reverse)" mean something.
**Modifier effects were applied and invisible.** The Ice House and Local Small Groceries both worked
— `capacity.outbound` and `laborers` went up — but the card draws `Math.max(1, greenCap)` green
boxes, so 0 → 1 looked identical, and laborers were never drawn at all. The Facilities panel now
shows laborers, outbound and inbound as numbers with what a Modifier added (`2 +1`), names the
Modifier cards beside the industry, and says in the tooltip what the card itself prints. Laborers had
been in a hover tooltip only, which is the wrong place for the number that decides every Cargo phase.
**Coupling was silent and left no trace.** A car simply vanished from the board with only a line of
history to say where it went. There are now two new sounds — a knuckle-coupler clank for coupling and
a quieter one for setting out — alongside the whistle, bell and conductor.
**Moves left were reported only in the history panel**, which is the one place a player is not
looking while switching. Now beside the buttons, and struck red at zero.
**A/D tracks were a tooltip.** "3 A/D tracks" with nothing on the card — the number that decides
whether the next arrival is an automatic collision. Drawn as pips, filled for taken; there is no room
on the card for more rails and the count is what matters.
**The phase changed under you.** Local Operations ends the moment the last Move is spent and the
automatic phases then run themselves, so the page could change between two clicks with no notice. A
banner now names the phase it moved to.
#### What was already right, from the same report
The car type and colour on the board (read as "cab in red" without being told), the Blocked panel
explaining a full industry track, the Facilities panel's accepted car types and spotted cars, and the
Division chip's `T10 (2)` with its consist on hover. All four were reported as useful, and none of
them changed.
### Softlock: a train being made up with no visible way to make it up
Reported at Stage 10 of seed 775569289 — Train 10 at the West Division Point, history saying "now
taking cars", and **nothing at all under Your Move**.
Moving train make-up onto the Division Yard chips took the "Making up …" group out of the action
list, and everything that was not a car went with it: the heading naming the train and what its card
calls for, and the "no more cars" button. The nine cars the train could take WERE clickable on the
yard chips the whole time — nothing on screen said so, and the panel a player looks at was empty.
The panel is back, and now says where to click: *"Click a car in the Division Yard below to add it —
9 kinds it may take are highlighted there."* It carries the pass button when passing is legal, which
§7 allows only when the Division Yard is bare — "must make every effort to find a suitable car".
**The engine was never at fault.** 2065 New Train decisions across 60 campaign games, and not one
offered zero options; the pass/place pair covers the phase. The panel still words the third case
honestly rather than implying a button that is not there.
**Two guards, because the obvious one would not have caught it.** A menu-level invariant — every
option the engine offers must be reachable through something the menu exposes — passes on this bug,
because `makeUp.pass` was in the menu and correct all along. What failed was the page never reading
it. So there is also a coarse check that `main.ts` references every field the menu offers: a field
nothing reads is either dead or a control that has gone missing. Verified by putting the regression
back and watching it fail.
### Four reports from playing seed 775569289
**A curve was described as a turnout.** Both read "east-west track with a 45° leg", which is a
turnout — a road straight across the card plus a leg off it. A curve has ONE road: in from the east
or west edge, along the centre line to the frog, out at 45° through the middle of a north or south
edge, and **nothing runs past it**. Which is precisely why it may not be laid in the Running Track,
so describing it as though it had a through track contradicted the rule that stops you.
**A curve in hand showed no preview.** The shapes were read off the card's legal PLACEMENTS, so a
card with nowhere legal to go had nothing to draw — and that is exactly when a player most wants to
see what the piece is. They now come from the card itself, which is where they belong: what a piece
looks like does not depend on whether there is currently a square for it.
**"Realignment on Mainline card 3"** named a raw node index. It said nothing about which stretch of
the Division it meant or what it would do, and it had no tooltip either — because the action list
attaches one only when a label happens to contain an em-dash, which this one did not. It now reads
> Realignment on the Uncontrolled Siding — the second Mainline card west to east; converts it to
> Double Track
and any action naming a card falls back to that card's own description when its label carries no
explanation of its own. That was the actual complaint: the same card explained itself perfectly in
hand and said nothing in the action list.
**It offered only one Mainline card, and that was correct.** `REALIGNMENTS` converts Plains, Curves,
Uncontrolled Siding and Trestle; the Division on that seed is a Heavy Grade and an Uncontrolled
Siding, so only the second could be converted. The engine was right and the label was hiding it —
"Mainline card 3" gave no way to tell a considered restriction from a bug. Naming the card fixes the
report without changing the rule.
### The hand is the action surface, and the yard makes up the train
The action list reached **22 buttons**, and most of it was a cross-product. A card appeared in two
panels under two different models: as a *subject* under "Play a card from my hand", which then
highlighted squares on the board, and as one flat button per Department under "Discard a card from
my hand". Four cards times three Departments was **twelve buttons repeating the same three choices
four times**, about 290px of the list. Separately, making up a train offered up to ten buttons
reading "add loaded hopper", "add empty boxcar" — while the Division Yard sat on screen already
showing exactly those cars by type and load state.
Both are now on the objects already being looked at, using the pattern board placement always had:
**pick the thing, then pick where it goes.**
- **Every card in hand carries its own verbs.** `play` highlights the squares it may go on, exactly
as before; a card needing no square (an Office upgrade, a train, a maneuver) goes down in one
click. `discard` lights up the three Department piles as targets — they already show their top
card and their depth, which is precisely what you choose between.
- **A make-up car is picked off the Division Yard chip** that shows it. The loaded and empty counts
are separate targets, because a car of a type and a load state is exactly what the choice is.
- The action list keeps what is not about a card or a car: the Local Operations choice, drawing,
switching moves, the Freight Agent, and finishing.
**Measured over a full game of seed 430: the widest action list went from 22 buttons to 5.** A test
now walks the same game and fails if it climbs back above 8.
The rotation step stays where it was and is now the only thing the placement panel shows — the card
is picked in the hand and the square on the board, so a rotation is the one question neither of those
can ask. Its hover previews, added earlier, are unchanged.
### A note on the two replay viewers
`TODO.md` now carries an item to decide between them. The standalone `node src/sim/replay.ts` writes
a self-contained HTML file that nothing links to and that `.gitignore` excludes; the site reads JSON
saves from `public/replays/`. The standalone one carries the bot's decision trace and a timetable
panel, which is debugging material rather than something a player wants. No action taken.
### A replay now looks like the game it is a replay of
**"Extra slow" was there and did nothing.** The site's replay viewer builds its interval with
whatever the speed select held when play started, and nothing re-read it — so changing pace
mid-replay had no effect at all and the pace looked stuck. The standalone replay had always
restarted its timer on change; this viewer was missed. Both offer the same five paces, extra slow
through very fast, and a test now asserts they stay in step.
**The turn chart lived on one screen out of three.** Where you are in the Day — the five phases with
the violet "you are here" — was in `main.ts` alone, so both replays reported the Day and the phase as
two plain strings. The same position looked like a different game depending on which screen you were
on. It is now `sim/turnchart.ts`, shared exactly as the board renderers are: the playable page and
the site viewer import it, and the standalone replay embeds it by `Function.toString()` because it
is a single file with an inline script and cannot import anything.
**And the side panels were three against eight.** The viewer showed the Division, the Office Area and
the log; the play page shows those plus cards in hand, the Department decks, the yards, the blockers
and the facilities. A replay could not answer *"why is nothing moving?"* — which is most of what a
replay is for. `web/panels.ts` now renders all of them for both pages, and the duplicated CSS is gone
from `play.html`.
Three tests hold it there: both screens must call the same panel renderers, all three must use the
shared turn chart and none may keep a private copy of the phase table, and the two viewers must offer
the same paces.
### You could not rotate a turnout at all, and now you can see what you are laying
**The rotation was being thrown away before it reached the menu.** `actionGroups` drops duplicate
labels, and `describeIntent` for a card play said only `play right-hand turnout at (0, 1)` — no
rotation in it. So a turnout's two orientations produced the same label and the second was silently
discarded. The "choose a rotation" step existed and worked; it was never given more than one
rotation to choose between. The label now names the orientation, and both survive.
**And the buttons are pictures now.** Hovering a rotation draws the piece as it will land on the
board, and hovering the card itself draws every shape it could be laid as — which is how a player
sees a turnout has two orientations before picking a square at all. Rendered by `officeSvg`, the
board's own renderer, on a one-card board: the preview and the board cannot disagree about what the
piece looks like, and the rails come from the engine's `connectionsFor`, so a preview cannot promise
a shape the placement will not produce.
`Placeable.spots` carries the links for this. `data-tip-html` on the tooltip renders a figure above
the caption; it is only ever set from markup this app builds.
### Turnouts say what they do, and a curve may not break the Running Track
**"Right-hand turnout, stem east, through west, diverges north at 45°"** is three pieces of jargon
and a compass reading, and none of it answers the only question being asked: *if my train comes in
from over there, where can it go?* Turnouts now read
> allows traffic from the east to travel west or turn to the south
and curves
> carries traffic from the west round to the south
everywhere they appear — on the card in hand, on the placement it would make, and on the card once it
is down. §A.1's rule falls out of the same sentence rather than needing a shouty clause of its own:
a train coming the other way, from the through end or the diverging one, may only leave by the stem,
so the two roads never join.
**A curve laid in the Running Track dead-ends the main.** A curve has ONE road — from an east or west
edge round to its 45° leg — so a card of it standing in the running row stops the through route at
that square and cuts the Office off from its own Limits. Nothing forbade it, and the bot did it: an
early trace shows it laying a `ne` curve at (0,−1), turning the west end of its own Running Track
into a stub. Every card that may stand in that row now has to carry the road across it —
`carriesThroughTrack` — which straights, turnouts, Limits signs, the Office and industries all do.
Reported as `BREAKS_RUNNING_TRACK` rather than `NOT_CONNECTED`, because it is a different mistake:
the card would join perfectly well and would still leave the main stopping dead at it.
**The crossover is confirmed, both hands.** A turnout that *"allows traffic from the east to travel
west or turn to the south"* joins the one directly beneath it that *"allows traffic from the west to
travel east or turn to the north"* — the two 45° legs are one continuous rail across the card edge.
It already worked; it now has a test that says so in those words, along with its mirror built from
the other hand, the mismatched pair that must NOT join, and a crew actually running down through it
onto the parallel track.
**Measured, and worth flagging:** barring curves from the running row cost the bot a good deal —
districts 28.0 → 19.7 cards, facilities 2.23 → 1.85, revenue about 2.0 → 0.8. The rule is right and
the bot was partly living off an illegal placement. Two tests needed widening rather than weakening
as a result: the unload regression sampled three deals and now samples twelve (unloads still happen,
34 across a 40-deal sweep, just not on those three), and the canvas bounds test now holds a straight
as well as a curve, since a curve alone is offered only one square once the running row is closed to
it.
### The Crew Tray is a train, and a train must be made up to leave
**§8.2 was not checked at all.** A train could highball onto the Mainline engine-last with its
caboose in the middle. Now a train held at the Office is held until it is made up: the engine at an
end of the tray — pulling or pushing, both are real — and the caboose at the far end from it. The
check is deliberately direction-free, because what a train may not be is *broken-backed*, with the
engine buried among its own cars and some ahead of it and some behind. That state is only reachable
through switching: a train arrives made up and comes apart because the player took a cut onto the
nose or picked cars up in a run-around.
**`engineAt` was written and never maintained.** Cars taken onto the nose go AHEAD of the engine —
Appendix A: *"a train can pick up two cars and add them to the Crew Tray in order that they were in,
pushing them into the Facility"* — so the engine stops leading, and its recorded index did not
follow. It does now, and drops adjust it the other way.
**Setting out from the nose was missing entirely.** Appendix A uses the move in its own worked
example — *"Back up and drop off everything on the nose of your train (red and blue) on Card B"* —
and `switch.dropCars` could only ever take from the tail. Without it, cars taken onto the nose could
never come off, so an engine buried in its own train had **no way back to an end**: the first version
of the make-up rule stranded a train permanently in 6 games of 40, holding an A/D track for the rest
of the game. `fromNose` fixes it, and a cut is now guarded to come off an OUTER end only — lifting
cars from beside the engine would leave the far end of the train coupled to nothing.
The bot learned both remedies: dig the engine out when it is buried, and shed a misplaced caboose
when it is at a reachable end. Measured over 40 games: **106 make-up holds across 6 games → 13 across
1**, revenue 1.55 → 2.05. The one that remains is a caboose stuck mid-train, which genuinely needs a
run-around or a Small Yard — the game working, not a defect.
**A knock-on worth recording:** with cars now set out properly, the freight pipeline runs clean — 55
loads started and 54 completed across the 40-game sweep, with **zero jams of either kind**. The
regression test that asserted the bot clears a MEN|AT|WORK jam had become untestable, so §6.3's
unjam is now asserted directly against a constructed jam instead of hoping the bot stumbles into one.
It also checks that clearing the jam reopens the track, which is the point of it.
**You can see which car is where.** The board printed the first three characters of each car's
label, which for "loaded hopper" and "loaded boxcar" alike is `loa` — every car on the map looked
identical. The switching game is entirely about getting the RIGHT car to the right industry, so type
now reads by colour and by three letters (`box` `hop` `tnk` `rfr` `cch` `cab`), and loaded shows as a
filled slot against an empty one's outline — the same distinction the printed game makes with
coloured tokens.
### Operational Rail — a locked industry could be driven straight over
Checked the whole rule against Appendix A of `StationMasterPrototypeRules.pdf`, which defines it
outright: *"Operational Rail is any track card that a train can stop and leave Rolling Stock
(uncouple) on. Operational Rail is any track card with a train wheel icon on it."*
Most of it was already right, and the wheel icons in the rules diagrams confirm which cards carry
one. Straights, curves, industries and the Limits cards all do. The turnout does not, and the page
says so in words — *"Since there is no Operational Rail wheel icon, the train may not stop on this
card"* — so a train runs through one and may not stop or uncouple on it. Both already held.
**The Office is Operational Rail.** The Depot card in the diagrams carries a wheel icon and is drawn
as one of the green squares a Crew Tray may move to, and the Special Rules say *"While your Office
Track is considered Operational Rail, Rolling Stock may not be dropped off here."* So a train may
stop there and may not leave cars — which is what `canDropCarsAt` already did. Worth stating plainly
because it is easy to read the "no cars here" half as "not Operational Rail", and the A/D track
mechanic depends on trains being able to hold at the Office.
**The real gap was §9.3's lockout.** *"While ANY loads are in the MEN | AT | WORK track, the
industry's track is locked down... It loses its status as Operational Rail. No cars can be picked up
or dropped off, and no trains may occupy **or move on** it."* Losing Operational Rail status only
stops a train FINISHING somewhere — a turnout is not Operational Rail either and trains run through
one all day. Passage was never blocked, so a crew rolled straight over a locked industry and, because
coupling is automatic and mandatory, picked up the cars spotted on it on the way past. Those are
precisely the two things the safety lockout exists to prevent.
`isLockedByWork` is now separate from `isOperationalRail` for that reason: "cannot stop here" and
"cannot pass through here" are different properties and only a locked industry has both.
Covered by a new suite in `track.test.ts` that walks each card type against the wheel-icon rule,
asserts the Office may be stopped at but not unloaded on, asserts a turnout may be passed but not
stopped on, and asserts a locked industry blocks both stopping and passage — then reopens when the
work clears. It also checks the supply catalogue's `isOperationalRail` column against the rule, so
the data and the diagrams cannot drift apart.
### Industry cards: on a stub, one of a kind, and never both ends of a chain
From the sheet, the "Placed" column reading identically for all six industries — **"Straight, Stub
(not on Running Track)"** — and the "Lockouts" column beside it.
**An industry may no longer be built on the Running Track.** It was allowed and merely *warned*
about: the card text noted that a car left standing there would be hit by the next arrival. That is
a hazard, not a rule, and it let a player skip the district entirely and spot cars on the main line —
which removes the whole switching puzzle, since the point of a siding is getting a car down off the
main and back. `check` now returns `ON_RUNNING_TRACK`.
**No two of the same industry in one Office Area.** The sheet states this in the Freight House row,
which lists Freight House among its own lockouts; the catalogue had dropped that self-reference as if
it were a typo. It is a general rule, so it is enforced for every kind in `isLockedOut` rather than
repeated in all six entries.
**Producer and consumer of the same commodity stay apart.** Mine Tipple makes the coal a Power Plant
burns; the Refinery makes the oil it also burns; Packing Sheds fill the reefers a Grocer's Warehouse
empties. Build one end of a chain or the other, never both — which is what pushes freight to run
between districts instead of circling inside one. The pairs were already right; they had **no test
coverage at all**, and now have a suite that checks each pair in both directions, checks that
industries sharing no commodity may stand together, and checks the catalogue against the sheet
column so a change to it has to be deliberate.
**Measured, 60 solitaire Standard games:** 0 industries on the Running Track, 0 duplicates. Industry
placements fell from 3.84 a game to 2.23 and revenue from 2.87 to 1.35, because the bot builds
shallow districts and there are now far fewer legal squares. Not rebalanced — deliberately. The
counts, the industries and the track mix are all due a pass together once the rules are right.
One consequence worth naming: `flyingSwitch` stopped firing in the 60-game reachability sweep. The
rule is fine — `mainline-cards.test.ts` exercises it end to end on a hand-built siding — but the bot
no longer gets a crew next to an industry. It is exempted **by name** in that test, with the reason
written next to it, so the other forty-odd event checks stay live and deleting the line is what
proves the bot has been fixed.
### §6.2's reshuffle, and the Departments and Salvage Yard on screen
**The reshuffle existed as a fiction.** `events.ts` declared `{ type: 'deckReshuffled' }` and
`narrate.ts` had a line of prose ready for it — "Home Office deck ran out — Salvage Yard reshuffled
back in" — and nothing anywhere emitted or reduced it. `check` just returned `DECK_EMPTY`. A declared
event with narration written for it reads as an implemented feature to anyone grepping for one, which
is worse than an obvious gap.
Now real: when a draw takes the last card, the Salvage Yard and all three Department decks are
collected, reshuffled, and §4.6-4.7's opening is re-run — three cards turned face up as the
Departments, the rest face down as the deck. Cards played onto the board are **not** recovered; they
are on the table, which is where they belong. A game that has genuinely used everything still ends on
`DECK_EMPTY` rather than reshuffling an empty sweep.
The full shuffled order rides the event rather than being recomputed from `rngState`. A save is a
seed plus the intents, so events are never serialised and the size costs nothing — and an event that
states the outcome outright cannot drift from the reducer the way a re-derivation can. Covered by a
test that builds the same position twice and asserts the two decks come out identical.
**It has not fired in play yet, which is worth knowing.** Solitaire Short/Standard/Campaign end with
186.8 / 176.2 / 168.8 cards left of 243 and never ran dry across 60 games each; four-player Campaign
ends with 86.6 across 25 games. It is a safety net, not a live mechanic. It is not the case that the Departments
only grow — a player takes the top card of one as their draw as readily as discarding onto it, so a
Department can be drawn down and refilled from the Home Office deck. What the reshuffle guards is the
Home Office deck itself running out, which is possible whichever way the piles happen to be moving.
**The Salvage Yard is a pile like the others**, and now shown like them. It was already modelled as a
list; what it lacked was any presence on screen, which mattered the moment it became the thing that
comes back in a reshuffle. Watching it fill is the only warning a player gets that the deck is about
to turn over.
**All four piles now show their top card and their depth.** Each is drawn as a card with the pile's
name and a count badge on it, then the face-up card underneath. The depth is a count and not a hint:
only the top card may ever be drawn, so everything below it is out of reach, and choosing where to
discard is choosing what to put there.
### The Departments are decks, and you choose which one to discard onto
From the designer: *"when discarding from their hand, the player can select which department card
deck they want to place the discard on top of. Department card decks are shared across all players.
When pulling from a department card deck players may only pull the top card."*
The rules already said so and the code had read them the other way. §6.2: a discard is placed "face
up **on top of** one of the three Department slots", and a draw takes "the **top** face-up card".
Both phrases only mean something over a pile. Gap 4a had concluded the Departments were "three
face-up market slots fed from the one deck, not decks with their own contents"; that finding is now
marked corrected in `open-questions.md`.
**It was destroying cards.** `cardDiscarded` did `departments[toSlot] = cardId` — assignment, not a
push — so discarding onto an occupied Department annihilated the card already face up there. A closed
deck was quietly leaking. It survived because the only card-conservation test ran at setup and never
again; there is now one that counts after a full game, and one that asserts no id is ever in two
places at once.
**And the choice was invisible.** All three discards described themselves as `discard X`, and the
action list drops duplicate labels — so three genuinely different decisions collapsed into a single
button and the Department could not be picked at all. Discards now read `discard Freight House onto
Department 2, burying Brakeman`, and a draw reads `take Depot from Department 1, 3 buried beneath
it`. The browser shows each pile's top card with a `+n under` count, because a deep pile is where
cards have been put beyond reach and that is what a discarding player is choosing between.
**Refill timing changed with it.** §6.2 refills an *empty* Department from the Home Office deck. The
old code refilled after **every** Department draw, which was harmless when a slot held one card and
would now drain the deck into the piles. It refills only when taking the last card empties one.
**The bot got the strategy this opens up.** It used to take the first discard option, always
Department 1, burying whatever sat there — including the Depot it was waiting on. It now covers the
face-up card least worth keeping reachable, never one it would take, and breaks ties toward the
shallowest pile. Measured over 100 games: spreading discards **2.87** revenue, concentrating them on
the deepest pile 2.67, indifferent 2.67. Three piles offer three face-up cards, and piling onto one
of them leaves the other two showing whatever they started with.
In a competitive game the same call reads the other way round — burying a card a rival wants is an
attack rather than housekeeping — which is exactly why the choice belongs to the discarding player.
**Measured, 100 solitaire Standard games:** Departments hold 8.3 cards between them at game end,
deepest single pile 17. The Home Office deck ended with 176.6 of 243 and **never ran dry**, which
matters because §6.2's reshuffle — collect the Salvage Yard and all three Departments, reshuffle,
re-establish the deck — **is not implemented**. It has never been reachable in a 5-Day solitaire
game; it will matter for Campaign length and for four players. *(Implemented in a later entry.)*
### Track is a deck card, not a private supply
Reported by the designer: *"all track cards are included in the home office deck and are played from
there like any other card."*
The error is visible in the spreadsheet. `docs/Deck cards2.xlsx` has a column B headed **"Number in
Deck"** — 32 straights, 16+16 curves, 4+4 sharp curves, 16+16 turnouts, **104 cards** — and a LAST
column headed **"Track Per Player"** reading 8/4/4/1/1/4/4 = 26. The code took the last column as a
separate physical stack and wrote *"Track is NOT in the Home Office deck — this is the single biggest
structural change from the placeholder."* It is 104 shared among four players, not a second pile. The
sheet's own totals settle it: "Sum other 115", "Total track 104", grand total 231 — and 115 + 104 +
12 start cards is exactly 231.
**What went.** `TRACK_SUPPLY`/`TRACK_PER_PLAYER`, `OfficeArea.trackSupply`, the `track.lay` intent,
the `trackLaid` event, `protoTrackCard`, `TurnState.laidThisTurn` (the one-piece-a-turn cap, which
only existed because a private supply had nothing else bounding it), and the "Your Track Supply"
panel. `CardKind` for track gained a `hand`, because handedness is the diagonal and a track card
without one cannot say what it may be joined to.
Most of the plumbing was already there and dead: `checkPlay` had a `track` branch, `protoCard` had a
`track` branch, and the `cardPlayed` reducer already placed a track card with a rotation. Track had
been a card once, and moving it back was largely deleting the parallel path.
**The deck is 243 cards, of which 104 are track** — the largest category by some way, and the point
of the change: building a district is now paid for in the industry or train you did not draw, and a
three-card hand is the real constraint on how fast a railroad grows.
**Measured over 100 solitaire Standard games, against the same run with track as a private supply:**
| | private supply | in the deck |
| --- | ---: | ---: |
| deck size | 139 | 243 |
| district size | 28.5 cards | 28.0 |
| mean max depth off the main | 1.45 rows | 1.94 |
| turnouts / curves / straights per game | 7.6 / 7.2 / 3.4 | 5.6 / 7.4 / 5.6 |
| facilities placed | 4.56 | 3.84 |
| districts with a run-around | 70/100 | **29/100** |
| facilities on a run-around | 0.51/game | **0.18** |
| revenue | 5.80 mean | **3.05** |
**Revenue nearly halved, and that is the headline for the next decision, not a defect to paper
over.** A run-around needs a turnout, a matching curve, straights, a second curve and a second
turnout — all of the right hand, arriving in a three-card hand in a usable order. It used to be a
shopping list; it is now a draw. Two test floors were re-baselined against the measurement with the
old figure recorded beside them, deliberately set BELOW what was measured so they detect the loop
machinery breaking rather than endorsing 29%.
**Two bot fixes fell out of it, both real.** Track became an ordinary `card.play`, so the generic
"play anything placeable" fallback started dumping track on whatever square was legal — bypassing
`bestTrackLay`, which had already looked at the same piece and declined it. Measured: 26 of 60
districts ran the siding past the last column with a way up. A track card the scorer will not use is
a card to discard. And `arcsLeft`, which asked a supply that no longer exists, became `arcInHand`:
"have I got a curve of this hand?" is now a question about the hand, not a certainty.
**Still open, and now urgent.** The office counts are doubled (Depot 4→8, Station 2→4, Terminal 1→2,
Q12) and the industries tripled (Gap 12), both tuned by measuring a deck with **no track in it** —
25 of 100 games never drew a Depot and never escaped Whistle Post. Adding 104 cards dilutes every
draw by 43%, which is exactly what those multipliers were compensating for, so they are now either
badly needed or badly wrong and only a measurement will say which. `test/setup.test.ts` records both
departures and flags them for re-measurement.
### The placement labels described the mirror of the card they would lay
Reported as "I can't play a turnout north or south of an existing turnout". It was always legal — a
turnout under a turnout is a **crossover**, and it is how a siding gets a track running parallel to
the Running Track. The engine accepts left-over-left and right-over-right today, and the square was
offered and clickable. What was wrong was the words on it.
`rotationNote` in `src/web/game.ts` called `variantsFor(geometry)` **without the hand**. Hand is the
diagonal, so without it `variantsFor` answers for the left-hand card whatever you are holding. Every
right-hand turnout was offered as *"stem west, through east, diverges south"* — the exact mirror of
the card it would lay — and every right-hand curve named the wrong edge. The placement was always
correct and only the description lied, which is the kind of bug that survives a green test suite and
makes a working feature feel broken.
Fixed by threading `hand` through `rotationNote` → `variantLabel`, and covered by a test that walks
every geometry × hand × rotation and checks the label against `variantsFor`'s own answer.
**And a placement now says what it would connect to.** Two cards meeting at an edge is not a rail —
on a north or south edge their 45° legs must also share a diagonal — so "is this square legal" and
"does this piece meet the one I am aiming at" are different questions and only the first was on
screen. Spots now read `(-1, 1) — stem east, through west, diverges north at 45° · joins the track
above`, which is the crossover named outright.
### A New game button, instead of finishing the one you have
`start()` restores from localStorage on every load and the only "new game" button lived on the
game-over screen, so a game you no longer wanted followed you across reloads with no way out.
`New game` sits beside `Save replay` in the header. It confirms once past the opening Stage — the
save *is* the game, there is no undo, and the replay download is right there — then clears the save
and reloads. It drops any `?seed=` from the URL as well: leaving it would deal the same game again
and look like the button had done nothing.
### The track is 45° geometry, drawn from the printed cards
The prototype designer's feedback: **there are no north–south tracks.** Straight runs are always
east–west, the east–west line sits dead centre on the card rather than biased to the top, and a
turnout is an east–west through track plus a curved leg meeting the north or south edge at 45°, which
must line up with the corresponding leg on the card it abuts.
Measured off `docs/tracks.png` rather than inferred. Card grid lines at y = 15/164/314/464/614/764/
914/1064/1213 on a 2136×1397 sheet; rail centres at 89.5/236/–/–/689.5/839/989/1135.5/1288.5 — the
card's exact vertical middle, within a pixel, on every one of the nine rows. Cards are 259×150
(aspect ≈ 1.73). Every leg crosses the middle of its edge. Four shapes exist: turnout with the leg
off the west end, turnout with the leg off the east end, curve west↔south, curve east↔south, plus the
plain straight. Depot, Station, Terminal, Refinery, Freighthouse, Coal Tipple, Manufacturing and Town
are all plain east–west straights with **no diverging leg at all**.
**Slope is now part of adjacency.** Name the two diagonals after the pair of arcs that mate across a
horizontal card edge: `ne_sw` (port pairs {n,e} and {s,w}) and `nw_se` ({n,w} and {s,e}). An `sw` card
above an `ne` card is one unbroken rail; `sw` above `nw` is a V — both cards have the port, both legs
meet the same point on the edge, and they still do not connect. `joins(a, p, b)` in
`src/engine/track.ts` is the single adjacency test, and every `hasPort(nb, opposite(p))` in the
engine, the bot and the tests now goes through it. Leaving one behind reintroduces the V.
**Handedness is that diagonal.** A printed card has a back: it turns 180° but never flips. So a
straight has ONE orientation, and a curve or turnout has two — 0° sends the 45° leg south, 180° sends
it north, and neither changes diagonal. Left-hand reaches `sw`/`ne`, right-hand `se`/`nw`. That is
what makes the 4-left/4-right split of the curve and turnout supply mean something: a run-around needs
one card of each hand — a left turnout down, its matching left curve, straights along, a right curve
back up into a right turnout. `variantsFor` takes a `hand` argument for this reason.
**What went, and what opened.** `TrackAxis` and every `axis` field are deleted outright — there is
one axis now, and a one-valued field invites the old branching back; deleting it turned `tsc` into
the migration checklist. The Office's `e-s`/`w-s` stubs are gone, as are north–south facility
placements. Q7's "a district hangs below the Running Track" is lifted: a turnout turned 180° reaches
north, so `placementCandidates` and `adjacentFacilityCoord` no longer reject the rows above, and §9's
"nine nearby spots" really is nine. `legalIntents` offered six variants per placement per card; the
widest set is now two.
**The renderer draws the card rather than approximating it.** `RAIL` moves from 30 to `H/2`, and the
card widens from 132×96 to 166×96 to match the sheet's 1.73 — the aspect is not decoration, since the
frog where a 45° leg meets the through track sits `H/2` from the centre and a squarer card pushes it
almost to the edge. The fixed elbow at `(W/2, RAIL + (H-RAIL)/2)` is replaced by the real frog at
`(W/2 ± H/2, H/2)` and a segment at exactly 45° to the edge midpoint. That elbow sat *below* the rail
on the assumption everything diverged downward, so a leg reaching north was drawn as a hook that
dropped past the rail and came back up. Four tests in `test/web.test.ts` now measure the emitted SVG:
the through rail level and centred and spanning the full card, every leg at 45°, `ne`/`sw` on one
diagonal and `nw`/`se` on the other, and the leg crossing the edge at its midpoint. The enhancement
label moved above the rail, where it used to print along it.
**Measured, 100 solitaire Standard games, against the same run before the change:**
| | before | after |
| --- | ---: | ---: |
| mismatched 45° joints on finished boards | — | **0** |
| district size | 25.4 cards | 28.5 |
| mean max depth off the main | 2.38 rows | 1.45 |
| built above the Running Track | 0/100 games | 93/100 |
| straights laid | 1.01/game | 3.44 |
| districts with a run-around | 99/100 | 70/100 |
| facilities on a run-around | 0.82/game | 0.51 |
| revenue | 7.34 mean | 5.80 |
The shallower districts are intrinsic: no card joins north to south, so descending a row costs at
least two cards — the leg out, then a curve turning the run back east–west. Districts are now wide
and shallow, which is what the printed sheet and a real yard both look like, and the run along the
siding is straights, which is why the bot lays three times as many (13 of the 18 enhancement cards
need one).
**The revenue and run-around drops are honest, not a regression to chase.** A run-around costs more
pieces than it did, and the Office no longer offers a free way back up onto the main — it used to
carry `e-s`/`w-s` stubs, so every district had one guaranteed climbing point. Two bot heuristics were
tried against it and both rejected on measurement: preferring one side of the main changed nothing at
−4 and made things worse at −100 (62/100 run-arounds), and paying more for the second turnout that
closes a siding bought 86/100 run-arounds and 1.08 facilities on a loop but cost 9% of revenue
(5.80 → 5.25). Revenue is the game's own measure, and both structural floors in `test/sim.test.ts`
still pass, so neither shipped.
The bot is otherwise rewritten around the new geometry: `descendFrom`/`waysOff`/`reachableOffMain`/
`runAroundCells` take a side rather than assuming "below", the arc score asks `joins` instead of
reading the arc name, and `arcsLeft` is asked per hand — a left-hand turnout's leg can only be
continued by a left-hand curve, and a supply full of right-hand ones is no help to it.
### Q13 — a train that catches the one ahead runs into it
Answered, and implemented as option B: **collide on catching up**, which is the version that rewards
judging the gap.
§10 makes a Mainline collision the Superintendent's fault and removes both trains, and ABS Signals
exists to stop trains rear-ending each other — but §8.3's trigger list never named one and nothing
was implemented, so granting clearance was FREE: both trains survived, no penalty, and ABS Signals
protected against nothing. Now a following train that closes on the one ahead runs into it, and one
that never closes is fine, so clearance is a bet on relative speed rather than a formality. §2.1
divides the card into two regions, and sharing one is what "caught up" means. ABS Signals does what
it prints instead: the follower stops short and holds.
**Not on a card that prints "trains may pass".** The first version fired 0.41 times a game while the
bot never once granted clearance, which is the tell — those were all Double Track and Uncontrolled
Siding, cards that hold two trains because they HAVE two roads. Catching up there means going past,
which is what the card is for.
With that corrected the mechanic is invisible to the current bot, because it always denies
clearance. That is the right shape, and the teeth are real:
| Superintendent | revenue | rear-enders | ABS holds |
| --- | --- | --- | --- |
| always denies (the bot) | 7.34 | 0.00/game | 0 |
| **always allows** | **−5.13** | **2.20/game** | 19 |
So the bot's always-deny policy — a deliberate choice made when clearance was free and the
arithmetic only guessed at — turns out to be correct, and is now correct for a measured reason.
Tested deterministically rather than through the bot: two trains built onto one single-track card
with the follower closing, which collides whichever order the phase processes them in, and the same
pair again with ABS Signals to prove it holds instead.
### The engine has a place in the train, and the yards are visible
**The engine had a position the game recorded and never used.** `engineFront` was a boolean, written
in three places and read in none — so every consist was drawn as an anonymous row of cars. It is now
`engineAt`, an index into the consist, because a Crew Tray is an engine plus its Rolling Stock and
the engine may be PULLING (ahead of everything), PUSHING (behind everything), or in the middle doing
both at once. A boolean cannot say the third thing. Consists are drawn with `ENG` where it sits.
The engine is deliberately NOT one of the `consist` entries: §8.2 counts the consist as Rolling
Stock, and the four-car limit (§A.4) is a limit on cars, not on the locomotive hauling them.
**Both yards are now on the page**, by car type and split loaded / empty, with the Division Yard
outlined the moment it goes bare. This matters more than it did: the Classification Yard returns to
service only when the Division Yard is empty, so the supply genuinely runs down, and a game that
never showed either yard gave no warning at all.
It shows the pressure immediately. In a finished game the Division Yard held 30 cars — hoppers,
tanks and cabooses — and **no boxcars, coaches or reefers at all**, while 19 of them sat in
Classification unable to come back, because the Division Yard was not bare.
Crew Tray scarcity was already implemented and is left alone: a train with no free tray is held
(`trainHeld`), which is §7.
### The Classification Yard rule, from the source — and my guess was worth 2.4 Revenue it should not have been
Answered: used Rolling Stock is set out in the Classification Yard, used engines and cabooses go
straight back to the Division Yard, and **the Classification Yard empties only when the Division
Yard is bare** — then all of it returns at once.
That is a much harder rule than the one I invented. Returning cars at every DAY boundary keeps the
yard topped up continuously; this lets it run down to nothing and refill in one go, which is the
whole of the supply pressure the game is meant to have. Measured paired over 400 seeds:
my Day-boundary guess 9.67 the real rule 7.25
paired change -2.42 ± 0.49 (t -9.67) 235 of 400 seeds affected
So the +2.32 celebrated when the Classification Yard was first made readable was very largely an
artefact of getting the trigger wrong. The refill is now checked wherever a car leaves the Division
Yard, so it fires the moment the yard empties rather than at the next convenient tick.
**Poling is dealt zero copies** rather than deleted. Its effect is "TBD in the source", so there is
nothing to implement and a card that cannot be played is worse in a hand than absent from the deck.
The catalogue entry stays so the gap remains visible. Deck 140 → 139, solitaire 118 → 117.
**Heavy Grade orientation stays rolled from the seed**, and is now documented as temporary in the
code rather than only in TODO: the card says the player sets it, but it is dealt during setup and
setup has no decision point — `createGame` is a pure function of the seed, which is also what makes
a save portable.
**A counting question this raised, and could not answer.** A census of every holder of rolling stock
comes to 92 against the 80 dealt. That is not proof of duplication: `outboundBox`, `inboundBox` and
`menAtWork` all hold `RollingStock`, and stocking a green box takes a LOADED CAR out of the Division
Yard — so some of those objects are cargo in transit rather than cars, and nothing distinguishes
them. An accounting test was written and then withdrawn, because it could not tell the two apart.
Logged: until a load is its own type, "is any stock being created or destroyed?" is unanswerable.
### The freight figures were counting one half of freight
A measurement fix, not a game fix — but it is the instrument every balance decision is read from.
`rev.freightUnload` was assigned `eventCounts['unloadBegan']`: unloads STARTED, not Revenue EARNED,
and the two differ by every unload that never finished. `grossFreight` then used `freightLoad`
alone, so `freightShare` omitted the unload half outright. A completed load and a completed unload
each earn a point, on two distinct `revenueChanged` reasons.
The comment that stood there claimed "an unload scores through the same event as a load completion
in the reducer". It does not — `apply.ts` emits `freightUnload` separately. A comment asserting a
fact about code a few lines away, and wrong.
freight share of gross: 39% -> 49%
The harness now prints both halves. `strategyBuckets` counted "a scoring game" the same wrong way,
and so did the test guarding it — so a game that scored only by unloading was bucketed but not
counted, which is how the fix first showed up as a failure.
This matters backwards as well as forwards: the "freight is only 13-18% of gross" finding was read
from this number, and it is what drove the Gap 12 industry-density change. That decision was taken
against an instrument reading roughly 60% low.
### Turnouts that go nowhere — reported, confirmed, and mostly not the problem
Reported from two replays: of 8 turnouts off the Running Track, 2 formed a run-around, 2 served
industries and 4 went nowhere. Measured across 120 games, that holds exactly:
| what a turnout leads to | |
| --- | --- |
| part of a run-around | 30% |
| a stub, but serves an industry | 12% |
| a stub ending in bare track | 44% |
| **nothing below it at all** | **15%** |
**4.61 wasted turnouts a game.** Then three attempts to stop it, each measured paired over 400
seeds, and each WORSE than leaving it alone:
| attempt | paired change | |
| --- | --- | --- |
| no new way down while one leads nowhere | run-arounds → **0** | deadlocked: a run-around needs TWO ways down, and the second cannot be justified by what hangs off the first |
| first two free, gate the rest | **−0.84 ± 0.53** (t −3.08) | track spend collapsed 15.4 → 4.8 |
| forbid rail that butts an incompatible card | **−0.62 ± 0.57** (t −2.11) | |
The reason is that a turnout is not only a way DOWN. It is also a way UP, and both the east-west
extension and the closing arc are gated on one existing beyond them — so cutting the turnouts cuts
the places a siding can rejoin, and the sidings stop forming too. The apparent waste is optionality.
This also re-confirms, with proper statistics, a note left in the code by an earlier attempt.
### Rail that can never go anywhere
The one that did work, and only as a tie-breaker.
A port facing an EMPTY square is a promise: something may be built there later. A port butting an
OCCUPIED square whose card has no matching port is not — that square is taken, so the rail stops
dead and always will. Reported from seed 618682, where an arc came off a turnout with its far end
jammed into a curve that could not accept it. Measured: **28% of all pieces laid, 4.26 a game.**
Forbidding it cost 0.62 revenue a game. Applying it as a **tie-breaker on the distance score** —
never able to veto a piece, only to choose between two the heuristics rate equally — measured
**+0.43 ± 0.49 (t 1.74)**, with 108 seeds better against 67, and cut these from 28% of pieces to 7%.
Not significant on its own, but it is the only one of four attempts pointing the right way, and the
mechanism is sound.
**And it fixed the reported problem after all — sideways.** Re-running the turnout taxonomy:
| what a turnout leads to | before | after |
| --- | --- | --- |
| part of a run-around | 30% | **66%** |
| a stub, but serves an industry | 12% | 13% |
| a stub ending in bare track | **44%** | **2%** |
| nothing below it at all | 15% | 18% |
| **wasted per game** | **4.61** | **1.65** |
Bare stubs all but gone and run-arounds more than doubled, without ever refusing a turnout. Refusing
them directly had destroyed the run-arounds; declining to lay rail INTO a dead end leaves the bot
free to cut every turnout it likes and quietly stops it building the stubs. The remaining waste is
the last turnouts of a game, cut with no turns left to build beneath them.
Also added, and honest about it: a turnout is not cut when no arc remains to hang beneath it.
Measured at **0%** today — the bot lays the arc immediately after the turnout and never runs the
supply dry — so it is a guard against the supply changing rather than a fix for anything happening
now. Its test constructs the situation by draining the arcs.
### A source file git was hiding
Found while checking the above: **`src/web/replays.html` had never been committed.** `.gitignore`
carried `replay*.html` to catch the throwaway files generated at the repo root, and unanchored it
also matched a source page — the website's replay viewer. `git archive HEAD` confirms it: a fresh
clone does not contain that file, and `build-web.ts` copies it unconditionally, so the build would
have failed for anyone but this working copy.
The pattern is anchored to the root now (`/replay*.html`), which still ignores the generated files
and no longer ignores the source. A test asks GIT — not `.gitignore` — whether each source page
would survive a clone, because that is the actual question.
### Three places draw a game, and they had drifted
Reported from playtesting: the replay had lost its "extra slow" speed, and neither the sound nor the
auto-hide could be found. Both true, and the same cause — a game is drawn in THREE places and only
some of them had kept up:
| | speeds | sound | auto-hide |
| --- | --- | --- | --- |
| the playable page | — | yes | yes |
| the standalone replay file | 5 | yes | yes |
| **the website's replay viewer** | **3** | **no** | **no** |
The website viewer is its own implementation — it replays a save through the engine in the browser
rather than reading a rendered file — and it never got what the other two grew. It now has all five
speeds (extra slow through very fast), the sound, and the auto-hide, using the same shared `cuesFor`
and `playCue` as everywhere else.
Three tests hold them together from now on: the two viewers must offer the SAME set of speeds, all
three pages must carry the sound and auto-hide controls, and `replays.ts` may not ask for an element
its page does not have — the same total check the playable page already had, and the one that would
have caught this. Verified by removing a speed and a control and watching them fail.
### The published replays had stopped replaying
Both saves in `public/replays/` were dead. A save is a seed plus the intents, replayed through the
real engine — so it cannot describe a position the rules could not produce, and an intent that no
longer applies stops the replay rather than being forced. That is the safe direction, but it is
silent: `seed-202` got 42 intents into 360 before halting, and `seed-430` managed 4 of 338.
They were recorded before this run's rules work — Modifier hosts, the industry-to-car mapping, the
Classification Yard — so most of what they described is no longer legal. Replaced with three games
generated against the rules as they stand, each verified to replay every intent to the final Day:
| | |
| --- | --- |
| A winning run | 36 Revenue, seed 1038389 |
| A strong run | 32 Revenue, seed 618682 |
| Collisions | 10 Revenue and 27 smashes, seed 919604 |
The third is deliberately a bad game: a full Office is a collision, and it costs more than the
freight was worth.
This is the "save/restore is not version-aware" item in TODO doing exactly what it warns about. The
saves are cheap to regenerate, so the fix is not to freeze them — it is for a stale save to say so
instead of quietly ending early.
### The replay behaves like the game it is replaying
Sound and the district auto-hide were built for the playable page and the replay had neither, which
made watching a game back a poorer experience than playing it. Both are there now, and both are the
SAME implementation rather than a second copy:
- `cuesFor` decides what happened — a Stage ended, a Day turned, a train was built — and is imported
by the live game and called by the replay recorder, so the two cannot disagree about when a Stage
ended. Frames carry their cues.
- `playCue` decides what that sounds like. It was three module-level functions with a shared
`AudioContext`; it is now one self-contained function, embedded into the replay by `toString()`
exactly as the board renderers are. The context is parked on `window` because the embedded copy
has no module scope to keep it in.
**Sounds fire only when stepping FORWARD one frame.** Scrubbing across a hundred frames would
otherwise fire a hundred whistles at once, and stepping backwards would sound a Stage ending that is
being un-done.
Both default to the quiet, tidy setting: muted, and auto-hide on.
The replay's DOM stub had no `classList`, so the page threw while rendering rather than folding a
panel. It has one now — the same gap the playable page's stub had, and the same fix.
### Playtest fixes
**The end-of-line labels were cut to three letters.** "trains enter" and "trains leave" hang off the
ends of the route, and the canvas padding was sized for the buffer stops alone — so the west end read
"TER" and the east "tra". Padding now allows for the words.
**"End my turn" became "End Local Operations".** It ends the phase, and the old wording invited the
reading that it ended something smaller.
**The hand limit is a limit, not a toll on drawing.** Drawing a card set "you must now play one",
so a player who had already played two cards and drew back to three was still forced to spend one.
§6.2 is a hand LIMIT — "reduce his hand to no more than three cards", four with a Red Flag — and
that is now the only thing that blocks the end of a turn. It is derived from the hand at each
render, and a test asserts the page and the engine never disagree about whether the turn may end.
The engine removes `draw.end` outright when the hand is over the limit, so the page draws a disabled
button naming the reason rather than silently offering no way out.
**A train now says what its card calls for.** Reported on seed 22222: Extra X22 offered a caboose
and nothing else with no reason given. The rules were right — "Pee-Dee" is a per-diem train whose
consist is one caboose and no cars, and §8.2 forbids the wrong cars however few are carried — but
the screen never said so, which reads as a broken game. The New Train header now names the train and
its consist: *Making up Extra X22 "Pee-Dee": its card calls for 1 caboose — Per-diem train. May only
pick up MTs.*
**The auto-hide control said what the panel was doing, not what pressing it would do.** "auto ·
folded" reads as a status line and was missed; it now reads "auto-hide: on — click to keep open",
and looks like a control rather than a caption.
**The whistle is twice as long,** and sound now defaults to OFF.
### A legal move you could not click
Reported from playtesting: laying a straight offered three places in the list and highlighted one on
the board.
Empty squares were drawn by a separate `ghostSvg` and spliced into the SVG afterwards. It computed
its origin over cells PLUS the offered spots, while `officeSvg` sized itself over cells alone — so
the two disagreed the moment a legal square lay outside the played cards, which is every square that
would EXTEND the district. Reproduced on seed 555: three placements offered, the empty one drawn at
y=99 on a canvas 103 tall, i.e. off it entirely.
`officeSvg` now takes the ghosts and sizes itself over both, so there is one origin and one canvas,
and `ghostSvg` is deleted rather than fixed — a second coordinate system was the bug, not a detail
of it. It was also imported by the replay and never called there.
A test walks six seeds and asserts every square the menu offers has a target drawn inside the
canvas: 129 squares across 47 placeable subjects. It fails on the old code with the exact
coordinates above.
### The railroad, heard
A whistle at the end of each Stage, the grade-crossing bell at the end of each Day, and the
conductor when a train is built. **Off by default** — everything here is synthesised rather than
recorded, so it is a placeholder for real audio and a playtester who did not ask for noise should
not get any. One click in the title bar turns it on, and that click doubles as the gesture browsers
require before audio may start.
**Synthesised, not sampled**, and that is a constraint rather than a preference: the site is a static
folder that fetches nothing — there is a test asserting no page reaches an external host — so audio
would have to be committed to the repo, and a plausible whistle is not something to invent. A real
steam whistle is a CHORD of several chambers slightly out of tune with each other plus the breath of
the steam, which three detuned partials and a band of filtered noise get most of the way to. The
bell is inharmonic partials struck twice, which is what separates a bell from a beep.
**"All aboard" is speech, and speech cannot be faked with oscillators.** `speechSynthesis` is built
into the browser, needs no asset and works offline, so it says the words; where the platform has no
voice installed a two-note conductor's call takes its place rather than nothing happening.
The model names WHAT happened — a Stage ended, a Day turned, a train was made up — and the page
decides what that sounds like. A Day boundary rings the bell only: both would collide, and the bell
is the bigger event. The first Stage of the game announces nothing, because a Stage beginning is the
previous one ending and there is no previous one.
Counted against the clock rather than trusted: over a full game, 60 Stage boundaries produced 55
whistles and 5 bells, and 5 Days produced 5 bells.
### Regions, drawn from what the crossing already cost
§2.1 divides a Mainline card into two regions and §8.2 moves a train one region per Stage. The
engine had replaced that with `crossingStages()` — `implications.md` records it plainly: "The
`Region` model is gone" — because ten card types with real speeds cannot be expressed by one region
a Stage. Both `REGIONS_PER_MAINLINE_CARD = 2` and `entryPoints` survived as dead constants.
The map draws regions again without reinstating the mechanic, because the printed cards say how:
they carry **Start positions**, so a train with Brakemen *enters further along the card*. That is
the same fact as "takes a Stage off the crossing", in different coordinates. So position falls out
of what the engine already knows:
entry = REGIONS - stagesTotal position = clamp(entry + elapsed)
| crossing | drawn as | |
| --- | --- | --- |
| 1 Stage (a 60 card) | enters at region 2, gone next Stage | the printed Start position |
| 2 Stages (a 30 card) | region 1 → region 2 | **§8.2 exactly** |
| 3 Stages (slow train) | region 1 → region 1 → region 2 | fixed distance, slow train |
`entry` is deliberately allowed to go negative and only the final position is clamped: that keeps a
slow train's extra Stage at the START, where being slow shows. Clamping the entry instead parked it
at the exit, reading as a train that raced across and then waited — which is what the first version
did, and what the test now forbids.
`Transit` gains `stagesTotal`, set on entry. State, not rules: nothing reads it to decide anything,
so the bot and every balance figure are untouched, and a save is a seed plus intents so there is
nothing to migrate. It cannot be recomputed later — a modifier played onto the card mid-crossing
would change the answer and make the train jump backwards.
Division Points draw one region, the queue. Running Track cards inside a district draw none: a crew
moves there by Moves, not Stages, so it occupies a card outright.
### The Division map shows the whole route
The map drew one box per node, which collapsed each player's entire district into a single "Office"
tile — so the track a train actually runs along was invisible on the only view that shows where
trains are.
An Office now expands into its **Running Track, Limits to Limits**. That is the right cut rather than
a compromise: the through route IS the Running Track, and everything hanging beneath it is secondary
track a crossing train never touches. Sidings, industries and the load pipeline stay in the district
view, which is where they can be read.
West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
**Trains are shown wherever they are.** On a Running Track card, on a Mainline card, queued at a
Division Point. A crew working BELOW the Running Track has no position on the through route, so it
is reported against the district — "2 switching below" — rather than drawn somewhere it is not.
Projecting a siding onto the through line would be a lie the map cannot support.
**Seating.** Players sit around a table, so the route is laid out the way they do: one row alone,
two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop —
trains enter at one Division Point and leave at the other — so the shape is deliberately left open,
with buffer stops at both ends and the gap labelled "trains enter" and "trains leave". Closing it
into a ring would promise a connection the rules do not have.
Layout is geometry with no visual feedback loop, so it is tested rather than eyeballed: for 1, 2, 3
and 4 players no two cells may overlap and none may fall outside the canvas.
### The district folds itself away
Auto-focus. The district is worth its vertical space during the phases that change it — Local
Operations and Cargo — and not during New Train, Mainline or Supervisor Shift, where the Division
map is what matters. Folded, it leaves a summary line rather than vanishing, because a panel that
disappears entirely reads as broken.
A manual toggle overrides it and stays put. This is DISPLAY state and never game state: two players
at the same table may reasonably want it set differently.
### The replay was storing the same things over and over
Halved, near enough: **3415 KB → 1877 KB** on a 735-frame game.
The TODO said to carry `links` forward. Measured first, that would have bought 5% of the `cells`
payload — `cells` is 62% of the file, and inside it the cost is elsewhere:
what 32% of cells long prose, identical on every turnout in the district
facility 24% of cells the SAME object already serialised in the frame's `facilities`
identity 26% of cells row/col/kind/label/running/links, fixed once the card is laid
So all three are interned. A card's identity and its description are written once for the whole
recording and referenced by integer, and a cell points at its facility instead of carrying a second
copy of it. What stays per-frame is what genuinely changes: the cars standing there, the crew, and
any Enhancement laid on the card.
`rehydrateCells` is exported and emitted into the page by `toString()`, the same trick the two board
renderers use — a second copy inside the page's inline script could drift from the packing and the
symptom would be a board drawing the wrong cards rather than an error. The round-trip test runs that
exact function over every frame, resolving nulls the way the page does.
### Rolling stock was leaving the game
Four things were tried against bot revenue. **One of them was worth more than everything else in
this changelog combined, and it is the one that had been ranked third and predicted not to matter.**
**The Classification Yard was write-only.** Seven places pushed cars into it — retired trains,
collisions, unjams, set-outs — and nothing in the engine ever read it. Rolling stock drained one way
out of the game: 30 cars dead by the end of a game, **37% of the 80 dealt at setup**. Gap 2c says
engines and cabooses return to the Division Yard and everything else to Classification; the
recovered rules never say how Classification empties.
**ASSUMPTION, flagged rather than derived:** sorting cars for redistribution is what a
classification yard is for, and a Day is its natural cycle, so they now return at the Day boundary.
This is a rules decision that wants confirming against the source.
Paired over 400 seeds: **+2.32 ± 0.52, t = 8.79**, 194 seeds better against 44. Revenue 6.70 → 9.02.
Why it was mis-ranked is worth recording. The Division Yard does not run *dry* in five Days — 16.6
loaded freight cars remain, empty in 2 games of 100 — so it was reasoned that supply could not be
binding. The aggregate was never the point: what starves freight is not having the RIGHT commodity
at the moment a green box needs stocking, and returning classified cars keeps the mix alive.
### Three things that did not work, kept because the measurement is the result
Measured paired over the same 400 seeds, which is the only way to see effects this size.
**Capping the draw option: worth nothing.** 62% of all Local Operations actions went to drawing and
12.6 of 29 cards drawn were discarded, so a draw into a full hand converts straight into a discard.
Refusing it: **-0.10 ± 0.13**, and 379 of 400 seeds byte-identical. The branch almost never fires.
**Pairing the two halves of a load: worth nothing.** Sampling every outbound industry at every
loadUnload phase, 76% of the time it had NEITHER a stocked green box NOR a spotted car, and only 5%
of Stages had a single workable facility. Letting the bot switch for a stocked box without waiting
for a train at the Office changed nothing measurable — folded into the -0.10 above. The diagnosis
was right and the prescription did not address it: there is usually nothing to switch.
**Waking a dead branch made things worse.** `chooseLocalOption` tested
`options.some(i => i.type === 'mainline.modify')`, but that intent requires `s.turn.option === 'draw'`
and the test runs while the option is still null — `legalActions` had already filtered it out, so the
branch could never fire and never had. Rewriting it to check the hand cost **-0.64 ± 0.32
(t = -3.90)**, 104 seeds worse against 35. Its comment claimed the value compounds like a train
card's; it does not. The branch is now deleted, with the measurement in its place.
**The Enhancements other than Interlocking are worth exactly nothing** — and cost nothing either:
**-0.01 ± 0.41 (t = -0.04)** when the bot is forbidden to place any of them. Left as they are; there
is nothing to gain by restricting them. Note the first attempt at this experiment showed 0/400 seeds
changed, which was the experiment failing rather than the answer: a `card.play` fallback with no
placement filter was still placing them.
| | before | after |
| --- | --- | --- |
| revenue (200 games) | 6.7 | **8.7** |
| wins | 6.5% | **12%** |
| freight loads | 2.8 | 3.2 |
| cars dead in the Classification Yard | 28.4 | **~0** |
### A Running Track with nowhere to put an Enhancement
Every penalty in the game has one cause. Across 100 games, all 48 were `collision: no free A/D
track` — 2.70 revenue a game, **27% of gross**, concentrated in about a fifth of games and
responsible for the −47 tail.
The rules already answer it. Interlocking prints "may stop an inbound train on the Limit Track", and
`advance.ts:621` holds the train at the Limits instead of colliding. **It had never once been
placed.** Nor had any train ever been held at the Limits.
The reason was structural and nothing to do with Interlocking. The bot builds minimal two-arc
run-arounds — an `ne` arc meets an `nw` arc directly — so it never needed a straight and laid none:
**0.00 straights on the Running Track across 100 games.** Interlocking, Water Column and Telegraph
all require one; Yard Office and Small Yard want a Secondary Track Straight; Telephone and Radio
chain off Telegraph. Thirteen of the eighteen Enhancement cards that go on the board were
unplayable. They were drawn 3.78 a game and placed 0.64.
`bestTrackLay` now scores one straight onto the Running Track. Enhancements placed went 0.64 → 3.01
across nine types where only Overpass had ever appeared, and Interlocking now reaches the board in
about a quarter of games.
**On whether it pays — measured properly, and the answer is qualified.** Revenue per game has a
standard deviation of ~9, so a 100-game run carries roughly ±1.0 of noise. Run against the same 400
seeds, paired:
| | without | with |
| --- | --- | --- |
| revenue | 5.99 | **6.70** |
| collisions cost | 2.70 | **1.91** |
| worst single game | −47 | **−24** |
| most collisions in a game | 10 | 6 |
| wins | 5.3% | 6.5% |
Paired per-seed the change is **+0.70 ± 0.74 (95% CI), t = 1.87** — not significant on its own. And
154 seeds improved against **165 that got worse**: the mean gain comes from removing catastrophes,
not from making a typical game better. What justifies keeping it is that the mechanism is measured
directly and accounts for the whole effect — collision cost falls 0.79, and revenue rises 0.70.
**A correction to the numbers already in this file.** The per-100-game revenue figures reported for
the earlier changes carry the same ±1.0 noise, so the individual steps (5.0 → 6.0 → 6.5) were stated
more precisely than the sample supports. The cumulative move from 3.2 to ~6.7 is far larger than the
noise and stands; the individual increments should be read as indicative only.
### The bot was throwing away its own freight
**Routing turned out not to be the problem, which is why it was worth measuring first.** Of 1650
drops across 100 games, 940 (57%) landed on a facility that wanted the car and **zero** landed on
one that did not. The crew makes 9.4 correctly-targeted drops a game; the one-move-only destination
test costs nothing measurable. "70% of waiting loads have nothing spotted" was a misleading signal —
the cars arrive.
Following the freight from the other end found the leak. Loads were being **destroyed**:
stockToOutbound 9.45/game
loadStarted 2.71/game
facilityUnjammed 3.10/game from outbound <- healthy waiting loads, discarded
`facilityUnjammed` from `outbound` splices the load out of the green box and pushes it to the
classification yard. That load cost a Local Operations action to stock, so discarding it is strictly
negative — and the bot did it more often than it started a load.
**Two fallbacks meeting, and the root cause is a familiar one: two rules for one act.**
`canStockProductively` decided the Freight Agent option was worth taking if a matching empty car was
spotted. The engine's `stockOutbound` additionally requires a **loaded car of that commodity in the
Division Yard** — which the predicate never checked. So the option was chosen believing a box could
be stocked when none could; the follow-through then found nothing stuck, nothing to clear and
nothing stockable, and fell through to "clear whatever is stuck" with nothing stuck.
Fixed by making the predicate ask the same question the engine does, by no longer using Freight
Agent as the idle default (switching at worst moves the crew toward the Office, which a train must
reach to depart at all, §8.1), and by ordering the last-resort unjam by what it costs to lose —
MEN|AT|WORK first, then the red box whose Revenue is already banked, and the green box last.
| | cars fixed | freight kept |
| --- | --- | --- |
| loads discarded from a green box | 3.10 | **0.00** |
| revenue | 6.0 | **6.5** |
| wins | 5/100 | **8/100** |
| trains scheduled | 3.0 | 3.4 |
| cards played | 16.6 | 19.3 |
**The gain is development, not freight.** Loads started held at 2.70 and freight revenue at 2.6 —
the recovered Local Operations actions went into drawing and switching rather than into the freight
chain. Green-box stocking fell 9.45 → 6.34 because the bot no longer stocks boxes it cannot serve.
The regression test asserts outbound unjams stay at zero *and* that genuine MEN|AT|WORK jams are
still cleared, so gutting the fallback would not pass it.
### Half the industries never asked for a car
Freight had not moved through two rounds of fixing the district, and this is why: **three of the six
industries were invisible when the bot chose what to put on a train.**
`wantedCars` consulted a hand-written `industry -> car type` switch that had drifted from the sheet.
It named `produceShed` and `oilRefinery` — neither is an industry — and omitted `freightHouse`,
`refinery` and `packingSheds`, which are. An industry it could not name returned null and was
skipped entirely, so it never requested a car. The Refinery is the only source of tank traffic, so
tank cars boarded a train 0.07 times a game and were **dropped by a crew zero times in 100 games**,
while 23 of 79 waiting loads sat at an industry that wanted one.
It now derives the commodities from `INDUSTRY_PROFILES`, which is the sheet. The switch is deleted
rather than corrected — a second copy of the mapping is the bug, not the values in it.
**A second, narrower collapse.** `facilityCarType` returned `carTypes[0]`, so the second commodity
of a two-commodity industry was unreachable: a Power Plant burns coal OR oil, a Grocer's Warehouse
receives dry goods OR perishables. `facilityCarTypes` (plural) now returns the full set, and the
bot's spotting and switching checks accept any of them.
Worth stating precisely: the engine's `WRONG_CAR_TYPE` gate was corrected to use the full set too,
but that changes nothing today — both two-commodity industries are inbound-only, so
`freightAgent.stockOutbound` rejects them before the commodity is examined. That fix is latent. The
measured gain is entirely the bot side.
| | facilities fixed | cars fixed |
| --- | --- | --- |
| revenue | 5.0 | **6.0** |
| wins | 1/100 | **5/100** |
| freight revenue | 1.3 | **2.6** |
| freight share of gross | 25% | **37%** |
| loads completed | 1.27 | **2.60** |
| tank cars dropped | **0.00** | **0.62** |
| reefers dropped | 0.04 | 0.67 |
Both regression tests were checked against the bug they guard: restoring the stale map fails the
tank assertion, and collapsing `carTypes` to its first entry fails the profile assertion.
**Still 70% of waiting loads have nothing spotted at all.** The commodity mix is right now; the
volume reaching the industry tracks is not. That is a routing question — which facility the crew
takes a car to — rather than a car-choice one.
### Putting the industries on the siding
The run-arounds were being built and the industries were somewhere else — facilities sitting on one
stayed at **0.00 a game** even at 91 districts in 100 with a closed loop. The cause was blunt:
facility placement was `options.find(i => i.placement !== undefined)`, the first legal square the
generator happened to list, unscored, while track laying had sixty lines of scoring beside it.
**Facilities are now scored**, on the thing that decides whether a crew can serve them at all: a
placement in line with a siding still being built becomes part of the loop itself (its own through
track is a segment), so the crew reaches it from either end and can pass its standing cars (§A.5).
Merely touching reachable track is worth less; the Running Track is a penalty, because a car left
standing there is hit by the next arrival (§11.2).
**A second bug surfaced immediately, and it is the interesting one.** Scoring facilities onto the
siding row sent run-arounds *down*, 91 games in 100 to 36 — the industry took the square and the
loop stopped closing around it. `runsAcross` tested the card's KIND ("a track straight running
east-west"), so an industry standing in the line read as a dead end and the run refused to extend
through it. It now asks the card's PORTS instead. A Facility carries its own rails (§11.2), and so
do the Office and a Limits sign; what matters is whether a port faces this way.
The reachability walk is now shared between track laying and facility placement rather than written
twice — two copies would eventually disagree about whether a district connects, which is the one
thing both decisions rest on.
| | before sidings | sidings fixed | facilities fixed |
| --- | --- | --- | --- |
| facilities on a run-around | 0.00 | 0.00 | **1.08** |
| games with a run-around | 0/100 | 91/100 | 71/100 |
| revenue | 3.2 | 4.1 | **5.0** |
| collisions | — | — | 0.4 (was 0.6) |
| track pieces spent | 19.5 | 16.1 | 13.6 |
Run-arounds fall from 91 to 71 because facilities now compete for the siding squares — which is the
trade being made deliberately: a loop with an industry on it is worth more than an empty one.
**Freight did not follow.** Loads completed 1.42 → 1.27 and freight's share of gross 31% → 25%; the
revenue gain is passengers and fewer collisions. Of facilities holding a load, 77% still have
nothing spotted at all. The industries are now reachable and the right cars still are not arriving —
which is the car-selection problem in TODO, untouched by any of this.
### The bot was building stubs, not sidings
**Measured first: 0 run-arounds in 100 games.** A run-around is the engine's own definition of a
useful siding (`track.ts`) — double-ended, both ends reaching the main, and §A.5's facing-point move
is impossible without one. Every district the bot built was dead-end stubs, 3.86 of them a game,
plus 2.89 cards below the main that reached nothing at all. Before trusting a zero the detector was
handed a run-around built on purpose and found it from both ends.
**Three bugs, all the same shape: scoring on local form without checking it reaches anything.**
- The +12 rule was commented "close the loop back up to the main: the run-around is complete" and
only tested that a neighbour ran east-west — never that the card above had a south port to join.
The siding terminated in an arc pointing north into empty space. It now requires a way up above,
asked of the engine's `hasPort` so the Office counts too; `divergesSouth` had looked for a turnout
and missed the one way down that is on every board. An arc's facing also decides what it meets —
`nw` joins west, `ne` joins east — so closing from the wrong side connected nothing.
- The east-west extension had no stopping condition, so the run went on past the last column it
could rejoin at, in 96 of 100 games. The loop then missed by one card.
- **`bestTrackLay` never declined.** This was the one that actually mattered, and the first two
fixes barely moved the overshoot without it: the function returned its best-scoring option
unconditionally, so once the useful squares were taken it kept laying track because track was
legal. Bonuses are now tracked apart from the distance score, and a piece that earns none is not
laid — the Stage falls through to playing a card instead.
Anchors also have to be reachable from the main now. A stranded east-west straight made both its
neighbours look like legal extensions, so a fragment joined to nothing grew in both directions.
| | before | after |
| --- | --- | --- |
| games with a run-around | **0/100** | **91/100** |
| track laid east of the last way up | 96/100 | **0/100** |
| track pieces spent | 19.5 | 16.1 |
| revenue | 3.2 | **4.1** |
| freight revenue | 2.6 | **3.8** |
| cars dropped | 11.6 | 20.9 |
| loads completed | 0.99 | 1.42 |
Two regression tests, both walking the district with the engine's own `exitsFrom` so they cannot
credit a connection §A.1 forbids: one asserts run-arounds get closed, the other that no track is
spent east of the last column with a way up.
**Still open.** Facilities sitting *on* a run-around: 0.00. The loops get built and the industries
are not on them, so the run-around is not yet paying for itself in freight — which is the next
thread, not a finished one.
### Freight, drawn where the work happens
**The load pipeline moved onto the card.** A load crosses green → `MEN | AT | WORK` → a spotted car,
and that journey *is* freight. It was drawn only in the side panel, so a Laborer action — the whole
of the freight game — changed nothing on the card the player was looking at. The squares now sit
under the track, which is where the printed cards put them and why they are printed at all. The
tooltip names the same thing in words: which square the load is on, and what the next Laborer action
does with it.
**A collision found while placing them.** `overpass` and `facingPointLocks` are placed `onCard`, so
they can land on a facility, and the enhancement label's baseline ran straight through the new
squares. The label moved into the gap between the crew tray and the pipeline; a test now asserts the
two do not overlap rather than trusting the two constants to stay apart.
### Teaching the bot to use a siding
**Nose coupling, which the rules had and the engine did not.** §A.3: "engines also have couplers on
the front end, so a train can pick cars up onto its nose". Coupling always appended to the back, so
which end cars landed on did not exist — and that is precisely what a run-around is for. Cars met
running FORWARD now couple in front, cars met BACKING couple behind, so the approach decides which
car is next off the tail:
running forward -> reefer, boxcar, hopper next off: hopper
backing up -> boxcar, hopper, reefer next off: reefer
The bot prefers a run-around to setting a car down, since it keeps the car — but only when the drop
can actually follow. Without that guard it ran the loop for its own sake (8 a game, 63 Moves), which
the shuttling regression correctly failed.
**A serious bug found on the way.** The `carsCoupled` reducer cleared **every card in the Office
Area**, not the ones the crew ran over — its own comment said "every card along the path" while the
code iterated the whole grid. One coupling anywhere deleted every standing car and every industry
track in the district, so loads worked over several Stages vanished when a crew picked up an
unrelated boxcar somewhere else. The event now names the cards it lifted from.
**A test replaced rather than relaxed.** "Under 60 Moves a game" started failing. That threshold was
calibrated when the crew coupled ~0.4 cars a game; it now couples ~8 and drops ~11, and a run-around
is *supposed* to cost several Moves. Counting Moves was always a proxy for aimlessness, so the test
now measures the thing itself — Moves per drop-or-coupling — which still fails when the bot is made
to wander.
| | before sidings | now |
| --- | --- | --- |
| revenue | 3.9 | 3.2 |
| freight | 0.9 | 1.0 |
| drops per game | 3.3 | **11.1** |
| couplings per game | ~0.4 | **7.9** |
Switching is transformed; revenue is not. The crew now does real work — roughly 4 Moves per
productive act, which is what running a loop costs — but that work is not yet converting into
Revenue. Where it goes next is an open question rather than a known fix.
---
## Board rendering, three-page site, curve geometry
Drawing the board as track, splitting the site, tooltips, and the curve fix.
### Board rendering
Two renderers in `src/sim/board-svg.ts`, chosen because they fail in opposite places:
- **Office Area** — the district stays a map. Cards on a grid with the rails drawn edge to edge, so
a join is rail meeting rail rather than two descriptions that happen to agree. The through rail
sits at a constant height on every card, which is the alignment the printed cards use.
- **The Division** — not a map but a queue of sections with hard capacities, so it is a dispatcher's
diagram: one line per track, `1 of 2 free` under each section, `no limit — trains queue` at the
Division Points.
Both are **self-contained** — no imports, no module-level helpers — because the playable app imports
them normally while the replay is a single HTML file with an inline script that cannot import
anything, and embeds them via `Function.toString()`. One implementation either way; a second copy
would eventually draw a different board from the same state.
Rails come from the engine's own `connectionsFor`, now exported. A drawn rail cannot claim a
connection the rules do not have — visible in that **Modifier cards draw no rails at all**.
Capacity, confirmed from the rules and now shown: Division Points unlimited, most Mainline cards 1,
Double Track and Uncontrolled Siding 2, Offices 1/2/3/4 by tier.
### Three pages
`index.html` is now a splash with two doors. The game moved to `play.html`; `replays.html` is a
directory.
**A replay is a save**, and a save is `{seed, history}`. The engine is deterministic and runs in the
browser, so re-submitting the same moves rebuilds the position exactly — **18 KB instead of 3.4 MB**,
about 190× smaller, small enough to email. A save that would describe an impossible position cannot
be replayed at all, because every step goes back through `applyIntent`; the viewer stops and says so
rather than showing a board the rules could not produce.
Static hosting cannot list a directory, so `replays/manifest.json` is generated at build time from
whatever is in `public/replays/`, with each file validated first.
### Tooltips
Reference detail is read once and printing it costs the space the board and action list need. A
single delegated tooltip (`src/web/tooltip.ts`) now carries card effects, action reasoning, and
facility state. Not the native `title`: that waits a second, cannot be styled, and never appears for
keyboard users.
### Curve geometry — the significant fix
A curve was modelled as a through track **plus** a diverging leg, which is a turnout. Consequences:
- Curves were **topologically identical duplicates of turnouts** — same connections, no distinction
beyond the sharp curve's 2-Move cost.
- Every diverging leg went south, so **no piece anywhere reached north** except an n-s straight,
which connects n↔s and nothing else.
- Therefore a district could only ever be a **vertical column**: no siding, no parallel track, no
run-around, no second turnout back to the main.
The printed cards (`docs/tracks.png`, rows 3–4) show a curve as a single arc from edge to edge with
no through track. A curve is now a **two-port arc**, rotatable to `ne`/`nw`/`se`/`sw`. A sharp curve
is geometrically identical and costs 2 Moves. Turnouts keep §A.1 unchanged — a two-port arc has no
third port, so the absent-edge rule cannot apply to it.
Verified through the engine, not the types: a crew leaves the main at a turnout, runs a siding
parallel, and rejoins at the far end.
### Measurements
| | revenue | freight | sidings built |
| --- | --- | --- | --- |
| before | 4.1 | 0.5 | impossible |
| geometry only | **3.9** | 0.9 | possible, not sought |
| bot builds sidings | 3.3 | **1.1** | **59/60 games** |
Freight more than doubled and the harness recorded **its first win**, but overall revenue is down
from geometry-alone and the bad tail worsened (−29 → −59).
Capping turnouts at one or two measured **worse** (revenue 2.5, freight 0.6) — more ways off the main
means more industries the crew can reach, and that beats a tidy Running Track. The uncapped version
stands, with that measurement recorded at the code.
**The bot builds sidings but does not exploit them.** It pays about 20 of its 26 track pieces for
them while its switching logic still sets out dead weight on a spur rather than planning a
run-around. That is the next piece of work and where the revenue should appear.
---
## Earlier commits
Recorded from memory of the work rather than written at the time; detail thins going back.
### `f00255c` — more fixes and tweaks
Card descriptions on every card in hand and every face-up slot, the three Local Operations options
explained, the objective and pace in the header, and rotations named in words rather than
"rotation 2". Build stamp added (version, git SHA, `-dirty` for an uncommitted tree) because nothing
tracked what was deployed. Extra X22 was **not** a bug — a per-diem train whose card calls for a
caboose and nothing else — but "loaded caboose" was.
### `d1f689d` — name the caboose, the train and the Running Track hazard
`maneuver.redFlags` was labelled "Red Flags on tray3": the earlier tray-id fix checked the history
log, and the action list was a surface it missed. An industry on the Running Track does not block
traffic (§11.2 gives it rails) but a car left standing there is hit by the next arrival (§10).
### `dd300ac` — fix caching, Limits placement, and explain the board better
The first deploy served a fresh `index.html` against a **cached** `main.js`, which threw
`missing element: target` and never started. Every module import now carries the build tag. The
Limits fix was half-done: the sign could move, but nothing forbade building past it, so one straight
at (0,2) produced `limits · Whistle Post · limits · straight · limits`.
### `2eca9de` — playable browser build
The solitaire game as a static site, proven to need no server: full games run with every Node global
replaced by a throwing stub. Train cards stopped accepting a board placement — seed 555 had offered
Extra X15 at six squares with six rotations, all identical.
### `160190d` — the bot's reasoning in the replay
Decision panel showing what the bot chose, why, and every option it passed over, with the reasons
reported by the bot itself rather than re-derived by the viewer.
### `d261ad7` — parking trains, freight deadlock, Whistle Post lock-in
Three faults found by measurement rather than failing tests. Trains parked because `destinationsFor`
computed reverse as `facing === 'e' ? 'w' : 'e'`, so a crew facing south reversed to east — a port a
north-south card does not have. Freight ran at a **3% load completion rate** because a load started
with no spotted car parks on WORK and locks the industry track, blocking the very car that would
clear it. Office density doubled after 25 of 100 games never drew a Depot and never escaped a
one-track Whistle Post.