8.2 KiB
8.2 KiB
Station Master — Glossary
Every defined term, alphabetized for lookup. The core comes from the Definitions section of
rules-v0.1.md (§2); terms introduced by gap decisions carry their rules-v0.2.md section. The
"Where" column points at the defining section.
| Term | Definition | Where |
|---|---|---|
| A/D (Arrival/Departure) Track | Short sidings in front of your office where trains arrive and depart from. A train at an Office occupies one A/D track. If a train arrives and no A/D track is available, it is a collision. | §2.1, §8.3 |
| Caboose | Red rolling stock, for the conductor and switch crews. Returns directly to the Division Yard when used. Counts toward the Crew Tray's four-piece limit. | §2.2, §A.4 |
| Classification Yard | Where used Rolling Stock is placed. When the Division Yard empties, everything here moves back to it. | §2.2 |
| Coach | Passenger rolling stock (blue = loaded, white = empty). | §2.2 |
| Consist | A collection of Rolling Stock (cars) in a Crew Tray. Order is significant. | §2.2, §A.3 |
| Control Point | An Office where trains are reported in to the distant (NPC) dispatcher — Division Points, Depots, Stations, Terminals. Whistle Posts are not Control Points. Denoted by a train order signal on the card. | §2.1 |
| Crew Tray | The canoe-shaped holder containing the train pieces. Must always hold an engine; may hold at most four Rolling Stock, cabooses included. | §2.2, §A.4 |
| Day | A series of twelve Stages. | §2.4 |
| Departments | Three face-up slots beside the Home Office deck from which cards may be drawn and to which they may be discarded. Fed from the one deck, not decks of their own. | §2.6 |
| Dispatcher | The imaginary (NPC) person running the railroad and granting rights to trains to operate. | §2.6 |
| Division | Your company's tracks connecting the Eastern and Western Division Points. May represent hundreds of miles and several Offices. | §2.1 |
| Division Point | Where your railroad ties into other railroads. There is an Eastern and a Western Division Point. | §2.1 |
| Division Yard | A table-top pile of Rolling Stock. Cars for cargo, passengers, or trains are selected from here. | §2.2 |
| East | The player's right. | §2.4 |
| Engine | The engine piece. May pull cars, push cars, or both. Has couplers on the front end. | §2.2, §A.3 |
| Extra Platform | Modifier card: +1 green and +1 red slot at a Passenger Facility. | §12.5 |
| Extra Train | A one-and-done train; its card returns to the Salvage Yard on completion. Head-on card image, so the drawing player picks its direction. Numbered with an "X" prefix; the following number gives its seniority, and it yields to the Timetabled train of that number. | §2.3, §8 |
| Facility | A business which loads/unloads cargo and freight. | §2.5 |
| Freight Facility | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
| Freight House | Not a card — the collective term for a freight facility permitting both directions, namely the Grocer's Warehouse and the Oil Refinery. | §9.3, §12.5 |
| Highball | When a train holding at an Office automatically departs. | §2.4 |
| Home Office | The primary face-down deck cards are drawn from. 52 cards. | §2.6, §12.1 |
| Hopper | Coal rolling stock (brown = loaded, white = empty). | §2.2 |
| Inbound box | A red box holding all just-unloaded freight/passengers of the designated type. | §2.5 |
| Junction stub | The diverging connection printed above and below every Office card's track, allowing Secondary Track to branch from the opening Stage. A plain connection — §A.1's turnout directionality does not apply. | §11.3 |
| Laborer | A blue man-icon; works cargo. Usable once each per Stage. Four Laborer-actions complete one load. | §2.5, §9.1, §9.3 |
| Limits | The sign east and west of your Office that denotes the limit of your control area. Moves outwards as your Running Track expands. | §2.1, §11.2 |
| Loading Dock | Modifier card: +1 green Outbound capacity at a Freight Facility. | §12.5 |
| Mainline Card | Tarot-sized cards representing roughly the hundred miles of track between train offices. Each has two regions. | §2.1 |
| MEN | AT | WORK | A blue three-box turn track tracking how quickly freight cars are loaded/unloaded. Only one Load per box. While any load sits on it, the industry's track loses Operational Rail status. | §2.5, §9.3 |
| Modifier Facility | A card placed adjacent to a Facility (any of the nine nearby spots) that increases its capacities or workers. If adjacent to two Facilities, it may only be used on one per Stage. | §2.5, §9, §12.5 |
| Move | A Crew Tray moving from one Operational Rail card to another, regardless of distance, without changing direction. | §2.4, §A |
| Number board | Small tiles numbered 1-12 recording which Stage (hour) a train departs. | §2.3 |
| Office | The location the Station Master sits at. A Whistle Post, Depot, Station or Terminal. All four share identical track geometry. | §2.1, §11.1, §11.3 |
| Operational Rail | Any track (Running or Secondary) on which a train may sit, change direction, and drop or pick up cars. Marked with a wheel icon. | §2.1 |
| Outbound box | A green box holding all to-be-loaded freight/passengers of the indicated type. | §2.5 |
| Passenger Facility | Depots, Stations and Terminals — any Office above Whistle Post. Always allow both loading and unloading. | §9, §11.1 |
| Phase | An operational component of a Stage. | §2.4 |
| Porter | A black man-icon; assists passengers. Usable once each per Stage. One Porter-action earns one Revenue. | §2.5, §9.1, §9.2 |
| Reefer | Refrigerated rolling stock for field produce (brown = loaded, white = empty). | §2.2 |
| Revenue | Points gained and lost to determine victory. +1 per load/unload operation, −5 per collision. | §2.4, §10 |
| Rolling stock | The non-engine pieces representing rail cars, either in a Crew Tray or sitting on an Operational Rail card. A colored car is loaded; a white car is empty. | §2.2 |
| Running Track | The "Mainline" running horizontally between your Limits, including your Office — the horizontal row of cards, Limit-to-Limit. | §2.1 |
| Salvage Yard | Where used cards are placed, face up, so no card that shouldn't be discarded is. | §2.6 |
| Secondary Track | All track inside your Limits that is not the Running Track. | §2.1 |
| Section Gang | Modifier card: +1 Laborer or +1 Porter. The only worker-adding Modifier. | §12.5 |
| Stage | A two-hour section of time. Twelve make a Day. Each player gets one Local Operations action per Stage. | §2.4, §6 |
| Storage Shed | Modifier card: +1 red Inbound capacity at a Freight Facility. | §12.5 |
| Subdivision | The Mainline track between the Limits of opposing Control Points. Whistle Posts are not Control Points and sit inside a Subdivision like ordinary Mainline. | §2.1 |
| Superintendent | The Dispatcher's right-hand-man, managing the division. The role passes player to player; a shift is six hours (three Stages). Marked by the Fedora piece. Rules on following-train clearances. | §2.6, §8.1 |
| Tank car | Oil rolling stock (brown = loaded, white = empty). | §2.2 |
| Team Track | Modifier card: +1 car on a Freight Facility's industry track. | §12.5 |
| Timetabled Train | A train scheduled to run every day at the same time, marked by a Number Board on the turn chart. Numbered 1-12; odd westbound, even eastbound. Lower numbers hold greater seniority, and all outrank Extras. | §2.3, §8 |
| Turnout | A drawn track card where a train entering from "A" may proceed to B or C, but one entering from B or C may only proceed to A. Not Operational Rail, so no stopping. Distinct from the Office card's junction stubs, which carry no directional restriction. | §A.1, §11.3 |
| West | The player's left. | §2.4 |
| Whistle Post | The most basic Office — "a shack in the middle of nowhere". Not a Control Point and not a Passenger Facility, so a Whistle Post player has no passenger business. | §2.1, §11.1 |