848 lines
42 KiB
Markdown
848 lines
42 KiB
Markdown
# Station Master — Rules v0.2
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> **⚠ Superseded in part.** Four design files recovered on 2026-07-30 (`Deck cards2.xlsx`,
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> `Mainline Cards.pdf`, `Trains3.pdf`, `tracks.png`) replace much of §12 and parts of §7, §8 and
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> §11. Where they conflict, **the design wins**. Read
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> [`implications.md`](implications.md) alongside this document — it records what changed, the nine
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> answers that settled the open questions, and what is implemented.
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> **Status: working ruleset.** This is [`rules-v0.1.md`](rules-v0.1.md) — the faithful transcription
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> of the prototype PDFs — with the seven gaps from [`open-questions.md`](open-questions.md) resolved
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> and integrated in place.
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>
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> Every passage that differs from v0.1 is marked **[Gap N]**, so the provenance of each change stays
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> visible. Section numbers match v0.1 wherever a section existed there; §11 and §12 are new.
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> `open-questions.md` cites v0.1 numbering throughout.
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>
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> Numbers marked *provisional* are calibration targets to be retuned after the game is played.
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---
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## 1. Historical Setting
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Between 1840 to 1950, trains operated without radios in their cabs, racing in the dark against
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oncoming traffic, relying on timetables and pocket watches to avoid collisions. Station Operators
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physically passed engineers orders from the dispatchers and "OS" reported ("On Station") them
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through.
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As the *Station Master* in your lineside Office, you'll manage a town's railroad connection,
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embarking passengers and gathering freight, meeting demands from all quarters. Can you manage trains
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and cargos effectively? The railroad depends on you!
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---
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## 2. Definitions
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See [`glossary.md`](glossary.md) for the same terms as an alphabetical lookup table.
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### 2.1 Along the right of way
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- **Division Point:** Where your railroad ties into other railroads. There is an Eastern Division
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Point and a Western Division Point.
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- **Division:** Your company's tracks that connect the Eastern and Western Division Points.
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- **Mainline Card:** Tarot-sized cards that represent roughly the hundred miles of tracks between
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train offices. **[Gap 4b]** Each Mainline card is divided into **two regions**.
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- **Office:** The location you (the Station Master) sit at to lord over your area. An Office is a
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Whistle Post, a Depot, a Station, or a Terminal — see §11.
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- **Control Point:** An office where trains are reported in to the distant (NPC) dispatcher. These
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include Division Points, Depots, Stations and Terminals. Whistle Posts are not Control Points.
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Control Points are denoted by a train order signal on their card.
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- **Limits:** The sign located on the track east and west of your Office's area that denote the limit
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of your control area. **[Gap 4a]** When you extend your Running Track, the Limits sign moves
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outwards with it.
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- **Subdivision:** The Mainline track between the Limits of opposing Control Points. Whistle Posts
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are *NOT* Control Points and are an internal part of a Subdivision, no different than Mainline
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Track.
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- **Running Track:** The "Mainline" that runs horizontally between your limits, including your
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office. It is the horizontal row of cards, Limit-to-Limit.
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- **Secondary Track:** All tracks in your limits that are not the Running Track.
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- **Operational Rail:** Any track (Running and Secondary) on which a train may sit, change direction,
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drop and pick up cars on. Operational Rail is marked with a wheel icon.
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- **A/D (Arrival/Departure) Track:** Short sidings in front of your office where trains arrive and
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depart from. A train at an Office occupies one A/D track. **[Gap 2d]** If a train arrives and no
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A/D track is available, it is a collision.
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- **Office Area:** **[Gap 4a]** The grid of track cards a player controls. It grows during play as
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track and Facility cards are placed (§11.2).
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### 2.2 Train makeup
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- **Crew Tray:** The canoe-shaped holder that contains the train pieces.
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- **Engine:** The engine piece. A Crew Tray must have an engine piece. The engine may be pulling
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cars, pushing cars, or a combination of both.
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- **Consist:** A collection of Rolling Stock (cars) in a Crew Tray.
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- **Rolling stock:** The non-engine pieces representing rail cars that make up either a train (in a
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Crew Tray) or are left sitting on an Operational Rail card. Rolling stock may be…
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- Coaches for passengers (blue or white)
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- Boxcars for general freight (brown or white)
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- Refrigerated cars (reefers) for field produce (brown or white)
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- Hoppers for coal (brown or white)
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- Tank cars for oil (brown or white)
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- Cabooses for the conductor and switch crews (red)
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- A colored car is loaded. A white car is empty.
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- **Division Yard:** A table-top pile of Rolling Stock. Rolling Stock for use for cargo, passengers or
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on trains are selected from here.
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- **Classification Yard:** Where used Rolling Stock is placed. Used engines and cabooses return
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directly to the Division Yard. When the Division Yard is empty, all Rolling Stock in the
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Classification Yard is moved back to the Division Yard.
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> **[Gap 4c]** A Crew Tray holds a maximum of four Rolling Stock (§A.4), and a caboose *is* Rolling
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> Stock. A train requiring a caboose therefore carries at most **three** revenue cars.
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### 2.3 Train types
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- **Timetabled Trains:** Trains scheduled to run every day at the same time, denoted by a Number
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Board placed on the turn chart. Numbered 1-12, with odd-numbers westbound (left) and even-numbered
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eastbound (right). The train image on their card also defines its direction. Lower-numbered trains
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are more important and the dispatcher will give them greater seniority on the railroad.
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- **Number board:** The small tiles, numbered 1-12, that record which Stage (hour) the train should
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depart. **[Gap 7]**
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- **Extra Trains:** One-and-done trains, which run once with their card returned to the **Salvage
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Yard** deck upon completion **[Gap 7]**. Since their image on the card is head-on, the player
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drawing it may determine its direction. Their train number is denoted with an "X" designation, but
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the actual following number denotes their seniority.
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### 2.4 General terms
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- **East** is to the player's right. **West** is to the player's left.
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- A **Stage** is a two-hour section of time.
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- A **Phase** is an operational component of a Stage.
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- A **Day** is a series of twelve Stages.
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- A **Move** is a Crew Tray moving from one Operational Rail card to another.
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- **Highball:** When a train holding at an Office automatically departs.
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- **Revenue:** Points gained and lost in the game to determine victory.
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### 2.5 Passenger and Cargo elements
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- A **Facility** is a business which loads/unloads cargo and freight.
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- A **Modifier Facility** is a card placed adjacent to a Facility that increases its capacities.
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- A blue man-icon is a **Laborer**, who works cargo.
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- A black man-icon is a **Porter**, who assists passengers.
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- A green **Outbound box** holds all to-be-loaded freight/passengers of the indicated type.
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- A red **Inbound box** holds all just-unloaded freight/passengers of the designated type.
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- A blue **"MEN | AT | WORK"** turn track follows how quickly freight cars are loaded/unloaded.
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### 2.6 Railroad management
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- **Dispatcher:** The imaginary person running the railroad and granting rights to trains to operate.
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- **Superintendent:** The Dispatcher's right-hand-man, who manages the division. The role is passed
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player to player; a Superintendent's shift is six hours (three Stages).
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- **Home Office:** The primary face-down deck cards are drawn from.
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- **Departments:** Three face-up slots beside the Home Office deck from which cards may also be drawn
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and to which they may be discarded. **[Gap 4a]** These are market slots fed from the Home Office
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deck, not separate decks with their own contents.
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- **Salvage Yard:** Where used cards are placed. They are face up to ensure that no cards that should
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not be discarded are. We're keeping an eye on you.
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---
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## 3. Game Mode and Victory · **[Gap 6]**
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At setup the players choose a **mode**, a **victory condition**, and a **length**.
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### 3.1 Modes
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- **Solitaire** — one player controls one or several Offices. A good way to learn the mechanics.
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- **Competitive** — players each control an Office and race each other.
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- **Co-op** — players each control an Office and work toward a shared pooled total.
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### 3.2 Length *(provisional)*
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| Length | Revenue target | Days |
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| --- | ---: | ---: |
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| Short | 10 | 3 |
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| Standard | 20 | 5 |
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| Campaign | 45 | 10 |
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**[Gap 10e]** These figures were lowered from 15 / 30 / 60 once the card faces were specified and the
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development ramp accounted for. A player earns nothing on Day 1 — no facilities exist and no trains
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run yet — so cumulative output is roughly 7 / 19 / 49 at those Day counts. The targets sit just under
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those figures: winnable by a player running well, missed by one who is not. See
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[`card-reference.md`](card-reference.md#7-economy-summary).
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In **Co-op**, the Revenue target is multiplied by the number of players, since Co-op scores a pooled
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total.
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### 3.3 Victory conditions
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| Mode | First to Revenue target | Highest Revenue after N Days |
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| --- | --- | --- |
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| **Solitaire** | Reach the target → win. | Must reach the target by the end of N Days, or **lose**. Above it, the final score stands as the result. |
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| **Competitive** | First player to reach the target wins. | All players' Revenue **combined** must reach the collective floor (§3.5), or **everyone loses**. Otherwise the highest individual Revenue wins. |
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| **Co-op** | Pooled Revenue reaches `target × players` → the team wins. | Pooled Revenue must reach `target × players` by the end of N Days, or **lose**. Above it, the final pooled score stands as the result. |
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"Highest Revenue" is a comparison between rivals, which is meaningless in Solitaire and
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self-defeating in Co-op. In those two modes the timed condition is therefore pass/fail against the
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target figure: below it you lose regardless of score, above it your score stands and is what players
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compare between sessions.
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### 3.4 Collision floor — Competitive only
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**Three collisions within a single Day and every player loses immediately.** Collisions are counted
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Division-wide, across all players and the Superintendent alike. **The counter resets at the start of
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each Day.**
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This applies under both victory conditions. Solitaire and Co-op have no collision limit.
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### 3.5 Collective Revenue floor — Competitive, timed games only
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All players' Revenue combined must reach **`3 × players × Days`** by the end of the game. If it does
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not, every player loses regardless of individual scores. *(Provisional — roughly half the expected
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output of a functioning Division.)*
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| Players | Days | Floor |
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| ---: | ---: | ---: |
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| 3 | 3 | 27 |
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| 3 | 5 | 45 |
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| 4 | 5 | 60 |
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| 4 | 10 | 120 |
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### 3.6 Note on the floors
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The two floors make Competitive play partly cooperative: players race each other inside a railroad
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they all need to keep functioning. This is the mechanical expression of the game's premise.
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Be aware of one consequence: a player who is clearly losing can deliberately wreck trains to trip the
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collision floor and deny the leader a win. The saboteur loses too, so it is mutually assured
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destruction rather than a free grief, and the per-Day reset means three wrecks must land inside a
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single Day.
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---
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## 4. Game Setup
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The game begins in the early days of railroading. The Division has just been spiked down and no
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trains are officially running yet. The future awaits!
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1. Choose mode, victory condition and length (§3).
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2. Each player places a Whistle Post card (representing his Office) in the center of his play area. A
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Limits card is placed to either side, east and west. These three cards represent his Running Track.
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All remaining Whistle Posts and Limits are set aside.
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3. A Mainline card (tarot size) is drawn at random and placed between each player, forming a chain of
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Offices. **[Gap 4b]** With N players there are N+1 Mainline cards — one between each adjacent pair,
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and one beyond each end.
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4. Players are assumed to be in a chain of Offices running east to west. Each player rolls a D12.
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Highest is the Eastern Division Point; place that card just right of the player's eastward Mainline
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card. The player at the opposite end of the chain gets the Western Division Point card to the left
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of his westward Mainline card.
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5. Each player rolls the D12. Highest begins as the Superintendent (his shift runs three Stages).
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**[Gap 7]** Place the Fedora piece before him. A Pocket Watch piece is placed on the "midnight"
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hour on the turn sheet.
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6. The Home Office deck (52 cards, §12.1) is shuffled and placed face down.
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7. Starting from the Superintendent, each player draws three cards off the Home Office deck. Then
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three cards are drawn from the Home Office deck and placed face up next to it, forming the three
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Department slots.
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8. Space should be provided for the Salvage Yard deck (discards).
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9. All available train car pieces are placed in the Division Yard pile. Crew Trays and Number Boards
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are placed near the turn sheet.
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10. *(Optional rule — Emergency Toolbox)* Each player is dealt one Red Flag card from its separate
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supply, bringing his hand to four. He must play or discard down to three on his first turn.
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---
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## 5. Order of Play · **[Gap 1]**
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Each Stage runs its Phases in order. Within a Phase, players act one at a time starting with the
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Superintendent and proceeding to his left. Once all the Phases for that Stage are complete, **the
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Stage ends** **[Gap 7]** and the Pocket Watch advances. After twelve Stages, the Day ends.
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Every three Stages the Superintendent's Fedora passes to the player on the current Superintendent's
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left.
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```
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STAGE N
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├─ 1. Local Operations P(super) → P(+1) → P(+2) … one at a time
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├─ 2. New Train per train: super → left, ONE car each
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├─ 3. Mainline ALL trains move, train-number order (global)
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├─ 4. Load / Unload P(super) → P(+1) → P(+2) … one at a time
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└─ 5. Shift Change Stages 3, 6, 9, 12 only
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```
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### 5.1 Phases
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Phases are, in order:
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1. Local Operations Phase
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2. New Train Phase
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3. Mainline Phase
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4. **Load/Unload Phase** **[Gap 7]**
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5. Superintendent Shift Change (at 4am, 10am, 4pm and 10pm)
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**[Gap 1]** Phases are resolved *phase-major*: every player completes Phase 1 before any player
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begins Phase 2. The Mainline Phase is global and automatic, with one exception: §8.1's fourth
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condition requires the Superintendent to rule on whether a following train may depart. No other
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player acts during it. Per-Stage resources (Laborer and Porter usage) reset at the start of each
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Stage, not each Phase.
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---
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## 6. Local Operations Phase
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A player may do **one of three things** in this phase:
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### 6.1 Switch with a train
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- The player may move trains about his station area.
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- He has six Moves to move his Crew Trays about, divisible between multiple Crews in any fashion.
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- See [Appendix A](#appendix-a-local-switching) for how trains move and switch.
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### 6.2 Draw a card
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- The player may draw a single face-down card from the Home Office deck, or take the top face-up card
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from any of the three Department slots.
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- He may play any or all appropriate cards from his hand. **[Gap 3a]** This includes Office upgrade
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cards (§11) and **[Gap 4a]** track and Facility cards placed into his Office Area (§11.2).
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- Any played cards are placed on the table or into the Salvage Yard deck, face up.
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- Before concluding, the player must reduce his hand to no more than three cards. If he must (or
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wishes to) discard, that card is placed face up on top of one of the three Department slots.
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- If drawing a card has depleted the Home Office deck, immediately collect all cards from the Salvage
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Yard and three Department slots, reshuffle, and reestablish the Home Office deck and Department
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slots.
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- If any Department slot is empty, draw a Home Office card and place it in the empty spot.
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### 6.3 Freight Agent Operations
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- Select one Rolling Stock from the Division Yard pile and place it onto a Facility's green Outbound
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box.
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- Or select one Rolling Stock from a Facility's red Inbound box and place it into the Classification
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Yard pile.
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- Or if your Facility is hopelessly jammed, remove one car from the Outbound / Inbound /
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"MEN|AT|WORK" areas and place it into the Classification Yard.
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---
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## 7. New Train Phase
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There are only a limited number of Crew Trays and engine pieces **[Gap 4b: player count + 3]**. If
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all are in play, keep any train cards due out near the turn sheet to remind you of these "held
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trains". As soon as a Crew Tray frees up, build the train as specified below. The lowest numbered
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train goes out first.
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If there is a Timetabled Train (one with a number board on that Stage) and a crew is available, set
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the crew on the appropriate Division Point (based on the train card image's direction). Put an engine
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piece on the "front" of the train. Then, starting with the Superintendent and working left, each
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player may place ONE car (loaded or empty) on the train, within the car types and numbers specified
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on the train card (§12.4), from the Division Yard pile. The person placing the Rolling Stock must
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make every effort to find a suitable car.
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**[Gap 9] The round repeats.** Play continues around the table — Superintendent, then left — until
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the consist is full or no suitable cars remain in the Division Yard. A single pass would tie consist
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length to player count, leaving trains permanently short at two or three players and overrunning the
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consist at five or more.
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```
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4-coach Limited, 2 players
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round 1: P0 → coach P1 → coach
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round 2: P0 → coach P1 → coach
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full — departs with 4
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5 players: the round ends mid-way, when the consist fills
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```
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If no appropriate cars exist, the train runs short — Rolling Stock may be added enroute to bring it
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to its maximum length.
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For new Timetabled Trains (when a player draws that card and plays it), roll 1D12 and place the
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Number Board in that spot on the Timetable column of the turn chart. If that slot is occupied by a
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scheduled train, work down the column to the next available space; if you reach the bottom, continue
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from the top. This train is now scheduled and will run every Day at that time. If a new Timetabled
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Train is placed on the current Stage, refer to the paragraph above for determining the consist.
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Once all Timetabled Trains are created, if there is a played Extra Train card and an available Crew
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Tray, the player who played the card may place the Crew Tray at either Division Point for immediate
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departure and may load the consist *as he chooses, subject to the criteria listed on the card*
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(§12.4).
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---
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## 8. Mainline Phase
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Any train holding at a player's Office (Whistle Post, Depot, Station, or Terminal) or at a Division
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Point must attempt to move. These trains move automatically, with **no player input**, in numeric
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order based on the white number board pictured on the train's image (lowest first). Remove the "X"
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from Extras to determine their true number.
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> **[Gap 5]** When an Extra ties a Timetabled train on number, **the Timetabled train moves first**.
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> Extras carry no timetable authority and yield to every scheduled train. Sort by
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> `(number, isExtra)` ascending.
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At the start of the game the entire railroad, consisting of nothing but Whistle Posts, is one big
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Subdivision. Upgrading an Office to a Control Point (§11) splits the Subdivision in two at that
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point.
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### 8.1 Highball conditions
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The imaginary dispatcher will Highball (clear) a train out of an Office under the following
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conditions:
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- The train must be sitting on the A/D track before the Office, or at a Division Point.
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- The train must be in the order listed on the train's card (engine on the front, Rolling Stock, and
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possibly a Caboose). It may depart with fewer Rolling Stock than listed, but not out of order.
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- If there is a train in the next Subdivision moving towards the considered train, the considered
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train will not depart.
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- If there is a train in the next Subdivision moving in the same direction (i.e. the considered train
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would be following it), the Superintendent determines whether it is safe for the following train to
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depart.
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- **[Gap 2b]** If the Subdivision contains a Whistle Post (a non-Control Point) and a train is
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occupying Secondary Track there — that is, standing clear of the Running Track — that train does not
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count as occupying the Subdivision. The Superintendent has no grounds to withhold clearance and
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**must Highball the considered train**. A train on Secondary Track is not itself eligible to be
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highballed; §8.1's first condition requires an A/D track or a Division Point.
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### 8.2 Movement along the Division
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Trains are placed on the appropriate "Start" point of the Mainline card and must move one region
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(vertical bar) every **Stage** **[Gap 7]**. **[Gap 4b]** Each Mainline card has two regions. Once a
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train runs off the end of a card it enters the adjoining player's Limit, and is then moved
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immediately to the Office, where it stops for orders.
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Keep each train's card near it for reference to its number and operating details.
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### 8.3 Collision triggers · **[Gap 2a]**
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||
Collisions are **automatic**. If any of the following holds at the moment a train moves, the
|
||
collision occurs — there is no die roll and no judgment call:
|
||
|
||
- Cars or trains are sitting on the Running Track between the Limits and the Office when a train
|
||
arrives.
|
||
- **[Gap 2d]** There is no room at the station — every A/D track is occupied by a train or Rolling
|
||
Stock — when a train arrives.
|
||
- A train is ready to Highball and the track between it and the Limits is occupied by a train or
|
||
cars.
|
||
|
||
Trains in the Mainline Phase run at speed and are not expecting anything on the line (§A.4). This is
|
||
the counterpart of local switching, where a Crew Tray automatically couples to whatever it meets.
|
||
|
||
---
|
||
|
||
## 9. Load/Unload Phase **[Gap 7]**
|
||
|
||
Loading and unloading of Rolling Stock (passengers and freight) takes place in this phase.
|
||
|
||
- **Passenger Facilities:** Depots, Stations and Terminals — that is, any Office above Whistle Post
|
||
(§11). A Whistle Post is not a Passenger Facility, so a player who has not upgraded has no
|
||
passenger business at all.
|
||
- **Freight Facilities:** Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power
|
||
Plants. Per-card values in §12.5.
|
||
- **Freight House:** **[Gap 10d]** not a facility type of its own, but the collective term for a
|
||
freight facility permitting both directions — the Grocer's Warehouse and the Oil Refinery.
|
||
- **Modifier Facilities:** Cards that, placed adjacent (on any of the nine nearby spots), increase a
|
||
passenger or freight facility's capacities. If two Facilities are adjacent to the Modifier, its
|
||
effects may only be used on one Facility per **Stage** **[Gap 7]**.
|
||
- Some Freight Facilities allow only outbound cargos (loading), some inbound (unloading), and some
|
||
both. Passenger Facilities always allow both.
|
||
|
||
### 9.1 Special Icons
|
||
|
||
- Loading boxes are green, with the icon of the car type that can be loaded from there.
|
||
- Unloading boxes are red, with the icon of the car types unloaded from there.
|
||
- A number touching a box denotes how many cars can be held in the Loading/Unloading boxes. If it
|
||
touches *both* boxes, that is the total of *all* loads/unloads on that card.
|
||
- Human icons in denim blue are Laborers, used for handling freight.
|
||
- Human icons in uniform black are Porters, used for assisting passengers.
|
||
- Laborers and Porters may only be used once each in a Stage.
|
||
- For Freight Facilities there is a blue "MEN | AT | WORK" sign, used as a turn track for
|
||
loading/unloading cars. Only one Load may exist on each of the three blue boxes. You may "move past"
|
||
another load if you have enough Laborers to hop past it.
|
||
|
||
For each Facility, add up the icon resources (Laborers and Porters) you have at that site. Resolve
|
||
them one at a time.
|
||
|
||
### 9.2 Passenger Operations
|
||
|
||
One Porter allows one of the following:
|
||
|
||
- **Assist passengers to board.** *Requirements:* a blue coach occupying a green Loading Slot, and a
|
||
train at the Office's A/D track with a white empty coach. *Action:* replace the white empty coach on
|
||
the train with the loaded blue one, discard the empty coach into the Classification Yard, and earn a
|
||
Revenue point.
|
||
- **Assist passengers to de-train.** *Requirements:* a white empty coach in the Division Yard and an
|
||
unoccupied red Unloading slot. Replace the blue coach on the train with the white one. Place the
|
||
blue coach on the red Unloading Slot. Earn a Revenue point.
|
||
|
||
### 9.3 Freight Operations
|
||
|
||
Passengers self-load and unload; freight can take hours to work manually. Each Laborer may do one
|
||
thing:
|
||
|
||
- **Load the car.** *Requirements:* a load in the Green Loading Box and an empty car of the required
|
||
type on the industry's track (maximum four cars). One Laborer moves the cargo one spot: Green
|
||
Loading Slot → "MEN" → "AT" → "WORK". Moved off "WORK", replace the empty white car on the
|
||
industry's track with the load and discard the white car into the Classification Yard. Earn a
|
||
Revenue point.
|
||
- **Unload the car.** *Requirements:* a load on the industry's track and an empty car of that type in
|
||
the Division Yard. 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 places the load on a red Unloading box. Earn a Revenue point.
|
||
- **NOTE:** while ANY load sits in the "MEN | AT | WORK" track, the industry's track is locked down
|
||
for safety. It loses its status as Operational Rail: no cars may be picked up or dropped off, and no
|
||
train may occupy or move on it.
|
||
|
||
> A complete freight load therefore takes **four Laborer-actions** for one Revenue point, while a
|
||
> passenger operation takes one. This asymmetry is intentional.
|
||
>
|
||
> **[Gap 10e]** Laborers are nevertheless rarely the binding constraint. Stocking a green box costs a
|
||
> whole Local Operations action (§6.3), and spotting the empty car costs switching — so it is the
|
||
> one-action-per-Stage budget, not worker count, that limits Revenue. See
|
||
> [`card-reference.md`](card-reference.md#7-economy-summary).
|
||
|
||
Passenger Facilities and Freight Houses permit cars to move each direction (loading and unloading).
|
||
You *may not* load a car, gain a point, then unload it and gain another. To track complex platform
|
||
operations, denote outbound pieces by flipping them onto their roofs; once the train completes
|
||
operations and highballs, flip them right-side-up again.
|
||
|
||
---
|
||
|
||
## 10. Collisions · **[Gap 2]**
|
||
|
||
Collisions are automatic (§8.3). When one occurs:
|
||
|
||
- **Fault and penalty.** A collision on a Mainline card is the fault of the Superintendent who cleared
|
||
the trains out; he loses 5 Revenue points. A collision on the track between (and including) a
|
||
player's Limits is that player's fault; he loses 5 Revenue points.
|
||
- **Train-on-train.** Both trains are immediately removed.
|
||
- **[Gap 2c] Train-on-cars.** A moving train striking uncoupled Rolling Stock is a full collision: the
|
||
train *and* the struck cars are destroyed, and the responsible party loses 5 Revenue points — the
|
||
same penalty as a train-on-train wreck.
|
||
- **[Gap 2c] Disposition of destroyed pieces.** Engines and cabooses return to the Division Yard; all
|
||
other Rolling Stock goes to the Classification Yard. Timetabled train cards return to their
|
||
timetable slot and run again the next Day. Extra train cards go to the Salvage Yard.
|
||
- **[Gap 3c/6]** Note that an Office with fewer A/D tracks collides more readily (§2.1, §11.1), and
|
||
that in Competitive games three collisions in one Day ends the game for everyone (§3.4).
|
||
|
||
---
|
||
|
||
## 11. Offices and the Office Area · **[Gap 3, Gap 4a]**
|
||
|
||
### 11.1 Office types
|
||
|
||
Every player begins on a Whistle Post (§4.2). Offices are upgraded by playing an Office card from
|
||
hand during the "Draw a card" option of the Local Operations Phase (§6.2). The card replaces the
|
||
current Office card; the replaced card goes to the Salvage Yard. **There is no Revenue cost** — the
|
||
cost is one of only three hand slots, plus a whole Local Operations action, which is mutually
|
||
exclusive with switching your trains or working freight that Stage.
|
||
|
||
| Office | Control Point | Passenger Facility | A/D tracks |
|
||
| --- | :---: | :---: | ---: |
|
||
| Whistle Post | no | no | 1 |
|
||
| Depot | yes | yes | 2 |
|
||
| Station | yes | yes | 3 |
|
||
| Terminal | yes | yes | 4 |
|
||
|
||
**[Gap 8]** These are the *only* differences between the tiers. All four carry identical track
|
||
geometry (§11.3), so an upgrade is a drop-in replacement that preserves every connection.
|
||
|
||
**Upgrades follow a strict sequence: Whistle Post → Depot → Station → Terminal.** No tier may be
|
||
skipped. A Station or Terminal card drawn early is therefore a dead card occupying one of three hand
|
||
slots; the player may sit on it, or discard it face-up to a Department slot where a rival may take
|
||
it.
|
||
|
||
An upgrade delivers three benefits at once: passenger revenue (a Whistle Post has none), A/D capacity
|
||
(and running out of A/D tracks is an automatic collision, §8.3), and Subdivision splitting — which
|
||
raises traffic capacity for the whole Division, not just for the upgrading player.
|
||
|
||
### 11.2 Growing the Office Area
|
||
|
||
A player's Office Area is a **grid** of track cards, not a single row. The Running Track is the
|
||
horizontal row through the Office, Limit-to-Limit; everything else is Secondary Track.
|
||
|
||
- Plain track, turnouts and Facility cards are all played from hand into an empty adjacent grid spot,
|
||
and **must connect to existing track**. Facility cards carry their own rails — placing a Facility
|
||
places track.
|
||
- Extending the **Running Track** horizontally moves that player's Limits sign outward with it (§2.1).
|
||
Growth is uncapped in the prototype.
|
||
- Modifier Facility cards are not track. They are placed adjacent to a Facility, on any of the nine
|
||
nearby spots (§9).
|
||
|
||
A longer Running Track is more track to keep clear of arriving trains, so territory carries its own
|
||
collision risk.
|
||
|
||
### 11.3 Office card geometry · **[Gap 8]**
|
||
|
||
Every Office card is printed with a **diverging junction stub above and below** its track:
|
||
|
||
```
|
||
[ ][ ↓ ][ ]
|
||
[Lim][Off][Lim]
|
||
[ ][ ↑ ][ ]
|
||
```
|
||
|
||
Both Secondary rows are therefore reachable from the opening Stage, and the nine-spot Modifier
|
||
neighbourhood (§9) is usable immediately.
|
||
|
||
**These stubs are plain junctions, not turnouts.** The directional rule of §A.1 — enter from A and you
|
||
may proceed to B or C; enter from B or C and you may only proceed to A — governs *drawn turnout
|
||
cards*. It does not apply to the Office card, which remains Operational Rail with its A/D tracks and
|
||
its §A.4 pass-through allowance intact.
|
||
|
||
**All four Office tiers carry identical track geometry.** Whistle Post, Depot, Station and Terminal
|
||
print the same stubs in the same places, and differ only in Control Point status, Passenger Facility
|
||
status, and A/D track count (§11.1). This matters because an upgrade replaces the card in place: any
|
||
difference in geometry between tiers would strand the Secondary Track attached to the old card. An
|
||
upgrade must never disturb a connection.
|
||
|
||
---
|
||
|
||
## 12. Components · **[Gap 4]**
|
||
|
||
*All counts provisional — calibration targets to retune after play.*
|
||
|
||
### 12.1 The Home Office deck — 52 cards
|
||
|
||
A single deck containing every card type. The three Department slots are face-up market slots fed
|
||
from it, not decks with their own contents (§2.6).
|
||
|
||
| Category | Count | Detail |
|
||
| --- | ---: | --- |
|
||
| Timetabled Trains | 12 | One each, numbered 1–12 |
|
||
| Extra Trains | 4 | X9, X10, X11, X12 |
|
||
| Office upgrades | 9 | Depot ×4, Station ×3, Terminal ×2 |
|
||
| Freight Facilities | 10 | 5 types × 2 |
|
||
| Modifier Facilities | 5 | |
|
||
| Plain track / turnouts | 12 | Turnout ×6, straight ×3, run-around ×3 |
|
||
| **Total** | **52** | |
|
||
|
||
The track mix is turnout-heavy because turnouts are how Secondary Track branches onward once the
|
||
Office card's own junction stubs (§11.3) are built out.
|
||
|
||
All twelve Timetabled Trains are in the deck: the Division starts with no trains running (§4), and a
|
||
train becomes scheduled only when a player draws and plays its card (§7).
|
||
|
||
Office cards recirculate — upgrading Depot → Station sends the Depot to the Salvage Yard, and it
|
||
returns on the next reshuffle. The Office pyramid (4/3/2) exists so the strict upgrade sequence
|
||
(§11.1) does not strand players with nowhere to climb.
|
||
|
||
### 12.2 Fixed supplies (outside the deck)
|
||
|
||
| Component | Count |
|
||
| --- | --- |
|
||
| Mainline cards (tarot, 2 regions each) | N + 1 for N players |
|
||
| Division Point cards | 2 (East, West) |
|
||
| Whistle Post cards | N + spares |
|
||
| Limits cards | 2N + spares |
|
||
| Crew Trays and engines | **player count + 3** |
|
||
| Number Boards | 12, numbered 1–12 |
|
||
| Red Flag cards | 1 per player *(optional rule only)* |
|
||
| Fedora | 1 |
|
||
| Pocket Watch | 1 |
|
||
| D12 | 1 |
|
||
|
||
Red Flag cards sit outside the 52 so the deck is identical whether or not the Emergency Toolbox
|
||
optional rule is used, and are **removed from the game when played** rather than reshuffled — each
|
||
player's flag is a single escape.
|
||
|
||
### 12.3 Rolling Stock — 62 pieces
|
||
|
||
Loaded and empty counts are paired because loading swaps a white car for a coloured one (§9.3).
|
||
|
||
| Type | Loaded | Empty |
|
||
| --- | ---: | ---: |
|
||
| Coaches (blue) | 8 | 8 |
|
||
| Boxcars (brown) | 6 | 6 |
|
||
| Hoppers (brown) | 6 | 6 |
|
||
| Reefers (brown) | 4 | 4 |
|
||
| Tank cars (brown) | 4 | 4 |
|
||
| Cabooses (red) | 6 | — |
|
||
| **Total** | | **62** |
|
||
|
||
### 12.4 Train consist criteria · **[Gap 4c]**
|
||
|
||
Odd numbers run westbound, even eastbound. Pairs are sister trains under the optional rule. Seniority
|
||
runs passenger-first: low numbers are the varnish, high numbers the drags and locals. Order in every
|
||
case is engine at the front, revenue cars, caboose last where required.
|
||
|
||
| Trains | Class | Consist |
|
||
| --- | --- | --- |
|
||
| 1 / 2 | Limited | 4 coaches, no caboose |
|
||
| 3 / 4 | Mail-Express | 3 coaches, no caboose |
|
||
| 5 / 6 | Manifest Freight | 3 boxcars or reefers + caboose |
|
||
| 7 / 8 | Coal Drag | 3 hoppers + caboose |
|
||
| 9 / 10 | Oil Train | 3 tank cars + caboose |
|
||
| 11 / 12 | Way Freight | 3 cars of any type + caboose |
|
||
| X9–X12 | Extra | Any 3 cars + caboose — the player who played it chooses |
|
||
|
||
Remember the four-slot Crew Tray limit includes the caboose, which is why no caboose train carries
|
||
more than three revenue cars.
|
||
|
||
### 12.5 Card faces · **[Gap 10]**
|
||
|
||
What is printed on each individual card — freight facility profiles, passenger facility profiles,
|
||
Modifier effects, and track geometries — is catalogued in
|
||
**[`card-reference.md`](card-reference.md)**. Summary:
|
||
|
||
| Facility | Car | Direction | Laborers | Out | In | Track |
|
||
| --- | --- | --- | ---: | ---: | ---: | ---: |
|
||
| Mine Tipple | Hopper | Outbound | 3 | 3 | — | 4 |
|
||
| Produce Shed | Reefer | Outbound | 2 | 2 | — | 3 |
|
||
| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 |
|
||
| Oil Refinery | Tank | Both | 3 | 2 | 2 | 4 |
|
||
| Power Plant | Hopper | Inbound | 3 | — | 3 | 4 |
|
||
|
||
| Office | Porters | Green slots | Red slots |
|
||
| --- | ---: | ---: | ---: |
|
||
| Depot | 1 | 2 | 2 |
|
||
| Station | 2 | 3 | 3 |
|
||
| Terminal | 3 | 4 | 4 |
|
||
|
||
| Modifier | Effect |
|
||
| --- | --- |
|
||
| Team Track | +1 car on the industry track |
|
||
| Loading Dock | +1 green Outbound capacity |
|
||
| Storage Shed | +1 red Inbound capacity |
|
||
| Extra Platform | +1 green and +1 red slot (passenger) |
|
||
| Section Gang | +1 Laborer or +1 Porter |
|
||
|
||
**"Freight House"** (§9.3, Appendix A) is not a card — it is the collective term for a freight
|
||
facility that both loads and unloads, namely the Grocer's Warehouse and the Oil Refinery.
|
||
|
||
---
|
||
|
||
## Appendix A: Local Switching
|
||
|
||
*Operational Rail* is any track card a train can stop and leave Rolling Stock (uncouple) on, marked
|
||
with a train wheel icon.
|
||
|
||
During the Local Operations Phase you may operate your trains if you do not draw a card or work
|
||
cargo. You have six Moves, splittable between trains. A Move is a train travelling from one
|
||
Operational Rail card to another (regardless of distance) without changing direction.
|
||
|
||
### A.1 Turnouts
|
||
|
||
A train entering a turnout from "A" may proceed to B or C. A train entering through B or C may only
|
||
proceed to A. There is no Operational Rail wheel icon on a turnout, so a train may not stop there.
|
||
|
||
> *Diagram (v0.1 §A.1, PDF p. 9):* "A" is the right-hand end of the horizontal track, "C" the
|
||
> left-hand end of the same horizontal track, "B" the upper-right end of the diverging leg.
|
||
|
||
### A.2 Reachable squares in one Move
|
||
|
||
> *Diagram (v0.1 §A.2, PDF p. 10):* a 2×3 grid with four cards reachable in one Move from a Crew Tray
|
||
> on the lower-right card. The upper-right card is unreachable, as getting there would require a
|
||
> change of direction.
|
||
|
||
### A.3 Dropping and picking up cars
|
||
|
||
A train may drop off cars where it starts or while moving. Cars **must come off the train in the order
|
||
they are seated in the Crew Tray.**
|
||
|
||
Engines also have couplers on the front end, so a train can pick cars up onto its nose and push them
|
||
into a Facility, in the order they were in.
|
||
|
||
It is critical that cars are loaded into and unloaded from the Crew Tray, and occupy the track, in the
|
||
same order they originally held, left-to-right.
|
||
|
||
### A.4 Special Rules
|
||
|
||
- While your Office Track is Operational Rail, Rolling Stock may not be dropped off there — there is a
|
||
passenger platform, and switching there would be dangerous.
|
||
- If two trains are operating in your station area, they may not share a card or move through each
|
||
other.
|
||
- The exception is your Office track, which has the number of A/D tracks listed (§11.1). As long as
|
||
fewer trains are holding there than A/D tracks, you may enter and pass through.
|
||
- If you move your Crew Tray into cars on your track, you **MUST** pick them up. You may not go around
|
||
them.
|
||
- A Crew Tray must always have an engine, and may move a maximum of four Rolling Stock — cabooses
|
||
included **[Gap 4c]**.
|
||
- You automatically couple to cars you meet during your Moves. The same is **not** true of trains
|
||
arriving or departing in the Mainline Phase: those run at speed and are not expecting anything on the
|
||
line. Any cars they encounter result in a collision (§8.3).
|
||
|
||
### A.5 Basic Switching Moves
|
||
|
||
Two basic moves: *trailing* (requiring a reverse move) and *facing* (harder, requiring you to push the
|
||
cars in). Both worked examples use a 2×3 grid — A, B, C on the top row (C a Freighthouse), D, E, F on
|
||
the bottom (E a Depot).
|
||
|
||
**Trailing point** — train on Card F, cars yellow, brown, blue, red, engine facing left:
|
||
|
||
1. Drop the back two cars (blue and red) on Card F. Move train to Card B.
|
||
2. Reverse to Card C and drop the brown car.
|
||
3. Move forward to Card B.
|
||
4. Back up to Card F and collect the rest of your train.
|
||
|
||
**Facing point** — train on Card D, cars red, blue, brown, yellow, engine facing right. Possible only
|
||
with a run-around (bypass) track in your Secondary Trackage:
|
||
|
||
1. Move to Card B, dropping red, blue and brown. Continue with the yellow to Card F.
|
||
2. Back up via Card E to Card D.
|
||
3. Move forward to Card B, collecting red, blue and brown on the nose. Push them into Card C, dropping
|
||
the brown car.
|
||
4. Back up and drop red and blue on Card B. Continue backing to Card D.
|
||
5. Pull forward to Card F via Card E.
|
||
6. Back up to Card B to rebuild your train (red, blue, yellow); continue to Card D to finish where you
|
||
began. Note that this sixth Move ends your Local Operations Phase — if the next Mainline Phase has a
|
||
train coming from the west or highballing from Card E westward, you may wish to remain clear of the
|
||
Running Track.
|
||
|
||
---
|
||
|
||
## Appendix B: Optional Rules
|
||
|
||
- **Reduced visibility.** The first three Stages (midnight through 4am) and the last two (8pm through
|
||
10pm) are night operations. You get only five Moves in the Local Operations Phase during these
|
||
Stages.
|
||
- ~~**"Sister" trains.**~~ **Removed.** The design's **Second Section** card does this properly: it
|
||
is played on a train that is due out, and an identical train runs immediately behind it. See
|
||
[`implications.md`](implications.md) Q9.
|
||
- **Employee Rotation.** At the end of the Day, all players move one chair to the left and take over
|
||
the next station up the line, taking their points and the Fedora with them.
|
||
- **Emergency Toolbox.** Each player starts with a RED FLAG card, bringing his hand to four; he must
|
||
play or discard down to three on his first turn. This allows more collisions to be avoided. **[Gap
|
||
4a]** Red Flags come from a separate supply and are removed from the game when played, not
|
||
reshuffled.
|
||
|
||
---
|
||
|
||
## Appendix C: Turn Chart
|
||
|
||
Columns: Roll 1D12, Timetable (filled with Number Boards during play), Stage, then one column per
|
||
Phase — Local Operations, New Train, Mainline, Load/Unload — and "Super" Shift Change.
|
||
|
||
| Roll 1D12 | Stage | Clock | Shift Change |
|
||
| --- | --- | --- | --- |
|
||
| 1 | 1 | Midnight | |
|
||
| 2 | 2 | 2:00 AM | |
|
||
| 3 | 3 | 4:00 AM | Fedora |
|
||
| 4 | 4 | 6:00 AM | |
|
||
| 5 | 5 | 8:00 AM | |
|
||
| 6 | 6 | 10:00 AM | Fedora |
|
||
| 7 | 7 | Noon | |
|
||
| 8 | 8 | 2:00 PM | |
|
||
| 9 | 9 | 4:00 PM | Fedora |
|
||
| 10 | 10 | 6:00 PM | |
|
||
| 11 | 11 | 8:00 PM | |
|
||
| 12 | 12 | 10:00 PM | Fedora |
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Stage cells are colour-coded for daylight — deep blue at Midnight warming to yellow at 6:00 AM, pale
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blue through midday, red at 6:00 PM, deep blue again by 10:00 PM. The colouring is informational and
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aligns with the Reduced Visibility optional rule; it has no mechanical effect.
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---
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## Change log from v0.1
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| Gap | Change | Sections |
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||
| --- | --- | --- |
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||
| 1 | Phases resolve phase-major, players in Superintendent-then-left order within a phase | §5 |
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||
| 2 | Collisions are automatic; train-on-cars is a full collision; no A/D room is a collision; Whistle Post highball clarified | §8.1, §8.3, §10 |
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||
| 3 | Office upgrades: cards played from hand, strict sequence, A/D counts 1/2/3/4 | §11.1 |
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| 4 | 52-card deck, piece counts, 2-region Mainline cards, train consist criteria, grid-based Office Area | §2.1, §11.2, §12 |
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||
| 5 | Timetabled trains outrank Extras on a number tie | §8 |
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| 6 | Mode × victory-condition matrix, collision floor, collective Revenue floor | §3 |
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||
| 7 | Load/Unload Phase; "the Stage ends"; Salvage Yard; turn → Stage | throughout |
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||
| 8 | Office cards carry junction stubs above and below; all four tiers share identical geometry; track mix 6/3/3 | §11.1, §11.3, §12.1 |
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||
| 9 | The New Train make-up round repeats until the consist is full | §7 |
|
||
| 10 | Card face specifications: freight and passenger facility profiles, Modifier effects, "Freight House" defined; §3 targets lowered to 10/20/45 | §3.2, §9, §12.5, `card-reference.md` |
|
||
|
||
Gaps 8 and 9 were found by a verification walkthrough of one full Stage against v0.2 and the
|
||
architecture model, not by reading the original PDFs. Neither question arises in tabletop play, where
|
||
a person simply does the sensible thing.
|