The quickstart's bug-reporting section told a player to save the game and send the file; in a Competitive multiplayer game that button now waits for the end, so it says so and says to note the Day and Stage instead. The route table in multiplayer.md gains `/api/save`, which had been in the code since 0.8.0.10 and never in the table. No code, no version. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FrCWubm9GAftYCm2hWdKwK
214 lines
11 KiB
Markdown
214 lines
11 KiB
Markdown
# Station Master — Quickstart
|
||
|
||
**Version 0.8.6** · 2026-09-29
|
||
|
||
For a player who has never played.
|
||
|
||
Read this once before you sit down. It is about twenty minutes of reading and will save you an hour
|
||
of confusion. The deeper references are listed at the end.
|
||
|
||
---
|
||
|
||
## 1. What the game is
|
||
|
||
You are a railroad **Office** — a town — on a shared east–west main line called the **Division**.
|
||
Everyone's Office sits in a row along it, west to east, with **Mainline cards** between them.
|
||
|
||
Two jobs run at once:
|
||
|
||
**Your own job, in your district.** Build track. Build industries and a passenger platform. Shunt
|
||
cars around with a switching crew to get the right car to the right place, so that freight can be
|
||
loaded and unloaded and passengers can get on and off. Every one of those completed pieces of work
|
||
pays **Revenue**, which is the score.
|
||
|
||
**The shared job, out on the Division.** Scheduled trains run across everybody's territory on a
|
||
timetable. They arrive at your Office, and you work them. When two trains want the same stretch of
|
||
track, the player wearing the **Superintendent's Fedora** rules on whether the second may follow the
|
||
first. Rule wrong and they collide, which costs 5 Revenue and counts against a limit that can end
|
||
the game.
|
||
|
||
The tension the game is built around: **the useful work is local and slow, and the trains are shared
|
||
and do not wait.**
|
||
|
||
---
|
||
|
||
## 2. How you win
|
||
|
||
A game runs for a set number of **Days**, chosen when the game is created. Each Day is **12
|
||
Stages**, which you can think of as two-hour clock periods from midnight.
|
||
|
||
At the end of the last Day, the table's **combined Revenue** is checked against a floor. **Miss it
|
||
and everybody loses**, however well you personally did — this is the number to watch. The floor is
|
||
worked out from the number of players and Days when the game is dealt, and whoever sets the game up
|
||
can raise or lower it.
|
||
|
||
Clear the floor, and how you win depends on the game type:
|
||
|
||
- **Co-op** — clearing the floor is the win, together.
|
||
- **Competitive** — clearing the floor puts the game on, and the **highest individual Revenue**
|
||
wins. Everyone is still working towards the same floor first.
|
||
- **Cutthroat** — competitive, with the opponent-directed cards in play, so players can act against
|
||
each other directly. Those cards are not implemented yet, so this plays as Competitive today.
|
||
- **Solitaire** — clear the floor by yourself.
|
||
|
||
**Collisions can end it early and badly.** Breaching the collision limit stops play at once in a
|
||
collective loss: the railroad has been declared unsafe. The limits are configurable, and can be
|
||
switched off entirely.
|
||
|
||
**Falling short offers another Day** rather than just ending, so a game that misses the floor can be
|
||
played on. A game stopped by collisions cannot.
|
||
|
||
### Where Revenue comes from
|
||
|
||
| Work | Pays |
|
||
| --- | --- |
|
||
| A passenger boarding at your platform | 1 |
|
||
| A passenger getting off at your platform | 1 |
|
||
| Completing an outbound freight load | 1 |
|
||
| Completing an inbound freight unload | 1 |
|
||
| A train completing its run across the whole Division | paid to every player; usually set to 0 |
|
||
|
||
Every rate is set when the game is dealt and can be changed. As they usually stand, **your score
|
||
comes almost entirely from working cars in your own district** — trains passing through pay nothing
|
||
by themselves.
|
||
|
||
---
|
||
|
||
## 3. The shape of a Stage
|
||
|
||
Every Stage runs five phases in this order. Only two of them are your turn.
|
||
|
||
| # | Phase | What happens |
|
||
| --- | --- | --- |
|
||
| 1 | **Local Operations** | **Your turn.** Choose ONE of three things (below). Each player in turn, starting with the Superintendent and working eastward. |
|
||
| 2 | **New Train** | Trains due this Stage are made up from the Division Yard. The table takes turns adding one car each. |
|
||
| 3 | **Mainline** | Automatic. Trains move, lowest number first. This is where clearance rulings and collisions happen. |
|
||
| 4 | **Cargo** | **Your turn.** Your Laborers and Porters do their work — the loading, unloading, boarding and detraining that actually pays. |
|
||
| 5 | **Supervisor Shift** | Automatic. Laborers and Porters refresh; expedited trains depart. Every third Stage the Fedora passes. |
|
||
|
||
### Local Operations: you get exactly one of these
|
||
|
||
- **Switch** — take a crew and shunt. **Six Moves** (five at night under Reduced Visibility). This is
|
||
how cars physically get from the yard to an industry and back. Cars you run over are coupled up
|
||
automatically, so plan the route.
|
||
- **Draw** — take a card, then play and/or discard. This is how your district gets built: track,
|
||
industries, Office upgrades, modifiers, train cards.
|
||
- **Freight Agent** — one clerical act: stock a green outbound box, clear a red inbound box, or
|
||
unjam a facility.
|
||
|
||
**You cannot do two of them in one Stage.** Choosing is most of the game. A Stage spent drawing is a
|
||
Stage not spent switching.
|
||
|
||
> Passengers are **not** the Freight Agent's job. They board and get off in the **Cargo** phase, with
|
||
> a **Porter**. Reaching for the wrong role and finding nothing there is the single most common new
|
||
> player mistake, so each role now says on screen what it is for.
|
||
|
||
---
|
||
|
||
## 4. The screen
|
||
|
||
**Across the top:** your Revenue, the target, the Day and Stage, collisions, and the game code.
|
||
|
||
**When other players are acting**, their turns are replayed on your board a step at a time rather
|
||
than arriving already rearranged, with a `[N behind]` counter, **Pause** and **Skip**. Your own moves
|
||
are not replayed at you — they are already on your screen.
|
||
|
||
**The main display, on the left**, top to bottom:
|
||
|
||
- **The Division — west to east.** The shared main line: every Office and the Mainline cards between
|
||
them, with trains drawn where they are. **West is always on the left**, and a train's engine is
|
||
drawn as an arrow (◀ or ▶) showing which way it points.
|
||
- **Your Office Area.** Your own grid of track cards. This is where switching happens. It folds away
|
||
outside the phases that change it, unless you pin it open.
|
||
- **History.** What has happened, most recent first.
|
||
|
||
**The right-hand column:**
|
||
|
||
- **Your Move** — the buttons. If it is not your turn this is empty, and the board tells you who is
|
||
acting.
|
||
- **Cards in My Hand**, and the **Department decks** — three face-up discard piles anyone may draw
|
||
the top of.
|
||
- **The Yards.** The **Division Yard** is the live supply of cars. The **Classification Yard** is
|
||
where used cars go, and it comes back **only when the Division Yard runs completely bare**.
|
||
- **Timetable** — who is due out and when.
|
||
- **Blocked — why nothing is moving.** *Read this panel.* When something will not work, this is
|
||
where the game explains why, in rules terms.
|
||
- **Facilities** — the load pipelines at each industry.
|
||
- **This Game** — the seed or your seat, the game code, the rules this game was dealt under, and
|
||
links to this guide and the other references.
|
||
|
||
---
|
||
|
||
## 5. Start with solitaire
|
||
|
||
Play a **solitaire** game first. It needs no server and nobody else, and it is the same rules.
|
||
|
||
1. Open the site, choose **Play solitaire**, accept the defaults, **Deal**.
|
||
2. **Stage 1 — Draw.** You start on a **Depot** with almost nothing else. Play a track card or two to
|
||
extend your Running Track. A Depot already works passengers and has two A/D tracks, so a second
|
||
train can stand at your Office without wrecking; a **Station** upgrade, when one appears, buys a
|
||
third track and another Porter.
|
||
3. **Build one industry** on a stub off the main — not on the Running Track itself, which the game
|
||
will not allow.
|
||
4. **Play a train card** when you get one. It rolls onto the timetable and then runs at that Stage
|
||
**every Day**.
|
||
5. **When a train arrives at your Office**, switch cars to it or from it, and do the paying work in
|
||
the **Cargo** phase.
|
||
6. Watch the **Blocked** panel whenever you are stuck. It is usually one missing thing: no empty car
|
||
spotted, no loaded car in the yard, a full box, a locked industry track.
|
||
|
||
---
|
||
|
||
## 6. Things that surprise new players
|
||
|
||
- **A turnout cannot be stopped on.** You may run through it; you may not end a Move there.
|
||
- **Coupling is mandatory.** Run over a standing car and you take it, whether or not you wanted it.
|
||
- **An industry track locks while a load is on its MEN | AT | WORK boxes.** No train can enter,
|
||
cross or work there until it clears.
|
||
- **A modifier adds a BOX, never room for a car.** It raises how much work an industry can hold, not
|
||
how much rail it has.
|
||
- **Nothing may be built outside your Limits** — track, industries and modifiers alike. Your district
|
||
ends at its sign, and the sign moves outward as your Running Track grows.
|
||
- **A train must be made up to leave.** Engine at one end; if it has a caboose, the caboose at the
|
||
far end. A train shunted out of shape sits at your Office until you fix it — a **Small Yard** will
|
||
re-order a consist for one Move, and each option tells you whether the result can leave.
|
||
- **Passengers may dry up completely.** Coaches move one way — boarding sends the emptied coach to
|
||
the Classification Yard, and it only comes back when the Division Yard is bare, which may never
|
||
happen. When it does, the yard panel warns you and passenger trains are made up empty. **This is
|
||
the rules working as designed.**
|
||
- **Expedited trains leave the same Stage they arrived**, after the Cargo phase. Ordinary ones wait.
|
||
|
||
After playing some solitaire, play a day or two of multiplayer with bots or friends to get a feel
|
||
for how players interact. Then you are ready to run a real division.
|
||
|
||
---
|
||
|
||
## 7. Issues / Suggestions
|
||
|
||
Please do report anything that looks like a bug or an area to be improved.
|
||
|
||
- **What you expected versus what happened**, with the Day and Stage. "Day 2 Stage 9, train 5 had
|
||
no coaches" is worth more than "passengers seem broken".
|
||
- **Save the game** (the **Save replay** button) and send the file. A save is the seed and the moves
|
||
made, so it replays exactly and the problem can be looked at directly. In a Competitive
|
||
multiplayer game the button waits until the game is over, because the file carries the seed and
|
||
the seed is every rival's hand; note the Day and Stage and save it at the end.
|
||
- **Anything the screen did not explain.** If you had to guess a rule, that is worth saying even
|
||
when the game was right.
|
||
- **Anything you went looking for and could not find.**
|
||
|
||
**A save replays under the rules of the build that opens it.** When a rule changes, a save made
|
||
before it may stop part-way — the game says which move it stopped on and leaves your file untouched,
|
||
so the build you played on will still finish it.
|
||
|
||
---
|
||
|
||
## 8. Documentation / References
|
||
|
||
| For | Read |
|
||
| --- | --- |
|
||
| The rules in full, with the FAQ | [Rules](rules.md) |
|
||
| How the Home Office deck is dealt and played | [Home deck](home-deck.md) |
|
||
| The Mainline cards and what they do to a train | [Mainline deck](mainline-deck.md) |
|
||
| Rolling stock, yards, trays, the Fedora | [Components](components.md) |
|