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station-master/docs/rules/as-built.md
T
Jesse.MarkowitzandClaude Opus 5 f308a2d94d v0.8.0.15 — the reference documents, and a card that advertised what it cannot do
The four hand-written references brought up to the game as it actually runs,
ahead of the next testing round, plus a Quickstart to hand a tester who has never
played. They had not been touched since v0.6.2 — a month and two minor versions —
and each now says at the top which build it describes.

ONE LIVE BUG CAME OUT OF THE PASS. mainlineDescription told players "Cars may be
sorted into any new order here" on the Interchange. It is the printed capability
and has never been implemented: nothing reads sortsCars to permit a sort, and its
one live use is marking the card an Extra may be made up on, because it is the
Mainline card with a yard. That sentence is not only documentation — view.ts
renders it as a Mainline card's `what`, so it is what a player reads on the
board, and the generated reference printed a "Sorts cars: yes" column beside it.
A card advertising a button that does not exist sends a player hunting for it and
then concluding the game is broken.

What the documents had wrong, all of it verified against the code rather than
read for tone: the victory model in the Rules book (firstToTarget /
highestAfterDays and the target-bearing length presets stopped existing in
2026-08 — it is a free days count and a combined floor of 3 x players x days);
"there is no lobby, no server, no multiplayer"; crossing time in mph rather than
regions; Extras launched automatically eastbound; the Uncontrolled Siding listed
as a passing card; industry track length taken from the box count; and a
"Sister Trains" optional rule that never existed. The Home deck's counts table
came out under TODO #15a — Jesse's own ruling that counts move with balance —
and it had been wrong for a month, which is the argument made twice.

The Home and Mainline deck references are restructured to explain how a deck is
USED and to defer every per-card table to rules/as-built.md. Duplicating it by
hand is precisely the drift #15a was raised about: as-built needed no correction
beyond the Interchange, because build:cards regenerates it and a test fails when
the checked-in file disagrees. Everything hand-maintained around it had drifted;
it had not.

docs/design.md, the index everything starts from, said v0.4.3, "what is not: the
server", and 493 tests. It now also lists the player-facing references, which it
never has, so the Quickstart is findable at all.

999 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
2026-09-20 12:13:18 -04:00

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Station Master — the cards as built

Generated from src/engine/content.ts by scripts/build-card-reference.ts. Do not edit by hand — npm run build:cards rewrites it, and test/card-reference.test.ts fails if this file and the code disagree.

This is the one file in docs/rules/ that describes the game as it currently is. Everything else in this directory is a historical record and marked as such: rules-v0.1.md transcribes the prototype PDFs, open-questions.md tracks how the gaps in them were decided, and rules-v0.2.md and card-reference.md both describe superseded card sets. Read those for the reasoning; read this for the numbers.

The engine instantiates from the same constants this is emitted from, so a disagreement between this page and the game is a bug in the generator, not a stale table.

No card counts appear here, deliberately (TODO #15a, Jesse 2026-08-22): the counts move with play balance, so a document that prints them is answering a question that will have a different answer next retune. Where a count matters it is a yes/no — whether the deck deals the card at all — which is a fact about the design rather than about the current tuning.


Trains

12 timetabled and 10 Extras, 22 in all. Odd numbers run west, even run east; a pair shares a class and is the same card face in two directions. A Crew Tray holds four pieces and a caboose counts toward the four, which is why no train with a caboose carries more than three revenue cars.

Timetabled

# Class Speed Runs Consist Printed rules
1 Crack Limited fast west 2 coaches (2 pieces) terminals only; no switching; expedite; "Stop at Terminals only."
2 Crack Limited fast east 2 coaches (2 pieces) terminals only; no switching; expedite; "Stop at Terminals only."
3 Express fast west 2 freight (2 pieces) one freight per location; expedite; "May drop or pick up one freight car at every location."
4 Express fast east 2 freight (2 pieces) one freight per location; expedite; "May drop or pick up one freight car at every location."
5 The Sparrow fast west 3 coaches (3 pieces) no switching; expedite
6 The Sparrow fast east 3 coaches (3 pieces) no switching; expedite
7 Local slow west 1 freight + 1 coach (2 pieces) coach stays on station track; "Maximum one freight, one coach."
8 Local slow east 1 freight + 1 coach (2 pieces) coach stays on station track; "Maximum one freight, one coach."
9 Heavy Freight slow west 3 freight + 1 caboose (4 pieces) —
10 Heavy Freight slow east 3 freight + 1 caboose (4 pieces) —
11 Drag Freight slow west 2 freight + 1 caboose (3 pieces) —
12 Drag Freight slow east 2 freight + 1 caboose (3 pieces) —

Extras

# Class Speed Runs Consist Printed rules
X13 Appleseed Extra slow player's choice 3 freight + 1 caboose (4 pieces), empties only drop only; "May drop MTs but not pick up anything."
X14 Fruit Growers Express fast player's choice 2 reefers + 1 caboose (3 pieces) expedite; "Reefers only. May pick up one extra loaded reefer."
X15 Yard Xfer slow player's choice 2 freight + 1 caboose (3 pieces) —
X16 Light Engine Move fast player's choice engine only no switching; "No cars at all."
X17 Campaign Train fast player's choice 1 coach (1 piece) no switching; stop then expedite; stop earns point; must run loaded; "One turn at station (speeches) then expedite. Earns a point per Office Area if the candidate is aboard."
X18 Circus Train slow player's choice 2 freight + 1 coach + 1 caboose (4 pieces) no switching; stop earns point; must run loaded; "One turn stopped in an Office Area (circus set-up) earns 1 point, once per Area, if fully loaded."
X19 Military Train slow player's choice 1 freight + 2 coaches (3 pieces) no switching; no passenger work; expedite; must run loaded; "Troops and materiel: runs loaded where the yard can supply it."
X20 Director's private car slow player's choice 2 freight + 1 coach (3 pieces) no passenger work
X21 Freight Extra slow player's choice 3 freight + 1 caboose (4 pieces) —
X22 Pee-Dee slow player's choice 1 caboose (1 piece) pick up empties only; "Per-diem train. May only pick up MTs."

Mainline cards

A card is divided into regions, and a train advances one region per Stage — so the regions a card prints are what it costs to cross. Where a train enters is what the rules move: a fast train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than part of the road all change the entry point rather than the card's length.

Card Regions Default entry Fast / slow entry Trains may pass Extra may start
Plains 1 0 — — —
Curves 2 0 — — —
Hilly 2 0 1 / 0 — —
Heavy Grade 3 0 — — —
Double Track 1 0 — yes —
Uncontrolled Siding 2 1 — — —
Tunnel 2 0 — — —
Trestle 1 0 — — —
Interchange 2 1 — — yes

The Mainline deck is 10 cards; the two Division Points are the fixed ends of the Division and are not dealt. What each card does, in the words the game uses on screen:

  • Plains — 1 region — one Stage each. · 1 Stage for every train. · One train at a time — anything following has to wait for it to clear.
  • Curves — 2 regions — one Stage each. · 2 Stages for every train. · One train at a time — anything following has to wait for it to clear.
  • Hilly — 2 regions — one Stage each. · This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses in 1 Stage, a slow one in 2 Stages. No other card cares which it is. · One train at a time — anything following has to wait for it to clear.
  • Heavy Grade — 3 regions — one Stage each. · A grade, climbing eastward. 3 Stages to climb it and 3 Stages to run down, before help. Helpers start an UPHILL train a region further on; Brakeman does the same DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. Never less than one Stage. · One train at a time — anything following has to wait for it to clear.
  • Double Track — 1 region — one Stage each. · 1 Stage for every train. · TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held behind a slower one.
  • Uncontrolled Siding — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region behind it. You are not in the same place, so you do not run into it; it costs you the extra Stage instead. · One train at a time — anything following has to wait for it to clear.
  • Tunnel — 2 regions — one Stage each. · 2 Stages for every train. · One train at a time — anything following has to wait for it to clear.
  • Trestle — 1 region — one Stage each. · 1 Stage for every train. · One train at a time — anything following has to wait for it to clear.
  • Interchange — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · An Extra beginning its run here starts in the back region and takes the extra Stage. · One train at a time — anything following has to wait for it to clear. · This is the one Mainline card with a yard, so an Extra Train may be made up and started here. Its printed car-sorting is NOT implemented — a consist is re-ordered at a Small Yard in a district.

Office cards

Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in order. Green slots are outbound passengers, red are inbound, and the design gives slots equal to Porters rather than one more.

Office Control point Passenger facility A/D tracks Porters Green Red
Whistle Post — — 1 0 0 0
Depot yes yes 2 1 1 1
Station yes yes 3 2 2 2
Terminal yes yes 4 3 3 3

Whistle Posts are a fixed supply of 4 outside the deck, and Limits signs a supply of 8.


Freight facilities

Each lists the car types it works, which way its traffic flows, and the industries it may not sit beside. Every lockout pair is a producer and the consumer of the same commodity — you may build one end of a chain or the other, never both, which is what forces traffic to run between districts rather than in circles inside one. No two of the same industry may share an Office Area, and that rule is enforced for every kind rather than repeated in each row.

Industry Cars Flow Green Red Laborers Locked out with
Freight House boxcar both 1 1 1 Grocer's Warehouse
Mine Tipple hopper outbound 1 0 1 Power Plant
Refinery tank outbound 1 0 1 Power Plant
Power Plant hopper, tank inbound 0 1 1 Mine Tipple, Refinery
Packing Sheds reefer outbound 1 0 1 Grocer's Warehouse
Grocer's Warehouse boxcar, reefer inbound 0 1 1 Packing Sheds, Freight House

Modifier cards

Each sits beside a host and raises one of its capacities. office as a host means any Passenger Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which is not one.

Modifier Hosts +Green +Red +Laborers +Porters
Waiting area any Passenger Facility 1 — — 1
Restaurant any Passenger Facility 1 — — 1
Hotel any Passenger Facility 1 — — 1
Truck dock Freight House, Packing Sheds, Grocer's Warehouse — 1 — —
Railroad Express Agency Freight House 1 — 1 —
Forklifts Freight House, Packing Sheds 1 — 1 —
Prep Plant Mine Tipple 1 — 1 —
Coal Piles Mine Tipple 1 — 1 —
Conveyor Belts Mine Tipple 1 — 1 —
Pipelines Refinery 1 — 1 —
Oil Depot Refinery 1 — 1 —
Viscosity breakers Refinery 1 — 1 —
Transmission lines Power Plant — — 1 —
Rotary Dumps Power Plant — — 1 —
Steam Turbines Power Plant — — 1 —
Ice House Packing Sheds, Grocer's Warehouse 1 — 1 —
Local small groceries Grocer's Warehouse — — 1 —

Track cards

Track is in the Home Office deck and is drawn and played like any other card — not a separate per-player supply. Operational Rail is the flag that says a train may stop on the card; a turnout may be run through but not stopped on.

Track Geometry Hand Operational rail Move cost Dealt
Straight track straight none yes 1 yes
Curved track (right) curved right yes 1 yes
Curved track (left) curved left yes 1 yes
Sharp Curved Track (right) sharpCurved right yes 2 no
Sharp Curved Track (left) sharpCurved left yes 2 no
Turnout (right) turnout right — 1 yes
Turnout (left) turnout left — 1 yes

A row marked "no" is a shape the engine understands but the deck does not currently print.


Enhancements

The column that only the implementation can fill in: whether the printed effect actually resolves yet. live is read during play; dormantSolo is implemented at the point of attack but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a solitaire game; unbuilt means the effect is recorded and nothing reads it. A transcription cannot carry this column, which is the argument for generating the page rather than writing it.

Enhancement Placement Requires Effect resolves
Interlocking runningTrackStraight — live
Facing Point Locks onCard interlocking in the district dormantSolo
Yard office secondaryTrackStraight — live
Small yard secondaryTrackStraight — live
Water column runningTrackStraight — dormantSolo
Overpass onCard — unbuilt
Telegraph runningTrackStraight — live
Telephone onCard telegraph on the same card live
Radio onCard telephone on the same card live
ABS Signals mainlineCard — live

Opponent-directed cards, and what answers them

None of these is dealt in any deck today. A card that can only be played at another player has no legal target in a solitaire game, and a defence with nothing to defend against is as dead a draw as the attack — so both halves are held out until the attacks are implemented. They are listed because they are the design, and because what a defence answers is the only record of why it exists.

Action cards — opponent-directed

Card Played on Effect Answers
Derail a moving train in the Local Phase That train must stop for the remainder of the turn. —
Broken coupler a moving train in the Mainline Phase That train must stop and not move. —
Railroad crossing any Secondary Track Straight May not be used as a stop point for switching. May not become an Industry. —
Per Diem inventory another player Lose one point per 2 empty cars on Secondary Tracks. —
Demurrage charge another player Lose one point per 2 loaded freight cars on Secondary Tracks. —
Customer complaints another player Lose one point per 2 coaches in loading boxes. —
Vandalism another player A train passing a Hobo Jungle has a boxcar looted (converted to empty). —
Hotbox another player A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs. —
Outlawed another player A train just arrived may not depart for one turn — the crew’s hours have expired. —

Space-use cards — opponent-directed

Card Played on Effect Answers
Bean house adjacent to any straight, curve, turnout, Limit Burns tablespace. —
Flop house adjacent to any straight, curve, turnout Burns tablespace. —
Watertower adjacent to any straight, turnout on Running Track Burns tablespace. —
Hobo Jungle adjacent to any straight, turnout, Limit on Running Track Burns tablespace. Vandalism can loot a boxcar passing it. —
Section House adjacent to any straight, curve, turnout Burns tablespace. —
City blocks adjacent to any straight, curve, turnout, Limit Burns tablespace. —
Engine Shops adjacent to any straight, curve, turnout Burns tablespace. —
Tenderloin District adjacent to any straight, curve, turnout, Limit Burns tablespace. —
Engineer cemetery adjacent to any straight, curve, turnout, Limit Burns tablespace. —

Maneuver cards

Card Played on Effect Answers
Red Flags any time A stopped train is prevented from being hit; the approaching train is prevented from moving. —
Flying Switch any time Break a cut of cars away from behind the engine and roll them into an industry. —
Poling any time TBD in the source. —

Mainline modifier cards, for completeness — these ARE dealt:

Card Played on Effect Answers
Brakeman a GRADE Mainline card Faster passage downhill. —
Airbrakes a GRADE Mainline card Faster passage downhill. Brakeman must be in effect. —
Helpers a GRADE Mainline card Faster passage uphill. —
Realignment a Mainline card Convert one Mainline type to another. Not while a train is on it. —
Facing Point Locks adjacent to Interlocking Prevents Derail being played on you. Derail