Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be reproduced and is written up in TODO.md with the two questions that would pin it down. TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain` carried no tray, so there was one button per platform however many trains stood at it and the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not even asking the same question: `check` skipped a train whose card refuses passenger work and the reducer did not. Both intents now carry an optional `trayId`, one function resolves the train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train, and the label names it. A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to another district. The load carries the seat that made it (`RollingStock.origin`), stripped by `pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400 paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf. THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the reading that "Freight House" was a collective term for exactly those two, and therefore what §9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound. Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which leaves exactly the one same-district pairing the rule above refuses. NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`. Both published replays that had gone dead were re-recorded; a rules change retires a save, and `harness.test.ts` is what catches it. The same change ships as v0.4.9e on the 0.4.9 line, branched from the v0.4.9d commit — the engine files these fixes touch are identical across the two lines, so the patch applied cleanly both ways. Also carries the two "Queued 2026-08-22, from playing on StartOS" TODO items that were staged before this work started (Games in Progress readability, and getting back into a game after losing a browser). They are notes, and items 9-12 below them are numbered against them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv
65 lines
8.4 KiB
Markdown
65 lines
8.4 KiB
Markdown
# Station Master — Glossary
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Every defined term, alphabetized for lookup. The core comes from the Definitions section of
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`rules-v0.1.md` (§2); terms introduced by gap decisions carry their `rules-v0.2.md` section. The
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"Where" column points at the defining section.
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| Term | Definition | Where |
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| --- | --- | --- |
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| **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 |
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| **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 |
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| **Classification Yard** | Where used Rolling Stock is placed. When the Division Yard empties, everything here moves back to it. | §2.2 |
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| **Coach** | Passenger rolling stock (blue = loaded, white = empty). | §2.2 |
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| **Consist** | A collection of Rolling Stock (cars) in a Crew Tray. Order is significant. | §2.2, §A.3 |
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| **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 |
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| **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 |
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| **Day** | A series of twelve Stages. | §2.4 |
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| **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 |
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| **Dispatcher** | The imaginary (NPC) person running the railroad and granting rights to trains to operate. | §2.6 |
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| **Division** | Your company's tracks connecting the Eastern and Western Division Points. May represent hundreds of miles and several Offices. | §2.1 |
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| **Division Point** | Where your railroad ties into other railroads. There is an Eastern and a Western Division Point. | §2.1 |
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| **Division Yard** | A table-top pile of Rolling Stock. Cars for cargo, passengers, or trains are selected from here. | §2.2 |
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| **East** | The player's right. | §2.4 |
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| **Engine** | The engine piece. May pull cars, push cars, or both. Has couplers on the front end. | §2.2, §A.3 |
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| **Extra Platform** | Modifier card: +1 green and +1 red slot at a Passenger Facility. | §12.5 |
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| **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 |
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| **Facility** | A business which loads/unloads cargo and freight. | §2.5 |
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| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants, Freight Houses. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
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| **Freight House** | A sixth Freight Facility card (corrected v0.5.0 — an earlier pass here read it as a collective term for the Grocer's Warehouse and the Oil Refinery rather than a card of its own; it is dealt like any other industry). **The only industry that permits both directions** — the Grocer's Warehouse receives and the Oil Refinery ships, one way each (v0.4.9e). | §9.3, §12.5 |
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| **Highball** | When a train holding at an Office automatically departs. | §2.4 |
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| **Home Office** | The primary face-down deck cards are drawn from. 52 cards. | §2.6, §12.1 |
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| **Hopper** | Coal rolling stock (brown = loaded, white = empty). | §2.2 |
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| **Inbound box** | A red box holding all just-unloaded freight/passengers of the designated type. | §2.5 |
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| **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 |
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| **Laborer** | A blue man-icon; works cargo. Usable once each per Stage. Four Laborer-actions complete one load. | §2.5, §9.1, §9.3 |
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| **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 |
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| **Loading Dock** | Modifier card: +1 green Outbound capacity at a Freight Facility. | §12.5 |
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| **Mainline Card** | Tarot-sized cards representing roughly the hundred miles of track between train offices. Each has two regions. | §2.1 |
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| **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 |
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| **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 |
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| **Move** | A Crew Tray moving from one Operational Rail card to another, regardless of distance, without changing direction. | §2.4, §A |
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| **Number board** | Small tiles numbered 1-12 recording which Stage (hour) a train departs. | §2.3 |
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| **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 |
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| **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 |
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| **Outbound box** | A green box holding all to-be-loaded freight/passengers of the indicated type. | §2.5 |
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| **Passenger Facility** | Depots, Stations and Terminals — any Office above Whistle Post. Always allow both loading and unloading. | §9, §11.1 |
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| **Phase** | An operational component of a Stage. | §2.4 |
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| **Porter** | A black man-icon; assists passengers. Usable once each per Stage. One Porter-action earns one Revenue. | §2.5, §9.1, §9.2 |
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| **Reefer** | Refrigerated rolling stock for field produce (brown = loaded, white = empty). | §2.2 |
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| **Revenue** | Points gained and lost to determine victory. +1 per load/unload operation, −5 per collision. | §2.4, §10 |
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| **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 |
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| **Running Track** | The "Mainline" running horizontally between your Limits, including your Office — the horizontal row of cards, Limit-to-Limit. | §2.1 |
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| **Salvage Yard** | Where used cards are placed, face up, so no card that shouldn't be discarded is. | §2.6 |
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| **Secondary Track** | All track inside your Limits that is not the Running Track. | §2.1 |
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| **Section Gang** | Modifier card: +1 Laborer or +1 Porter. The only worker-adding Modifier. | §12.5 |
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| **Stage** | A two-hour section of time. Twelve make a Day. Each player gets one Local Operations action per Stage. | §2.4, §6 |
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| **Storage Shed** | Modifier card: +1 red Inbound capacity at a Freight Facility. | §12.5 |
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| **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 |
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| **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 |
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| **Tank car** | Oil rolling stock (brown = loaded, white = empty). | §2.2 |
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| **Team Track** | Modifier card: +1 car on a Freight Facility's industry track. | §12.5 |
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| **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 |
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| **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 |
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| **West** | The player's left. | §2.4 |
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| **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 |
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