6.3 KiB
Station Master — design index
Station Master is a tabletop railroad-operations game set in the era of timetable-and-train-order railroading (1840–1950), being developed into a multiplayer digital game: players connect from a web browser and an authoritative server manages lobbies and game state.
Source of record
StationMasterPrototypeRules.pdf— the original prototype rulesStationMaster-PrototypeTurnChart.pdf— the 12-Stage turn chart
These stay as-is. Everything below is derived from them.
Rules
| Document | What it is |
|---|---|
rules/rules-v0.1.md |
Faithful markdown transcription of the PDFs. No corrections. The baseline everything diffs against. |
rules/rules-v0.2.md |
The working ruleset. v0.1 with all ten gaps resolved, each change marked with its gap number. |
rules/card-reference.md |
What is printed on every card, plus the economy summary. The spec an engine or a print-and-play layout consumes. |
rules/glossary.md |
Every defined term, alphabetized. |
rules/open-questions.md |
All thirteen gaps, each with the options considered, the decision, and the rationale. |
Architecture
Target is small self-hosted scale: a handful of concurrent games, hosted on a website or as a StartOS service. Stack is deliberately undecided; these documents describe what any implementation must do.
| Document | What it is |
|---|---|
architecture/components.md |
The project plan. All 20 buildable pieces — where each runs, when, MVP vs finished size — plus dependency graph and build order. |
architecture/overview.md |
Why the server is authoritative; state/intent/event split; transport; the rules-engine boundary. |
architecture/game-state.md |
The entity model, and the constraints that are easy to lose. |
architecture/protocol.md |
Intents, events, and per-player view redaction. |
architecture/lobby-and-sessions.md |
Create/join, seating, reconnection, persistence. |
architecture/deployment.md |
Plain web host vs StartOS service — and the one constraint that differs. |
Current status
Rules formalized, card faces specified, architecture documented, and the rules engine built and simulated. Eleven of thirteen gaps are closed; Gap 12 (balance variance) and Gap 13 (deck scaling) remain open, both with data behind them.
Gaps 8–13 were all found by working the design forward — building it or simulating it — rather than by reading the PDFs. None arises in tabletop play, where a person simply does the sensible thing.
The economy, in one line: Local Operations actions are the main currency — one per Stage, twelve
per Day — but inbound work bypasses them, which is where the game's variance comes from. See
card-reference.md §7.
Wanted, not yet designed: post-game replay — watching a finished game back at speed. The
architecture already produces what it needs (an ordered append-only event log plus a stored seed), so
the note in architecture/overview.md exists to keep the capability from being designed out. It is
explicitly not scheduled.
Provisional numbers — the victory targets are now confirmed at the mean by simulation. Still untested by play: Crew Tray count, Laborer counts, and whether the variance in Gap 12 is a flaw.
Next steps. The specification is complete enough to build against or to play on paper.
The build path is laid out in architecture/components.md — 20
components, a dependency graph, and a twelve-step order. Its MVP is solitaire: one Office, a fixed
number of Days, a server talking to a single browser, display functional rather than pretty. The
milestones worth knowing:
- Step 4 — a full solitaire game runs to completion headless, proving the rules before a pixel is drawn.
- Step 6 — the balance harness validates or retunes the provisional numbers, while changing them is still free.
- Step 10 — MVP complete; a human plays end to end.
Stack: TypeScript, chosen so the engine runs in both the server and the browser — one implementation of the movement rules, and instant affordances without a round-trip. Node 22 runs TypeScript natively, so there is no build step during development.
Steps 1–6 are done — the rules engine (components 1–7), heuristic bots (17) and the balance harness (18), with 134 tests passing.
The step 4 milestone is met: a full solitaire game runs to completion, headless. Games are reproducible from a seed, terminate from every seed tried, conserve all 62 rolling stock pieces, and develop properly.
End-of-game statistics (src/sim/stats.ts) report revenue by source, traffic, development,
action mix and strategy buckets — plus an anomaly detector that treats "this event never fired"
as a finding. It caught two bugs on its first run.
The step 6 milestone is met, with a caveat. The harness found five engine bugs that no test had caught, and once they were fixed the numbers came good: ~35% win rate and 5.0 Revenue/player/Day, matching the Gap 10e prediction of 5-6.
The caveat is large: those numbers were themselves measured against a scoring bug, since fixed. Honest figures are ~0.9 Revenue/Day and a 0% win rate — the targets are currently unreachable. The bot is still the prime suspect (it uses ~10 Laborer actions per game out of ~900 available), so this is Gap 12 and remains open. One genuine signal did emerge: mixed freight/passenger strategies outscore pure ones, with pure freight much the worst.
Gap 11 is decided — track orientation is chosen on placement, settled by measurement. Gap 13 answers the deck-size question: do not double it; scale only the buildable cards with player count.
Next: step 7 begins the server (components 8, 9, 20).
Run the harness with node src/sim/harness.ts [games] [length].
Running alongside, and independent of all of it: print-and-play components. card-reference.md
specifies every card face, so layout and art are the only remaining work before a table playtest —
which answers the one question simulation cannot, whether it is fun.