Quickstart

Version 0.8.6 · 2026-09-29
On this page
  1. 1. What the game is
  2. 2. How you win
  3. Where Revenue comes from
  4. 3. The shape of a Stage
  5. Local Operations: you get exactly one of these
  6. 4. The screen
  7. 5. Start with solitaire
  8. 6. Things that surprise new players
  9. 7. Issues / Suggestions
  10. 8. Documentation / References

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:

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#

WorkPays
A passenger boarding at your platform1
A passenger getting off at your platform1
Completing an outbound freight load1
Completing an inbound freight unload1
A train completing its run across the whole Divisionpaid 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.

#PhaseWhat happens
1Local OperationsYour turn. Choose ONE of three things (below). Each player in turn, starting with the Superintendent and working eastward.
2New TrainTrains due this Stage are made up from the Division Yard. The table takes turns adding one car each.
3MainlineAutomatic. Trains move, lowest number first. This is where clearance rulings and collisions happen.
4CargoYour turn. Your Laborers and Porters do their work — the loading, unloading, boarding and detraining that actually pays.
5Supervisor ShiftAutomatic. Laborers and Porters refresh; expedited trains depart. Every third Stage the Fedora passes.

Local Operations: you get exactly one of these#

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 right-hand column:


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#

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.

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#

ForRead
The rules in full, with the FAQRules
How the Home Office deck is dealt and playedHome deck
The Mainline cards and what they do to a trainMainline deck
Rolling stock, yards, trays, the FedoraComponents