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MothyFamily emblem THE LINEtheme pack · the rail head
Theme pack 4 · the rail head

THE LINE — a map that changes shape because players built it

A rail head, a telegraph, a land office, and a town that starves until the line reaches it. The engine is unchanged. The theme pack renames the nouns and adds the mechanic the theme was built for: the line is built tick by tick, in order, outward, and a town off the line has no market.

01The pitch

You are a section hand, a clerk, a water master, or a claimant. The map is not a fixed set of districts: the line is a chain of segments, each segment is a position, and a segment can only be built next to one that is already laid. Grain moves to the rail, the rail moves to the market, and the delay is visible in ticks.

The fantasy is a town that grows because a crew laid track — and a town that fails because the line went past it. The late game is an office: Section Chief, Signal Master, Water Master, Land Recorder. The endgame is owning the roundhouse at the rail head, and the siding that feeds it.

Why this theme is fourth: it is the theme where the engine's shared state is visibly made by players. A season that lays forty segments leaves a map no other season had, and that map is a row-per-row record in the log.

02The theme pack — the engine's nouns, in theme words

Four bars, four stats, six jobs, twelve acts, six offices, twelve commodities. The numbers are the prototype's starting values, sized so a season in any theme is comparable to a season in another. This is the theme file, printed.

The bars (renamed, same shape)

Engine barTheme nameSpent onRecovery rule the theme supplies
VigourBackbonelaying track, blasting, hauling, the water towerrest, and a camp: a facility raises the recovery
NerveNervethe blasting, the night freight, the survey linerest, and the signal rota the Signal Master sets
FocusFittingspike, joint, telegraph, survey, teachinga roundhouse: a facility raises the Fitting cap
StandingNamecontracts, office, teaching, command of a town lotthe town roll: an office restores a standing, the magistrate lowers it

The jobs (6)

JobWage / dayStat gainRequiresDaily points, spent on promotions
Section hand200Body +1noneSection points
Water master's crew240Body +1, Fitting +1a tower rotaWater points
Brakeman300Body +2, Nerve +1Backbone ≥ 40Freight points
Telegraph clerk340Fitting +2Fitting ≥ 15Signal points
Land clerk420Fitting +1, Insight +1Name ≥ 25Land points
Section Chief's crew480Body +1, Fitting +2Name ≥ 35Line points

The acts (12) — a theme names the verbs, and only names them

Theme nameEngine actCostTicksPublished riskPublished reward
lay a segmentbuildBackbone 16, Fitting 8, spike 246 % washoutthe line +1 segment
blast a cutriskBackbone 14, Nerve 12312 % accidentthe grade is cleared
haul grain to the sidingfreightBackbone 1024 % spoil110–260
run the water towerofficeBody 81 / tick0 %the line keeps working
signal a freightofficeFitting 610 %freight capacity +
file a land claimclaimName 6, Fitting 418 % disputea town lot, a share
survey the next segmentsurveyNerve 8, Fitting 6310 % false linethe next segment's cost
freight to marketfreightBackbone 12, Name 335 % delay160–420
trade at the town lottradeName 6, Backbone 414 % dispute90–300
teach an apprenticeteachFitting 6, Name 420 %apprentice gain +1
watch the sidingdefenceBackbone 8, Name 51 / tick0 %defence + garrison value
repair a segmentupkeepFitting 10, Backbone 1025 % washoutsegment integrity +4

The map — the prototype's six districts, tiered

TierPositionYield / dayGarrison requiredUpkeep / day
1town lots2025
2the water tower60614
3the siding1101025
4the grain elevator1801235
5the telegraph office3201860
6the roundhouse at the rail head60026120

Offices, commodities, currency

Offices (6)
Section Chief (sets the laying order, in the open), Signal Master (sets freight priority on the line), Water Master (sets the tower rota — a line without water stops), Land Recorder (registers claims, cannot grant them), Town Magistrate (hears the court, sets town fees), Dispatch (sets the market window, printed)
Commodities (12)
grain, timber, coal, water, livestock, freight capacity, telegraph time, land claims, rail spikes, seed, labour, names
Currency
Specie — coin and a paper order on the market. No real money enters the game (rule 1).

03The signature mechanic: The Line

One mechanic per theme, and one only — the rule that keeps five themes on one engine. The formula below is what the engine computes every tick, printed in the rules page in the game.

segment(n) can be built only when segment(n−1) is built cost(n) = spikes + Fitting + Backbone, rising with distance line_state(n) = laid, working, washed, unrepaired market access(town) = 1 if the town is on a laid segment, 0 if it is not supply delay = ticks from field to siding to rail to market, counted and printed line decay = every segment loses integrity every tick it is not repaired

Why it is a mechanic, not a flavour

Players build the map

The map is a chain the players extend. The season ends with a map no season had before, and the log names every segment and every crew that laid it.

The delay is real

Grain does not become money at the field; it becomes money four ticks later, on the rail, at the market. A supply chain with a visible delay is the thing a market game is missing, and the only way to model it is positions.

A line can be starved, and that is an office

A line without water stops. The Water Master is a real lever: a player's decision about who gets the tower rota is a decision about whose town grows. The season's politics are the line.

The first season's arc, 12 beats

Beat 1

the town lot survey (40 names)

Beat 2

segment 1 is laid — the first built ground

Beat 3

the water tower is built; the rota is set

Beat 4

a washout takes segment 2 down

Beat 5

the telegraph opens: the market window is printed

Beat 6

the grain elevator is contested (tier 4)

Beat 7

a land claim is disputed, and the Recorder's register is audited

Beat 8

the Section Chief election

Beat 9

a freight contract, executed by the engine

Beat 10

the rail head is reached (tier 6)

Beat 11

line reform: repair priority is set by the crew, not by default

Beat 12

the season ledger publishes every segment, every crew, every washout

04Art direction, and the feel

Text-first: no images, no animation, no sound. The theme supplies words, a palette, and a shape, and every object carries its numbers in text.

Palette
the green accent on dust: timber, iron, a flat horizon. The house palettes carry it without a new colour.
Type
the mono for the segment table, the sans for the town roll, the serif for the season's ledger. A line is a list of segments.
Tiles
one glyph per segment, decorative; every segment carries its state, integrity, builder, and cost in text.
Sound
none. A tick is a page update.

05What breaks this theme

The risks, named before anyone builds it. Each one has a test attached, so the honest list is a plan, not a mood.

A line is slow Undecided

The map changes one segment at a time. Four ticks per segment is a season's worth of building, which is honest, and boring to a player who wants a moment. The theme's drama is cumulative, and cumulative drama is the hardest kind to retain a player with.

Test: Measure how many players queue a build act in the first two weeks.

The line is a single spine Undecided

One guild that owns the water tower can starve every town upstream of it. A chokepoint is dramatic and it is a griefing surface: the engine must cap the rota, and publish it.

Test: Count grievances against the tower rota in season 1.

The supply chain costs code Undecided

A real delay means storage, tonnage, and a rail schedule. That is more code than the other themes, and it is the part of the theme that is not renameable.

Test: Estimate P2 scope for the chain before picking this theme.

A Western carries baggage Undecided

Land claims, a land office, a frontier: the theme's furniture is a history of disposals. Nothing in the engine evokes it, and a player will. The town roll should say who is admitted, and the season should not be a conquest.

Test: Ask the cohort which theme they would play, blind, from the pack table alone.

Building is not fighting Undecided

A crew that lays forty segments wins the season without a fight. If the players do not feel that as a win, this theme does not have a victory condition.

Test: Ask the cohort at week 6 what winning looked like.

Why this theme is worth running

It is the theme where the engine's shared state is visibly made by players, in order, with a delay they can see. If the design claim is that positions beat people, this theme is the strongest version of the claim: the map is the thing they built.