Night Division
Kicks, placards, unread waybills
A flat yard with a kick budget: shove, let go, and route one or two cars as they roll, like a small hump that runs out.
Placarded hazmat cars may not couple directly to the engine, may not be humped and may not be kicked, so they have to travel with a buffer car between them and the power.
In the dark a car’s waybill is hidden until it has been pulled. Goals still use the true destination, so par allows a look or two.
4 hand-made yards, pars from 5 to 12 moves. Every yard has two challenge variants that open once it is finished at par.
The yards
| # | Yard | Par | The job |
|---|---|---|---|
| 1 | Kick Start | 5 | Albany on 1, Boston on 2, and the Concord cars onto the Mill Spur. No engines past the derail on the spur: cars can only be kicked in, and what goes in stays in. You have three kicks: shove, let go, and route one or two cars as they roll. |
| 2 | Placards Apart | 6 | Build the outbound Albany, Boston, Boston, Albany on Track 1. Placarded cars may not be at the head of the train (the far end) or coupled to each other, so it matters which Albany and which Boston go where. |
| 3 | Blind Waybills | 12 | The waybills are in the office and the office is dark. A car shows its destination once you have pulled it. Albany on 1, Boston on 2, Concord on 3. Par allows for a look or two. |
| 4 | Night Shift | 10 | In the dark, with two kicks and placards to keep apart: build the outbound Albany, Boston, Albany on Track 1 and kick the Concord cars onto the Mill Spur, where no engine may go. |
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