The ARE focuses
on operations, the simulation of movement of goods from shipper
to destination. Our operations include yard classification moves
that take a car from the arrival track in one part of the yard and classify
it onto another track from which it will be taken to its destination. The
car cards to direct the movement of cars. There are cards for each car,
engine, caboose, and identified train.
During operations the dispatcher gives the
engineer a set of cards held together with a spring clip. The Train Card
tells the engineer the sequence of moves through towns and the switching
operations to perform. The grades and siding lengths restrict ARE
trains to seven cars, each of which is represented in the set of cards
by a Freight Car Card. A Caboose Card completes the set. Some of the operating
rules are concerned with how the car cards are used.
Train Cards specify the departure track, towns
(stations) through which the train moves, and switching moves. In
order to increase the running time of a train, it may follow a convoluted
path around the layout. The path may take advantage of the two reversing
loops and pass through a town in both directions.
||Freight Car Cards specify the moves that a
specific car makes. The moves were generated randomly. Our cards specify
moves between industries and yards. The merchandise carried is not specified.
||Locomotive Cards specify the type, reporting
marks, and DCC address.
||Caboose Cards specify the reporting marks.
Caboose cars aren't very interesting, but necessary.
||Working with car cards requires a place to put the cards when switching
an industry or yard. See neat ideas for more
||Operating night. Note control panel and boxes
for car cards.