Handbook
How Gotham Metro works, all in one place.
The Short Version
- Take a job, send its trains. A job is a real timetable, usually four runs. You set each one up, press Send, and read what happened.
- Work every tour. Your Missed Tour Allowance is 2 Excused Tours a week; after that each missed tour is a No-Show, fined from $25,000 and up. A job on any line covers the tour, and a tour you hold no certificate for doesn't count as missed. Each week the least-worked tour pays a 10% bonus.
- On time counts most. No more than 5 minutes late at the terminal. The GSTA pays a big bonus for finishing close to schedule.
- Rested, happy crews do better. Tired, unhappy or new crew make more mistakes; experience and skill help them handle trouble.
- Look after your trains. Worn trains break down, and one car out takes the whole set out. A second set keeps you running.
- Watch the money. The GSTA's payment is most of your income; every trip has running costs, and staff are paid every day.
- Late or hot trips are never fined, they just aren't rewarded.
Everything below opens up for the details: tap a rule, or its +, to read it.
The Basics
You're an owner-operator on the A, B, C, D and E lines of the Gotham Subterranean Transportation Agency. You own trains, hire crews, and work one job per tour: morning (04:00 to 11:59), afternoon (12:00 to 19:59) and midnight (20:00 to 03:59), Gotham time. The GSTA expects you on every tour: a tour you take no job on is a missed tour, and the GSTA has it covered. Each week you have a Missed Tour Allowance of 2: your first 2 missed tours are logged as Excused Tours, with no penalty. From the third on, each missed tour is logged as a No-Show and classified as a Failure to Cover, and the fine rises with each one: Fine Level 1 ($25,000) for the third missed tour, Fine Level 2 ($37,500) for the fourth, and Fine Level 3 ($50,000) for the fifth and each one after. During the alpha you can take a job on any of the day's tours until the day ends at 03:59, so a missed tour is logged only then. Until then, if you have no job on a tour that has started, the Office and Pick Jobs say how it will be logged. A job you take but don't finish isn't fined: its unsent trips are abandoned (ABD), which counts against your Rider Approval. A job you take and never run is a missed tour as well. In a new company's first seven days, each No-Show is fined a third of the usual amount. Weeks run Sunday to Saturday. Each week the tour companies worked least over the two weeks before pays a tour bonus: 10% more on fares and the GSTA payment; Pick Jobs shows which tour it is.
A job is usually four runs, two round trips taken from the real regular timetable. For each run you pick a train and crew, set standing orders, pace and gate enforcement, then press Send. The run resolves at once from your setup plus dice, and you get a report explaining why it went the way it did. Then adapt: swap tired crew, repair a set the GSTA inspector took out, change settings.
You start with $1,000,000, a used Type D6 set and five crew: two train operators (T/O), two conductors (C/R) and a fifth of your choice.
On Time, Grades and Your Score
On Time and Grades No more than 5 minutes late at the terminal. Riders don't mind an early train; the GSTA bonus does.
On time means reaching the terminal no more than five minutes late, without being short-turned or abandoned. Seconds round like this: :16 or more rounds up, :15 or less rounds down, so 5 minutes :15 seconds late counts as 5 minutes (on time) and 5 minutes :16 seconds as 6 (late). Each run gets a grade by the same bands as the GSTA bonus below: 🎯 Excellent (within 2 minutes, ahead or behind), ✅ Good Enough (within 5), 🥵 Early (more than 5 minutes ahead; a train can run up to 14 minutes hot) or 🥶 Late (more than 5 behind). Its Performance gives the minutes: "4 minutes behind", "7 minutes ahead" or "On schedule". Riders only mind late trains: an early trip still counts as on time for Rider Approval, but it loses the GSTA bonus, because a hot train is trouble for the railroad.
Your Score and The Board On time first, then net profit, then crew satisfaction.
Each company is listed on The Board under its High Score Initials (2 to 4 letters or numbers, chosen when you create your company), like a high score at the arcade.
On-time performance is the main competition; net revenue after all costs is the second axis; crew satisfaction is the third: a third each net pay (raises, and the dues and pension the company pays), rest and morale of the crew on your last 18 runs in the period, read as each run ends (with fewer than 18 runs, the missing ones count at the average of every company's runs), so a short break neither lifts nor lowers it. On the Season and All time boards, anyone bored from having no work (see What Moves Morale) counts at their morale today if that's lower. Rider Approval on the Season and All time boards falls half a point a day while your company has fewer than 8 runs in the last 7 days, and each run earns a quarter point back once you're at 8. Trips of a job you took but didn't send before it closed (at the end of its tour; in the alpha, at the end of the day) are abandoned (ABD): they count in Rider Approval as not on time. A trip resolves the moment you press Send, so one sent at 03:59 and any seconds still counts; at 04:00:00 the job is closed. The Board has Today, This week, Season (the official standing) and All time boards, all live; you need a number of runs in the period to be ranked (8 for a day or a week, 18 for the season). On the Overall table, ▲ or ▼ shows how many places a company has moved since yesterday (in the last hour on Today), and NEW one that has just qualified. Boards are saved when each day, week and season ends, and your best finishes show as Records in the Office.
What Happens on a Run
Luck Roll A hidden roll makes each trip's trouble a little shorter or longer.
Hidden, usually 75%–125% and at most 66%–133%, it scales how long incidents and mistakes take, and how good the good surprises are.
Good Luck Now and then something lucky happens aboard.
On about 6% of trips: police aboard, a road car inspector riding along, a celebrity, an anonymous donor…
Good Moments About half of all trips have a nice moment; a few win back seconds.
About half of all trips have one: a car singing along with a guy with a guitar, a rider thanking the crew, a clean fast boarding, every signal green. Most are just nice; a few win back seconds. Who's on the crew makes some more likely (a bartender talks down a drunk, a former tour guide gets thanked by tourists). A moment you've seen in your last 20 or so trips usually gives way to one you haven't, and the common ones are told in several ways.
Incident Roll Prevention cuts trouble; a good crew handles what happens faster.
Between 7% and 80%: a company that does nothing to prevent trouble faces trouble on most trips, and a challenge day adds to that; a new company can expect about half its trips on time, a well-run one four in five, and something to happen on about two trips in five. Each kind of trouble has its own causes. Equipment trouble follows your maintenance and the train; rider trouble follows dirty stations and how many station agents you have; your crew's own trouble (late to the train, hurt, arguing) follows their fatigue, years and chemistry. Fights, faults, false trips and riders pulling the cord happen to every company: a good crew doesn't make Gotham quieter, it handles what happens better and faster. Then type, class and severity (minor, heavy, severe), weighted by your crew's backgrounds and your orders. People in crisis ride more late at night (most around 04:00) and come down into the subway for shelter in cold, wet or very hot weather: each train runs in the weather of its hour, from midtown Manhattan's National Weather Service forecast, locked for the whole day at 04:00 so the same hour is the same for everyone, whenever they send (the header shows this hour and today's range). A real snowstorm, soaking rain or heat wave also keeps riders at home. On those nights police with outreach and a conductor good with people pay off. Crowds keep to their hours: parades 09:00 to 17:59, ball games 12:00 to 23:59, protests 08:00 to 21:59
12-9s Rarely, a train strikes a person: the trip ends there.
A 12-9 is a person struck by a train. It happens to about 1 trip in 11,000, the real rate on the subway: in 2023 New York's trains struck 241 people, and 97 of them died. Some people walk away hurt, some lose a limb, and some die. Most are struck by the front of the train, where the T/O sees it first; now and then the C/R finds someone caught between the cars in the back section (on a one-person train, the T/O). Power is cut, EMS and police come, the riders are walked off at the station, and the trip ends there. Both crew members are relieved and go for the drug and alcohol test, so they may miss the job's next trips. They are shaken, and either of them may go out on workers' comp (below). Nobody grades their handling that day.
Shots Fired Very rarely, a shooting on the train. Nobody dies.
About 1 trip in 100,000, a rider opens fire in a car. Between one and ten riders are shot, and luckily nobody ever dies. The train pulls into the next station, police and EMS come, and the train is held as a crime scene: the trip ends there. The crew is shaken, and either of them may go out on workers' comp (below).
Crowds and Running Time Extra crowds, tired crews and worn cars cost time.
Boarding time depends on riders, door count and train length; the schedule expects normal rush-hour crowds, so only extra crowding costs time. Fatigue and low skill slow things down; old or worn cars drift late.
Holds Waiting for other trains: nobody's fault, a few minutes.
Sometimes the train waits for the train ahead, for the dispatcher evening out the spacing, or, at the entry or exit of an express station, for another train crossing through the switches. Nobody's fault, 1–6 min. The report shows the signal: a red lamp (Stop) for a red signal, three yellow lamps (Hold) when the dispatcher or the tower holds the train.
Making Up Time Express runs give a late train the most room to catch up.
A late train wins time back between stations, mostly on long stretches such as express runs; short local hops give little room.
Running Ahead Crews ease off when ahead; the tower sometimes holds an early train.
Crews may not hold at stations to get back on time. A good operator eases off instead when the train gets ahead of schedule (less on Push pace). At the main holding stations, mostly the big four-track ones, the tower sometimes catches an early train and holds it until it's on time (never twice close together); the wait shows as that stop's dwell. A train running ahead that isn't held arrives early and earns no on-time bonus.
Everyday Moments Life on the train around you; it rarely matters for time.
Most trips have a few ("At station, a person holds the doors for a friend..."). They cost seconds, often none. Which ones happen depends on the hour, the crowd, whether there's a conductor aboard, and how clean your stations are.
Your Crew
Crew Mistakes Tired, unhappy, new or rushed crew make more mistakes of their own.
Besides the incident roll, your operator and conductor can each make a mistake of their own: overrunning a platform, coming up too fast on a signal or passing a red (brakes in emergency), closing the doors on a rider. They follow the attribute behind them (Train operation for the T/O, Door operation at the doors), which is lower when the person is tired, unhappy or new; a worn-out or unhappy crew member also slips more on their own, and mistakes are likelier when rushed (Push pace). The run report says what was behind a mistake: "Train operation 6 today (tired and new to the job)", Push pace. Passing a red gets a fine when it's heavy. A severe one brings a hearing about a week later on one of the T/O's days off (going costs them the day off; most of the time nothing comes of it, sometimes a fine, now and then a suspension of 1 to 3 days), and now and then a Train Service Supervisor meets the train, takes it over and sends the T/O for a drug screening (too late back for the job's next trip, they sit for the rest of the job); rarely the riders are discharged and the trip ends there. Hurting a rider with the doors gets a fine. Opening the doors on the wrong side happens only to an exhausted crew member, and ends in termination. A borrowed crew member who would be suspended is sent home instead. A brakes in emergency that isn't the crew's fault (a signal that trips the train on a green, a rider pulling the emergency cord) is never written up. On an open-gangway train (Type U1T) a brakes in emergency takes 6 more minutes: the crew checks the whole train.
Who's on the Crew Matters A crew member's background speeds up the right kind of trouble.
Backgrounds change how long things take. A former police officer gets police there sooner, a retired paramedic speeds up a sick-rider call, a former tour guide on the conductor's side sorts out lost tourists and questions, a former dispatcher gets the train moving after a hold. The report names who made the difference.
Crew Experience Every run earns experience; levels bring perks.
Every run earns experience, more when on time, after dealing with an incident, or when a supervisor praises them. Enough of it raises a crew member's level (1 to 20), shown on the Office (Lv. 01) and in Human Resources; each level takes a little more than the last, and level 20 takes about 200 runs. Levels 6, 10, 15 and 20 each bring a perk point to spend on the crew member's page (quick doors, street smart, first aid, stamina, and for operators Stop Artist, Stuntman and Motorman…). Experience makes a bad day hurt less: from level 10 today's ups and downs can take at most 5 points off an attribute (4 from level 15; 6 before level 10). And from level 10 a crew member teaches: the lower-level partner on their train gets 2.5% more experience a trip for every level between them (a level 18 with a level 8: 25% more).
Attributes Six, 1 to 20 (10 is average): one number each, and it's the one the trip uses.
Every crew member has six, from 1 to 20, where 10 is an average working crew member: Train operation (the T/O: overruns, signals, the running time, easing off when hot), Door operation (whoever works the doors: closing on a rider, the time at each stop), Public relations (riders' questions, tourists, announcements), Street smarts (criminal and mental health calls, sick riders), Investigations (finding and clearing a fault) and Stamina (how fast a run tires them). Each is a base (what they came in with and the points their levels earned, up to 20) plus what moves it: perks and background (which can take it past 20), traits and flaws, and today's ups and downs (tired, morale, well rested, new to the job, lunch), which are held to −6 and +4. The crew page shows every one by name, and what the number does in real percentages. Each level-up brings 2 points: practice places one (what they actually did on the job) and you place the other on their page, or practice places both if you leave that to it on the Human Resources page. From 13, a level of an attribute takes two points (a first point there shows as ½). The best crew you can run makes about half the mistakes of an average one. The fight, the fault, the rider who pulls the cord still happen; a good crew deals with them better and faster.
Flaws Overworked or older crew can pick up a flaw; you can remove it.
A crew member who is often exhausted, or over 50, can rarely pick up a flaw (bad back, short temper, sluggish, careless, hard of hearing…). Remove it on their page for $75,000 or a perk point.
Morale Happy crews have fewer and milder incidents.
It comes in six steps: Full steam ("Excited to be here"), On track ("Looking forward to having a good day"), Coasting ("Meh"), Dragging ("Don't want to be here today"), Off the rails ("Really should have booked off") and End of the line ("I feel like resigning"). The crew on a train works by its average: happy crews go by the book, with fewer and milder incidents; miserable ones aren't slower, but they set off more and worse incidents, especially their own mistakes. Morale alone moves on time a long way: a crew at Full steam is on time far more often than one at End of the line.
- Full steam “Excited to be here”
- On track “Looking forward to having a good day”
- Coasting “Meh”
- Dragging “Don't want to be here today”
- Off the rails “Really should have booked off”
- End of the line “I feel like resigning”
What Moves Morale Raises and rest lift it; fatigue and write-ups drag it down.
It drifts back to a resting point: 60, plus 3 for every 5% raise you give (up to 15), less 9 for every point of fatigue over 3, plus 3 for a week after working with a partner who shares 3+ interests, less 5 once the paid sick days are gone, plus 2 each when the company pays their pension contributions or union dues, less 6 for every day past a week that they have had no work (time on leave doesn't count). On top of that, things swing it for a while: a raise (+8), praise from a supervisor (+10) or a critique that stings (−12), an on-time trip (+1), coffee, lunch, good moments, being shaken (−8), hurt (−10) or written up (−10 or −15), a coworker terminated (−5 for everyone) or let go (−3), life (±8 now and then). New hires usually start at Full steam.
RDOs (Regular Days Off) Two days off in a row; you can call someone in at overtime.
Each crew member has two in a row, which you can fix for the season on their page. On an RDO they can be called in: the whole day at overtime, a small lift (+3) and a fatigue hit. Their week shows as S M T W T F S (the working week starts on Sunday) on the Office, Human Resources and their page: working days filled, days off plain, today circled. On the Office, anyone off today is greyed out and listed last.
Sickness Tired crews get sick more often.
Twelve paid sick days a year (May 16 to May 16), unpaid after that. Tired crews get sick more often (every day last week that ended at fatigue 6 or more adds to the odds), and some people are hardier than others: you see their resilience once they're hired. Most sicknesses last a day, rarely more than three. Some call in before work; some fall sick during the day, finish the trip and go home. At Off the rails a crew member may book off; at End of the line they may give 14 days' notice and resign.
Random Drug Tests Now and then someone is sent for a test and misses a trip or two.
Each of your T/Os and C/Rs has about a 1% chance per job of a random drug test, only when they show up for work (nobody out sick or on leave is picked). Picked when they sign in for a job, they go at once and the extra board covers their trip. Handed one during a trip, they finish to the last stop first. The test site is near Kay Street–CityTek: the ride there, about an hour's wait, and the ride back to where the job's next trip leaves. Pick someone else for trips that leave before they're back; the job page tells you who is away. On the midnight tour a Train Service Supervisor has to escort them, so they wait for one to be free, or until 06:00, when they may go alone. Nearly everyone passes (97%). An inconclusive result (2%) means a retest when they next sign in on a later day. A positive one (1%) means they're out at once, suspended 30 days without pay. The drug screening after a supervisor takes over a train has the same results.
Workers' Comp After a 12-9 or a shooting, a crew member may be out for weeks, now and then up to a year.
After a 12-9 or a shooting, each crew member on the train may file a workers' comp claim for PTSD: more likely after a death than when the person lived, and more likely for whoever saw it first. A former funeral director never does. They are out for a few weeks to a few months, now and then up to a year. While they're out, you pay them two thirds of their regular pay, and they pay no taxes on it; it shows as its own line in the books, and it counts in your net like payroll. They don't count toward your roster limit, so you can hire someone in their place, and you can't release them while they're out. When they come back you keep everyone, even over the limit, but you can't hire in that role until you're back under it.
Hiring A new list every day at 04:00, and now and then an Epic or Legendary applicant for one tour.
Human Resources lists who is looking for work: new applicants every service day at 04:00, shared by every company (first come, first served), and people between companies, who stay until someone hires them. Each tour may bring up to two Epic or Legendary applicants, there for that tour only. They have more experience than most, a useful background and no bad habits, one standout attribute (an Epic at 15 to 17, a Legendary at 18 to 20, with a perk already earned) and one weak spot, and they ask more pay. Some are duds: brilliant at what their job needs least and weak at what it needs most, so read the card before you hire. Every hire costs onboarding training (see Fares and running costs). Rosters hold at most ten T/Os and six C/Rs. Someone dismissed by a company can't work for 28 days and carries a reinstatement fee.
Borrowing from the Extra Board Short a crew member? Borrow from the extra board or call the GSTA.
All the lines share one extra board. Each tour, some terminals and yards have a train operator or conductor on the board, ready to work. The call goes out when your job reports for work (or when the last trip arrives, if you lose someone mid-job). If a board person is at your trip's terminal, there's no wait; otherwise the nearest one rides over, and the trip leaves late only if they can't make it by departure. Or call the GSTA: someone shows up 15 to 90 minutes after the call. Board people work 8-hour days that start with the tour (04:00, 12:00, 20:00), and standing by and riding over both tire them a little; the run report shows their fatigue. The C has no board on the midnight tour, so from 20:00 a C train borrows from an A board or a yard. Whoever you borrow stays with your job for the rest of the tour, unless they're hurt or sent home. You pay them for every trip they work; if your job runs past the end of their day, the GSTA pays their overtime.
Seniority and Raises Pay goes up 3.5% a year.
Everyone has a seniority date; years of service count from it, and pay goes up 3.5% a year in monthly steps on that day of the month.
Train Service Supervisors A supervisor rides along now and then and grades the operator.
They ride along on about one trip in twenty and judge the operator's handling and the announcements. Praise brings morale and experience. A critique is taken as constructive by a professional crew member; others lose morale for a while.
Shared Interests An operator and conductor who share hobbies work better together.
An operator and conductor who share three or more hobbies get along: better crew chemistry (fewer incidents) and +2 morale each trip together.
Coffee A spill costs minutes; a coffee keeps a crew member sharp.
Now and then a spill in the cab costs 2 to 3 minutes, or a coffee handed over at a station keeps a crew member sharp for the rest of the trip.
Annual Physicals Once a year around their GSTA anniversary, $1,250 each; some results mean time off.
Once a year, $1,250 each, within 5 days of the anniversary of the day they started with the GSTA (not with your company, so it stays the same if they move to another company). The crew member's page shows the date. A large neck (more likely with age) means 90 days off for a sleep apnea (CPAP) evaluation; an A1C over 8.9% means medical leave until a monthly test is back under it.
Each morning goes in the same order: physicals first, since they're scheduled; then anyone not already out may call in sick; then, at work, the random drug tests. Someone a physical sends on leave doesn't also use a sick day, and nobody out sick or on leave is picked for a drug test.
Comforts Rarely, a bathroom break holds the train.
Rarely, a crew member needs a bathroom break and the train waits 4 to 17 minutes. About twice a year for someone who ever needs one, and many never do. A little more likely when they're very tired, pushing, after a long hold, or when they bring a late train in and have to go right back out.
Your Trains
Whole Sets Any car out takes the whole set out; finish the job with another set.
When a failure takes any car out of service, the GSTA inspector takes the whole set out. There's no running short. After every run the inspector may also find a defect, likelier the worse the set's condition and the cheaper its maintenance. A set that goes out in the middle of a job doesn't end the job: send the rest of its trips with another set in service, or they're abandoned (ABD) when the job closes.
Road Car Inspectors (RCIs) With a spare in stores an RCI fixes a heavy failure on the road; one free try at the terminal.
On a heavy brakes, air conditioning or lighting failure, with an RCI on duty and the right spare part in stores, an RCI meets the train a stop or three on and swaps the part: the wait is about half as long, and the spare is used.
When a failure takes cars out of service, they get one try each to fix the fault at the terminal, free, so the set stays in service: one chance in five, or one in two with the right spare part in stores (the spare is used).
Repairs $150,000 a car; a second set keeps you running.
$150,000 a car the GSTA inspector named (labor only with the right spare). A repaired set spends the rest of the day in the shop and is back the next service day, so a second set keeps you running.
Maintenance Cheap maintenance wears sets faster.
Per car per run: neglected is free, wears the cars 1.5 times as fast and puts nothing back; basic ($120) holds a set near 70% condition; scheduled ($225) and premium ($360) keep it near 100%, raise reliability and cut incidents.
| Maintenance | Per car per run | Holds a set at |
|---|---|---|
| Neglected | Free | keeps falling |
| Basic | $120 | about 70% |
| Scheduled | $225 | about 100% |
| Premium | $360 | about 100% |
Salt Air The Sandy Rock stretch wears cars faster.
A run on the Sandy Rock stretch wears the cars 1.5 times as fast (on top of the maintenance level's rate). Each set's maintenance log in The Barn shows the wear, run by run.
Your Settings for Each Run
Pace Easy is careful; Push it makes up time but wears the crew and the train.
Easy: careful running, fewer and milder incidents, less crew wear, but little time made up. Push it: makes up the most time but wears the crew, and is risky with tired or new crews. Push also wears the train faster and burns more power, whoever is operating; Easy is gentler on both. Normal is in between.
Standing Orders Police for a criminal call, police with outreach for a mental health call; ignoring is free but risky.
Dispatch sorts trouble aboard into two kinds of call. A criminal call is someone threatening people, fighting, damaging the car or harming someone: Police are the best answer. A mental health call is someone who isn't violent but is in trouble or in the way: shouting at nobody, naked, asleep across the seats, holding the doors, smoking in the car, on the tracks. Police with outreach is the best answer there, and the outreach workers keep your crew from being shaken. Police alone on a mental health call walk the person off, but nobody helps them, so now and then they get back on a few stops later and the crew has to signal en route for police again; police with outreach on a criminal call are slower, since the officers bring the outreach workers and have to keep them safe. Mental health calls come most late at night and in cold, wet or very hot weather, when people come down into the subway for shelter: that's when police with outreach pays off. More police are on patrol on the midnight tour, so on a call they get there sooner. Police cost $750 and police with outreach $2,550, only when an incident calls for them; a theft never does, since police only take a report. Now and then, before help gets there, someone on the train ends a minor or heavy call themselves; the wait is shorter and the call is still paid for. Ignore incidents is free: the crew keeps going, and a criminal or mental health call usually blows over, costing about half the time. Sometimes it blows up instead, worse and longer, and it can blow up again. A mental health call nobody answers blows up more often: an assault (your crew is shaken), a smashed window (the train goes out of service), a light fixture torn down (the car is cut out) or a wrecked message board. And supervision may write the crew member up: fined, or suspended for 1 to 3 days. It blows up at least as often for a good crew as for anyone (more often for a crew that handles people poorly): skill only helps when they answer the incident.
Fare Enforcement Strict pays at rush hour, light overnight.
Stricter gates stop more riders who'd skip the fare, but some of them walk away instead of paying. At rush hour most of those stopped pay, so strict earns a little more than standard (tens of dollars a trip); overnight most walk away, so light earns the most and strict loses about $100 a trip. Midday and in the evening, light and standard come out about even and strict costs a little. People at the gates also deter crime aboard: strict means a little less of it, light a little more. Light is free, standard $1 and strict $3 a station served. The run report shows how many paid, turned away or rode free.
Money
GSTA Service Payment Most of your income: paid for every trip, with a big bonus for finishing close to schedule.
The authority pays your company for every trip you run: $110 per scheduled minute, and a short-turned or out-of-service trip is paid for the part it ran. A completed trip earns a bonus by how close to schedule it finished, early or late, minute by minute: +415% right on time, +370% at 1 minute, +305% at 2, +200% at 3, +135% at 4 and +80% at 5; beyond that, no bonus. Arriving hot isn't better than arriving on time: your riders sit outside the terminal while the train ahead still holds the platform. Late or hot trips are never cut, just not rewarded. This is most of your income, and running sharp is where the money is. On the week's tour bonus tour (the one companies worked least over the two weeks before; Pick Jobs names it), fares and this payment pay 10% more.
Financing After three days of operating, lenders will finance a train.
After three days of operating, lenders will finance a train: 20% down, the rest paid daily over two years at 1% to 4.5% (a financier, business owner or accountant on staff gets you a better rate). A loan can't be paid off early in its first week. Buying a train never counts against Net Profit, whether you pay cash or finance it; a loan's interest does, as a running cost.
Fare Adjustment The same job again this week earns less in fares; a new line or tour earns more.
Each job on Pick Jobs shows a fare adjustment: how much more or less you collect in fares on that job's runs. It's set when you take the job and holds for the whole job. Each time you worked the same job in the seven days before today takes off 5%, up to 25%. Moving to a different line from your last job adds 2%, and to a different tour another 2%. They add up: a job you worked twice this week, on a different line from your last one, is −8%. Only fares change; the GSTA payment and its on-time bonus don't. It keeps one company from working the same few good jobs every day.
Fares and Running Costs $3 a boarding; every trip has running costs, and staff are paid every day.
$3 a boarding, no free transfers, minus fare evasion. Running costs, per trip: track fee $100 a station served, power $3.50 a car-minute, stations $50 a station, insurance $1,000, the line pool (5% of the GSTA payment, for shared line services), maintenance and gate staff; police $750 or police with outreach $2,550 when an incident calls for them. Staff are paid daily whether or not they work. A No-Show (a missed tour beyond your Missed Tour Allowance of 2 a week) is a Failure to Cover fine, from $25,000 and up. The top rate is $150,000 a year for an operator and $120,000 for a conductor; crew start at 80% of it and reach it after four years, in monthly steps, and contract raises (1.5% to 4% a year, from May 16) lift the whole scale. Road car inspectors (RCIs) earn 20% more than a top-rate operator; every company has at least two (one at each end of the line), each with two days off a week, and four keep two on duty every day; station agents earn $1 an hour more than a top-rate conductor. On top of wages the company pays payroll taxes, insurance, health and pension (about 41% of wages), uniforms and physicals, and onboarding training on every hire ($45,000 for an operator, $15,000 for a conductor; the GSTA pays 5%). Raises stop at 1.5 times the operator top rate. Crew pay federal, state and local taxes, Social Security and Medicare, a pension contribution and union dues out of their pay; the company can choose to pay the last two for them.
Alpha Limits
Certificates: you need one to work a tour on a line. Your Office shows a signal for each line with a lamp for each tour, like a railroad signal: green is a tour you can work, amber a tour you don't hold on a line where you hold another, and red means you hold nothing on that line. Tapping an amber or red lamp buys it. Each covers one tour on one line for a season and costs less as the season goes on. They're paid in cash and don't touch your Score. Everyone holds the A and C free through 2026, and a new company holds its home line free for the season it starts in. A tour you hold no certificate for doesn't count as a missed tour.
The A, B, C, D and E only; the B runs on weekdays, with no overnight tour. No detours, construction, line voting, Pull Strings, comfort upgrades or PvP yet. Tour windows are relaxed for testers. Ridership comes from real hourly station counts (Fall 2025, by day of week and hour), split between the lines at shared stations; where riders get off is estimated.
Daily Challenge
Every service day brings one challenge that applies to every company alike, from 04:00 to 03:59 Today's is marked; tomorrow's is a surprise. Each run report starts with what today's challenge did to that trip, such as its incident chance against an ordinary day's.
Maintenance initiative Today
The GSTA is backing the shops: maintenance costs 40% less per car and puts back twice as much condition after every run, and repairs cost 25% less. A good day to run your most worn set and catch up on repairs. Riders notice cleaner, better-kept trains, so good moments come more often.
Crime wave
Crime is up across Gotham. Expect many more incidents on every trip, and far more of them crime: fights, vandalism, theft, fare beating. Police orders and strict fare enforcement pay off today: strict gates keep out even more of the trouble than usual. Riders who do see a good crew notice it, so good moments come a little more often too.
Belt-tightening
Wage costs are held down: payroll costs 10% less today, and overtime and call-ins on a day off are paid at straight time, so today is the day to work the long jobs and call people in. Parts and shop time cost more: maintenance costs 20% more per car.
Safe streets
A quiet day on the system: far fewer incidents on every trip, and with little else to do, police get to a train sooner when they're called.
Budget crunch
Money is short all round. Thinner services on the system mean more incidents, the police bill their overtime, so a call-out costs 50% more, and maintenance costs 30% more per car. Weigh calling police against ignoring today.
Major event
A major event brings crowds to Gotham: about 35% more riders all day, so more fare income. GSTA event staff on the platforms keep the crowds moving, so stops take no longer than usual. The GSTA wants the trains on time: its on-time bonus is 15% bigger today.
Hiring fair
The GSTA's hiring fair: onboarding training costs half as much on every hire today, and half again as many people are looking for work. With classes covered, supervisors are out on the line instead of teaching: trips run smoother, but a Train Service Supervisor is far more likely to ride your train.
Fare blitz
Volunteer patrols and extra police are out at the fare gates: far fewer riders skip the fare and fewer troublemakers get into the system, so crime on trains is much less likely. The GSTA pays for strict fare enforcement at every station today. With the police busy at the gates, they take longer to reach a train when one is called.
Fire alert
Dry, windy weather: track fires and fires near the line are much more likely, and a serious one short-turns the train, so expect more trips cut short. Station agents spot smoke early: the more agents you have, the lower your risk.
Crew Backgrounds
| Background | Perk | Drawback |
|---|---|---|
| Career transit worker | Steady, no surprises | — |
| Train buff | Cuts breakdowns, especially on old cars; accepts lower pay | Distracted by rare rolling stock |
| Former supervisor | Mentors nearby crew, handles incidents well | Resents management |
| Former superintendent | Mentors and handles incidents very well | Bitter about the demotion |
| Former dispatcher | Limits delay cascades; sharper forecasts | Weaker at repairs and sanitation |
| Former accountant | Trims maintenance costs, catches revenue leaks, better loan rates | Weak in incidents and around people |
| Former police officer | Cuts delays on criminal and mental health calls, strong at the gates | Higher wage; clashes with outreach |
| Ex-con ("second chance") | Street-smart, de-escalates well | Low trust at first |
| Former gang member | Deters vandalism and fare evasion | Old ties can draw trouble |
| Retired financier | Finds cost savings; better loan rates | No patience for delays |
| Food truck operator | Boards crowds fast | Second job: tires faster |
| Former psychologist | Calms mental health calls | Slow to react to fast emergencies |
| Former funeral director | Unshaken after a fatal accident | Coworkers find them unsettling |
| Retired paramedic | Handles sick and injured riders well | Carries every bad night home |
| Former air traffic controller | Keeps spacing tight, limits cascades | High-strung: tires faster |
| Ex-boxer | Unshaken by confrontations | Short fuse |
| Former bartender | Calms rowdy riders, lifts crew spirits | Worn down by early starts |
| Failed stand-up comic | Riders forgive delays | Loose about schedules |
| Former business owner | Better loan rates; watches costs | Bossy with the crew |
| Former tour guide | Sorts out lost tourists and rider questions fast | Talks too much on the PA |
Negative Traits
| Smoker | Smoke breaks risk small terminal delays (Stamina −1) |
| Vaper | Milder than a smoker; cab distraction (Train operation −1) |
| Heavy accent | Live announcements unclear on older cars; riders ask again (Public relations −2) |
| Gambler | Chance of a revenue shortfall |
| Flirt | Friction with crew |
| Foodie | Long meal breaks, cab mess, more comforts |
| Compulsive liar | Run reports may not match what happened |
| Hustler | Side schemes: skims revenue, sometimes turns extra cash |
| Medical condition | Diabetes or similar: needs comforts far more often (Stamina −1) |