

Loco Dome
Two Teams Enter, One Team Leaves
1 Player, 5 Locomotives
VS
1 Player, 5 Locomotives
The most advanced iteration of the Loco Games. Two players and their rosters of locomotives in the most complex and interesting gametype to date. Not for the faint of heart. Games take about 120 minutes.
This game is best played with our purpose-made steam locomotive trading cards. Find them in the store.

How To Play
Loco Dome is a variant of Locomotive Versus that pits two Contestants, each with a Roster of five Locomotives, against one another. This utilizes the Locobase, a database created by Wes Barris and Steve Llanso, hosted at www.steamlocomotive.com. The data enclosed on this website is included on the rear of Locomotive Cards, though it has been modified and amended to suit and complete each card.
To Play, you need two players (Contestants), with five chosen Locomotives or Locomotive Cards. Judge(s) may also be present to keep score, assist in research, and approve Style Points.
Setup:
One of the Judges, if any are present, should be tasked with keeping track of the list of called Statistics, the score, and available Markers.
The Contestants should each prepare a Roster of five Locomotives and refer to their associated Locomotive Card. If there is no card available for a given Locomotive, the appropriate Steamlocomotive Dot Com page can be used. Contestants are not allowed to look at the Steamlocomotive Dot Com page or the rear of the trading card for anything but their Active Locomotive. However, they are allowed to look at any pictures of any locomotives in the game at any time.
Rosters may consist of any five Locomotives, including duplicates. They should be decided upon before the game begins, and both Contestants should be aware of their composition. Locomotives are either “Active” (currently being used in the game), “Dormant” (not currently being used, but available for use), or “Knocked Out” (knocked out of the game and unavailable for use). Only one Locomotive for each Contestant may be Active at a time; if a new one is Activated, the Active Locomotive becomes Dormant.
Gameplay:
A Contestant is selected by The Judge(s), if any are present, or a coin flip. This Contestant is now the “calling” Contestant, and they must Activate one of their Locomotives. The opposing Contestant then does the same.
Play begins when the calling Contestant announces, or “calls” a Statistic from the rear of their Active Locomotive’s Card, or Steamlocomotive Dot Com page. The opposing Contestant must reply with the Value of the called Statistic from their Active Locomotive. The calling Contestant will then state their Locomotive’s Value for the Statistic, and scoring is done as described in Statistic Scoring. If the opposing Locomotive does not have a known Value for the given Statistic, but at least one of that Contestant’s Dormant Locomotives does, the calling Contestant must choose one of those Locomotives to target instead. The value for the given Statistic is used, but this Locomotive is not Activated. The calling Contestant may not call a Statistic that their Active Locomotive does not have a known value for, or that their Opponent has no known values for. Each Statistic may only be called once between Resets.
In the event of a tie, the opposing Contestant is given the option to Activate one of their Dormant Locomotives and use that Value for the Statistic, if possible. No matter their decision, if a tie remains, the calling Contestant must do this. If it is still a tie, the opposing Contestant is considered the victor, but no points are awarded. If the calling Contestant has no Dormant Locomotives with which to attempt the tiebreak, they must either Rest, skipping the Statistic but marking it used, or begin a free Knock Out.
Every 20 Points, counted cumulatively, each Contestant receives one Marker, which may be used for one of the following actions:
Swap: either Contestant may use this Marker between Statistic calls. They may Activate one of their Dormant Locomotives.
Block: the opposing Contestant may use this Marker after the calling Contestant has called a Statistic, before responding with their Value. They may Activate one of their Dormant Locomotives, and use that Locomotive’s Value for the current Statistic.
Knock Out: the calling Contestant may use this Marker when they are in the lead and greater than 10 points away from winning, instead of calling a Statistic. They must select a Style Point which they believe is applicable to their Active Locomotive and not applicable to the opposing Contestant’s Active Locomotive. The opposing Contestant may then respond in kind with their own Style Point, or with the correction that the Style Point applies equally to both Locomotives, making a pair. The calling Contestant may then respond again, and so on until a Contestant is unable to respond with a valid Style Point. After ten pairs, Style Points that apply equally to both are not counted.
If the calling/instigating Contestant is victorious, the opposing Contestant’s Active Locomotive is Knocked Out. Both players, starting with the calling Contestant, Activate a Dormant Locomotive to continue, unless this was a free Knock Out sequence or if they have no Dormant Locomotives.
If the opposing Contestant is victorious, the instigating Contestant’s Active Locomotive is Knocked Out, and they must Activate a Dormant Locomotive to continue.
If 25 pairs are successfully made, or if both Locomotives are identical, they are both automatically Knocked Out, and the instigating Contestant is considered the victor.
Play continues from the Contestant considered the victor.
Sacrifice: the opposing Contestant may use this Marker after the calling Contestant has called a Knock Out, before responding with their first Style Point. They may sacrifice one of their Dormant Locomotives to prevent the Knock Out from being used against their Active Locomotive. That locomotive is then automatically Knocked Out, and the calling Contestant must Activate a Dormant Locomotive, if they have one. The Contestants swap roles and play proceeds.
Rest: either Contestant may use this Marker between Statistic calls if they have an Active Locomotive and no Dormant Locomotives. They may continue play with their current Active Locomotive, instead of having to Activate a Dormant Locomotive.
Detonation: either Contestant may use this marker between Statistic calls if they are trailing by 20 points or more. They may Knock Out both their Active Locomotive and their opponent’s Active Locomotive. This cannot be countered. Each Contestant may only cause one Detonation per game.
Contestants are not allowed to deliberate or compare Values while using a Swap, Block, or Sacrifice, or when Activating a Dormant Locomotive to break a tie or find a usable Statistic Value.
After every other Marker used, the record of which Statistics have been called is Reset. If every single valid, non-known-zero Statistic for the calling Contestant’s Active Locomotive has been called, the record may be Reset upon request. A Reset due to a Knock Out sequence should be effected after its completion. A Reset due to a Block or Rest should be effected before that Statistic is written into the record.
A Contestant wins when they either reach the point threshold (100 points, minus ten for every Knocked Out locomotive on either Roster), or have knocked out all of their opponent’s Locomotives. If both Contestants’ last locomotives are Knocked Out simultaneously, the contestant with more points wins. In the event of a tie, the calling Contestant wins.
This writeup is taken from the Locomotive Versus Rules and Info document, available here.
Resources
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Locomotive data is available on our Steam Locomotive Trading Cards. For examples without cards, steamlocomotive.com should be used, if possible, in conjunction with other sources to develop a full stat sheet. The stat sheet calculator is available here.
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Printable PDF (in-person play)
Digital Spreadsheet (online play)
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All Loco Games use the same list of 40 regular statistics. When playing in person, this sheet should be used to keep track of which have been called.
Printable PDF (in-person play)
This document is not required for online play.
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The rules as detailed above are taken directly from the Locomotive Versus Rules and Info document. This document is accessible at the web address on every trading card and available for download as a PDF in the Document Center.