www.improbableisland.com

Trains and Cards: The Compendium

by Rykar, Buddleia, and others
(see Special Thanks at the end)

Sponsored by the Improbable Card Trading Cartel (Card-tel)

"Half-hidden in damp leaves under a bush you notice a smudged, battered old playing card. You can't think what use it could be -- and anyway, you have no place to keep it -- so you don't trouble to pick it up."

You've probably seen that message, and you've likely heard people talking about cards and trains. Here are the full details - as far as we have been able to find out - on how to collect and use the cards to ride the trains.

TL;DR VERSION: collect playing cards for free train tickets. Match suit and number to get more passes at once. Joker cards give first class passes.


Table of contents

Cards and Rail Passes: The Compendium

Riding the Rails

Boarding the Train

Riding the Train

Departing the Train

About Cards and Passes

New inventory section to collect cards

Train tickets: cards turn into passes

About cards

Getting extra passes

Finding cards

Where to find cards

Near Cyber City:

Near Ace High

Near Pleasantville

Eastern Wilderness

Near New Pittsburgh

Near Improbable Central

Near Newhome

Near Kittania

Trading cards

Appendix

Trains version 2

Special Thanks

Riding the Rails

Boarding the Train

There are eight stations, one for each town:

The Terminus in the CC404 Scrapyard, right in town, at (22,38).

Lucky Dip Station in AceHigh, right in town, at (10,30).

Pleasantville Station, right in town at (14,24).

West Skronky Siding, 2 klicks west of Squat Hole on the nearest solid ground at (8,17)

Necropolis Station in New Pittsburgh, right in town at (4,15).

Main Street Station in NewHome, right in town at (11,5).

Nepeta Halt, 1 klick south-east of Kittania, at (21,12).

Grand Concourse East, 1 klick east on the outskirts of Improbable Central at (14,11).

To ride the train, you need a ticket. When first boarding the train, you have the option to use either a First Class pass, or a regular pass. Each pass lasts for only one gameday, becoming an ‘active rail pass’ that disappears upon NewDay (natural or chrono). You will only use one pass per day that you ride the rails, and you may ride as much in one day as you wish.

Riding the Train

While riding the train, several things may happen. You might lose a few req (never more than 80), you might gain a small amount of stamina, or you might lose a few HP.

You also may encounter Elias and his lucky dip. He allows you to pick a prize from a box, at the cost of 5 requisition per draw. Prizes include cigarettes, small heals and/or stamina restorations, 10 requisition, cards, and nothing. There is a maximum of 3 draws per day.

Departing the Train

To depart the train, simply select your desired stop. If you are using a first class pass, then you may select “Request Stop” and leave the train at any coordinates on the island. Bear in mind that you must return to a station to board the train again.

Any time that you depart the train at a station, there is a (very small) chance that you will end up somewhere else. So far, the train has delivered passengers at the Abandoned Waystation (22,20) and Dunbernarding (13,12). When delivered to these places, you cannot return to the train from your location- you must walk to a train station. There is also a possibility you will regain stamina when you are abandoned thusly.

Back to contents

About Cards and Passes

The Improbable Island Railway Company collects old playing cards and will give you train tickets in exchange for them. Cards can be found around the Island, mainly in certain dwellings.

New inventory section to collect cards

Before you can start collecting cards, you need a new inventory section to hold them. A Fine Leather Wallet can be bought from the Peddler at Grand Concourse East for 10 cigs; go back and forth between the entrance and Track A until he shows up.

This new inventory section is permanent once you have bought the Wallet. Cards stay in your inventory until gifted away, discarded, or turned into passes; they do not disappear at Drive Kill.  Passes stay in your inventory until used or discarded. They also stay over DKs.

Train tickets: cards turn into passes

Once you have collected at least five cards, at NewDay (or on chrono) they will automatically turn into Passes for the Improbable Island Railway Company:

Let's see now, what does it actually say on this ticket? "Improbable Island Railway Company" - that seems clear enough. And, "One Day Rail Pass." Only good for one day, the sly buggers. "Non-Transferable." Hah. As if you'd ever want to give it away.

All right, then! Oh, wait. "Conditions of Service" here. Better read that... "The person accepting this free ticket assumes all risk of accidents, and expressly agrees that the Company shall not be liable, under any circumstances, whether of negligence by their agents or otherwise, for any injury to the person, or for any loss or injury to the property of the passenger using this ticket."

First Class passes can also be obtained, which allow you to select your destination coordinates, not just chose a station:

 This pass is like the regular rail pass except it has been stamped "First Class" which means, among other things, that you are allowed Request Stops.

About cards

There are five suits: Clubs, Diamonds, Hearts, Spades and Stars.  Each suit has ten cards (A, 2, 3, 4, 5, 6, 7, 8, 9, 10).

      

There are also Joker! cards. (The picture is from CMJ's avatar.)

          Once you have found a Joker, you can collect any number of cards without them automatically turning into passes at NewDay. To get passes, you can talk to the Stationmaster at any station: you will then be able to trade them in for First Class Passes.

Getting extra passes

Duplicate Cards, e.g. two of the Ace of Spades, give extra passes. This is the only way to get more than one pass at a time. A matching pair gives one more pass; a matching trio gives two more passes, four of a kind gives three more passes, two pairs give one more each, etc. Extra single cards give no benefits. Cards must match both suit and number to be a duplicate. There is no point in collecting poker hands, or high numbers, or your favourite suit - for getting passes, all that matters is duplicates.

These five cards, being two of one sort and three of another, would give four passes. Having five different cards, what ever they are, would give one pass.

Finding cards

Cards are most commonly found by visiting certain rooms in certain dwellings. When you find a card in a room, a message like this appears:

What luck! You find a smudged, battered old playing card [some detail about the room]. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

Cards can also occasionally be found while travelling on the world map, or very rarely from jungle fights.

Half-hidden in damp leaves under a bush you notice a smudged, battered old playing card. Who knows, perhaps it might be worth something to a collector. Carefully you wipe it off and tuck it away in your fine leather card case.

Generally, you max out at 1-2 cards per day. However, this may change depending on certain messages displayed at NewDay (between the equipment stamina and cobblestones sections):

If you have reached your daily limit, rooms that would grant a pass simply don’t display a message, and no card is received. Cards that you find while travelling after you’ve gathered your daily limit appear as such:

Preoccupied with more important matters, you fail to notice a smudged, battered old playing card half-hidden in the damp leaves under a bush.

Where to find cards

        

NOTE: many card rooms moved in Cataclysm.

See map at top of page for locations. These are the sites found so far; if you find others, please let us know.

Near Cyber City

22,39         The Right and Proper Castle Quagmire (main room)

15,36         Blueberry Shrub (main room)

17,32        Le Chateau d' Anadelocine Rosa  - La Chambre du Soleil et la Lune - La Chambre de Cuisine

19,32        The Farm (main room)

22,29        OleMan’s Bvd No.282 - Not-so-main-room - Ahhhhhh!

Near Ace High

10,30         Under the Trapdoor (main room)

11,31         Crow Bar - Office

10,29         Merveille Mason (x2)

                East Wing - Salon of Palaeontology - Herbivorous Acquaintances

                North Wing - Theatrical Diversions

8,31        The Grey Earl - The Game Room

Near Pleasantville

14,28         The Bookbindery - Studio - Printing Room

15,24         The Hedge Maze (x2):

North path - Fish Pond

South path - Shrubbery - Tunnel - Lawn Ornament Graveyard

16,26         Monstrous Moonshine Mansions - Gallery - Intricately Carved Door - Library

16,22        The Timepiece - Numeral Halls - Numeral II [currently in Numeral X]

Eastern Wilderness

22, 21         The Hangar - Hangar Proper

23,20         Improbable Island Weather Station (main room)

Near New Pittsburgh

4,15         Thistlewhite Manor (x7)

                The Grand Staircase - Right - Bathroom [currently in Hallway to the Right]

                The Grand Staircase - Right - The Study [currently in The Library]

North Wing - Kitchen

                North Wing - Parlor

                North Wing - A Small Door

                South Wing - Corridor - Ballroom - Topiary Garden

                South Wing - Corridor - Blue Door (currently locked)

                

Near Improbable Central

8,10         Beach below Dice hall - The Firepit

11,13         Persepolis - No. 1933 House of the Rising Sun

13,12         Dunbernarding (x4)

The West Wing - The Rookie Declan Art Gallery

The West Wing - The Archives - The Sound of Children Chuckling from DEEP Within

The West Wing -The Music Rooms Corridor - Examination Hall

The East Wing - East Wing Corridor

15,9        Smoking Windmill - South Tunnel - Police Box

Near Newhome

4,6        Improbable Island Free Public Library (main room)

6,7        The Jackalope - Below Decks

Near Kittania

23,12         AiB Arboreal Fortress - McCleod Tavern [currently in locked area]

20,12         Ashtu’s Anarchy Annex (main room)

Trading cards

Cards can be traded and gifted between players to make better collections, maximising duplicates to get more passes. They can be sent for free via the Gifting Station in the Common Grounds, arriving (as giftwrapped boxes to be opened) the next gameday.

If you have unmatched cards available before trading in, remember that they will not grant you extra passes; giving them to friends, or giving them to friends to hold on to temporarily, can be a good idea.

Note that Jokers cannot be gifted or traded.

Back to contents

Appendix

Card Collection Messages:

For the sake of curiosity and completeness, here is a list of the messages displayed when finding cards at particular locations.

(22,39) Right and Proper Castle Quagmire

What luck! You find a smudged, battered old playing card half-buried in the litter box. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(15,36) Blueberry Shrub

What luck! You find a smudged, battered old playing card wind-blown into the branches. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(17,32) Le Chateau d' Anadelocine Rosa - La Chambre de la Cuisine

What luck! You find a smudged, battered old playing card tucked unobtrusively between two bottles of red wine in the wine rack. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(19,32) The Farm

What luck! You find a smudged, battered old playing card beside the basket of new-laid eggs. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(22,29) OleMan’s Bvd.

What luck! You find a smudged, battered old playing card in a stack of lemon-fresh clean white towels. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(10,30)  Under the trapdoor

What luck! You find a smudged, battered old playing card half-hidden behind one of the barrels. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(11,31)  Crow Bar - The Office

What luck! You find a smudged, battered old playing card while snooping in a filing cabinet that's definitely none of your business, but hey. As long as you're here, right? What the hell, that sign is just rude. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(10,29) Merveille Mason - Mineralogy

What luck! You find a smudged, battered old playing card weighted down by a small, dark green sample with veins of ochre red. The neat but slightly worrying legend-card underneath the playing card reads The Plug of the Lake. Huh. Well. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(10,29) Merveille Mason - Visitor Information Center

What luck! You find a smudged, battered old playing card almost obscured by a hand-written ad with tear-off tabs offering a second-hand pet couch to a good home. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(8,31)The Grey Earl - Game Room

What luck! You find a smudged, battered old playing card folded in half and wedged under the leg of one of the card tables. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(14,28) The Bookbindery - The Printing Room

What luck! You find a smudged, battered old playing card on top of one of the type cabinets. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(15,24) Hedge Maze - Fish Pond

What luck! You find a smudged, battered old playing card in the gravel beside the bench. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(15,24) Hedge Maze - Lawn Ornament Graveyard

What luck! You find a smudged, battered old playing card inside a windmill. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(16,26) Monstrous Moonshine Mansions - Particularly Shady Corner of the Gallery

What luck! You find a smudged, battered old playing card wedged between the needle and the dial. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(16,22) The Timepiece - Numeral II

What luck! You find a smudged, battered old playing card in the drawer. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(22, 21) The Hangar - Hangar Proper

What luck! You find a smudged, battered old playing card on the workbench beside a tumbled heap of cogs and gears. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(23,20) Improbable Island Weather Station

What luck! You find a smudged, battered old playing card on the floor next to the desk. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,15) Thistlewhite Manor - The Bathroom

What luck! You find a smudged, battered old playing card on the threshold, just as you're closing the door. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,15) Thistlewhite Manor - A Small Door

What luck! You find a smudged, battered old playing card in the bottom of one of the boxes. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,15) Thistlewhite Manor - The Kitchen

What luck! You find a smudged, battered old playing card under the dusty but untarnished cream jug. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,15) Thistlewhite Manor - The Parlor

What luck! You find a smudged, battered old playing card under a loose brick by the disused fireplace. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,15) Thistlewhite Manor - Topiary Garden

What luck! You find a smudged, battered old playing card pushed into the dry crusted mouth of the east-facing copper fish. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,15) Thistlewhite Manor - A Blue Door

What luck! You find a smudged, battered old playing card among the pages of sheet music. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,15) Thistlewhite Manor - The Study

What luck! You find a smudged, battered old playing card laid across the open bible. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(8,10) Beach Below DICE Clan Halls - The Firepit

What luck! You find a smudged, battered old playing card in the loose sand near the firepit, right beside the hedgehog-fan stand of marshmallow-roasting sticks. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(11,13) Persepolis - The House of the Rising Sun

What luck! You find a smudged, battered old playing card when you almost have one foot on the platform, the other foot on the train. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(13,12) Dunbernarding - Coach House

What luck! You find a smudged, battered old playing card on the cracked leather seat of the pony-trap. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(13,12) Dunbernarding - Hostel Wing

What luck! You find a smudged, battered old playing card lying on the poker table. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(13,12) Dunbernarding - Dumbwaitor

What luck! You find a smudged, battered old playing card just lying there in one corner of the red-tiled floor. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(13,12) Dunbernarding - Frinton Omnibus

What luck! You find a smudged, battered old playing card whirled by the wind practically into your hands. One of the friskily gambolling old people does try to snatch it from you, but you are much too fast for her. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(15,9) Smoking Windmill - Police Box

What luck! You find a smudged, battered old playing card on the glassy floor. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(4,6) The Improbable Island Free Public Library

What luck! You find a smudged, battered old playing card in the tiny clutching paws of a wide-eyed gremlin. You offer an H you defeated in the Jungle, and soon complete the trade. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(6,7) The Jackalope - The Hold

What luck! You find a smudged, battered old playing card pinned by a dirk to the main mast. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(23,12) Amity in Bedlam Arboreal Fortress - McCleod Tavern

What luck! You find a smudged, battered old playing card left behind on your table by some earlier patron. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

(20,12) Ashtu’s Anarchy Annex - Anti-Watcher Headquarters

What luck! You find a smudged, battered old playing card stapled to the bulletin board under a hand-lettered sign that says EVIDENCE OF BOURGEOIS OPPRESSION. You surreptitiously palm it when Ashtu is not looking. You've heard these can be worth quite a bit to a collector. Carefully you tuck it away in your fine leather card case.

Trains version 2

NOTE: when the new module is ready, there will be different features.

Confirmed upcoming changes:

Speculated changes:

Special Thanks