Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

John Allen's Timesaver game

82 views
Skip to first unread message

AREdgar

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
I've just been reading (over and over) Linn H. Wescott's book "Model
Railroading with John Allen". I'd like to build Allen's Timesaver game for our
rec room - amazingly enough my video-inundated kids have shown considerable
interest in playing. The book shows layout and gives basic instructions with
additional information available in MR, Nov.'72. When they get bored with the
game, I'll add Allen's "momentum car" and require use of the momentum switch on
the throttle - both of which should add new challenges.
Anyone else built and/or played with the game? Until I can locate the MR
issue, what do you remember about setup, rules, or strategies? Thanks in
advance.
-- Alan --

Greg Williams

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to

AREdgar wrote in message <19990129125655...@ng108.aol.com>...

I just finished locating the magazine as I intend to put a timesaver on a
small switching layout I am building. Let me know if you can't find it and I
will send some more info. The article states that there are very few rules
but many variations to the game. The game can be played with a total of 9
cars but 8 being the most challening. The object is to move cars from and
too the drop off/pickup points in as little time as possible. Unlike most
other switching problems that require the least number of moves. Thus it is
essential that the game be used with a loco running a constant speed.
Forward/Reverse/Stop.

Greg Williams

UffFam

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
>Until I can locate the MR
>issue, what do you remember about setup, rules, or strategies? Thanks in
>advance.
>-- Alan --
>
>

Copies of the article can be ordered form Kalmbach customer service or from the
NMRA Kalmbach library.

A search at www.accurail.com using the "popular items" and "timesaver" feature
turns up several articles in addition to the John Allen original.

Bill Uffelman

AREdgar

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
>I just finished locating the magazine as I intend to put a timesaver on a
>small switching layout I am building. Let me know if you can't find it and I
>will send some more info. The article states that there are very few rules
>but many variations to the game. The game can be played with a total of 9
>cars but 8 being the most challening. The object is to move cars from and
>too the drop off/pickup points in as little time as possible. Unlike most
>other switching problems that require the least number of moves. Thus it is
>essential that the game be used with a loco running a constant speed.
>Forward/Reverse/Stop.

Greg:
Thanks but... [much headscratching]... Why constant speed? With a constant
speed loco the only variable in the game *would* be the number of moves.
Seems like variable speed, up to the point where cargo gets bruised, would be
desirable. Too, seems like starting and stopping, coupling/uncoupling, etc.
would be strange with a constant velocity loco.
-- Alan --

Greg Williams

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
>Greg:
>Thanks but... [much headscratching]... Why constant speed? With a constant
>speed loco the only variable in the game *would* be the number of moves.
>Seems like variable speed, up to the point where cargo gets bruised, would
be
>desirable. Too, seems like starting and stopping, coupling/uncoupling,
etc.
>would be strange with a constant velocity loco.
>-- Alan --

Ah yes but the variable is the number of moves.......Less
moves.....faster.....also you have to be more accurate locating the cars
over the uncoupling ramps. I believe the speed Mr. Allen suggested was 7
scale mph. At that speed you wouldn't notice the abrupt stops and starts.
With the track plan the way it is there are many variations to each move.
Using a constant speed allows people who use the exact same moves to compete
with each other as it becomes a game of skill in locating the cars over the
ramps at the optimal spot etc......

Greg

Don Mitchell

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
Alan –

Your questions about John Allen’s Timesaver brought back many great
memories of playing it in his kitchen/dinette after op sessions on the Gorre &
Daphetid. Wonderful times kibitzing, conversing, making friends, and getting
to know the many operators John attracted from near and far.

First, the game was a time-based competition. To equalize the chances of
winning, the engine was operated at a constant speed. John included
adjustments so that the engine would have the same speed forward and
reverse, something that was not a given in drive mechanisms of that era. And,
because it was time based, a stopwatch or some other method of keeping
accurate time to the second was required.

Second, the number of cars to be spotted and the number of cars on the
Timesaver was the same for all participants. The car destinations were
indicated by markers (Dymo labels) placed on top of the cars. These markers
were moved between cars between each participants turn. Similar labels
were used for the destinations, and these could also be moved. For instance, it
made more sense to move the oil dealer’s location around than to move the
destination tag from the tank car to a gondola with a gravel load.

Third, uncoupling was done by manually activated ramps or by a little
handheld tool John and Whit Towers had devised. The cars were not to be
touched during switching. Turnouts were also hand thrown. Inevitably, "haste
makes waste" would cause a participant to run though a turnout set for the other
route. If the car was derailed as a result the time was stopped, the car
re-railed, and a time penalty assessed before the game was restarted. The time
penalty was usually large enough to preclude any chance of winning,
particularly with a group of experienced participants.

Fourth, the degree of difficulty could be adjusted by varying the number of cars
to be spotted and/or occupying track space. All in all, a heck of a lot of fun. A
little spice was added to John’s sessions by having all participants kick in a
dime to the kitty before the game started. The lowest time took the kitty. The
highest time generated a lot of friendly teasing.

The kicker to all this is that John’s original Timesaver still exists and is
regularly run in a game/contest environment. The Gorre & Daphetid Operators
rescued the Timesaver from the ruins of the fire that destroyed John’s layout.
One of those operators, Allan Fenton, sets up the Timesaver and contest at
Pacific Coast Region and at least some National NMRA conventions. Anyone
going to those conventions can participate, and Allan is really the person to
ask about further details.

The G&D Operators also have been sponsoring and annual Train Show at a
Monterey, California, shopping mall. If you want to get in touch with Allan,
look for notices and a contact phone number in the Coming Events section of
the model magazines.

Don Mitchell
Operating crew member over the last 10 years of the G&D


Dave Bott

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
In article <19990129152357...@ng-fd1.aol.com>, are...@aol.com
(AREdgar) wrote:

> >I just finished locating the magazine as I intend to put a timesaver on a
> >small switching layout I am building. Let me know if you can't find it and I
> >will send some more info. The article states that there are very few rules
> >but many variations to the game. The game can be played with a total of 9
> >cars but 8 being the most challening. The object is to move cars from and
> >too the drop off/pickup points in as little time as possible. Unlike most
> >other switching problems that require the least number of moves. Thus it is
> >essential that the game be used with a loco running a constant speed.
> >Forward/Reverse/Stop.
>

> Greg:
> Thanks but... [much headscratching]... Why constant speed? With a constant
> speed loco the only variable in the game *would* be the number of moves.
> Seems like variable speed, up to the point where cargo gets bruised, would be
> desirable. Too, seems like starting and stopping, coupling/uncoupling, etc.
> would be strange with a constant velocity loco.
> -- Alan --

That's how we do it at our annual show. We have a toggle switch, center
off, left and right. Ours (well the guy who built it's) has a digital
counter for moves based on starts, stops and changes of direction. You
can time it too, but usually turns are sufficient motivation and tie
breakers.

Dave
--
Dave Bott
Fan of the Southern Railway

President, CEO, and Gandydancer
for the Virginia Blue Ridge and Southern (a 1/87 scale enterprise)

D Holliday

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
WOW!

Thanks for the history.

David

Train Man

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
snippity do da (sorry, long day at work).
The constant speed was part of the game. The trick was to see who could
do it in the least moves (and somebody will correct me if I am wrong
here) but also in the least amount of time (ie.. Timesaver).

Jeff

TOM

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
Jim,

A very sound investment if you ask me... Obviously you have gotten more
than your money's worth out of that project.

Thanks for the success story.

<><><> TOM <><><>
-----------------

Jim Showker wrote:
>
> Hi Alan,
> I have a Timesaver that I built about 2 years ago. It is indeed a
> lot of fun. I got ahold of the original article and built from that.
> One of the things I figured out is, since John Allen handlaid
> everything, his switches, track and all, his Timesaver was all
> handlaid. I decided to build mine from prebult track. At the time I
> was a little hard up cash wise, so I also decided to build it (or at
> least try) as cheaply as possible, but still have it work.
>
> I bought a bunch of surplus switches from IHC for 50 cents each. I
> also had to buy two right handed switches as the IHC ones were all
> left handed. I built the thing, keeping John's distance as to car
> lengths the way he said in the article, on a a 24" hollow door I got
> for about $8. The Kadee magnets cost more than everything else put
> together. But it wouldn't work. Because of the sharp curves in the
> switches (about # 4's) Couplers would not line up and nothing would
> uncouple.
>
> We had some cheap trainset locos and cars, and they all had Talgo type
> couplers, with the coupler mounted on the truck not on the loco or car
> body. Not willing to give up, I mounted a bunch of Accumate couplers
> in Kadee draft boxes on two ModelPower RS-2's and a bunch of Model
> Power cars with the Talgos. This probably took me an hour per car and
> loco. All the decoupling ramps worked. But the RS-2 locos ($11.95
> each from SHS) would stutter and stop through the turnouts. They only
> had electrical pickup on one side of each powered truck. So I made
> some wipers from copper stock and mounted them in the RS-2's. Then
> they worked amazingly well. With the additional electrical pickup,
> even with the toy, 3 pole motor, they ran very nicely at low speeds.
>
> I bought an old lionel transformer at a swap meet and then built a
> small box with a bridge rectifier and two transistorized throttles
> from that book "Electronic Projects for you Model Railroad", or
> something like that. I used the lionel xfmr as a step down to power
> the box and mounted on-off-0n toggle switches just like John Allen did
> on each side of the thing. Once I got all the couplers adjusted
> properly, it works very well. The cars look rather toy like, but some
> day I'm going to repaint them and it won't look so bad;. The RS-2's
> look pretty good, til you get close.
>
> My kids have broken off some coupler boxes, as they are just glued to
> the old cut down coupler mounts, but I just glue them back on. I
> think my total expenditure counting the 2 RS-2's and cars was $93 for
> everything, even the transistors I had to buy for the throttles. I
> did have some parts laying around. The Kaydee magnets were almost $40
> of that total. I probably put at least 30 hours in it. Hobby time.
>
> I gave away the Island type layout we had, so right now, my Timesaver
> is the only layout I have. Most modelers have never even seen one,
> and they get a big kick out of it. People who have never had anything
> to do with model trains get the hang of it real quick and enjoy the
> challenge of switching. They say it's like a puzzle.
>
> If I was going to do it again, I would use quality #6 switches and
> flex, so I could use my new P2K GP-7's and all my nice rolling stock
> on it. I think that would make it even more fun.
>
> 2 cents please.
>
> Best, Jim


>
> On 29 Jan 1999 17:56:55 GMT, are...@aol.com (AREdgar) wrote:
>
> >I've just been reading (over and over) Linn H. Wescott's book "Model
> >Railroading with John Allen". I'd like to build Allen's Timesaver game for our
> >rec room - amazingly enough my video-inundated kids have shown considerable
> >interest in playing. The book shows layout and gives basic instructions with
> >additional information available in MR, Nov.'72. When they get bored with the
> >game, I'll add Allen's "momentum car" and require use of the momentum switch on
> >the throttle - both of which should add new challenges.

> >Anyone else built and/or played with the game? Until I can locate the MR

Rick Jones

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
Jim Showker wrote:
>
> I gave away the Island type layout we had, so right now, my Timesaver
> is the only layout I have. Most modelers have never even seen one,
> and they get a big kick out of it. People who have never had anything
> to do with model trains get the hang of it real quick and enjoy the
> challenge of switching. They say it's like a puzzle.
>
> If I was going to do it again, I would use quality #6 switches and
> flex, so I could use my new P2K GP-7's and all my nice rolling stock
> on it. I think that would make it even more fun.

For several years I have pondered on the idea of building something
like the Timesaver that I could take to events. I'm a member of Mensa
and Mensans love puzzle games. If I could get some more people hooked on
the hobby that would be even better.
I have a Gorilla Rack in one of the closets for storage. Looking
closely at it I can see that it might make a great starting point for
something similar to the Timesaver or even as the basis of modules for a
club. The Gorilla Rack parts can be set up and broken down very quickly,
the only disadvantage would be the shorter than normal height using a
single section. Replace the thin particle board shelves with something
more solid and you'd have a nice portable module.
The Mensa Annual Gathering is coming up in nearby Long Beach, CA over
July 4th weekend. I'll have to look into this idea more seriously.


--
Rick Jones
Remove the extra dot to find my e-dress


"Towering genius disdains a beaten path. It seeks regions hitherto
unexplored."
-President Abraham Lincoln

Patrick LaTorres

unread,
Jan 30, 1999, 3:00:00 AM1/30/99
to
Train Man <jsi...@mich.com> wrote:

>snippity do da (sorry, long day at work).
>The constant speed was part of the game. The trick was to see who could
>do it in the least moves (and somebody will correct me if I am wrong
>here) but also in the least amount of time (ie.. Timesaver).

>Jeff

>> >other switching problems that require the least number of moves. Thus it is
>> >essential that the game be used with a loco running a constant speed.
>> >Forward/Reverse/Stop.

The constant speed is an important part of the process, the
locomotives used are identical (PFM/United Climax locomotives on the
original) and they are run over a measured segment of track, which
should take "X" number of seconds to cover. The original Timesavers
are still in use at various NMRA/Pacific Coast Region events. Once one
makes a certain time they're "Promoted" and additional cars are added
to make them work a bit harder. The couplers are old Baker Couplers
and mnaual uncoupling is used. Having tried it (I refuse to divulge my
time), I can tell you--IT'S TOUGH!
Enjoy,
Pat LaTorres


Train Man

unread,
Jan 30, 1999, 3:00:00 AM1/30/99
to
Having never built one and only trying it in my mind, your time CAN'T be
worse than mine.... If for some reason I ever make the trek to a PC
regional, I'll get to play with the real thing....

Thanks for the info,
Jeff

Bill Sohl

unread,
Jan 30, 1999, 3:00:00 AM1/30/99
to
On Fri, 29 Jan 1999 22:02:10 GMT, do...@san.rr.com (Don Mitchell)
wrote:

>The kicker to all this is that John’s original Timesaver still exists and is
>regularly run in a game/contest environment. The Gorre & Daphetid Operators
>rescued the Timesaver from the ruins of the fire that destroyed John’s layout.
>One of those operators, Allan Fenton, sets up the Timesaver and contest at
>Pacific Coast Region and at least some National NMRA conventions. Anyone
>going to those conventions can participate, and Allan is really the person to
>ask about further details.

Boy, just having that photograped and shown in a new MR or RMC
magazine article would be very interesting. Heck, the rest of this
post that I deleted would be good background material for such an
article.

Just a thought.

Bill Sohl


Don Mitchell

unread,
Jan 30, 1999, 3:00:00 AM1/30/99
to
Bill Sohl wrote:

>Boy, just having that photograped and shown in a new MR or RMC
>magazine article would be very interesting. Heck, the rest of this
>post that I deleted would be good background material for such an
>article.

Let's put it this way: The editors of the prominent model railroad magazines
regularly attend the conventions where the original Timesaver is in operation.
None has yet seen fit to have such an article done.

Don
--------------------------------------------------------------------
Helping build the Tehachapi Pass layout of the La Mesa Model Railroad Club
in the San Diego Model Railroad Museum. Tehachapi, as well as 3 other
scale and 2 tinplate layouts, is open and operating for the public daily
except Mondays.


jwu...@no_spam_for_me.com

unread,
Jan 30, 1999, 3:00:00 AM1/30/99
to
Several years ago I built an HO scale timesaver from the original John
Allen article. I used scrap wood, some homasote I had laying around,
and a bunch of leftover atlas track and switches and Kadee uncoupling
magnets. At the time Roundhouse had come out with some Gorre &
Daphetid rolling stock and someone had an 0-6-0 G&D switcher. All
were outfitted with Kadees. Some Caboose Industries hand throws are
used for the turnout controls. I use an MRC transformer, but the
control for operation is an on-off-on switch mounted on the Timesaver
for direction. Constant speed is set at approximately 7-10 mph,
depending on how I feel that day. If I'm in a Gomez Addams mood, I
crank her up to 20!

I've taken that Timesaver to train shows (along with a smaller modular
N-scale layout) for people to run. I've changed the rules, mostly to
make it a little easier and speed things up: The 0-6-0 sits on the
outside track (the "mainline") with 3 cars and the caboose; it's
goal is to get two of the three cars positioned correctly and bring
out two other cars so they are all in the proper order in the train;
then they have to get the new train off the "mainline" (by getting to
the far right side of the Timesaver) before the "Streamliner" comes
through. They have ten minutes to do it. If they don't do it, of
course, the Streamliner (the company's crack passenger train) will be
delayed and they will be fired.

People really get into it.

I've noticed a very interesting phenomen, however. Females almost
always are faster than their male counterparts. I don't know if there
is any particular reason -- is a female's cognitive ability such that
they can grasp the big picture and see where things have to go better
than a male? Or are they less rattled by the pressure of the clock?
Beats me. But it sure does make for some pretty frustrated guys who
get shown up by their lady friends. Some have been overheard making
bets on the outcome that can't be recited on a public NG.

I've had about a hundred offers to sell it to people at the shows. I
was offered $150 once--for the Timesaver only, without the engine cars
or transformer. Like a dope, I said no. Anyway, it's always popular
because it is "hands-on," even for the kiddies (I do make it easier
for the younger tykes by serving as their switch thrower and only make
them place one car).

I'm now making a couple for sale at the next show; and I'm trying my
hand at an N-scale version. Shouda done it years ago.


You can reach me at "jwudgy at tdsnet dot com"
Sorry for the "no_spam_for_me" but SPAM is no fun!
ICQ #815225
AOL IM = Jwudgy

Because of the "Uncertainty Principle," any ideas
or opinions expressed by me may be either wrong or right...
but not both! At least not at the same time. Maybe.
Then again... But clearly they are purely my own.

North 45 08' 10"
West 90 20' 31"

Jim Showker

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
On Fri, 29 Jan 1999 23:49:54 -0800, Rick Jones <bj...@extra.lafn.org>
wrote:

Rick,
Build one of these and I think it will meet your qualifications. I
would not worry too much about it having a self contained stand, as
the 24" door I used is easy and light to carry around and flops right
down on any available table, even a coffee table.

With 8-10 cars on each side of the game it becomes a formidable
challenge. I do not think it would be possible for a first timer to
succeed with more than 8 cars to move around, it gets VERY difficult.
It would be a challenge for the Mensas.

Best, Jim

Wim E. van Bemmel

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to Don Mitchell
Don Mitchell,

Thanks for your answer to this list.

It is a contribute to not only Model Railroading, but as well to
the
history of it.
Where John Allen was one of many important pioneers,
I think he was the greatest Model Railroad Artist up to now.

His fame has not been restrained to the USA, but spread the world
up
to the Netherlands.

--
Regards, Groet,

Wim.

------------------------------------------------------------------

Life is about Interfacing ....

Wim E. van Bemmel
Commercial & Inter Access business mailto:wi...@interaccess.nl

Personal & DCC & railroad related mailto:w...@vanbemmel.nl

------------------------------------------------------------------


LARRY020

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
Unless I missed it, I don't recall anyone mentioning using two of the
timesavers (temporaraly) joined together. In that version you must interchange
cars back and forth, along with all of your other work. You MUST cooperate
with the other operator. Something kids must learn, before they grow up.

I have used the ones John made. Being a member of the PCR I had my chance to
make a fool out of myself. If Allen Fenton never tells anyone, none of you
will ever know the worst time anyone could ever get on that thing.

Larry, from Pinole CA

rb

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
> I'm now making a couple for sale at the next show; and I'm trying my
> hand at an N-scale version. Shouda done it years ago.

I have a drawing of the timesaver in N scale using #6 turnouts on my web
site at: http://www.urbaneagle.com/data/timesaverN.gif

Steve Hatch has the diagram for two of the timesavers linked together on
his site at: http://www.railway-eng.com/misc.htm

After the original article appeared in the Nov 72 MR another came along
in Oct 76 that Russ Cain worked out in Atlas HO snap track pieces. MR or
NMRA can supply copies of the articles.

Cheers,
Rick
bde...@sd.znet.com
http://www.urbaneagle.com/datrains/index.html

TOM

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
Rick,

No one seems to know you at urbaneagle.com... Unless you use 404 as an
alias... :>))

<><><> TOM <><><>
-----------------

Rick Norell

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
On Sun, 31 Jan 1999 02:58:41 -0800, rb <bde...@sd.znet.com> wrote:

Rick,

Thanks for adding the URL's!!! I'll check them out this afternoon.

Rick from Idaho

Dick Ganderton

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
While in Caboose Hobbies last May, I bought a very interesting book
called "Building Your Next Model Railroad". This goes into detail on how
to design and build an H0 layout based around the "Timesaver" track
plans. For $9.95 it has proved to be, for me, the best book on American
railroad modellin I have read.

Dick Ganderton

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
While in Caboose Hobbies last May, I bought a very interesting book
called "Building Your Next Model Railroad". This goes into detail on how
to design and build an H0 layout based around the "Timesaver" track
plans. For $9.95 it has proved to be, for me, the best book on American
railroad modelling I have read.

D Holliday

unread,
Jan 31, 1999, 3:00:00 AM1/31/99
to
YES!

This the one I've used to model several different townsites. I've
recommended this softcover book before, but thought it might be "out of
print".

Anyone who wants to do a "timesaver" within a layout should get this
book. It's a classic.

I was in Denver in September (sorry about the phonetic similarities)
and, of course, visited Caboose Hobbies. They're the most courteous and
knowing staff I've ever met. Of course, the volume of stuff on display
doesn't hurt either. Except the wallet.

With your wife watching, that's not an issue.

There should be some sort of informal body language, like at auctions,
where a person could wink, point at *the* brass loco, get a nod from the
staff, and call in credit card and shipping information later.

Do yourself a favor: if you want to do a "timesaver", and incorporate it
into something bigger, get this book. Get it anyway. Lot's of great
ideas.

One caution: my copy is coming apart because of the "perfect binding"
glue. Not very good.

David, in Woodinville, WA

Dick Ganderton wrote:
>
> While in Caboose Hobbies last May, I bought a very interesting book
> called "Building Your Next Model Railroad". This goes into detail on how
> to design and build an H0 layout based around the "Timesaver" track
> plans. For $9.95 it has proved to be, for me, the best book on American

> railroad modellin I have read.

asper...@mrmag.com

unread,
Feb 1, 1999, 3:00:00 AM2/1/99
to
I, too, was G-D Line operator, in 1970 and '71, and I can add a couple of
points about the Timesaver game which I don't think have been mentioned.

1. Shortest time wins, period. Moves don't count at all. With the engine
running at a "constant" speed, you can often make a couple short moves in the
same or less time required for one long one.

2. I put constant in quotes because the speed is set to be the same, forward
or back, but it can vary with the load. The engine goes faster light than
coupled to cars, and faster moving two cars than four. Making a long drag or
shove with half the cars on the layout usually wastes time.

3. At John's we'd bet on the outcome of the Timesaver game. Everyone would
ante a dime, and everyone but the operator would guess a time. There were
two paper tabs to mark the cars to be pulled out. The operator got to place
one, and the person with the highest time placed the other, usually on the
car he thought would be most difficult to handle. The winner was whoever's
guess came closest to the actual time, except that if the operator beat all
the guesses he won. the winner collected the pot and got to be operator for
the next round. If Bill Corsa was on hand with his second Timesaver, the two
operators teamed up to compete against all the guessers, and the two closest
guessers became the operators for the next round.

It was weeks before I won my first pot, and then it took me so long to run
the problem that everybody else went home and I finished up with just John
watching! Eventually I got to be competitive, but with eight cars it was
tough. You could stop to think, but the clock kept ticking. The worst thing
was to be in the model of a complicated manuver, sweating it out and trying
to remember your plan (or hoping you had one), and have John say quietly, to
someone else, "Oh, I don't think I'd have done THAT."

So long,

Andy Sperandeo
MODE

-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

D Holliday

unread,
Feb 1, 1999, 3:00:00 AM2/1/99
to
Thanks Andy,

A "back to back" (2) timesaver is a great way to start a model
railroad. Actually, just one timesaver is. There'e are incredible
options.

David

David A. McConnell

unread,
Feb 2, 1999, 3:00:00 AM2/2/99
to
I had it in N quite a few years ago - when the Trix diesel switcher was the
only suitable loco.

I also have the track to assemble the layout in G - 14ft long, 2 1/2ft wide.
For the G scale layout I use a DCC equipped Porter with a short tender to
bring it to the length of the other cars. LGB loop and Hook couplers
throughout
with an uncoupling tool It's a lot of fun in the large scale. As the
layout is somewhat
portable, the buildings are CADD drawn "flats" mounted on cardboard. Thus
the town
is called "Papaire" and the switchlist is known as the "Papaire Cut"

It's a lot of fun. Enjoy it.

rb

unread,
Feb 2, 1999, 3:00:00 AM2/2/99
to
TOM wrote:
>
> Rick,
>
> No one seems to know you at urbaneagle.com... Unless you use 404 as an
> alias... :>))
>
> <><><> TOM <><><>

Sorry all. I am in the middle of changing servers and they were to load
all my pages up for me. Somehow it ain't happened yet. I get to yell at
them tomorrow.

I'll let you know when they (or I) get it fixed.

Cheers,
Rick
bde...@sd.znet.com

DougMenke

unread,
Feb 2, 1999, 3:00:00 AM2/2/99
to

>Thanks Andy,
>
>A "back to back" (2) timesaver is a great way to start a model
>railroad. Actually, just one timesaver is. There'e are incredible
>options.
>
>David

I hate to hash this all back up, but I would like to ask someone if they
would post the gameplay to the group? I have trackplans comming out my
nose, and would love to build one, but I have no idea where to place the
cars, where they are supposed to go, and so on...

Could someone post how to set it up to play?

Doug

--
Douglas E. Menke
Distance Learning Specialist, DCC Tester, Mac User

asper...@mrmag.com

unread,
Feb 2, 1999, 3:00:00 AM2/2/99
to
Doug Menke wrote:

> I would like to ask someone if they
> would post the gameplay to the group? I have trackplans comming out my
> nose, and would love to build one, but I have no idea where to place the
> cars, where they are supposed to go, and so on...
>
> Could someone post how to set it up to play?

Here's the eight-car game:

Each tail track for the runaround, the spur, and the side of the runaround
away from the switchback is designated as a spot for two cars, with a
different type at each spot. Looking at the plan with the switchback away
from you, the normal operator's position, the spots might be --left tail,
reefers --spur, boxcars --runaround, hoppers --right tail, tank cars

The engine starts on the switchback to the left of the turnout to the second
Timesaver, with the last two cars brought out (which may be of any type)
coupled to the left of the engine. The remaining six cars are all at their
designated spots by car type.

There are two folded paper tabs to designate which cars are to be brought
out, i.e., placed on the left end of the switchback beyond the engine's
starting point. The operator gets to place one on any one of the cars at
their designated spots. If you're playing the betting game, the high guesser
gets to place the second tab, and the stopwatch starts as soon as the second
tab is placed. For convention play, usually the person running the contest
places the second tab.

The operator must bring out the outbound cars, replace the cars that started
on the switchback at their designated spots by car type, and leave or replace
all other cars at their designated spots. The clock is stopped when the
engine returns to the starting point with the two outbound cars to its left
and all other cars in their designated places.

To play with fewer cars, the spots remain the same, but simply subtract cars,
leaving at least one for each car-type spot.

To play the two-Timesaver game, start with all cars at their type spots --
five or six per side will be plenty. The operators must pick up the
designated outbound cars on each side (now each one must be a different
type), interchange them to the other operator across the diagonal interchange
track (which is electrically dead between the uncouplers so engines cannot
cross), and place the incoming cars to each side at their type spots. The
clock stops when the last engine returns to its starting point with all cars
at their designated spots on both Timesavers.

Good luck,

Andy Sperandeo
MODEL RAILROADER

DougMenke

unread,
Feb 2, 1999, 3:00:00 AM2/2/99
to

Thanks Andy.

Am I correct to assume that you could use any length car, as long as the
sidings and run-arounds are measured in relation to the length of the
longest car? In other words, if the longest car is 40', then the siding
lengths 2 car lengths long would be 2x40', ect.?

D Holliday

unread,
Feb 2, 1999, 3:00:00 AM2/2/99
to
Doug,

The "original" timesaver was designed around 40' cars. You'd need to
extend the whole thing a bit for larger cars, or they wouldn't clear
points, etc.

David

rb

unread,
Feb 3, 1999, 3:00:00 AM2/3/99
to

Had to reload all my pages onto the new server. They all should work now
so the look at the N scale version of the Timesaver is at:
http://www.urbaneagle.com/data/timesaverN.gif

Cheers,
Rick
bde...@sd.znet.com

0 new messages