How to play Junctrail

A visual guide · Make your first delivery, read queue and length marks, and learn safety lights, continuing shifts and Bank.

Your goal

Keep the crossing clear.

Send cargo trains through a shared rail crossing. Keep both queues moving, and watch the whole train, including its tail.

Across →Down ↓3 safety lights

Simplified teaching diagrams use enlarged original train shapes. Spacing and positions are adjusted for each lesson; these are not screenshots.

01Make your first delivery

  • Select Start. The first short train joins the Across queue; Start does not send it.
  • Select Send Across once. It travels right through the outlined crossing. Earn 100 points when its tail clears, rather than when its nose enters.
  • With the field focused, use A or Left Arrow for Across, D or Down Arrow for Down. Click or tap either Send button; a focused button also works with Enter or Space.
  • Release before each fresh press. Holding does not keep sending. Empty-queue and early cooldown presses do nothing and are not saved for later.

Start, send, then clear

1. Start · AcrossWaiting2. Send AcrossTail inside: +03. Tail clear · +100
Actual first action: Start, then one Send Across. The middle picture earns no points yet; the final picture shows a short train with its tail beyond the crossing.

02Read the whole train

Length changes the waiting time

Short · I100 pointsMedium · II150 pointsLong · III200 points
I, II and III marks show short, medium and long. Longer trains take more time to clear the crossing; their tail clearance earns more points.
  • Short trains earn 100; medium 150; long 200. A train lost in a mistake earns nothing.
  • Across noses face right; Down noses face down. Wagons trail behind. Wait for the opposing train’s tail, rather than judging only its engine.

03Keep both queues moving

The oldest train goes first

Across queue · 4/4↑ oldest goes nextNext: ↓ Down · Long
Simplified full-queue example. The leftmost slot is next to leave. The separate Next preview shows the route and length of an upcoming arrival; its thin bar counts toward that arrival.
  • Each route holds 4 waiting trains. Sending one frees its slot immediately, even while it is travelling.
  • Sending again on the same route is possible after a short cooldown, with a safe gap between trains. Keep watching opposing traffic and the growing queue.
  • New trains keep arriving while you play. A full queue warns once; if another train arrives to that full queue, you lose a safety light.

04Protect your safety lights

A clear nose is not a clear tail

Wait for the tailOverlap: −1 lightFull arrival: −1 too
Illustrated timing hazard: the orange long train still covers the crossing. The faint cyan train is a warning example of traffic that would overlap if sent too soon, not a second queued action.
  • You begin with 3 safety lights. Each collision or full-queue arrival uses one, clears all waiting and moving trains, and pauses arrivals for a one-second reset. Earned points stay safe.
  • The third mistake finishes the run. Safety lights carry across shifts and do not refill.
  • Select Pause, or press P to pause and resume. Escape pauses with the field focused. Leaving the game, leaving the window or resizing parks the run; choose Resume when you return.
  • If the game needs more space, your run waits safely. Make room, then choose Resume. A game that has not started still waits for Start.

05Continue, or bank your run

A clean first shift

12 × 100 = 1200Clean +300Shift 1 = 1,5001 second breatherNext shift → repeatContinue or Bank
The first shift contains twelve short trains. Deliver them all without a mistake for 1,200 delivery points and a 300 clean bonus. Banking early adds no unfinished-shift bonus.
  • Each shift resolves 12 arrivals. A shift without a mistake adds 300; a one-second breather then begins the next shift automatically.
  • Six route patterns repeat indefinitely. Train lengths are introduced over the first three shifts; arrival pace settles from shift 4. There is no final shift or run timer.
  • Stop & Bank finishes whenever you are ready, including while paused, resetting or in a breather. It keeps earned points, even zero. Choose Play Again for a fresh run or Menu to browse games.

Visual Guide freezes movement, arrivals, cooldowns, reset/breather timers and sound, and clears held controls. Close with Escape or Back to Game. A started run waits for Resume; a manually paused run stays paused, and an unstarted game stays ready. Release your controls and begin with a fresh press.