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Quartering is simply the act of dividing a line into four roughly equal segments by use of token loadings in such a way that the line velocity has a discontinuity in three places. (Note that quartering the Circle Line usually results in four discontinuities, as will certain quarterings of the Northern or Central Lines). The result is simply that the line must be treated as four separate entities until it has been rejoined. The reason for doing this is usually to prevent an imminent victory.


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Last edited March 31, 2007 10:45 pm by Simons Mith (diff)