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Inglenook Sidings is a shunting puzzle on a tiny model railway: eight wagons stand in three sidings that hold five, three and three wagons, and you must make up a train of five of them, in an order drawn at random, using a headshunt that holds only the locomotive and three wagons. It was devised by Alan Wright, fits on a shelf, and is far harder than it looks.
The classic Inglenook has one set of points leading to a second, so that a single headshunt (yard lead) fans out into three sidings. The capacities are what make the puzzle, so they are fixed:
That gives 14 places for vehicles and eight wagons, so six places are always empty. The empty places are your working room, and there is never quite enough of it.
The task, in the words of the usual description, is to “form a train of 5 wagons selected at random of a specific order from the 8 wagons” (Wikipedia, Inglenook Sidings). Adrian Wymann’s long-running shunting puzzle site puts it the same way: the five wagons are selected at random, and the train must be made up in the order in which they were selected.
Clubs and players add a few house rules that follow from real railway practice. They are not part of the bare definition, so agree them before you start. The common ones are:
How you score is up to you. Some count every drive of the locomotive; some count only how often the locomotive goes into a siding; some just play for the satisfaction of a clean shunt. Our online version counts every drive as one move.
There are 8 × 7 × 6 × 5 × 4 = 6,720 possible trains (five wagons out of eight, in order). The eight wagons can stand in the sidings in 8! = 40,320 orders for each way of sharing them out, and there are 10 ways to share eight wagons over sidings of five, three and three. So there are 403,200 possible starting positions, and over 2.7 billion combinations of start and train.
Most of those are the same puzzle in disguise. What matters is only where the five train wagons stand and in which order; the three spare wagons are interchangeable. That leaves 67,200 genuinely different deals for any one train, and we solved every one of them.
How we counted. We used the classic abstraction: each siding is a stack read from the points, the locomotive carries at most three wagons, and one “visit” is a run into a siding and back out, leaving some wagons and taking the rest. A breadth-first search from the solved position finds the fewest visits for every deal. We report moves as drives of the locomotive, which is two per visit, minus one because the last visit ends inside siding 1. Our online puzzle uses the same solver and checks it against the board engine in its tests.
| Puzzle | Deals | Fewest moves, easiest | Median | Average | Hardest deal |
|---|---|---|---|---|---|
| Classic: sidings 5-3-3, headshunt 3, train of 5 from 8 | 67,200 | 3 | 23 | 22.6 | 33 |
| Longer headshunt (holds 4 wagons) | 67,200 | 3 | 19 | 18.4 | 27 |
| Shorter headshunt (holds 2 wagons) | 67,200 | 3 | 23 | 23.1 | 37; and 87.5% of deals cannot be solved at all (median, average and hardest are for the solvable ones) |
| Carl Arendt’s minimal version: sidings 3-2-2, headshunt 2, train of 3 from 5 | 360* | 3 | 15 | 14.3 | 23 |
* Over every way of placing the five wagons. Carl’s own start always leaves siding 3 empty, which is one of those ways.
What the figures say:
Figures: our own calculation, 15 October 2026, under the rules and abstraction above. If your house rules differ (for example, if you count only visits), divide accordingly: visits = (moves + 1) ÷ 2.
The 5-3-3 plan is the standard, but the idea has been bent in many directions. These are the ones worth knowing:
Carl Arendt found that “you can have fun shunting in a very small space by making the spurs hold as few as 3, 2 and 2 cars”, with a lead that holds two cars and the locomotive. Five wagons are scattered with siding 3 left empty, three are drawn, and the train is made up on siding 1 (Inglenook Designs). As the table shows, it is a gentler puzzle: about 14 moves on average, 23 at worst.
Carl suggests extending the headshunt if space allows, even as a removable piece at the end of the layout. It makes the puzzle friendlier, and the maths above shows by how much.
To run it “like a real railroad yard”, Carl adds a hidden fourth track as the arrival and departure road for the rest of the world. Trains come in, are broken up and re-formed, and leave again.
Carl’s Long Yard Industrial District puts the sidings in narrow gauge with a standard-gauge interchange track sharing a gantry crane, and a dual-gauge traverser off stage (Dual Gauge Layouts). See our dual gauge guide for how that track works.
The Gallery has an Inglenook drawn to fit an A3 sheet, 16.5 × 11.7 inches (A3 Sized Layouts), and Steve Bennett’s Ash Valley Farm Supplies, a classic Inglenook in O scale on 9 mm track, built in 12 × 36 inches (Inglenook Designs).
Without changing the track you can change the job: draw the train as “any three of the brown wagons, in any order”, require a brake van at the end, or make up two trains at once. The more freedom in the train, the easier the puzzle.
An Inglenook needs roughly the length of the locomotive plus eight wagons plus the points, which is why it fits on a shelf. Carl Arendt’s micro version of the Walkley/Inglenook plan takes up only three square feet, 9 × 48 inches (23 × 120 cm), and says the head shunt may need extending (Inglenook Designs).
For more plans see Carl Arendt’s Inglenook Designs, and for the wider family of small layouts our guide to small model railway layouts.
The puzzle was devised by Alan Wright (1928–2005), and its track is based on Kilham Sidings on the North Eastern Railway’s Alnwick–Cornhill branch (Wikipedia, Inglenook Sidings; Wymann, prototype examples). Carl Arendt traced the shelf-layout idea itself further back, to a portable layout built in England in 1926 by A. R. Walkley, which Wright revived in the 1980s as a switching game (Inglenook Designs). The puzzle reached a wide audience through the model railway press; Wikipedia cites the Australian Model Railway Association Journal of September–October 1985.
The Inglenook is one of two classic shunting puzzles. The other is John Allen’s Timesaver; our shunting puzzles guide compares the two.
It is a model railway puzzle on three sidings holding five, three and three wagons and a headshunt holding the locomotive and three wagons. Eight wagons start at random in the sidings, and you must make up a train of five of them, in an order drawn at random, in the five-wagon siding.
Alan Wright (1928–2005) devised it, basing the track on Kilham Sidings on the North Eastern Railway’s Alnwick–Cornhill branch. Carl Arendt traced the shelf-layout idea back to A. R. Walkley’s portable layout of 1926.
Played perfectly, a typical deal of the classic 5-3-3 puzzle takes about 23 drives of the locomotive. The easiest deals take 3 and the hardest 33, by our count over all 67,200 deals for one train.
The short headshunt is what makes it a puzzle. With room for four wagons the average deal gets about four moves easier; with room for only two, most deals cannot be solved at all.
Roughly the length of the locomotive plus eight wagons plus the points. Carl Arendt’s micro version is 9 × 48 inches (23 × 120 cm); in N scale or on narrow gauge it can be much shorter.