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	<updated>2026-09-21T14:37:04Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheorionstation&amp;diff=30525</id>
		<title>Gamehelptheorionstation</title>
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		<updated>2026-07-03T20:33:34Z</updated>

		<summary type="html">&lt;p&gt;N0madik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  == The Orion Station - Quick Rules ==&lt;br /&gt;
&lt;br /&gt;
  === Game Overview ===&lt;br /&gt;
  * &#039;&#039;&#039;Objective:&#039;&#039;&#039; Earn 50 or more credits by buying and selling Goods cards.&lt;br /&gt;
  * &#039;&#039;&#039;Starting Setup:&#039;&#039;&#039; Each player starts with 20 credits and a hand of 5 cards. The six Goods (Ice, Sprouts,&lt;br /&gt;
  Ore, Spice, Fuel, Chips) begin in a shared supply of 6 each.&lt;br /&gt;
  * &#039;&#039;&#039;End Game:&#039;&#039;&#039; The first player to &#039;&#039;&#039;end their turn&#039;&#039;&#039; with 50 or more credits triggers the end game. (It&lt;br /&gt;
  is checked at end of turn — going over 50 mid-turn and then spending back below does not count.) All other&lt;br /&gt;
  players then receive exactly one final turn.&lt;br /&gt;
  * &#039;&#039;&#039;Winning:&#039;&#039;&#039; The player with the highest total credits wins.&lt;br /&gt;
  * &#039;&#039;&#039;Tie Breaker:&#039;&#039;&#039; Ties go to the player who triggered the end game.&lt;br /&gt;
&lt;br /&gt;
  === Player Turn Phases ===&lt;br /&gt;
  Each turn consists of two distinct phases:&lt;br /&gt;
&lt;br /&gt;
  ; 1. Draw Phase&lt;br /&gt;
  : &#039;&#039;&#039;Draw 2 cards&#039;&#039;&#039; from the deck.&lt;br /&gt;
  : &#039;&#039;&#039;Keep 1 card&#039;&#039;&#039; in your hand and discard the other.&lt;br /&gt;
&lt;br /&gt;
  ; 2. Play Phase&lt;br /&gt;
  : Perform &#039;&#039;&#039;up to 3 Actions&#039;&#039;&#039; from the action list below.&lt;br /&gt;
&lt;br /&gt;
  ; End of Turn (Cargo Hold Limit &amp;amp; Fine)&lt;br /&gt;
  : Your cargo hold can never hold more than &#039;&#039;&#039;6 Goods&#039;&#039;&#039;. If you &#039;&#039;&#039;end your turn holding 6&#039;&#039;&#039;, you must &#039;&#039;&#039;pay&lt;br /&gt;
  a 2-credit fine&#039;&#039;&#039; to the safety inspector.&lt;br /&gt;
  : &#039;&#039;Sell or jettison down to 5 or fewer before your turn ends to avoid this fine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  === Play Phase Actions ===&lt;br /&gt;
  &#039;&#039;Maximum of 3 actions per turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  * &#039;&#039;&#039;Draw:&#039;&#039;&#039; Draw and keep 1 additional card from the deck.&lt;br /&gt;
  * &#039;&#039;&#039;Buy Goods:&#039;&#039;&#039; Purchase a Goods card from your hand by paying its listed Buy price; its goods move from the&lt;br /&gt;
  supply into your cargo.&lt;br /&gt;
  * &#039;&#039;&#039;Sell Goods:&#039;&#039;&#039; Sell a Goods card from your hand for its listed Sell price; the matching goods return from&lt;br /&gt;
  your cargo to the supply.&lt;br /&gt;
  * &#039;&#039;&#039;Play Utility:&#039;&#039;&#039; Put a (U)tility card from your hand into play. You may optionally activate its effect&lt;br /&gt;
  immediately by paying its listed cost.&lt;br /&gt;
  * &#039;&#039;&#039;Activate Utility:&#039;&#039;&#039; Use the effect of a (U)tility card already in front of you.&lt;br /&gt;
  *: &#039;&#039;Note: You can have a maximum of 3 Utility cards in play at any time. Each card can only be activated once&lt;br /&gt;
  per turn.&#039;&#039;&lt;br /&gt;
  * &#039;&#039;&#039;Espionage / Support:&#039;&#039;&#039; Play an (E)spionage or (S)upport card from your hand targeting a legal player&lt;br /&gt;
  specified on the card text.&lt;br /&gt;
&lt;br /&gt;
  === Free Actions &amp;amp; Reactions ===&lt;br /&gt;
  &#039;&#039;These do not count towards your 3-action limit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  * &#039;&#039;&#039;Reaction (R):&#039;&#039;&#039; During an opponent&#039;s turn, play a Reaction card in response to what they do — it is free&lt;br /&gt;
  and costs you no action. Some Reactions &#039;&#039;&#039;cancel&#039;&#039;&#039; the trigger (e.g. a Station Security Detail negates an&lt;br /&gt;
  Espionage attack); others &#039;&#039;&#039;fire alongside&#039;&#039;&#039; it. &#039;&#039;&#039;Anyone&#039;&#039;&#039; may react, not just the target. Buys and Sells&lt;br /&gt;
  always go through and cannot be cancelled.&lt;br /&gt;
  * &#039;&#039;&#039;Jettison Goods:&#039;&#039;&#039; Remove any number of Goods tokens from your cargo hold at any time during your turn;&lt;br /&gt;
  they return to the shared supply.&lt;br /&gt;
  * &#039;&#039;&#039;Dump Utility:&#039;&#039;&#039; Discard a (U)tility card from play at any time during your turn to clear a slot for a new&lt;br /&gt;
  one.&lt;br /&gt;
&lt;br /&gt;
  === Additional Rules ===&lt;br /&gt;
&lt;br /&gt;
  * &#039;&#039;&#039;Goods Swapping:&#039;&#039;&#039; Swapping a Good via card effects does not count as &amp;quot;filling&amp;quot; your cargo hold and does&lt;br /&gt;
  not trigger fines.&lt;br /&gt;
  * &#039;&#039;&#039;Station Security Detail (SSD):&#039;&#039;&#039; A Reaction that can block any targeted action against you or another&lt;br /&gt;
  player (e.g., Espionage or Utility effects). Discard after use. SSDs cannot block Buy, Sell, or Free Actions.&lt;br /&gt;
  * &#039;&#039;&#039;Card Priority:&#039;&#039;&#039; Card-specific instructions always take precedence over the standard rulebook.&lt;/div&gt;</summary>
		<author><name>N0madik</name></author>
	</entry>
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