This is a documentation for Board Game Arena: play board games online !

Gamehelptheorionstation: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
(Created page with "== The Orion Station - Quick Rules == === Game Overview === * '''Objective:''' Earn 50 or more credits by buying and selling Goods cards. * '''Starting Setup:''' Each player starts with 20 credits and a hand of 5 cards. * '''End Game:''' The first player to reach 50+ credits triggers the end game. All other players receive exactly one final turn. * '''Winning:''' The player with the highest total credits wins. * '''Tie Breaker:''' Ties go to the player who originally t...")
 
No edit summary
 
Line 1: Line 1:
== The Orion Station - Quick Rules ==
  == The Orion Station - Quick Rules ==


=== Game Overview ===
  === Game Overview ===
* '''Objective:''' Earn 50 or more credits by buying and selling Goods cards.
  * '''Objective:''' Earn 50 or more credits by buying and selling Goods cards.
* '''Starting Setup:''' Each player starts with 20 credits and a hand of 5 cards.
  * '''Starting Setup:''' Each player starts with 20 credits and a hand of 5 cards. The six Goods (Ice, Sprouts,
* '''End Game:''' The first player to reach 50+ credits triggers the end game. All other players receive exactly one final turn.
  Ore, Spice, Fuel, Chips) begin in a shared supply of 6 each.
* '''Winning:''' The player with the highest total credits wins.  
  * '''End Game:''' The first player to '''end their turn''' with 50 or more credits triggers the end game. (It
* '''Tie Breaker:''' Ties go to the player who originally triggered the end game.
  is checked at end of turn — going over 50 mid-turn and then spending back below does not count.) All other
  players then receive exactly one final turn.
  * '''Winning:''' The player with the highest total credits wins.
  * '''Tie Breaker:''' Ties go to the player who triggered the end game.


=== Player Turn Phases ===
  === Player Turn Phases ===
Each turn consists of two distinct phases:
  Each turn consists of two distinct phases:


; 1. Draw Phase
  ; 1. Draw Phase
: '''Draw 2 cards''' from the deck.
  : '''Draw 2 cards''' from the deck.
: '''Keep 1 card''' in your hand and discard the other.
  : '''Keep 1 card''' in your hand and discard the other.


; 2. Play Phase
  ; 2. Play Phase
: Perform '''up to 3 Actions''' from the action list below.
  : Perform '''up to 3 Actions''' from the action list below.


; End of Turn (Cargo Hold Limit & Fine)
  ; End of Turn (Cargo Hold Limit & Fine)
: If you end your turn with '''6 or more Goods''' in your cargo hold, you must '''pay a 2-credit fine''' to the safety inspector.
  : Your cargo hold can never hold more than '''6 Goods'''. If you '''end your turn holding 6''', you must '''pay
: ''You can jettison Goods for free before your turn ends to avoid this fine.''
  a 2-credit fine''' to the safety inspector.
  : ''Sell or jettison down to 5 or fewer before your turn ends to avoid this fine.''


=== Play Phase Actions ===
  === Play Phase Actions ===
''Maximum of 3 actions per turn.''
  ''Maximum of 3 actions per turn.''


* '''Draw:''' Draw and keep 1 additional card from the deck.
  * '''Draw:''' Draw and keep 1 additional card from the deck.
* '''Buy Goods:''' Purchase a Goods card from your hand by paying its listed Buy price.
  * '''Buy Goods:''' Purchase a Goods card from your hand by paying its listed Buy price; its goods move from the
* '''Sell Goods:''' Sell a Goods card from your hand to receive its listed Sell price.
  supply into your cargo.
* '''Play Utility:''' Put a (U)tility card from your hand into play. You may optionally activate its effect immediately by paying its listed cost.
  * '''Sell Goods:''' Sell a Goods card from your hand for its listed Sell price; the matching goods return from
* '''Activate Utility:''' Use the effect of a (U)tility card already in front of you.
  your cargo to the supply.
*: ''Note: You can have a maximum of 3 Utility cards in play at any time. Each card can only be activated once per turn.''
  * '''Play Utility:''' Put a (U)tility card from your hand into play. You may optionally activate its effect
* '''Espionage / Support:''' Play an (E)spionage or (S)upport card from your hand targeting a legal player specified on the card text.
  immediately by paying its listed cost.
  * '''Activate Utility:''' Use the effect of a (U)tility card already in front of you.
  *: ''Note: You can have a maximum of 3 Utility cards in play at any time. Each card can only be activated once
  per turn.''
  * '''Espionage / Support:''' Play an (E)spionage or (S)upport card from your hand targeting a legal player
  specified on the card text.


=== Free Actions & Reactions ===
  === Free Actions & Reactions ===
''These do not count towards your 3-action limit.''
  ''These do not count towards your 3-action limit.''


* '''Defense (Reaction):''' Play a (D)efense card or any card marked "During an opponent's turn" to counter an opponent's targeted action against you.
  * '''Reaction (R):''' During an opponent's turn, play a Reaction card in response to what they do — it is free
* '''Jettison Goods:''' Discard any number of Goods tokens from your Cargo Hold at any time during your turn.
  and costs you no action. Some Reactions '''cancel''' the trigger (e.g. a Station Security Detail negates an
* '''Dump Utility:''' Discard a (U)tility card from play at any time during your turn to clear a slot for a new one.
  Espionage attack); others '''fire alongside''' it. '''Anyone''' may react, not just the target. Buys and Sells
  always go through and cannot be cancelled.
  * '''Jettison Goods:''' Remove any number of Goods tokens from your cargo hold at any time during your turn;
  they return to the shared supply.
  * '''Dump Utility:''' Discard a (U)tility card from play at any time during your turn to clear a slot for a new
  one.


=== Additional Rules ===
  === Additional Rules ===


* '''Goods Swapping:''' Swapping a Good via card effects does not count as "filling" your cargo hold and does not trigger fines.
  * '''Goods Swapping:''' Swapping a Good via card effects does not count as "filling" your cargo hold and does
* '''Station Security Detail (SSD):''' These cards can block any targeted action against you or another player (e.g., Espionage or Utility effects). Discard after use. SSDs cannot block Buy, Sell, or Free Actions.
  not trigger fines.
* '''Card Priority:''' Card-specific instructions always take precedence over the standard rulebook.
  * '''Station Security Detail (SSD):''' A Reaction that can block any targeted action against you or another
  player (e.g., Espionage or Utility effects). Discard after use. SSDs cannot block Buy, Sell, or Free Actions.
  * '''Card Priority:''' Card-specific instructions always take precedence over the standard rulebook.

Latest revision as of 22:33, 3 July 2026

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