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== Rules for the Base Game ==
== Theme ==


Players control competing civilizations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet's goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.
Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet's goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.


There are five phases to choose from: explore, develop, settle, consume and produce. Players pick one phase per turn (two phases in a two-player game). Then everyone plays only the chosen phases in phase order.  Players who chose that phase get an extra benefit.  At the end of each round, players with more than 10 cards discard down to 10 and a new round begins. 
== Phases ==


The game continues until any player has 12 cards in their tableau, or when the VP pool is exhausted. At the end of that round points are added up. The player with the most points is the winner! 
* {{player|2}}: select two phases per round.
* {{player|3+}}: select one phase per round.
* Only selected phases are played, in phase order.


In case of a tie, the player with the most goods on the board plus cards in hand wins.  
* '''I Explore''': draw {{JumpDriveExplore|2}} keep {{RftgDraw|1}}
* '''II Develop''': play {{RftgDevelopment}} by {{RftgDiscard}} equal to its cost.
* '''III Settle''':
** play {{RftgCivilWorld}} by {{RftgDiscard}} equal to its cost.
** play {{RftgMilitaryWorld}} with sufficient military force.
** played {{RftgWindfallWorld}} gain {{RftgAnyGood}}.
* '''IV Consume''': exchange {{RftgAnyGood}} for {{RftgVpChip}} using consume {{RftgConsume}} powers.
*# Select {{RftgProductionWorld}}/{{RftgWindfallWorld}} with {{RftgAnyGood}}.
*# Select {{RftgWorld}} with {{RftgConsume}} power.
** {{RftgConsume}} powers must be used completely e.g. if {{RftgAnyGood|1}} is consumed with a {{RftgConsume|×3}} power, the power '''must''' be used twice more if possible.
* '''V Produce''': gain {{RftgAnyGood}} on each {{RftgProductionWorld}} without {{RftgAnyGood}}.


Cards may generally be played into your tableau by "paying" for them by discarding other cards. For instance, a planet of cost 3 (the large number) requires you to discard 3 cards to place it. (The smaller number next to it in the hexagon is the number of VPs you earn from having that card in your tableau.)
=== Phase bonuses ===
Cards may not be played into your tableau if you already have a card of the same name in your tableau.


There are 2 main types of cards. Diamonds are developments. Circles are planets.
Bonuses for selecting a phase:
There are different types of planets:
* '''I Explore''': '''+5 +0''' draw +{{JumpDriveExplore|5}}
* Production: A colored circle indicates that this planet generates the corresponding good during the production phase.
* '''I Explore''': '''+1 +1''' draw +{{JumpDriveExplore|1}} keep +{{RftgDraw|1}}
* Windfall: A white circle with a colored ring indicates that this planet generates a good immediately upon settling, but not during production.
* '''II Develop''': {{RftgDevelopment|-1}} cost
* Non-producing worlds: Gray worlds never produce goods.
* '''III Settle''': gain {{RftgDraw|1}} for settling {{RftgWorld}}
* Military: A red ring indicates that a planet cannot be settled by paying for it: instead, you need a sufficient military force (the red +X number present on some cards). No discards are needed in this case.
* '''IV Consume''': '''$''' exchange {{RftgAnyGood|1}}:
** {{RftgBlueTrade}} Novelty
** {{RftgBrownTrade}} Rare Elements
** {{RftgGreenTrade}} Genes
** {{RftgYellowTrade}} Alien Technology
* '''IV Consume''': '''×2''' gain {{RftgVpChip}}×2
* '''V Produce''': gain {{RftgAnyGood}} on one {{RftgWindfallWorld}} without {{RftgAnyGood}}.


'''Summary of Phases'''
{{InfoBox
* Explore = draw 2 cards; keep 1, discard the other
|title={{player|2}}
* Develop = place and pay for a development
|body=​
* Settle = place and pay for a world, receiving any windfall good as indicated
* I Explore: may select both '''+5 +0''' and '''+1 +1''' = draw +{{JumpDriveExplore|6}} keep +{{RftgDraw|1}}.
* Consume = use consume powers if possible, typically to discard goods for VPs. Note that once a consume power is activated, you must exhaust it (e.g. if you have 3 Novelty Goods, then if you trigger Consumer Markets to consume the first good, then the other two must also be consumed on Consumer Markets). To consume a good in the BGA interface, click on the world with the good, and then click on the world with the consume power.  
* II Develop: may select twice.
* Produce = place a good on each world without a good that produces one
* III Settle: may select twice.
* IV Consume: may select both '''$''' and '''×2''' = trade {{RftgAnyGood|1}} and use all {{RftgAnyGood}}{{RftgConsume}} powers.
* V Produce: may select once only.
}}
----
* Most cards have powers for certain phases which can be used from your tableau.
* A duplicate card may not be played on the same tableau.
* Discard down to {{RftgHand|10}} at round end.


Most cards indicate bonuses for certain phases; these are activated once they are in your tableau.
== Game end ==


'''Phase Bonuses'''
* At round end (including discarding) when a tableau has ≥12 cards face up or there are {{RftgVpChip|0}} remaining.
These are the bonuses you gain for choosing each phase:
* Cards in each tableau gain {{RftgVpChip}} equal to the hexagon number {{RftgExampleWorld}}.
* Explore = draw 5 additional cards OR draw 1 additional card and keep 1 additional card
* The player with the most {{RftgVpChip}} is the winner.
* Develop = discard 1 less card when paying for the development
* Settle = draw 1 card after settling a world
* Consume = Gain double victory points for consumed goods OR trigger a trade phase prior to Consume, which allows you to discard a good to draw cards equal to its trade value
* Produce = Produce a good on one windfall world that does not already have a good


Note that in two-player games it is possible for one player to trigger both phase bonuses in Explore or Consume (e.g. in Explore, to draw 6 extra cards and keep 2), but the phase only happens once. It is not possible to trigger Produce twice. It is possible to trigger Develop or Settle twice, in which case the phase happens twice in a row.
=== Tiebreak ===


'''Summary of Goods'''
* Most {{RftgHand}} + {{RftgAnyGood}}.
* Yellow = Alien Tech (trade value = 5)
* Green = Genes (4)
* Brown = Rare Elements (3)
* Blue = Novelty Goods (2)
'''Game End'''


The game ends at the end of the round (including discarding) in which:
== Expansion: The Brink of War ==


* A player has 12 or more face up cards in their card tableau, or
=== Prestige ===
* The last victory point chip is given out.


== Expansion Rules: The Brink of War ==
* Gain {{RftgPrestige|1}} for placing a card with {{RftgPrestige}} (next to its cost).
* Gain {{RftgPrestige}} from card powers e.g. during IV Consume.
** Note: IV Consume ×2 does '''not double''' {{RftgPrestige}}.


===Prestige===
=== Prestige leader ===


'''Gaining Prestige:'''
* Gain the Prestige leader tile for the most {{RftgPrestige}} at phase end or immediately after the leader spends {{RftgPrestige}}.
* Playing a card with a purple prestige symbol next to its point value provides 1 prestige to the owner when it is played.
* {{RftgPrestige}} gained each round is counted as being ''on the tile'' and transferred to the leader's personal supply at round end with {{RftgVpChip|1}} + {{RftgDraw|1}}.
* Various card powers provide prestige, typically as a result of taking another action, such as goods consumption. (Note: the Consume x2 action bonus does NOT double prestige gained using consume powers)
* {{RftgPrestige|0}} ''on the tile'' at round end does not gain {{RftgDraw|1}}.
* A tie for Prestige Leader does not gain any {{RftgPrestige}} at round end.


'''Prestige Leader:'''
=== Prestige bonus ===
At the end of each phase, if one player has more total prestige than any other player, they take control of the Prestige Leader tile. The Prestige leader can also change hands immediately when a prestige leader spends prestige for an action, causing them to lose the lead. The prestige earned by the new leader in that phase and any subsequent phase while they remain prestige leader is counted as being ''on the tile''.


At the start of each round, if the leader has prestige ''on the tile'', they remove all the prestige from the tile (it remains part of their personal supply) and receive 1 VP chip and 1 card. If the prestige leader has no prestige ''on the tile'' (because they didn't earn any new prestige in the last round), then they receive only the 1 VP chip and no cards.
* Once per game each player may use their prestige bonus for a search '''or''' action bonus.


When there is a tie for the prestige leader, none of the tied players collect prestige ''on the tile'', but all tied players will earn 1 VP chip at the start of the round.
==== Search ====


'''Prestige at Game End'''
* Costs {{RftgPrestige|0}} and happens before any other phase.
Each prestige chip is worth 1 VP at game end.
* Select a search category.
If a player has 15 or more prestige at the end of a round, the end of the game is triggered.
* Either take the first matching card '''or''' blindly take the second matching card.


===Prestige Search/Action Bonuses===
===== Categories =====


Once per game, each player can use their prestige bonus card for ''either'' a search bonus OR an action bonus.
* {{Rftg1MilitaryDevelopment}} or {{Rftg2MilitaryDevelopment}} (ignore temporary and specialised military).
* {{RftgMilitaryWindfall|1}} or {{RftgMilitaryWindfall|2}}.
* {{RftgCivilWindfall|1}} or {{RftgCivilWindfall|2}}.
* {{RftgChromosomeWorld}}.
* {{RftgYellowWindfall}} or {{RftgYellowProduction}}.
* {{RftgConsume}} for ≥ {{RftgAnyGood|2}}.
* {{RftgMilitaryWorld|5+}}.
* {{Rftg6Development}}.
* {{RftgTakeover}} or defence powers (only with takeover rules on).


'''Search Bonus''':
==== Action ====
A search bonus costs no prestige to use. Any player(s) declaring a search will get to execute the search action before any other phase is resolved in that round. The searching player first declares one of the 9 search categories. Then cards are revealed from the deck until a card matching the chosen category is found. The searching player can choose to take that card into their hand (ending the search action), or continue searching for a second matching card. If they continue to search for a second card, the second matching card ''must'' be taken, and the search ends.


'''Search Categories''' (Visual aid: https://boardgamegeek.com/image/693945/race-galaxy-brink-war)
* Costs {{RftgPrestige|1}} for one enhanced phase bonus.
* Developments that provide +1 or +2 military (ignore temporary or specialized military)
* {{player|2}}: second selected phase is selected as normal.
* Military Windfall worlds with 1 or 2 defense
* Windfall worlds with 1 or 2 cost
* Worlds (of any type) with a chromosome symbol (green X)
* Windfall or Production worlds that produce Alien goods (ignore other alien cards)
* Cards with Consume powers that consume 2 or more goods
* Military worlds with 5 or more defense
* 6-cost Developments
* Cards with settle takeover or defense powers (can only be chosen if takeover rules are on)


'''Prestige Action Bonus''':
* I Explore (+5 +0): draw {{JumpDriveExplore|13}}, combine with {{RftgHand}} {{RftgDiscard|11}} (keep +{{RftgDraw|2}}).
A prestige action bonus costs 1 prestige to use. The player may then choose an enhanced bonus for their phase selection. (In a 2-player game, the player may select a second phase as normal)
* I Explore (+1 +1): draw {{JumpDriveExplore|9}}, combine with {{RftgHand}} {{RftgDiscard|6}} (keep +{{RftgDraw|3}}).
* II Develop: {{RftgDevelopment|-3}} cost.
* III Settle: {{RftgCivilWorld|-3}} and {{RftgMilitaryWorld|+2}}, {{RftgDraw|1}} for settling {{RftgWorld}}.
* IV Consume ($): {{RftgConsume|$}}{{RftgDraw|+3}} '''+''' {{RftgConsume|×2}}{{RftgVpChip}} '''+''' {{RftgDiscard}}{{RftgConsume|×2}}{{RftgVpChip|1}}.
* IV Consume (×2): {{RftgConsume|×3}}{{RftgVpChip}}
* V Produce: {{RftgDraw|3}} + up to {{RftgAnyGood|2}}{{RftgWindfallWorld}}.


'''Prestige Bonus Options'''
=== Game end ===
* Explore: draw +13 (into hand), discard 11 (keep +2)
* Explore: draw +9 (into hand), discard 6 (keep +3)
* Develop: -3 cost
* Settle: -3 cost and +2 military, draw card after settling
* Consume: Sell one good with +3 card draw AND 2x points for other goods consumed AND discard 0-2 cards for 1 VP each
* Consume: 3x VP for all goods consumed
* Produce: Draw 3, produce 2 windfall goods


== Expansion Rules: Xeno Invasion (with Invasion) ==
* Each {{RftgPrestige}} is worth {{RftgVpChip|1}}.
* Game end is additionally triggered if any player has ≥ {{RftgPrestige|15}} at round end.


The Xenos are invading! In addition to building your empire, you must defend yourself from the Xenos every round. This is a standalone expansion, only played with the base game.
== Expansion: Xeno Invasion (with Invasion) ==


All Explore phases have the 'mix with hand' power.
* The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.
* Standalone expansion played only with the base game.
* All Explore phases have the 'mix with hand' power.
* Settle is already selected in round 1.
* Xenos attack in round 3.
* After discarding down to {{RftgHand|10}}, each player gets an Invasion card with the strength of the attacking Xenos.
* Players with a higher military vs Xenos get higher values.
* To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.
* Settle powers may be used for extra military force.
* Each player has a Bunker with {{RftgDiscard}} for +2 defence vs Xenos.
* Defenders gain {{RftgVpChip|1}} or {{RftgVpChip|2}} (weaker players get more)
* Non-defenders select {{RftgWorld}} to be damaged {{RftgDamage}}.
* Damaged {{RftgWorld}} lose {{RftgAnyGood}}, are worth {{RftgVpChip|0}}, and have no powers or keywords, but still count towards tableau size.


In the first round, Settle is already selected.
The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each ({{player|2}}: 1 round each). Wave 3 is until the end of the game. Invasion strength is a '''random''' value:
* Wave 1: -1 - 4
* Wave 2: 0 - 7
* Wave 3: 3 - 9, your base military + 3/4/5


'''Xeno Invasion'''
=== Produce changes ===


In the third round, the Xenos start attacking.
* At the start of Produce, each player may contribute {{RftgAnyGood}} to the war effort to gain {{RftgVpChip|1}} / {{RftgAnyGood}} and reduce the Xeno repulse value by 1.
* After discarding for hand size, each player is given an Invasion card with the strength of the attacking Xenos. Players with a higher military vs Xenos get higher values
* Repair {{RftgWorld}} with {{RftgDamage}} by {{RftgDiscard|2}}, {{RftgAnyGood|2}} or using a repair power.
* To defend, military vs Xenos + defense vs Xenos must exceed (not just tie) the Invasion value
* '''V Produce: Repair''': Instead of gaining {{RftgAnyGood}} on {{RftgWindfallWorld}}, repair 2 {{RftgWorld}} with {{RftgDamage}}.
* Settle powers may be used for extra military. Each player has a Bunker, which lets you discard a card for 2 defense vs Xenos
* If you defend, you get 1 or 2 VP (weaker players get more)
* If you don't defend, you select a world to be damaged. Damaged worlds lose their good, are worth 0 VP, and have no powers or keywords, but count towards tableau size.


The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each (in 2 player game: 1 round each). Wave 3 is until the end of the game
=== Game end ===
* Wave 1 invasion values: -1 to 4
* Wave 2 invasion values: 0 to 7
* Wave 3 invasion values: 3 to 9, your base military + 3/4/5
Invasion strength is a RANDOM value in the ranges given above.


'''Produce changes'''
{{RftgVpChip|5}} awarded to:
* Greatest Admiral: largest military vs Xenos.
* Greatest Contributor: most {{RftgAnyGood}} contributed to the war effort.


Produce has several changes.
Additional game end conditions:
* At the start of Produce, each player may contribute goods to the war effort. Each good contributed gives you 1 VP and reduces the Xeno repulse value by 1
* Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.
* Repair damaged worlds by discarding 2 cards from hand, or 1 good, or using a repair power
* All players fail to defend twice.
* Produce has a second option: "Produce: Repair". Instead of producing on a windfall world, repair 2 worlds
** No player gains Greatest Admiral or Greatest Contributor.
 
 
'''Endgame'''
 
There are 2 new endgame conditions
* The Xenos are defeated! The Xenos are defeated when the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens
* All players fail to defend vs invasions twice. No bonus for Greatest Admiral or Greatest Contributor are given out.
 
Endgame bonuses
* Greatest Admiral = 5 VP for largest military vs Xenos
* Greatest Contributor = 5 VP for most goods contributed to war effort


Note:
Note:
* Military vs xenos: For settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for Invasion cards
* Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.
* Defense vs Xenos: only counted when defending each round
* Defence vs Xenos: only counted when defending each round.


== New Worlds ==
== New worlds ==


Race for the Galaxy: New Worlds Promo is a set of 6 new start worlds. They can be added to any game (base game or expansions).
Race for the Galaxy: New Worlds Promo adds '''[https://boardgamegeek.com/image/3884855 6 new start worlds]''' that can be added to any game (base game or expansions).
* Star Nomad Raiders
* Star Nomad Raiders
* Industrial Robots
* Industrial Robots
Line 153: Line 166:
* Abandoned Mine Squatters
* Abandoned Mine Squatters
* Gateway Station
* Gateway Station
Image of the new start worlds: https://boardgamegeek.com/image/3884855

Revision as of 20:16, 7 February 2024

Theme

Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet's goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.

Phases

  • 2players: select two phases per round.
  • 3+players: select one phase per round.
  • Only selected phases are played, in phase order.
  • I Explore: draw explore2 keep draw 1 cards1
  • II Develop: play development by discard equal to its cost.
  • III Settle:
    • play civil world by discard equal to its cost.
    • play military world with sufficient military force.
    • played windfall world gain good.
  • IV Consume: exchange good for victory point chip using consume consume power powers.
    1. Select production world/windfall world with good.
    2. Select with consume power power.
    • consume power powers must be used completely e.g. if good1 is consumed with a consume power×3 power, the power must be used twice more if possible.
  • V Produce: gain good on each production world without good.

Phase bonuses

Bonuses for selecting a phase:

  • I Explore: +5 +0 draw +explore5
  • I Explore: +1 +1 draw +explore1 keep +draw 1 cards1
  • II Develop: development-1 cost
  • III Settle: gain draw 1 cards1 for settling
  • IV Consume: $ exchange good1:
    • novelty good trade Novelty
    • rare elements good trade Rare Elements
    • genes good trade Genes
    • alien good trade Alien Technology
  • IV Consume: ×2 gain victory point chip×2
  • V Produce: gain good on one windfall world without good.
2players
  • I Explore: may select both +5 +0 and +1 +1 = draw +explore6 keep +draw 1 cards1.
  • II Develop: may select twice.
  • III Settle: may select twice.
  • IV Consume: may select both $ and ×2 = trade good1 and use all goodconsume power powers.
  • V Produce: may select once only.

  • Most cards have powers for certain phases which can be used from your tableau.
  • A duplicate card may not be played on the same tableau.
  • Discard down to cards in hand10 at round end.

Game end

  • At round end (including discarding) when a tableau has ≥12 cards face up or there are victory point chip0 remaining.
  • Cards in each tableau gain victory point chip equal to the hexagon number example world.
  • The player with the most victory point chip is the winner.

Tiebreak

  • Most cards in hand + good.

Expansion: The Brink of War

Prestige

  • Gain prestige1 for placing a card with prestige (next to its cost).
  • Gain prestige from card powers e.g. during IV Consume.
    • Note: IV Consume ×2 does not double prestige.

Prestige leader

  • Gain the Prestige leader tile for the most prestige at phase end or immediately after the leader spends prestige.
  • prestige gained each round is counted as being on the tile and transferred to the leader's personal supply at round end with victory point chip1 + draw 1 cards1.
  • prestige0 on the tile at round end does not gain draw 1 cards1.
  • A tie for Prestige Leader does not gain any prestige at round end.

Prestige bonus

  • Once per game each player may use their prestige bonus for a search or action bonus.

Search

  • Costs prestige0 and happens before any other phase.
  • Select a search category.
  • Either take the first matching card or blindly take the second matching card.
Categories
  • 1 military force development or 2 military force development (ignore temporary and specialised military).
  • military windfall world1 or military windfall world2.
  • non-military windfall world1 or non-military windfall world2.
  • chromosome world.
  • alien windfall world or alien production world.
  • consume power for ≥ good2.
  • military world5+.
  • 6 development.
  • takeover or defence powers (only with takeover rules on).

Action

  • Costs prestige1 for one enhanced phase bonus.
  • 2players: second selected phase is selected as normal.
  • I Explore (+5 +0): draw explore13, combine with cards in hand discard11 (keep +draw 2 cards2).
  • I Explore (+1 +1): draw explore9, combine with cards in hand discard6 (keep +draw 3 cards3).
  • II Develop: development-3 cost.
  • III Settle: civil world-3 and military world+2, draw 1 cards1 for settling .
  • IV Consume ($): consume power$draw +3 cards+3 + consume power×2victory point chip + discardconsume power×2victory point chip1.
  • IV Consume (×2): consume power×3victory point chip
  • V Produce: draw 3 cards3 + up to good2windfall world.

Game end

  • Each prestige is worth victory point chip1.
  • Game end is additionally triggered if any player has ≥ prestige15 at round end.

Expansion: Xeno Invasion (with Invasion)

  • The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.
  • Standalone expansion played only with the base game.
  • All Explore phases have the 'mix with hand' power.
  • Settle is already selected in round 1.
  • Xenos attack in round 3.
  • After discarding down to cards in hand10, each player gets an Invasion card with the strength of the attacking Xenos.
  • Players with a higher military vs Xenos get higher values.
  • To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.
  • Settle powers may be used for extra military force.
  • Each player has a Bunker with discard for +2 defence vs Xenos.
  • Defenders gain victory point chip1 or victory point chip2 (weaker players get more)
  • Non-defenders select to be damaged damage.
  • Damaged lose good, are worth victory point chip0, and have no powers or keywords, but still count towards tableau size.

The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each (2players: 1 round each). Wave 3 is until the end of the game. Invasion strength is a random value:

  • Wave 1: -1 - 4
  • Wave 2: 0 - 7
  • Wave 3: 3 - 9, your base military + 3/4/5

Produce changes

  • At the start of Produce, each player may contribute good to the war effort to gain victory point chip1 / good and reduce the Xeno repulse value by 1.
  • Repair with damage by discard2, good2 or using a repair power.
  • V Produce: Repair: Instead of gaining good on windfall world, repair 2 with damage.

Game end

victory point chip5 awarded to:

  • Greatest Admiral: largest military vs Xenos.
  • Greatest Contributor: most good contributed to the war effort.

Additional game end conditions:

  • Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.
  • All players fail to defend twice.
    • No player gains Greatest Admiral or Greatest Contributor.

Note:

  • Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.
  • Defence vs Xenos: only counted when defending each round.

New worlds

Race for the Galaxy: New Worlds Promo adds 6 new start worlds that can be added to any game (base game or expansions).

  • Star Nomad Raiders
  • Industrial Robots
  • Galactic Trade Emissaries
  • Terraforming Colonists
  • Abandoned Mine Squatters
  • Gateway Station