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(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...") |
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== 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 | 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 | 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 | : 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 === | === 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 | 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.'' | ||
* ''' | * '''Reaction (R):''' During an opponent's turn, play a Reaction card in response to what they do — it is free | ||
* '''Jettison Goods:''' | 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):''' | 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.