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Gamehelptheorionstation

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 == 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.