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ORBIT

ORBIT Rulebook

Table of Contents

Table of Contents

  • Components
  • Overview & Goal
  • Setup
  • Your Player Board
  • Gameplay
  • The Card Features
    • Advance Planets
    • Reverse a Planet Arrow
    • Take Energy Cubes
    • Take the Maximum Number of Energy Cubes
    • Fly Your Spaceship
  • The Mission Markers
    • Hand Size Upgrade
    • Energy Capacity Upgrade
    • Hyper Jump
    • Hyper Accelerator Cannon
  • Board Features
    • Hyper Jump Portal
    • Space Stations
  • Game End
  • PRISM Variant
  • Four-Player Partnership Mode
    • Partnership
    • Friendship Tile
    • Exchange Tile
    • Energy Cubes
    • Communication
  • Solo Mode
    • Ten Rounds of Two Turns
    • Winning and Losing the Game
    • Include the PRISM Variant
  • Nebular Expansion
    • Components
    • Navigation Tokens Module
    • Hyper Accelerator Engine Module
    • Artificial Nebulas Module
  • Credits

Components

  • 1 Double-Sided Game Board
  • 8 Planet Discs
  • 30 Space Stations
  • 4 Spaceships
  • 4 Player Boards
  • 28 Mission Markers
  • 20 Energy Cubes
  • 56 Cards
  • 6 Partnership Tiles
  • 1 PRISM Disc
  • 4 PRISM Mission Markers
  • 1 Fabric Bag

Overview & Goal

ORBIT (Orbital Race Between Interstellar Tourists) is a 24th-century tactical space race with simple turns yet challenging possibilities. Players are competing to visit all of the planets of the system and then return to their starting planet first. On your turn, you will play a card, activate its actions in any order, and then draw back up to your hand size. Cards allow you to do a combination of things, including moving your ship, collecting energy for bonus movement, advancing planets along their orbits, and even reversing the orbital path of planets!

Planning your route to take advantage of orbital currents and bounce between planets is the key to success. Visiting certain space stations and planets will allow you to increase your hand size and energy storage capacity. And when your spaceship is docked on a planet, it will carry you along its orbital path, helping you to traverse the map faster! But your cutthroat competition will no doubt seek to spoil your plans and sabotage your progress, even using the planet you're docked on to move you away from other destinations. It will take a balance of clever thinking and long-term planning to find the fastest route. Only one can be the greatest tourist of the Silo System!

Setup

  1. Decide which side of the board you want to use and lay it in the center of the play area. For your first game, use the front of the board.

  2. The board shows eight orbits in different colors, with planet symbols indicating the positions of the different planets as they advance along their orbits. Randomly place the eight planets on planet symbols in their matching colored orbits, with each arrow randomly pointing in one of the possible orbital line directions. Make sure to spread the planets somewhat evenly over the board.

  3. Mix the 30 space stations in the fabric bag. Randomly draw and place one face up on each of the indicated space station positions on the board.

  4. Place all the energy cubes next to the board.

  5. The player who was most recently a tourist is the starting player, or randomly select a starting player. Then, in reverse play order (beginning with the player to the right of the starting player and progressing counterclockwise), each player will choose a color, taking the corresponding player board and placing that color spaceship on the matching planet, as well as placing mission markers for every other color on the top row of their board. The place for the PRISM mission marker (white) will stay empty; this comes into play with the PRISM variant (see PRISM Variant).

    Hint: The starting player and the earlier players have an advantage, as they will be one step ahead of the later players. This is compensated for by giving the later players first choice of the planet from which they want to start. A planet close to other planets and surrounded by useful space stations will give a nice head start.

  6. Finally, shuffle all the cards, deal a hand of three to each player, and place the remaining cards as a face-down deck next to the board.

Your Player Board

Your player board helps you to monitor your progress during the game.

Mission Markers: In the top row are seven mission markers in the colors of the seven planets you need to visit, excluding the planet you start from. Every time you visit a planet, remove the corresponding mission marker — more about this later …

Hand Size: The second row indicates the number of cards you have in your hand. This is always the lowest visible number in the row. When you gain an upgrade, use the respective mission marker or space station to cover the lowest visible number. Your hand size increases by one card per upgrade — more about this later…

Energy Capacity: The box in the lower left is a space for holding your energy cubes. The third row indicates the maximum number of energy cubes you can hold. This is always the lowest visible number in the row. When you gain an upgrade, use the respective mission marker or space station to cover the lowest visible number. Your energy capacity increases by one cube per upgrade — more about this later …

Gameplay

The starting player takes the first turn. Then, play progresses clockwise. On your turn, play one card from your hand face-up. Then, apply the features on your card.

At the end of your turn, place your played card in a face-up discard pile near the board. Then draw cards from the face-down deck to replenish your hand to the hand size indicated by your player board. (If the face-down deck runs out, reshuffle the discard pile into a new deck.)

The Card Features

Each card you play shows a variety of features. You may apply these features in any order, but you must complete one feature before progressing to the next.

Advance Planets

For each planet symbol shown on the card, you must advance the corresponding color planet along its orbital line in the direction of its arrow to the next position (planet symbol) in its orbit.

After advancing a planet, make sure to point the arrow in the direction of the next position the planet will advance to. This is particularly important on the second board, where there may be two possible directions to continue. It is always the active player who decides on the further course of the planet.

Notes for Game Board #2 (Alternate Dimension): when the grey planet leaves the board, it immediately reenters after a half-circle movement to the other side.

When you play a card that advances all the planets, it is recommended to handle the planets in the order indicated on the card.

If spaceships are docked on the planet, then they advance with the planet. If the advancement of a planet ends in a position where there are spaceships, these dock on the planet (the spaceships are stacked on top of the planet). When you play a card that advances a planet by two positions and there are spaceships in the first position, these are not docked on the planet — they are passed over and remain on the board!

Wild Planet Symbols: Some cards show a wild planet symbol. This allows you to advance any planet you choose.

Nebulas: Some cards show nebulas on them. These come into play with the Artificial Nebulas module (see Artificial Nebulas Module), which is included in the Nebular Expansion. For the regular game, you can ignore them.

Reverse a Planet Arrow

You may choose any one planet and point its arrow in any possible orbital line direction from its current position in its orbit. You may choose not to apply this feature.

Take Energy Cubes

Take the indicated number of energy cubes and place them on the energy space at the beginning of the third row of your player board. Energy Capacity: You may never have more energy cubes than indicated by your energy capacity. At the start of the game, you have a capacity of two cubes until you upgrade your energy capacity — more about this later …

Take the Maximum Number of Energy Cubes

Take energy cubes to increase the number of cubes on the energy space of your board to your current energy capacity.

Fly Your Spaceship

While the planets advance from planet symbol to planet symbol along their orbits, your spaceship flies in small steps from one line intersection to another. You may fly your spaceship up to the indicated number of steps. You may choose not to apply this feature.

Energy Cubes: Additionally, while you apply the flight feature, you may return energy cubes from your player board to fly one additional step for each cube returned. Note that you can only use energy cubes in combination with a flight feature; the energy cubes alone do not allow you to start a flight.

Several spaceships may be located on the same intersection — they simply stack on top of one another. This is also the case for intersections with planets or space stations. Spaceships unstack when moving; they do not carry each other like planets do.

Planets: If the flight of your spaceship ends on a planet you have not visited before, immediately remove the corresponding mission marker from your player board. The mission marker may allow you to apply a feature — more about this later …

Space Station: If the flight of your spaceship ends on a space station, you may activate the space station — more about this later …

The Mission Markers

If the flight of your spaceship ends on a planet you have not visited before, you must immediately remove the corresponding color mission marker from your player board. If the mission marker shows a feature, apply it immediately:

Hand Size Upgrade

Use this mission marker to cover the lowest visible number in the second row of your player board. Your hand size increases by one card.

Energy Capacity Upgrade

Use this mission marker to cover the lowest visible number in the third row of your player board. Your energy capacity increases by one cube.

Hyper Jump

Place your spaceship on any intersection (including space stations) that shows the hyper jump symbol. You may choose not to apply this feature.

Hyper Accelerator Cannon

Move your spaceship to any intersection that it can reach in a straight line from its current position. You may choose not to apply this feature.

Docked on a planet: At the start of your turn, or after resolving a hyper accelerator cannon feature, it is possible that you find your spaceship docked on a planet you have not visited before. If so, immediately act as described above.

Note: You may never remove mission markers from the top row of your player board during other players' turns!

Board Features

Hyper Jump Portal

If the flight of your spaceship ends on such a portal, you may place your spaceship on any other intersection (including space stations) that shows the hyper jump portal.

You must complete your flight feature before using the hyper jump portal, and you cannot continue the flight feature after the hyper jump portal. If you start your turn with your spaceship located on a hyper jump portal, the hyper jump feature is not available to you until the end of your spaceship movement (you may decide to not move your spaceship at all and then use the hyper jump portal).

Space Stations

If the flight of your spaceship ends on a space station, then you may activate the space station.

There are two types of space stations with a light grey background. These space stations are collected by the first player who ends the flight of their spaceship on the intersection with the space station:

Hand Size Upgrade: Use the space station to cover the lowest visible number in the second row of your player board. Your hand size increases by one card.

Energy Capacity Upgrade: Use the space station to cover the lowest visible number in the third row of your player board. Your energy capacity increases by one cube.

Maximum Upgrade: You cannot cover the highest upgrade number of your hand size (6) or the highest upgrade number of your energy capacity (5). If you have already upgraded to the highest number, you may not collect further upgrade space stations from the board (to deprive other players).

There are several types of space station with a dark grey background. These space stations remain on the board for the duration of the game. If the flight of your spaceship ends on the intersection with such a space station, apply the space station feature immediately:

Hyper Jump Portal (similar to hyper jump portals on the board): You may place your spaceship on any other intersection (including other space stations) that shows the hyper jump portal. You may choose not to apply this feature. If you start your turn with your spaceship located on such a space station, the hyper jump feature is not available to you until the end of your spaceship movement (you may decide to not move your spaceship at all and then use the hyper jump portal).

Hyper Acceleration Cannon: Move your spaceship to any intersection that it can reach in a straight line from its current position. You may choose not to apply this feature. If you start your turn with your spaceship located on such a space station, the hyper accelerator cannon feature is not available to you until the end of your spaceship movement (you may decide to not move your spaceship at all and then use the hyper accelerator cannon).

Fuel Depot: Take energy cubes to increase the number of cubes on the energy space of your player board to your current energy capacity.

PRISM Disc: This "space station" represents a ninth planet that comes into play with the PRISM variant (see PRISM Variant).

Game End

The first player who removes all seven mission markers from the top row of their player board and then ends their turn with their spaceship docked on their own color planet wins the game!

Hint: The outer planets (brown and gray) are usually more difficult to reach. Try to visit them early. Larger distances on the board are best travelled on planets or by using hyper jump portals or hyper accelerator cannons, rather than flying your spaceship from intersection to intersection.

PRISM Variant

PRISM: Prime Revolutionary Intergalactic Stationary Megalopolis.

This variant can be used for any mode or map, and it makes the game harder at any player count. It is particularly recommended when playing with two players or when playing the solo mode.

Setup: During setup, after placing out the Space Stations, randomly replace one Space Station with the PRISM Disc. The replaced Space Station is returned to the box. When setting up your player board, add the PRISM Mission Marker to the designated space on the top row of your board.

Gameplay: The PRISM Disc serves as an additional, stationary "planet" that you must visit before you can win the game.

Four-Player Partnership Mode

When playing with four players, you may either play the game as a free-for-all competition (as described above) or as this partnership mode. The game follows the rules of the free-for-all competition, but with the following changes:

Partnership

The two players sitting opposite each other form a partnership. A partnership wins the game when both players have removed all mission markers from both of their boards and both players have their spaceships located on their own home planet.

Friendship Tile

Each player receives one friendship tile, which allows the player (during one of their own turns) to jump their spaceship to the location of their partner's spaceship. This tile may be used at any time during the player's turn, before or after they fly their spaceship.

Exchange Tile

Each partnership receives one exchange tile, which allows the partnership (during either player's turn, before or after spaceship flight) to exchange the locations of their two spaceships.

Each tile may only be used once and is then discarded.

Energy Cubes

During their own turn, players may also use the energy cubes from their partner's player board.

Note: You may still only gain cubes for your own player board, and your board determines your personal fuel capacity.

Communication

Without interference from their partner, a player must first start their turn by playing a card from their hand face-up. After that, the two partners may freely communicate and counsel about the actions to be taken by the active player. Players may not reveal the cards in their hands to their partners.

Regardless of communication, the active player ultimately decides what actions to take and if they want to use the partnership tiles described above.

Solo Mode

A single-player game follows the rules of the competitive multiplayer game, but with the following changes:

Ten Rounds of Two Turns

You do not get a hand of cards but instead play a maximum of ten rounds. At the start of each round, reveal as many cards from the deck as indicated by your player board for your current hand size. Display these cards in a line face-up in front of you. Then, play two turns, first using one card, then using another card from the display. After you have used a card, pull it towards you — this helps you keep track of your turns.

After you have completed your two turns, collect all the displayed cards and place them aside in a separate face-down stack. Place the stacks aside separately after each round you play — this helps you keep track of the number of rounds.

Winning and Losing the Game

It is your objective to win the game in as few turns as possible. Each completed round counts as two turns, and if you win the game after using only one turn in the final round, that only counts as one turn. The fewer turns you require, the better.

If you cannot win the game within ten rounds, the game is over, and you have lost the challenge.

Include the PRISM Variant

As a single-player game gives you plenty of influence over the board, it is recommended that you include the PRISM variant (see PRISM Variant) — but not the Navigation Tokens module (see Navigation Tokens Module).

Nebular Expansion

This expansion can be purchased directly from the Bitewing Games shop at www.BitewingGames.com.

The galaxy has been clamoring for a spectacle, and for this decade's race, the team intends to provide it in spades. Bitewing's team of scientists has been hard at work developing new technological innovations for both interplanetary navigation and artificial cosmic anomalies. You won't believe what this event's racers can do unless you see it with your own eyes!

Components

  • 12 Navigation Tokens (in 4 Colors)
  • 18 Nebula Chips
  • 4 Hyper Accelerator Engines

The following modules may be added to the game either individually or together in any desired combination.

Navigation Tokens Module

This module can be played with any mode or map, although it is not recommended for the solo mode. This module shortens the length of the game by making board navigation easier.

During setup, all players place the three navigation tokens of their color next to their player board. Once during the game and only during your own turn, you may apply the feature on these tokens as usual. Then discard the token.

Swap Your Hand: Discard all the cards from your hand to the face-up discard pile, then draw new cards from the deck.

Hyper Jump: Place your spaceship on any intersection (including space stations) that shows a hyper jump portal.

Take the Maximum Number of Energy Cubes: Take energy cubes to increase the number of cubes on the energy space of your board to your current energy capacity.

Hyper Accelerator Engine Module

This module can be played with any mode or map. It drastically changes the feel and strategic possibilities of the game.

Gameplay: During setup, place the hyper accelerator engines within reach.

At the end of your turn in which you upgrade your energy capacity to the maximum level (5), you must upgrade your spaceship with a hyper accelerator engine. The upgrade is permanent. Remove all the energy cubes, mission markers and space stations from the third row of your player board and place a hyper accelerator engine there to cover all the numbers.

From now on, you cannot take or use energy cubes. Instead, when the card you play allows you to take energy cubes, you may instead apply your hyper accelerator engine once during this turn. It should be treated like a card feature, meaning you can apply it in any order relative to the other card features. Other features (such as activated space stations or objective markers) that allow you to take cubes or upgrade your energy capacity have no effect and do not activate the hyper accelerator engine. You may choose not to apply this feature.

Hyper Accelerator Engine: Move your spaceship to any intersection that it can reach in a straight line from its current position.

Artificial Nebulas Module

This module can be played with any mode or map. It introduces permanent changes to the map (artificial nebulas) that block spaceship traversal and increase a planet's orbital speed.

Gameplay: During preparation, place the nebula chips within reach. Now, the card feature related to the artificial nebula shown on some cards comes into play. When you play such a card, you may place one artificial nebula chip onto any planet symbol of any one planet's orbit, provided the symbol has no planet and no spaceship (and no other artificial nebula chip) on it. The intersection with this symbol is then permanently occupied by an artificial nebula.

If a planet is advanced to a position that is occupied by an artificial nebula, it immediately advances further along its orbit to the next position that is free of artificial nebulas.

A spaceship may not fly onto or over an intersection with a planet symbol that is occupied by an artificial nebula. This also applies when the hyper accelerator cannon or the hyper accelerator engine is used.

In the rare case where the artificial nebula chips are used up, no more artificial nebulas can be placed.

Credits

Design: Reiner Knizia

Artwork: Vincent Dutrait

Graphic Design: Brigette Indelicato

Edited by: Scott Darrington

Spaceship 3D Modeling: Conor S.

Published by: Nick Murray & Kyle Spackman

Reiner Knizia thanks all the play testers who contributed to the development of this game, in particular Sebastian Bleasdale, Chris Bowyer, John Christian, David Farquhar, Martin Higham, Ross Inglis, Kevin Jacklin, Chris Lawson, Dorette Peters, Daniel Steel, and Stefan Willkofer.

© Dr. Reiner Knizia, 2024. All rights reserved. © Bitewing Games LLC, 2024. All rights reserved.