SPACE STATION ALPHA









INTRODUCTION
Bidding & Placement Game.
Each player represents a space agency: NASA, European Union, Russia, Japan, etc.
Players are working together to build the ISS (International Space Station).
Players add Modules and score points.

OBJECTIVE
The game ends at the end of the turn when all 60 modules have been placed.
The player with the most victory points at the end of the game wins.

THE BOARD 
Use a Chessboard.
The center 4 spaces of the board represent the Core Command & Control Module.
The Core Module is a self supporting active vehicle with the following capabilities: 
Propulsive control, Piloting station, Main Engine, Gyrostabilizers, Fuel storage, 
Assembly area, Operational quarters, Multiple module docking ports, Life support 
Monitoring systems, Environmental controls (Energy, Electrical, Temperature, Atmosphere)

PLAYER MARKERS
Each player has a set of 40 blank counters (markers) of a unique color

MODULE COUNTERS
Players share a Build pile (cup) of 60 cardboard counters representing Space Station Modules.
The Build pile contains 4 of each of the 15 types of modules in the list.

THE EVENT DECK
Players share a common deck.

SETUP
Each player starts with a hand of 6 randomly dealt cards.

TURN SEQUENCE
Each turn is divided into 5 phases:
Planning Phase
Bidding Phase
Deployment Phase
Scoring Phase
Event Phase

PLANING PHASE
Take X random Module counters out of the pile and 
place them to the side of the board face up.
X = number of players.
If there are modules remaining from previous turns, only enough 
New Modules are drawn to have X Modules up for bidding.

BIDDING PHASE
Players bid on the Module counters using Funding Cards from the event deck.
Bids are made secretly, and then simultaneously revealed.
Note the funding cards have different values.
In case of ties, players cut the deck, the highest funding value revealed wins.
If you lose a bid put your funding card(s) for that bid back in your hand.
If a Module receives no bids, it remains to be bid on next turn.
The winner of a Bid (highest bid) gets to deploy that module next phase.

DEPLOYMENT PHASE
Place the modules you won last phase into play (0, 1 or more modules).
A module can be placed on any space on the board adjacent to another module (or Core). 
Place a marker (of your color) next to the module to show your ownership of the module.
Maximum of one Module per space. 
The player who bid the most Funding last turn deploys first, followed 
by the next most, and so on.

SCORING PHASE
Gain one VP (Victory Point) for every Module you place.
If you place 4 or more of your own modules in a row (orthogonal or diagonal), gain 3 VP.
Gain 1 additional VP for each of your Modules in a row in excess of 4 modules. 
Play event cards that allow for additional special scoring. 
Owners of Truss Exterior Frameworks gain 1 VP every time a 
module is built (O or D) adjacent to it.
Owners of External Stowage Platforms gain 1 VP every time a problem is played.

EVENT PHASE
Each player draws 3 cards from the Event Deck.
Max hand size = 10 cards. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.

END OF GAME SCORING
Earn extra VP at the end of the game:
The player with the most modules a single type gets 1 VP (check for all 15 types)
The player with the most Research modules gets 5 VP.
The player with the most Service modules gets 5 VP.
The player with the most Modules gets 3 VP.


MODULE COUNTER LIST
Module:				Type	Notes
Multi-Purpose Logistics		S	Reusable Cargo Module; Carried by Shuttle 
External Stowage Platform	S	Trash, Food, Water, Oxygen, Fuel, Equipment
Living Quarters			S	Crew Compartments, Galley, Hygiene, Exercise
Truss Exterior Framework	S	Structural Component
Unity Node 			S	Pressurized Mating Adaptor, Control Moment Gyros
Photovoltaic Module		S	Solar Panel Array plus Batteries, Radiators
Air Lock			S	EVA Capability 
Remote Manipulator System	S	Cargo Crane plus Robotics, Moveable Truss
Docking Platform		S	Universal, Emergency Crew Return Vehicle
Communications			S	Radio Antennae, Computers, Telemetry
Astrophysics 			R	Observatory, Spectrophotometers, Radio Telescopes
Bioastronautics 		R	Biochemistry, Hydroponics, Medical Monitoring	
Engineering 			R	Materials Technology, Electronics, Physical Sciences
Earth Observation		R	Meteorological, Oceanographic Research
SPACEHAB			R	Habitable Experimental System Rack Storage
S = Service Module
R = Research Module



EVENT DECK CARD LIST
Card Name:			#	Notes
Funding 10			7	Used for Bidding
Funding 20			7	Used for Bidding
Funding 30			7	Used for Bidding
Funding 40			7	Used for Bidding
Funding 50			7	Used for Bidding
Collision			1	Problem: Put target Module back into the Build pile
Air Leak			1	Problem: No one may bid or build this turn
Power Loss			1	Problem: No one may bid or build this turn
Major Malfunction		1	Problem: Each Docking Platform earns its owner 6 VP
Attitude Control Adjustment	2	Each Unity Node earns its owner 3 VP
Space Flight Experiments	3	Each SPACEHAB earns its owner 2 VP
New Drug Synthesized		1	Each Bioastronautics earns its owner 6 VP
New Manufacturing Techniques	1	Each Engineering earns its owner 6 VP
New Astronomical Data		1	Each Astrophysics earns its owner 6 VP
New Meteorological Data		2	Each Earth Observation earns its owner 3 VP
Crew Rotation			2	Each Living Quarters earns its owner 3 VP
Maintenance Space Walk		2	Each Air Lock earns its owner 3 VP
Supply Shipment			3	Each Multi-Purpose Logistics earns its owner 2 VP
Telecommunications		3	Each Communications earns its owner 2 VP
Reposition Element		2	Each Remote Manipulator earns its owner 3 VP
Reroute Power			2	Each Photovoltaic earns its owner 3 VP
Commander			1	Play during Crew Rotation to earn 2 VP
Flight Engineer			1	Play during Crew Rotation to earn 2 VP
Science Officer			1	Play during Crew Rotation to earn 2 VP
Political Turmoil		1	Players draw no cards or Modules this turn
# = Number of copies of card in deck


LINKS

ISS

MIR






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