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<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<meta name="description" content="A fictional archive from the frontier colony of Orison Reach." />
<title>Orison Reach — Colony Archive</title>
<meta name="description" content="Rules for Space Station 33 — a collaborative colony history game." />
<title>Space Station 33 — Rules</title>
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content: "ARCHIVE // ORISON REACH // CYCLE 0187";
content: "SPACE STATION 33 // RULES";
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<body>
<header class="masthead">
<div class="shell hero-copy">
<div class="eyebrow">Frontier Directorate Field Archive</div>
<h1>Orison Reach</h1>
<p>A record of the people trying to turn an unfinished station into a permanent human settlement—before the cold, the dust, or simple arithmetic proves them wrong.</p>
<header class=”masthead”>
<div class=”shell hero-copy”>
<div class=”eyebrow”>Space Station 33 // Rules</div>
<h1>Create History Together</h1>
<p>In this game, you build the history of a young space colony together. You will create Projects that span years, discover Events scattered through time, introduce important people, and define the places, technologies, and ideas that make the colony unique.</p>
</div>
</header>
<nav aria-label="Archive sections">
<div class="shell">
<a href="#charter">Charter</a>
<a href="#science">Scientific Project</a>
<a href="#engineering">Engineering Project</a>
<a href="#labour">Labour Project</a>
<a href="#ledger">Survival Ledger</a>
<a href="games.html" style="margin-left:auto">Game Sessions</a>
<a href="deck-editor.html" style="color:var(--brass)">Decks</a>
<nav aria-label=”Rules sections”>
<div class=”shell”>
<a href=”#the-timeline”>The Timeline</a>
<a href=”#the-round”>The Round</a>
<a href=”#projects”>Projects &amp; Events</a>
<a href=”#cast”>Cast &amp; Glossary</a>
<a href=”#setup”>Setup</a>
<a href=”games.html” style=”margin-left:auto”>Game Sessions</a>
<a href=”deck-editor.html” style=”color:var(--brass)”>Decks</a>
</div>
</nav>
<main class="shell">
<section class="intro" id="charter">
<div class="eyebrow">Colony Charter // Revision 07</div>
<h2>Survival is a shared system</h2>
<p class="lead">No discipline can preserve the colony alone. Science determines what is possible. Engineering decides how possibility becomes infrastructure. Labour turns plans into weight-bearing reality.</p>
<p>Orison Reach began as a temporary logistics station on the edge of the Tycho Drift. Eighteen years later, its inhabitants have stopped speaking about evacuation windows. They speak instead about harvests, pressure reserves, foundation depth and children who have never seen an open sky.</p>
<main class=”shell”>
<section class=”intro” id=”the-timeline”>
<div class=”eyebrow”>Space Station 33 // Core Concept</div>
<h2>The timeline is a canvas, not a clock</h2>
<p class=”lead”>History does not need to be created in order. You already know where the history begins and where it ends. Everything between those points is open for discovery.</p>
<p>One player might create an Event in 2249. The next might jump ahead twenty years to 2269. The player after that might go back to 2252. Do not worry about what happens next. Ask what happened.</p>
<p>At the end, you should have a place full of history, conflicts, mysteries, people, and unfinished business — a place ready to roleplay in.</p>
<blockquote>An early Event establishes that the Great Dam collapses in 2281. Nothing has yet been said about why. Later, another player creates an Event in 2263 where engineers discover cracks forming in its foundations. Much later, someone creates an Event in 2258 revealing that the original construction crew knowingly used unsuitable materials. The history of the dam has been created backwards, forwards, and sideways.</blockquote>
</section>
<img class="divider" src="assets/divider.svg" alt="" />
<img class=”divider” src=”assets/divider.svg” alt=”” />
<section class="project" id="science">
<figure class="project-image"><img src="assets/science.png" alt="Scientists working in a dense frontier-colony laboratory" /></figure>
<div class="project-copy">
<div class="eyebrow">Project S-14 // Scientific Directorate</div>
<h2>The Green Vault</h2>
<h3>A closed biosphere that must outlive its designers</h3>
<p>The colony's most physically comfortable work takes place behind sealed laboratory doors. It is also the work with the smallest margin for failure. The Green Vault team must create soil from mineral dust, maintain viable seed lines and prevent a single aggressive fungus from collapsing the food chain.</p>
<p>Every successful crop reduces dependence on supply ships. Every failed cycle consumes water, nutrients and time that the colony may not have.</p>
<dl class="meta">
<div><dt>Lead discipline</dt><dd>Ecological systems</dd></div>
<div><dt>Current cycle</dt><dd>18 of 24</dd></div>
<div><dt>Primary risk</dt><dd>Microbial collapse</dd></div>
<div><dt>Outcome</dt><dd>Food independence</dd></div>
<section class=”project” id=”the-round”>
<figure class=”project-image”><img src=”assets/science.png” alt=”Players at work” /></figure>
<div class=”project-copy”>
<div class=”eyebrow”>Rules // Turn Structure</div>
<h2>The Round</h2>
<h3>One Director. One action each.</h3>
<p>Each round has one <strong>Director</strong>. The Director takes one action, then every other player takes one action in turn. When everyone has acted, the next player becomes Director and a new round begins.</p>
<p>The Director follows the same rules as everyone else, with one important exception: <strong>only the Director can normally open or close a Project.</strong> Opening or closing a Project is the Director's action for the turn — they cannot also draw a Card in the same turn.</p>
<p>On your turn, you may create an Event, introduce or update Cast, add a Glossary entry, or draw a Card. Keep each contribution focused. One new Cast member and one Glossary entry per Event is usually enough.</p>
<dl class=”meta”>
<div><dt>Director only</dt><dd>Open or close a Project</dd></div>
<div><dt>Anyone</dt><dd>Create an Event</dd></div>
<div><dt>Anyone</dt><dd>Draw a Card instead of acting</dd></div>
<div><dt>Good length</dt><dd>Nine rounds to start</dd></div>
</dl>
<blockquote>”Sam closes Construction of the Great Dam, establishing its completion on 2260-09-03. Alex creates an Event in The Age of Misconception. Mara jumps back to 2254. Lee creates a standalone Event about the colony's first election. The round ends. Alex becomes Director.”</blockquote>
</div>
</section>
<img class="divider" src="assets/divider.svg" alt="" />
<img class=”divider” src=”assets/divider.svg” alt=”” />
<section class="project" id="engineering">
<figure class="project-image"><img src="assets/engineering.png" alt="Civil engineers planning and surveying a colony expansion" /></figure>
<div class="project-copy">
<div class="eyebrow">Project E-07 // Civil Works</div>
<h2>The Meridian Ring</h2>
<h3>Designing a district before the ground beneath it is understood</h3>
<p>The civil engineers of Orison Reach work between theory and consequence. They calculate pressure loads, survey unstable regolith, route heat and water, and decide which systems may share a wall without turning one failure into five.</p>
<p>They rarely lift the beams themselves. Their labour is measured in tolerances, redundancies, revisions and the uncomfortable knowledge that every line on a drawing may eventually carry somebody's home.</p>
<dl class="meta">
<div><dt>Lead discipline</dt><dd>Habitat infrastructure</dd></div>
<div><dt>Design life</dt><dd>120 years</dd></div>
<div><dt>Primary risk</dt><dd>Thermal subsidence</dd></div>
<div><dt>Outcome</dt><dd>4,000 new residents</dd></div>
<section class=”project” id=”projects”>
<figure class=”project-image”><img src=”assets/engineering.png” alt=”Engineers planning infrastructure” /></figure>
<div class=”project-copy”>
<div class=”eyebrow”>Rules // What You Create</div>
<h2>Projects and Events</h2>
<h3>Long arcs and specific moments</h3>
<p><strong>Projects</strong> are the long arcs of the colony's history — a construction effort, a political movement, a decade of misconception. Several can exist simultaneously. Try not to have too many open at once. When you open a Project, give it a start date and a Mood (Light or Dark). Its Mood describes the arc as a whole.</p>
<p>A Project may begin before the timeframe, end after it, or remain unfinished entirely. You may establish its ending before its beginning — then let players discover what led there.</p>
<p><strong>Events</strong> are moments. Most belong to a Project, but they do not have to. Give each an Event a date, describe what happened, and optionally a Mood. You may place an Event anywhere in the timeline where it makes sense — you are never required to continue from the most recently created Event.</p>
<p><strong>Mood</strong> is Light or Dark — hopeful or tragic, constructive or destructive. A Dark Project can contain Light Events. A Light Project can contain Dark Events. Mood describes the overall direction, not every moment inside it.</p>
<dl class=”meta”>
<div><dt>Projects</dt><dd>Long arcs — opened and closed by the Director</dd></div>
<div><dt>Events</dt><dd>Moments — any player, any date</dd></div>
<div><dt>Light mood</dt><dd>Hopeful, constructive, triumphant</dd></div>
<div><dt>Dark mood</dt><dd>Dangerous, destructive, tragic</dd></div>
</dl>
<blockquote>”Construction of the Great Dam — Mood: Light — Starts: 2251-05-12. A Dark Event in 2257 traps six workers inside for eleven hours. The Event is Dark, but the Project remains Light overall. Its history is about building something the colony needs, even though that history contains suffering.”</blockquote>
</div>
</section>
<img class="divider" src="assets/divider.svg" alt="" />
<img class=”divider” src=”assets/divider.svg” alt=”” />
<section class="project" id="labour">
<figure class="project-image"><img src="assets/labour.png" alt="Colony labourers maintaining machinery and gathering after work" /></figure>
<div class="project-copy">
<div class="eyebrow">Project L-21 // Works Cooperative</div>
<h2>The Deep Cut</h2>
<h3>Extracting tomorrow from stone that does not care who survives</h3>
<p>Beyond the pressurised districts, crews cut foundation trenches, move shielding rock and maintain the machines that keep the work moving. The shifts are long, the suits are heavy and the dust finds every weakness in a seal.</p>
<p>The Deep Cut is not glamorous. It is the slow accumulation of tonnes, metres and repaired parts. Yet each completed section becomes shelter, radiation shielding, transport tunnels and room for the colony to grow.</p>
<blockquote>“Nobody remembers the first tonne. They remember the day the new district held pressure.”</blockquote>
<section class=”project” id=”cast”>
<figure class=”project-image”><img src=”assets/labour.png” alt=”Colony workers” /></figure>
<div class=”project-copy”>
<div class=”eyebrow”>Rules // People, Ideas &amp; Cards</div>
<h2>Cast, Glossary, and Cards</h2>
<h3>Record who matters. Define what is unique.</h3>
<p>The <strong>Cast</strong> records people who matter to the history. You do not need to add every person who appears. If someone is important enough to return, affect the colony, or be remembered, add them. Cast members are not protected — they can change allegiance, disappear, or die. When someone permanently leaves the story, give them an end date.</p>
<p>The <strong>Glossary</strong> records concepts unique to the colony: technologies, places, customs, discoveries, slang. If players are likely to ask “what does that mean?” later, it probably belongs there. Existing entries can be expanded as the history reveals more.</p>
<p>On your turn, instead of creating something yourself, you may <strong>draw a Card</strong>. Each Card gives you two alternatives, A and B. Choose one and do what it says. Cards can break the normal rules — a non-Director can open a Project if a Card says so. Cards cannot break Truths. Drawing a Card uses your entire action.</p>
<blockquote>”Dr. Ilya Venn — Chief reactor physicist. Brilliant, impatient, and absolutely certain the reactor failed because someone sabotaged it. Years later, another player creates an Event where Ilya disappears while investigating maintenance records. Their Cast entry receives an end date — but their fate is left unknown.”</blockquote>
</div>
</section>
<img class="divider" src="assets/divider.svg" alt="" />
<img class=”divider” src=”assets/divider.svg” alt=”” />
<section class="document" id="ledger">
<div class="eyebrow">Operational extract // Cycle 0187.44</div>
<h2 style="color:var(--ink)">Colony survival ledger</h2>
<h3>Priority systems and current margins</h3>
<p>The ledger is reviewed at the beginning of every station day. Any reserve below <code>12 days</code> automatically suspends non-essential expansion work.</p>
<div class="table-wrap">
<table>
<thead>
<tr><th>System</th><th>Directorate</th><th>Reserve</th><th>Trend</th><th>Status</th></tr>
</thead>
<tbody>
<tr><td>Potable water</td><td>Engineering</td><td>31 days</td><td>+2.1%</td><td><span class="status stable">Stable</span></td></tr>
<tr><td>Staple calories</td><td>Science</td><td>19 days</td><td>+0.4%</td><td><span class="status watch">Watch</span></td></tr>
<tr><td>Pressure seal stock</td><td>Labour</td><td>14 days</td><td>−3.8%</td><td><span class="status watch">Watch</span></td></tr>
<tr><td>Reactor coolant</td><td>Engineering</td><td>46 days</td><td>0.0%</td><td><span class="status stable">Stable</span></td></tr>
<tr><td>Antifungal cultures</td><td>Science</td><td>8 days</td><td>−6.2%</td><td><span class="status critical">Critical</span></td></tr>
</tbody>
</table>
</div>
<section class=”document” id=”setup”>
<div class=”eyebrow”>Before Play // Setup</div>
<h2 style=”color:var(--ink)”>Create the Colony</h2>
<h3>Three steps before the first round</h3>
<p>Together, give your colony a title and a short description. Establish what everyone needs to know before play begins, but leave room for discovery. Decide when the history begins and ends — dates use ISO format, such as <code>2247-03-13</code>.</p>
<p>Then create two Events together: an <strong>Opening Event</strong> at the beginning of the timeframe and a <strong>Closing Event</strong> at the end. Give each a Mood, Light or Dark. These Events form the edges of your canvas. They do not explain how the colony gets from one to the other.</p>
<p>Next, establish the <strong>Truths</strong> of your setting. A Truth forbids or establishes something absolute — <em>there is no faster-than-light travel</em>, or <em>the colony is oppressed by its government</em>. Go around the table, propose or pass. Discuss each before adding it. Truths cannot be contradicted by anything created during play. Fewer is usually better.</p>
<p>Finally, choose <strong>Disciplines</strong> (optional). There are three: <strong>Scientists</strong> explore and research. <strong>Engineers</strong> build and maintain. <strong>Workers</strong> operate the colony and live with the consequences. Players may champion a Discipline — if possible, let each be chosen before anyone doubles up. Disciplines are a perspective, not a power. Projects and Events may belong to one Discipline or none.</p>
</section>
</main>
<footer>
<div class="shell">
<p>Orison Reach Public Archive<br />Civilian access edition</p>
<p>Knowledge builds tomorrow<br />Work keeps it standing</p>
<div class=”shell”>
<p>Space Station 33<br />Collaborative Colony History</p>
<p>You are not completing the colony's story.<br />You are creating the place where its next story can begin.</p>
</div>
</footer>
</body>