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[GDS] MARCH 2015 "A Team apart"

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richdurham's picture
Joined: 12/26/2009

We have a winner!

Stanley Pool

by andymorris

Thanks for the thoughtful responses and questions regarding the challenge this month. This was exceptionally difficult for the "rules light" word limit, but our community proved themselves equal to the challenge! Share your thoughts in the critiques thread and look for a complete posting of results.

Entries are in!

Eight games enter, one game leaves.

Voting form here. Remember to finish voting by the end of the 15th (your local time)

  • Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:

    • Entrants may not assign any Medals to their own entry!

    • Entrants must assign all 3 Medals.

    • An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.

Please Read: Details on entering the Game Design Showdown.

Tabletop game are great; I don't expect an argument there. And one of the touted reasons is that they provide some good face-to-face communication. Of course, you probably know of some games where talking to the other players is a serious faux pas, or is actually forbidden!. Cross-boarding - the idea that you can't communicate with other players - particularly a partner - is a no-no in classic partner games like Euchre or Pitch.

To quote Mindspike:

Games like Risk are often played cooperatively, with players entering a non-aggression pact and sharing the victory. Risk is a prototypical area control game that allows partners to coordinate very easily. The absence of hidden information and the ability to openly communicate means this type of cooperative action depends more heavily on execution rather than decision making. I'd like to see what could be done to shake that up.

I happen to agree. Let's see how you can shake that up.

Your March contest is, then, to create an area-control game played with a partner or team. However, partners/team-members are not allowed to communicate with each other in any way other than the open information of the game-state.

And for a little nudge of thematic inspiration, you must use one of the following themes:

  • Feudal Japan
  • European invasion/colonisation of Africa
  • The moons of Jupiter
  • 1920s U.S. Prohibition
  • Inside dreams
  • Stealth and espionage

Now the details:

Theme: Must use one of the above list of themes.

Mechanic: Area control is used as a primary mechanic in the game. Must play with a Partner or on a Team. Partners/teammembers can NOT communicate.

Component restriction: None

Word Limit: Standard 500 word limit

Voting: Award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favorite entries. Any entrant that does not award all three Medals will receive a Pyrite Medal (that's "Fool's Gold") worth -3 votes!

When submitting your entry: PLEASE USE THE FORM LINKED HERE.

  • Submissions: Sunday the 1st through to Sunday the 8th

  • Voting: Through the 15th. Votes will be through a form (link posted after submission period is ended).

  • Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:

    • Entrants may not assign any Medals to their own entry!

    • Entrants must assign all 3 Medals.

    • An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.

  • Comments or Questions: Comments and questions about this Challenge are handled on the Comments Thread

  • CRITIQUES: After voting has closed the entries will be posted for comments and critiques. Post constructive critiques and commentary about the entries to this Challenge in the Critiques Thread.

  • GDS Details: For more details on how these Game Design Showdown Challenges work, visit the GDS Wiki Page.

Enjoy, and good luck!

-Rich and Mindspike

richdurham's picture
Joined: 12/26/2009
Entry 1: Galilean Moons

Galilean Moons

4 players

Players represent corporations exploiting the resources on the Galilean moons. The corporations team up to dominate all trade on the moons, but the treacherous businessmen often re-form teams to suit their short or long-term goals.

(500 words == not enough. I hope this gets the idea across.)

  • Worker placement
  • Economy management culminating in colonization and finally combat technology
  • Two teams of two players, with a mechanic for re-forming teams. The players initiating team re-alignment pay an opportunity cost to do so.
  • Team members, and potential team members, MAY NOT discuss strategy. Actions that need support must be played just with the hope that your teammate sees the need, can, and is willing to help.
  • Action cards are color-coded. The more action cards of one color that a team plays in a turn (called the Action Color Count, or ACC) the more effective and valuable the cards are. (This provides an incentive to switch teams — if two players have each played three red action cards, then by re-forming the teams to be together, all their cards will be significantly more effective.) Each player has a hand of action cards which define what actions he can take, enough to have some flexibility but still somewhat limiting. Hands are replenished each turn.
  • Each of the four moons has a primary resource, and owning at least one colony on a moon provides a small benefit related to it. However, if the team owns all the colonies on a moon, they gain a larger benefit.

All actions are performed via worker placement, where a turn consists of two phases: the placement phase where you declare actions and then the action resolution phase where potentially competing actions are resolved. Most placements require an action card to be played simultaneously. These are placed face up. Some sample actions: - Mine Ore: The card and the worker location determine what is available. ACC determines amount mined. - Purchase Supplies / Weapons: The card and the worker location determine what is available. ACC determines price. - Establish Colony: ACC determines cost and/or size and defenses. - Attack existing colony: Card defines attack strength based on resources spent. ACC reduces cost. Also used to strengthen a teammate's attack.

One of the worker placement locations, which is always available and does not include an action card played, is the "Switch Teams" location. If a player uses one of his workers in that location, any other player (including his current team member) can use a worker to team up with him. The other two players are automatically stuck together. Note that there is a noticeable opportunity cost to initiating team changing. You have used two of the new team's workers, AND you have reduced the number of action cards that the team is playing in that turn, diminishing the team's ACC values. If you spend a worker to 'Switch Teams' and no one responds, the teams remain, your teammate is probably annoyed, and you've wasted the worker.

richdurham's picture
Joined: 12/26/2009
Entry 2: Masters of Secrets

Game for 5 players

The main board represents connections between institutions, at the center of which lies the government. 17 tiles in total.
One of the players puts his two pawns on the governement. He will be the defense player. (white and black.) The other players put their pawns on the four other starting positions. They are the spies. (red, blue, yellow, green)
Put a "Secret" counter on each tile that is not a starting point. These twelve counters all look the same on one side, but one of them has a black circle on the other side. They should be shuffled so lose track it.
Each player has a board and a pawn behind a personal screen. The board lists the different actions he can do. The defense player has two pawns.
Each spy player gets 3 "Discretion" tokens. The game begins.

The defense player counts as two players: He moves two pawns, which can take two different actions on each turn.

On the first turn, each player moves the pawn behind his player screen on the tile defining his next action. A player can "move", "investigate", "disappear" or "communicate"
-A moving player goes to another tile, connected to the one he is currently on.
-Investigate allows a player to either force a player on an adjacent tile to lose a Discretion point or to get the "Secret" counter from the tile on which he is, if there is one. The government player cannot take "Secret" counters.
-Disappear allows the player to get back a Discretion point. The defense player can't choose this action.
-A player communicating can give as many "Secret" counter he wants to another player on an adjacent tile. The counter with the black circle cannot be given that way.

Then starts the second turn. The defense plays first and the game goes clockwise.
On his turn, a player first reveals his personal board and does the action it says. He then chooses secretly a new action for his next turn and puts the pawn on his board.
On his turn, the defense player can choose any spy player and guess an action. If it is the currently chosen action for that player, he takes his pawn back. He can't choose the same players two turns in a row.

Whenever a spy discovers the "Secret" token with a black circle, he becomes an ally to the defense.

The goal for the spies is to gather 4 "Secret" counters on a single spy.
The defense and his ally have to avoid it from happening. If the spies don't win after ten turns, the defense wins.

Players can't communicate with eachother more than giving informations about their actions.

When spies lose all their "Discretion" tokens, they miss their next turn and get a "Discretion" token back. They give their "Secrets" to the defense player. If one of them was the black circle, he keeps it instead but has to reveal it.

richdurham's picture
Joined: 12/26/2009
Entry 3: Bôsen



2 teams of 2-4 players each - about 45 min.

"After dishonorable murder of Frog Clan Samurai, Frog Clan Shogun suspects Dragon Clan responsible and wages war across Japan in honor of fallen."


  • Deck of 50 Cards
  • Game Board of 30 hexagonal territories. 5 are strongholds.
  • 100 Black Units
  • 100 Yellow Units

Deck includes Diplomacy, War and Recruitment cards in varying quantities. Some cards have effects that resolve when played.


Players chose a team; each team must be equal in number. Teams collect colored cubes and elect a beginning Daimyo. Each player is dealt 3 cards from the deck. Daimyo’s choose 1 stronghold and places 5 of his team’s units into that hex.


Choosing discipline

Players will play 1 card from hand face down. When all players have played a card, cards are revealed. Discipline of the team is the discipline that the majority of players have revealed. Example: Players A and B both revealed War; Player C revealed Recruitment, the team’s chosen discipline is War. If no team member’s revealed cards match, no discipline is chosen.

Deciding Dominance

With discipline chosen, the team with the winning discipline in the below deadlock receives Dominance and continues to action phase. The other team doesn't get an action phase.


If both teams have the same discipline, no team gains Dominance and play goes to Bushido Phase.

Action Phase

With Dominance chosen, Daimyo will take actions according to the team’s chosen discipline. - WAR – Move 1 unit from any team owned stronghold onto a territory hex not owned by team. Territory MUST be adjacent to a territory owned by team. Any units on this territory are removed. This hex is now owned by team. - RECRUITMENT – Place units on 1 stronghold equal to amount of strongholds held by team + 1. Strongholds cannot exceed 5 Units. - DEMOCRACY – Move Daimyo token of other team to another player. Remove 1 unit from a stronghold owned by other team. Draw 1 extra card during Bushido phase.

When actions of the Daimyo are complete, other members of the team resolve effects on cards they played. Cards from both teams are placed into discard pile and play moves to Bushido phase.

Bushido Phase

All players will hand 1 card from their hand to their team’s Daimyo. Daimyo’s take those cards and 1 from their own hand to create a Bushido hand. Daimyo's draw cards into the Bushido hand equal to the amount of team members, including himself. Daimyo will draw another card into Bushido hand for each stronghold team controls plus any bonus cards from action phase. The Daimyo will look through this newly created Bushido hand and give 2 cards to each player on team, including himself. All other cards are discarded into discard pile. Discard pile is shuffled into draw deck and play moves to another round.


Team that controls 3 of 5 strongholds wins.

richdurham's picture
Joined: 12/26/2009
Entry 4: Moon Assault

Moon Assault

The Jovian moons Io and Europa, are at war. Each side has two generals, and you are one of these generals. Your time will be split between defending your home moon, and venturing out to assault your opponent's moon.


Io Board

Europa Board

Military Figures

Resource Tokens



Moon Assault is played simultaneously in two locations, each with an opposing attacker and defender. The moon boards should be set up far enough apart that players on one moon can't see the details of what's happening on the other. The defenders set up 3 cities in multiple locations, and place starting units on those cities. Attackers start with units to be deployed on their turn.


Due to high tech communication scrambling, players cannot talk to their teammate that is fighting on the other moon. A soundtrack plays to time the turns, so both moons are synced.

While on assault or defense, you maneuver military, comparing units and dice rolls to destroy units and take control of territory. Units can use resources to produce buildings, like bunkers for defense, mines for resources, factories, or a city after the other three buildings have been built in that area. Resources can also be spent to produce new units on a space with a factory that you control. At the start of your turn, you receive 1 resource for each area you control, or 2 if it has a mine.

While on defense, you have the option of sending a new assault to your opponents moon. Choose up to 5 military units or resources from your cities, and bring them with you to the opponents moon. Your teammate on that moon returns to your moon to defend, while you take over the assault.

While assaulting, you deploy the units you brought with you to anywhere on the opponents moon. Bunkers attack units deploying in their space, so the assaulting general can choose to assault the highly defended areas, or keep their distance to set up somewhere safe. You could choose to keep your units concentrated with your allies forces, or to spread your units out.

You can build on your enemies moon, but you will start outnumbered and may want to focus on disrupting the opponents production. If your assaulting forces have all been destroyed, you return to your moon to trade places with your teammate. They bring forces with them to start the new assault, as described above.

You win by controlling 5 more cities than your opponent. These cities can be on either moon, so you can only seize victory when switching places with your ally. As you switch places, count the number of cities on both moons to confirm if you have won. If you learn that you are down by 5 cities, you don't have to let your opponent know, and can try to make a come back before they seize victory.

richdurham's picture
Joined: 12/26/2009
Entry 5: Shugo Daimyo

Shugo Daimyo

A 4 or 6-player area control boardgame set in Feudal Japan. Each team are advisors to a Shugo Daimyo, a powerful leader during a time of political upheaval. While the Shogun does not allow open war, you will manipulate various regions to dominate the provinces in the region.


A board with 10 provinces (in 5 colors)
A deck of 60 cards (in five colors and one of four character types)
Character tiles (4 types) in either team color
One Daimyo marker for each team
One Starting Player Token

There are two teams in the game, each consisting of half of the players. Players should sit in an alternating fashion. This game is played in four rounds, and one endgame scoring. Randomly assign the starting player token to one player. Players are not allowed to advise other players (especially teammates) during the game.

In each round:

The Planning Phase:

1) At the beginning of the game or when the deck runs out, shuffle the discards to make a new deck.

2) Deal a hand of cards to each player (6 with four players, 5 with six players)

3) One at a time beginning with the starting player, each player selects one card from their hand and places it in front of them either face up or face down (their choice) until all players have placed a card.

4) All players pass the cards they did not select to the player on their left.

5) Repeat steps 3 and 4 until all players have only one card remaining, which is discarded. New cards should always go to the right of previously selected cards so that other players know the order of cards picked.

The Execution Phase:

1) One at a time beginning with the starting player, each player selects a card from those in front of them or a teammate (revealing face down cards) and moves their team's Daimyo marker to any adjacent province except one occupied by the opposing Daimyo. If the card matches the color of the destination province, the player also places a token marker of their team color in the province, as indicated by the card (soldier, monk, assassin, or farmer)

2) If you now have more of the placed token type in the province than the opponents, you may remove one appropriate opposing token if it exists in the province: soldiers remove assassins, monks remove soldiers, assassins remove monks. Farmers do not remove tokens.

3) After players have used all cards, proceed to the next round.

4) You are allowed to leave your Daimyo in place, but must still select and discard a card and may not place or remove any tokens.

After four rounds, score as follows:

In each province:

A team scores one point for each majority in a marker. If a team has at least one soldier, assassin, and monk in the province, score points equal to all farmers.

The team with the most points wins.

richdurham's picture
Joined: 12/26/2009
Entry 6: Stanley Pool

A trick taking game where you create your hand rather than have it dealt.

In 1879 famed explorer Henry Stanley, fresh off mapping much of the African interior, was secretly commissioned by King Leopold II of Belgium to establish Belgian control around Stanley Pool, a lake on the Congo River the explorer named after himself. Meanwhile, unbenounced to Stanley, rival explorer Pierre de Brazza was dispatched by France to do the same.

Two teams of two compete to control the Congo and gain access to its vast rubber and ivory supplies. On each team one player represents the explorer in the Congo and the other represents his commissioning nation back in Europe. The players may not communicate with each other on gameplay choices, because it’s the nineteenth century and communicating between Africa and Europe isn’t exactly easy.

The game board shows a map of the Congo divided into 11 regions surrounding Stanley Pool and along the Congo River. A supply of two-sided tokens (French/Belgian) are used to denote when a team controls a region or establishes a trade route.
There are five “suits” in the game: rubber, ivory, money, politics, and equipment/supplies. Each player has a starting deck of eight cards and there is a draw pile for each suit. The gameplay is a series of two-phase rounds.

Each player has five turns in Phase 1. Each turn you will perform actions by using cards from your deck or to add cards to your deck. The actions are different for the explorer player versus the European player and will develop as you control more regions. The explorer will be setting up trade routes and collecting rubber and ivory. The state player will be buying equipment to send to Africa, selling goods received and navigating the delicate political landscape in Europe. During phase 1 one or more regions must become disputed for control. To make a region disputed you play a politics card on the region. A controlled region can be disputed if you have a high enough ranked politics card. At the end of each turn in phase 1 you must play one card from your deck to your "hand". Therefore, everyone will conclude phase 1 with a hand of five cards.

In Phase 2 control of the disputed region(s) is decided. Five tricks are played using the hands created in phase 1. The disputed region states a trump suit for the round. Whoever played the politics card leads the first trick. If multiple regions are disputed the one with the highest ranked politics card dictates trump/lead. The team that wins the majority of tricks claims the disputed region(s). Cards won in tricks are added to your deck for the next round, so you're trying to pass cards to your partner when they win tricks.

Play continues until one nation controls a majority of regions. Final scores are determined based on the value of the regions, trade routes, ivory and rubber each nation posses.

richdurham's picture
Joined: 12/26/2009

The game takes place in the 1920’s, during the Prohibition in the United States, when a nationwide constitutional ban on the sale, production, importation, and transportation of alcoholic beverages took place.

A game board with 75 areas (51 of which are numbered and 24 named – some after famous bars and clubs of the time) linked in various routes/roads, 4 supply areas, two police stations/prisons areas (one on the east side and one on the west) and two money lending/loan shark areas.

24 destination cards (1 for every named area on the board),
12 supply cards (3x4 supply areas),
2 policemen (1 pawn each),
3 road blocks for each policeman (3 blue and 3 red cubes)
2 bootleggers (no pawns as they move secretly on the board, by noting their position secretly on paper)
Sheets of paper and pencils (where the bootleggers write their positions)
50 white cubes (each representing $100)
20x alcohol signs (for controlling supplied areas/bars, clubs etc.)
20x police budges (for controlling supplied areas/bars, clubs etc.)
75 action cards as follows (if the pile runs out you reshuffle them back to a pile):
10x Show to one police man (at the end of your round) the position you were two steps back
5x you got a tip and bypass a road block (hold the card until you use it and then announce it without stating your exact position)
10x move one area back
10x move one extra area forward
5x you gain $200
5x you gain $100
5x you lose $200
5x you lose $100
10x go to area … (e.g. Go to area 68)
5x keep your money even if you go to jail (you manage to hide them before get arrested)
5x your informant in the police force warns you of an imminent raid (avoid the next police raid in one of your supplied/gained areas. Keep that card secret until needed, i.e. when police raid comes, you keep the area with no fight)
1x die (with 4 ‘bottle’ and 2 ‘badge’ signs)


The game is played in a series of rounds between the policemen and the bootleggers. Purpose of bootleggers’ team is to supply the named areas of the board (bars, clubs and storage units) with alcohol taken from the supply areas (Atlantic City port-East, Canadian border – North, Mexican border – South and illegal factory - West).

The policemen target is to catch the bootleggers or block them on their route to their mission as well as raid the suspected bars and clubs and clear that area of the illegal alcohol.
Each round of the game consists of firstly 3 actions of both the bootleggers simultaneously, and then the same for both policemen. No communication is allowed between teams.
The game ends when one of the two piles of destination cards runs out (see set up). The team with the most named territories under their control wins.

Before the game begins each bootlegger takes one destination card at random, looks at it and then puts it back. That will be their starting position on the board. Shuffle the supply cards and take two out of the game without looking at them. Shuffle the destination cards and take four out of the game without looking at them. Then, split them into two piles (10 each). One pile is designated as ‘intermediary station’ and the other one as ‘final destination’. Now we have three piles of hidden cards. Each bootlegger takes one supply, one intermediary station and one final destination card. That is the mission he will have to complete in secret. Then, each bootlegger takes $500, and each policeman 3 road blocks.

The bootleggers start first and then the policemen go.
Each bootlegger takes his 3 moves on the board through the roads connecting the areas moving:
Firstly, to the supply area written on the supply card in order to buy the alcohol. He pays the price written on the board on each supply area from the money in his possession and takes one sign of alcohol. Two supply areas are marked with $200 purchase cost and the other two with $300. The physical actions of the purchase are made after the end of the each round (e.g. after the policemen had their moves). This gives a hint to the policemen for the bootleggers’ whereabouts.

Secondly, towards the intermediary station written on the intermediary station card. The bootlegger sells his alcohol there and receives the price written on the board on each named area (from $100 to $400). The alcohol sign is then placed on that area. This also alerts the policemen. The physical actions of the sale are made after the end of each round.

Lastly, towards the final destination written on the final destination card. (as the above step).
After the mission is finished the bootlegger takes three fresh cards from the piles and begins his new mission from his last position.

At the end of each bootleggers play they take one action card each. After looking at the card if any action is required is effective immediately unless it is for future use by the bootlegger. In any case they put the cards face down in front of them.

When a bootlegger has no money to complete his mission the only way to get money is to move through the board to the money lenders and borrow money. ($300 each time they run out of money).
The policemen also have a total of three moves but also each has 3 road blocks at their disposal. Each turn they are allowed to move up to 3 steps and/or put on the board or move around the board up to 2 road blocks (e.g. move 2 steps and put/move 1 road block). Their aim is to estimate the position of the bootleggers and catch them, by placing the road block or their pawn on their actual position, or block their road to their next target area. When a bootlegger is caught carrying the merchandise he is taken to the prison (police station of the policeman who caught him) for one round unless he can bribe the policeman with $200 if he has the needed money. The bootlegger announces the fact that he is caught at the end of the round, but not the position he was caught in if he bribes. If taken to prison he loses his current mission, money and merchandise, and gets a new mission starting from any area connected to the prison and $300 if he lost his money. If he is caught while he is not carrying any merchandise (e.g. on the way to the supply area or the money lender) he is not taken to prison nor can he bribe but merely announces his position, at the end of the round.

Policemen can also raid (by moving their pawn to the specific named areas) the areas that the bootleggers supplied with alcohol and ‘fight’ with the bootleggers for the control of that area. The fight is made (unless a relevant card is held by the bootlegger that marked that area) by the policeman rolling the die (which has 4 bottle signs and 2 police budges). The ‘bottle signs’ keeps the area under the bootleggers’ control and the budge signs bring the area under the police control. If the bootlegger wins, the area remains under his control. The areas which are rated and lost cannot be rated again by the same policeman. If police wins, the area is marked with a police badge.

richdurham's picture
Joined: 12/26/2009
Entry 8: By Jove!

By Jove!

July 10, 1868: Tongzhi Emperor Launches Jovian Expedition! Her Majesty Refuses To Be Outdone


  • Three Orbit Discs
  • 6 British Dirigibles: 3 Blue, 3 White
  • p6 Chinese Dirigibles: 3 Red, 3 Yellow
  • 36 FLAGs (Fluctuating Linkage Acceleration Generators)

    • 18 British
    • 18 Chinese
  • Four sets of Colony Tokens in each color:

    • 4 Level 1's, placed first
    • 3 Level 2's, placed over Level 1
    • 2 Level 3's, placed over Level 2

The Board

Each Orbit Disc is shaped like a gear with a moon on each of its eight cogs. Small moons appear on each cog of the Outer and Inner Orbits; the Middle Orbit alternates between Medium and Large moons. The Orbit Discs are stacked concentrically, with the largest Outer Orbit at the bottom, up to the smallest Inner Orbit with Jupiter at the top. The Inner and Outer Orbits are always arranged with the Small moons lined up and the Middle Orbit moons staggered between them.

Medium and Large moons are adjacent to the four surrounding Small moons. Every Small moon is adjacent to one Medium and one Large moon, as well as the Small moon it lines up with. Four paths on the Inner Orbit, between cogs, initially connect the Large moons to Jupiter.


Players begin with all three Dirigibles on one of the four Large moons, with teammates opposite each other. Teams cannot speak.


Players take turns moving each of their three Dirigibles. Each Dirigible may make one move to an adjacent moon (or to Jupiter using an Inner path), plus one free move each time it leaves a moon with one or more friendly units or a FLAG.

The first two Dirigibles will therefore move at least twice when leaving the starting moon, while the third might only get one. Strategic arrangement of units and FLAGs can result in one Dirigible moving multiple times.


  • Large: Requires 5
  • Medium: Requires 3
  • Small: Requires 1; can only plant FLAGs When a team assembles enough Dirigibles at a moon, the last player to arrive must plant a FLAG or add a Colony Token. Each moon may have only one FLAG, but can sustain one Colony per team. The team with the higher level Colony claims the moon; the other team must build a larger Colony to steal ownership.


After all Dirigibles have moved, roll a die for each Orbit. On a 1-5, the moons rotate that many positions counterclockwise. On a 6, that Orbit remains stationary.

One FLAG in the Orbit keeps it stationary on a result of 5 or 6; two FLAGs expands this to 4-6, and so on. 6 or more FLAGs grants the power to move the Orbit up to one space clockwise or counterclockwise to the team who has placed the most FLAGs in that Orbit. Ties result in no rotation.

Play continues until one team wins by claiming five moons, or exhausting their supply of FLAGs

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