Move 2 satellites one full Counter-Clockwise orbit and land exactly in the Return Pod.
CONTROLS:
[SPACE] to Roll. [1] or [2] to select satellite.
DEORBIT:
Passing an opponent on a non-safe square resets them to Start.
IMPACT:
Landing on an opponent on a non-safe square resets BOTH to Start.
MISSION PROTOCOLS & TECHNICAL MANUAL
1. MISSION OVERVIEW
Orbit 360 is a strategic simulation of orbital navigation. You are tasked with managing two GPS satellites in a low-Earth orbit. The mission is successful only when both satellites have completed a full 360-degree counter-clockwise revolution and have been safely recovered in your station's Return Pod.
2. THE ORBITAL TRACK
The track consists of 60 individual sectors. Due to the Earth's rotation, all movement is strictly Counter-Cockwise. The track is positioned close to the Earth's atmosphere, requiring precise calculations to avoid collisions with other active satellites.
3. SPACE STATIONS & GATEWAYS
Each player operates a Space Station located on the outer perimeter of the orbit.
- Start Pod: Located on the right side of your station (relative to the center), this pod handles the counter-clockwise deployment of satellites into the track.
- Return Pod: Located on the left side of your station, this pod recovers satellites. Entry requires an exact die roll.
- Docking Squares: These are the four primary gateways (0, 15, 30, 45). They are Safe Zones where satellites can dock, depart, or pass through without fear of deorbiting.
4. NAVIGATION & PRIORITY
Movement is governed by a single 6-sided die.
- Priority Phase: At launch, all players roll. The highest roll takes the first turn. If rolls are tied, specific adjacency rules determine the starter, or a reroll is triggered if players are opposite.
- Double Turns: Rolling a 6 grants a bonus turn. You may take a maximum of two consecutive turns.
- Keyboard Shortcuts: You can use the [SPACEBAR] to roll and keys [1] or [2] to select which satellite to move.
5. COLLISION PHYSICS (COMBAT)
Space is a "non-permissive" environment. Interaction occurs on any square that is not a Safe Zone (multiples of 5).
- Satellite Deorbit (Passing): If your satellite overtakes an opponent's unit, the unit glides back to its Start Pod.
- Satellite Impact (Landing): If you land exactly on an opponent's square, a catastrophic impact occurs. BOTH satellites converge, explode, and fade before returning to their respective Start Pods.
- Stacking: Multiple satellites can occupy the same square if they are friendly or in a Safe Zone. They arrange themselves along the radius line for visibility.