The complete rulebook
Build your station, connect its departments, and prepare for three solar storms. All rules in one place.
1 Objective
Construct the highest-scoring orbital refuge before the module supply is exhausted and the final solar storm arrives.
Commanders earn Renown from:
- Department Readiness: holding first, second, or third place in six station departments.
- The Storm Shield: screening the sunward lanes of the station with reinforced bulkheads.
- Synergy: installing modules that open corridors to two other departments.
Renown, once scored, is never lost.
2 Players and components
The game supports two to four human players.
- 72credit cards in three guild suitsValues 1 through 6, with four copies of each value in every suit.
- 60station modulesAcross six departments.
- 5market berths
- 6face-up credit-card spaces
- 1station board, one Command Core, and one Dry DockFor every player.
- 1score markerFor every player.
- 1purchase counter
- Drift discount stateFor every market module.
Guilds
The three salvage guilds are Fabrication, Energy, and Research. Every module is sold by exactly one guild, printed on the module. A module's guild never changes and does not depend on the berth it occupies.
- FabricationHatched
- EnergyDotted
- ResearchLattice
Module distribution
Each of the six departments has ten modules: Observatory, Reactor, Laboratory, Greenhouse, Habitation, and Dock. Printed costs within every department are 4, 5, 5, 6, 6, 7, 7, 8, 9, and 10.
| Department | Modules | Printed costs |
|---|---|---|
| Observatory | 10 | 4, 5, 5, 6, 6, 7, 7, 8, 9, 10 |
| Reactor | 10 | 4, 5, 5, 6, 6, 7, 7, 8, 9, 10 |
| Laboratory | 10 | 4, 5, 5, 6, 6, 7, 7, 8, 9, 10 |
| Greenhouse | 10 | 4, 5, 5, 6, 6, 7, 7, 8, 9, 10 |
| Habitation | 10 | 4, 5, 5, 6, 6, 7, 7, 8, 9, 10 |
| Dock | 10 | 4, 5, 5, 6, 6, 7, 7, 8, 9, 10 |
| Readiness awards are the same for every department; see section 13. | ||
The cost, guild, and socket layout of every module is defined by the module catalog that accompanies these rules. Every module has a unique identifier. The catalog satisfies these invariants:
- Every guild sells exactly twenty modules.
- Within each department, one guild sells four modules and the other two guilds sell three each. The guild that sells four differs across departments so that every guild sells four in exactly two departments.
- No module has four sealed bulkheads.
3 Module anatomy
Every module shows:
- Its department.
- Its guild.
- Its printed salvage cost.
- Its inward marker.
- Four sockets: inward, outward, clockwise, and counterclockwise. Each socket is either a docking port or a sealed bulkhead.
A module is installed with its inward marker toward the Command Core. Modules cannot be flipped or turned. A socket's position is fixed by the module, so the same module always presents the same socket toward the Core, away from it, and to either side.
An exposed docking port is a self-sealing airlock. It is safe, but it does not screen the station.
Figure 1 · Module anatomy
A Laboratory module sold by the Research guild with a printed salvage cost of 6, drawn as it sits in a sunward lane with its outward socket at the top. A docking port is drawn as a short blue bar centred on the edge; a sealed bulkhead as a thick orange bar along the whole edge. Here the inward and clockwise sockets are ports, the outward and counterclockwise sockets are bulkheads. The inward marker always points to the Command Core.
Sealed bulkhead Docking port
4 The station board
Every commander builds on an identical station board.
- Three rings around the Command Core: inner, middle, and outer.
- Ten sectors, numbered 0 to 9 clockwise. Sector 9 is adjacent to sector 0.
- Thirty docking nodes, one in every ring of every sector. A node holds at most one module.
Two nodes are neighbors when they are in the same sector on adjacent rings, or in adjacent sectors on the same ring. The Command Core is a pentagon; each of its five facets carries two docking ports, so the Core is a neighbor of every inner-ring node and presents a docking port toward each of them. The facets face the sector pairs 0 and 1, 2 and 3, 4 and 5, 6 and 7, and 8 and 9.
A corridor exists between two neighboring modules when the sockets facing each other are both docking ports. A corridor exists between an inner-ring module and the Core when the module's inward socket is a docking port. Any other combination of facing sockets is sealed. Sealed contact is legal.
The sunward axis passes through the center of sector 0. Sectors 8, 9, 0, 1, and 2 are the five sunward lanes, centered on that axis. The other five sectors are leeward.
Figure 2 · The station board
The pentagonal Command Core in the centre, with two docking ports on each of its five facets, one toward each inner-ring node the facet faces. Around it, three rings, ten sectors numbered clockwise with sector 0 centred on the sunward axis, and thirty nodes, drawn as dashed slots. The shaded sectors 8, 9, 0, 1, and 2 are the sunward lanes, centred on that axis. Eleven pods are docked, each with its inward marker toward the Core.
- A corridor: two facing docking ports, here drawn as a blue bridge between them.
- A sealed contact: a bulkhead facing a neighbouring socket. Legal, but no corridor. Two are ringed: between the inner-ring pods of sectors 9 and 0, and between the middle-ring pods of sectors 0 and 1.
Preparing a printed copy
For a printed playtest, print at 100% scale, check the size on a single sheet, and cut only on the separate cut guides. Test front/back alignment before printing a complete set. Keep each module’s ID, guild, cost, sockets and inward marker visible. Do not resize modules separately for different rings.
Prepare the full component list above before playing. Keep a written record of every module that has earned Synergy, identified by its permanent ID. Track each market berth’s discount (0–2) and which modules were present at round start. These records are required to resolve later turns correctly.
No batteries or consumer-applied labels are required for paper play. Use the module anatomy and board diagrams to check orientation.
5 Setup
Commanders sit in seat order: seat one, seat two, and so on. Seat order is fixed for the match.
- Every commander takes a station board with the Command Core in the center, an empty Dry Dock, and a score marker on zero.
- In a two-player game, remove twelve modules at random while satisfying both totals: two from every department and four from every guild, leaving 48.
- Shuffle the modules into the hidden salvage supply. Set the Storm thresholds (section 13) from the supply size.
- Fill the five market berths in berth order from the top of the supply.
- In a two-player game, remove one copy of every credit card, leaving 54. Shuffle the credits.
- Deal credits one card at a time from the top of the deck, in seat order starting with seat one. A commander whose hand total has reached 15 receives no further cards. Stop when every commander has reached 15. Hands become private after dealing.
- The commander with the fewest cards starts. Break a tie by lowest total value, then randomly.
- Reveal six credit cards from the top of the deck into the shared display.
- Set the purchase counter to zero.
6 Rounds and turns
Turns proceed in seat order for the whole match, beginning with the starting commander. A round gives every commander exactly one turn; it begins with the starting commander's seat and ends after the seat before it has acted. The order never rotates.
At the beginning of a round, modules already in the market become eligible for a Drift discount (section 12) at the end of that round. Modules entering during the round are not yet eligible.
On a turn, perform exactly one action:
Pass
A commander who has no legal acquire, purchase, or reconfigure action must pass. Passing is not permitted while any other action is legal, with one exception: once the end of the game has been triggered (section 14), a commander may pass even when another action is legal. A pass uses the turn and counts toward completing the round.
7 Acquire credits
Take either:
- One face-up credit card of any value.
- Up to three face-up credit cards, each from a different guild, whose combined value is no more than 7.
Acquiring is only legal while the display holds at least one card.
Then refill the display (section 7.1).
7.1Refilling the display
Draw from the top of the deck until the display holds six credit cards. If the deck is empty, shuffle the spent-credit discard pile to form a new deck and continue. If the deck and discard pile are both empty, stop; a display with fewer than six cards, or no cards, is legal and the game continues.
8 Purchase a module
Choose one module from the five market berths.
- Determine its effective cost after Drift discounts (section 12).
- Pay using only credits of the module's guild.
- The payment total must equal or exceed the effective cost.
- Excess value is lost; no change is returned.
- Paid cards leave the hand and join the spent-credit discard pile.
- Install the module legally (section 10) or put it in the Dry Dock. The Dry Dock holds at most four modules; if it is full, the module must be installed.
- Advance the purchase counter by one.
- Refill the empty market berth from the top of the salvage supply at the end of the turn.
A purchase is legal only if at least one of the two destinations is legal.
Exact payment
When the payment total equals the effective cost exactly:
- Install or dock the purchased module.
- Take any one face-up credit card with a value of 3 or less. If none is displayed, no card is taken.
- Refill the credit display.
- End the turn.
The reward never grants another purchase or another complete action.
9 Reconfigure the station
Choose one operation:
- Install one Dry Dock module into the station.
- Move one station module into the Dry Dock, if the Dry Dock has room.
- Exchange one station module with one Dry Dock module. The incoming module occupies the exact vacated node.
The resulting station must satisfy every placement rule. The Command Core cannot be removed or exchanged.
Docked modules do not count during scoring. Renown already scored by a module is kept when the module is docked.
10 Placement rules
After every installation, removal, and exchange, the whole station must satisfy all of these rules:
- Every module occupies one node, with its inward marker toward the Command Core.
- Every module has a continuous corridor route to the Command Core.
- Every middle-ring module is supported by at least one installed module in the inner ring, in the same sector or an adjacent sector.
- Every outer-ring module is supported by at least two installed modules in the middle ring, in the same sector or adjacent sectors.
Support depends only on which nodes are occupied; a supporting module does not need a corridor to the module it supports. Sockets do not have to match. Empty nodes anywhere on the board are legal, including nodes surrounded by modules.
Figure 3 · Placement
Solid pods are installed. The dashed pod is a candidate placement being checked. The heavier bridges trace one corridor route: from the outer-ring Observatory in sector 1 inward to the Laboratory, inward again to the Greenhouse, and into the Core.
- Legal. A middle-ring Reactor in sector 0. It is supported by the inner-ring Habitation in the same sector (rule 3) and reaches the Core through its inward corridor (rule 2). Its clockwise bulkhead meets the Laboratory's counterclockwise port: a sealed contact, which is legal.
- Legal. An outer-ring Observatory in sector 1, supported by two middle-ring modules in sectors 0 and 1 (rule 4), with the highlighted corridor route to the Core (rule 2).
- Illegal. An outer-ring Habitation in sector 6. Only one middle-ring module stands in sectors 5, 6, or 7, and rule 4 requires two. Its corridor inward would be fine; support is what fails.
Corridor Route to the Core
11 Synergy
When a module is installed, identify every installed module connected to it by a corridor whose department differs from the installed module's department. These are its qualifying neighbors. The Command Core is never a qualifying neighbor.
- Fewer than two qualifying neighbors: no Synergy.
- At least two qualifying neighbors: 2 Renown.
- Qualifying neighbors from at least three different departments: 3 Renown instead.
Qualifying neighbors may share a department with each other; two Reactor neighbors around an Observatory earn the 2 Renown award.
- Synergy is evaluated only for the module being installed, at the moment it is installed. A module already in the station never scores later because a neighbor arrives.
- Every module can earn Synergy only once during the match, at whichever tier it first qualifies.
- A module installed from the Dry Dock may score if it has never scored Synergy before.
- Moving or reinstalling a previously scored module cannot score it again.
- Synergy points are kept if the module is later docked or moved.
Figure 4 · Synergy
Module M is a Laboratory on the middle ring of sector 1. It has three corridors: inward to a Greenhouse , clockwise to a Habitation , and counterclockwise to another Laboratory, marked because it shares M's department. Two qualifying neighbors differ from Laboratory, so installing M earns 2 Renown. A third qualifying neighbor from a third department would raise that to 3, as Figure 5 shows.
Had the Habitation been a second Greenhouse, M would still score: the two connected modules may share a department with each other. The Core, though it is reachable through the Greenhouse, is never a connected module. Only M is evaluated, at the moment M is installed; the Greenhouse and the Habitation, already in the station, score nothing from M's arrival.
Figure 5 · Synergy across three departments
The same Laboratory M, with a Reactor on the middle ring of sector 0 in place of the second Laboratory. Its three corridors now reach a Greenhouse , a Habitation , and a Reactor : three qualifying neighbors from three different departments, so installing M earns 3 Renown.
The tier is decided by the departments among the qualifying neighbors, not by the number of corridors. Four corridors to modules from only two other departments would still earn 2, and a fourth corridor to a second Reactor here would change nothing.
12 Drift discounts
At the end of a complete round, process every eligible module still in the market, in berth order. A module is eligible when it was already in the market at the beginning of that round (section 6).
- A module with no discount or one discount gains one Drift discount.
- A module that already has two discounts is rotated out: exchange it with the top module of the salvage supply and place it at the bottom of the supply. The replacement enters the berth with no discount and is not eligible until it has remained through a complete future round. If the supply is empty, the module stays in its berth.
Discounts work as follows:
- Each discount reduces effective cost by one.
- Maximum discount is two.
- Effective cost cannot fall below one.
- The module remains in the same berth and keeps its guild.
- Exact payment is checked against effective cost.
- Drift discounts disappear when the module is purchased.
Newly refilled modules must remain available for an entire future round before receiving a discount. Market rotation does not advance the purchase counter and never triggers the end of the game.
Worked example · Drift
A module with a printed cost of 6 is refilled into a berth during round 3. It entered during that round, so it is not eligible at the end of round 3. It is already in the market when round 4 begins, so at the end of round 4 it gains its first discount: effective cost 5. At the end of round 5 it gains its second: effective cost 4. It gains no third discount; if it is still unsold at the end of round 6, it is rotated to the bottom of the salvage supply and the top supply module takes its berth. Before that, a payment of exactly 4 in its guild's credits is now an exact payment (section 8). When it is bought, its discounts disappear with it, and the module refilled into the vacated berth must wait through a complete round of its own before it can gain one.
13 Storm scoring
There are three Storms: Storm I, Storm II, and the Final Storm.
Let T be the number of modules in the game after any two-player removal, counting the market. Storm I is triggered by the purchase that raises the purchase counter to one third of T, rounded down. Storm II is triggered by the purchase that raises it to two thirds of T, rounded down. With 60 modules the thresholds are 20 and 40; with 48 they are 16 and 32.
Complete the triggering turn, including the market refill, then resolve the Storm before the next turn begins. The Final Storm is resolved at the end of the game (section 14).
At every Storm, score Department Readiness and then the Storm Shield for every commander.
Department Readiness
For each department, every commander calculates Readiness from their installed modules. Dry Dock modules do not count.
- Let
Mbe the number of installed modules in the department. - Let
Rbe the number of different rings holding at least one of them. - A commander with
Mequal to zero does not place. - Otherwise Readiness is
M + 2 × (R − 1).
Rank commanders by Readiness in each department and award:
| Storm | First | Second | Third |
|---|---|---|---|
| Storm I | 4 | none | none |
| Storm II | 7 | 3 | none |
| Final Storm | 10 | 6 | 3 |
Worked example · Readiness
Seat one has four Laboratory modules installed, all on the inner ring: M = 4, R = 1, Readiness = 4 + 2 × 0 = 4. Seat two has three Laboratory modules, two on the inner ring and one on the middle ring: M = 3, R = 2, Readiness = 3 + 2 × 1 = 5. Seat two ranks above seat one in Laboratory despite holding fewer modules.
Ranking and ties
For each department:
- Commanders who do not place are excluded.
- Rank the remaining commanders by Readiness, highest first.
- A group of
kcommanders tied at rankroccupies ranksrthroughr + k − 1. Add together the awards for those ranks, counting ranks without an award as zero, divide byk, and round down. Each tied commander receives that amount. - The next commander after the group holds rank
r + k.
Equal Readiness is a tie. Module count is not used as a tiebreaker.
Worked example · Ranking and ties
Final Storm, Laboratory department. The Final Storm awards 10 / 6 / 3. Four commanders have the following Laboratory Readiness:
| Commander | Readiness | Rank | Award |
|---|---|---|---|
| Seat one | 5 | Tied at rank 1 (k = 2) | 8 |
| Seat two | 5 | Tied at rank 1 (k = 2) | 8 |
| Seat three | 3 | Rank 3 | 3 |
| Seat four | 0 (no module) | Does not place | 0 |
Seats one and two are a group of k = 2 tied at rank r = 1, so they occupy ranks 1 and 2. (10 + 6) ÷ 2 = 8, and each receives 8. Seat three holds rank r + k = 3 and receives 3. Seat four has no Laboratory module and does not place. Seat one's tie is not broken by module count: a commander with Readiness 5 from five modules in one ring and a commander with Readiness 5 from three modules in two rings are tied.
Had three commanders tied for second at the Final Storm, the group would occupy ranks 2, 3, and 4: (6 + 3 + 0) ÷ 3 = 3 each. At Storm II, two commanders tied for first receive (7 + 3) ÷ 2 = 5 each, and the next commander holds rank 3, which pays nothing at Storm II. At Storm I, where only first place is rewarded, two commanders tied for first receive (4 + 0) ÷ 2 = 2 each.
Storm Shield
Inspect each of the five sunward lanes separately. The frontier module of a lane is the installed module in that sector's outermost occupied ring. A lane with no module has no frontier.
A lane is screened when its frontier module's outward socket is a sealed bulkhead. It is open when that socket is a docking port or when the lane has no frontier.
- Score 1 Renown for every screened lane.
- Score 1 additional Renown for every screened lane that holds modules in at least two different rings.
Only the frontier module's outward socket matters. Empty nodes behind the frontier do not open the lane. Leeward sectors never score Shield points.
Figure 6 · Storm Shield
The sun sits straight above the board and the sunward axis runs down through the centre of sector 0. The shaded sectors 8, 9, 0, 1, and 2, centred on that axis, are the sunward lanes; the badge in each lane's outer ring shows what the lane scores.
- Sector 9. One Habitation module on the inner ring; it is the frontier and its outward socket is a bulkhead. Screened: 1 point.
- Sector 0. Reactors on the inner and middle rings. The middle-ring Reactor is the frontier and turns a bulkhead outward. Screened, and the lane holds modules in two rings: 2 points.
- Sector 1. A Laboratory on the inner ring and an Observatory on the middle ring. The Observatory is the frontier and its outward socket is a docking port. Open: 0, even though the lane is two rings deep.
- Sectors 8 and 2. Empty, so no frontier. Open.
The Dock module with an outward bulkhead in sector 5 is leeward and scores nothing.
Worked example · Lane screening
Using Figure 6, the commander scores 1 + 2 + 0 + 0 + 0 = 3 Storm Shield Renown at this Storm, and scores it again at each later Storm as long as the lanes stay as they are. If the commander later installed a module with an outward bulkhead on the outer ring of sector 1, that module would become the lane's frontier; the lane would be screened and, holding modules in three rings, would score 2. If the commander instead moved the sector 0 middle-ring Reactor to the Dry Dock, the inner-ring Reactor would become the frontier: its outward socket is a docking port, so the lane would open and score 0.
14 End of the game
The end of the game is triggered when the salvage supply cannot refill every empty market berth at the end of a turn. Refill berths in berth order until the supply is empty; berths that cannot be refilled stay empty.
Play then continues until the current round is complete, so that every commander has taken the same number of turns. During these final turns, empty berths stay empty, and modules may still be purchased from occupied berths. If the triggering turn was the last turn of the round, the round is already complete.
A Storm triggered during one of these final turns is resolved after its triggering turn as usual. After the last turn of the round:
- Resolve any Storm triggered by that last turn.
- Resolve the Final Storm.
Modules left in the market are not awarded.
The commander with the most Renown wins. If commanders tie, they share the victory.
15 Two-player rules
- Remove twelve random modules before shuffling the supply: two from every department and four from every guild, leaving 48 modules and Storm thresholds of 16 and 32.
- Remove one copy of every credit card, leaving 54.
There is no neutral opponent. All other rules are unchanged.
Storage, missing parts & play guidance
After a match, sort credits by guild and value and modules by department. Check for 72 credits and 60 unique modules before storage, including anything removed for a two-player match. Store boards flat and keep printed pieces dry. Reset all scores, discounts, purchase counts and Synergy records for the next game.
If a playtest piece is missing, reproduce it from its matching source artwork and module ID; do not substitute a different socket layout.
For a first game, focus on keeping a legal corridor to the Core and buying with exact payment. Readiness rewards spreading a department across rings, while Shield rewards outward bulkheads in sunward lanes. Neither guarantees victory: watch your opponents’ department totals before each Storm.
This reading sequence was informed by Michael Gray’s Rules Template for Game Designers. Afterlight Station’s rules and examples are specific to this game.
Appendix: prototype parameters
These values are placeholders until the simulation harness and playtesting confirm them. Changing one of them is a new rules version but not a structural change.
| Parameter | Prototype value |
|---|---|
| Sectors and rings | 10 sectors, 3 rings, 30 nodes |
| Sunward lanes | Sectors 8, 9, 0, 1, 2 |
| Shield points | 1 per screened lane, +1 per screened lane spanning two rings |
| Support thresholds | Middle ring 1 inner neighbor, outer ring 2 middle neighbors, same or adjacent sector |
| Readiness | M + 2 × (R − 1) |
| Synergy | 2 Renown for two qualifying neighbors, 3 for three departments |
| Market rotation | Modules at two discounts rotate to the bottom of the supply at round end |
| Department awards | 4; 7 / 3; 10 / 6 / 3 |
| Exact payment reward | One displayed card valued 3 or less |
| Supply | 60 modules, 10 per department, costs 4, 5, 5, 6, 6, 7, 7, 8, 9, 10 |
| Catalog sockets | About 36 modules with an outward port and 24 with an outward bulkhead; no module with four bulkheads |
| Catalog guilds | 20 per guild; 4, 3, 3 within each department |
| Credits | 3 guilds, values 1 to 6, 4 copies, 72 cards |
| Opening hand | At least 15 |
| Credit display | 6 cards |
| Multi-card acquire | Up to 3 cards, different guilds, total 7 or less |
| Market | 5 berths |
| Dry Dock | 4 modules |
| Storm thresholds | Purchases at one third and two thirds of the supply |
| Two players | Remove 12 modules, 2 per department and 4 per guild, and 1 copy of every credit |
Glossary
- Berth
- One of five market spaces. A module in a berth is bought with the credits of the guild printed on the module, not of the berth.
- Bulkhead
- A sealed socket. It never forms a corridor. When it is the outward socket of a lane's frontier module, it screens the lane.
- Command Core
- The pentagonal centre of every station board. Each of its five facets carries two docking ports, so it neighbours every inner-ring node and presents a docking port toward each. Not a department module, not a connected module for Synergy, and never a frontier.
- Corridor
- The connection between two neighbouring modules whose facing sockets are both docking ports, or between an inner-ring module with an inward port and the Core. Corridor routes are required for placement and counted for Synergy.
- Credit card
- A card of one guild suit valued 1 through 6. Held in a private hand; spent to purchase modules of that guild.
- Docking port
- An open socket. Two facing ports form a corridor. An exposed port is a self-sealing airlock: safe, but it does not screen a lane.
- Drift discount
- A reduction of one to a market module's effective cost, gained at the end of each complete round for which the module was eligible, to a maximum of two. The module keeps its berth and its guild; the discounts disappear when it is purchased.
- Market rotation
- At the end of a round, a market module that already holds two discounts is exchanged with the top module of the salvage supply and placed at the bottom of the supply.
- Dry Dock
- Each commander's storage for up to four purchased modules that are not installed. Docked modules do not count during scoring.
- Effective cost
- A module's printed salvage cost after its Drift discounts, never below one. Payment, and exact payment, are checked against it.
- Exact payment
- A purchase whose payment total equals the effective cost exactly. It grants one face-up credit card valued 3 or less, then the turn ends.
- Frontier
- In a lane, the installed module in the outermost occupied ring. Only its outward socket decides whether the lane is screened.
- Guild
- One of three salvage guilds, Fabrication, Energy, or Research, each with its own credit suit. Every module is sold by exactly one guild, printed on it.
- Inward marker
- The mark on every module that must point toward the Command Core when installed. Modules cannot be flipped or turned.
- Lane
- A sector inspected for the Storm Shield. The sunward lanes are sectors 8, 9, 0, 1, and 2; the other sectors are leeward and never score Shield points.
- Node
- One docking position on the station board, one in every ring of every sector, thirty in all. A node holds at most one module.
- Purchase counter
- The shared count of modules purchased. Reaching one third and two thirds of the supply triggers Storm I and Storm II.
- Qualifying neighbor
- An installed module joined to a newly installed module by a corridor and belonging to a different department. The Command Core never qualifies.
- Readiness
- A commander's strength in a department:
M + 2 × (R − 1), whereMis installed modules of that department andRthe number of rings they span. - Renown
- The score. Earned from Department Readiness, the Storm Shield, and Synergy; once scored, never lost.
- Ring
- One of three concentric bands of nodes around the Core: inner, middle, and outer.
- Round
- One turn for every commander in seat order, beginning with the starting commander's seat.
- Salvage supply
- The hidden, shuffled stack of modules that refills the market berths.
- Sector
- One of ten 36-degree wedges of the station board, numbered 0 to 9 clockwise. Sector 9 is adjacent to sector 0.
- Socket
- One of a module's four fixed connection faces: inward, outward, clockwise, and counterclockwise. Each is a docking port or a sealed bulkhead.
- Storm Shield
- Renown from the sunward lanes: 1 for every screened lane, plus 1 for every screened lane holding modules in at least two rings, scored at every Storm.
- Support
- The occupancy a middle-ring or outer-ring module needs from the ring inside it: one inner-ring module for a middle-ring module, two middle-ring modules for an outer-ring module, in the same or adjacent sectors. Support needs no corridor.
- Sunward axis
- The line from the centre of the station board out through the centre of sector 0, toward the sun. The five sunward lanes, sectors 8, 9, 0, 1, and 2, are centred on it.
- Synergy
- Renown earned when a module, at the moment it is installed, has corridors to at least two modules of departments other than its own: 2 Renown, or 3 when those neighbors span three departments. Only the module being installed is evaluated, and each module can earn it once per match.