Theseus: The Dark Orbit puts players in the heart of a conflict between five factions trapped on a space station in deep space. Only one can survive...
Command the marine forces! Use deadly weaponry, setting traps and mines in corridors to defend the human race.
Command the alien race! Use secret passages and ventilation ducts to launch surprise attacks and grow small aliens to take control of the station.
Command the scientists! Use computers and technological devices to gather data and record information about other inhabitants of the station.
Command the Greys race! Use their mind powers to control the enemy and use them for your own purposes.
The fifth faction? It's a mystery. It's precisely why you made the trek to Theseus, and it's precisely why you will die...
In Theseus: The Dark Orbit, players move their pawns around the space station and activate the abilities of different rooms. Every move you take changes the movement possibilities of your opponent. On your turn, you need to think about which room you want to reach and (in addition) how to mess your opponent's movement, which leads to great choices and meaningful decisions.
Rooms abilities change during the game as players install trait cards that give rooms new abilities and skills. Players create Theseus during gameplay by placing traps, smart guns, secret passages and many other features. In every game Theseus looks different; in every game it's deadly for you in a new way...
Rules for team play allow players to engage in incredibly emotional 2-vs-2 battles. With perfectly balanced factions, players will be able to fight engaging and deadly battles as a teams. Each faction has a unique deck of cards, and before the game starts, you discard ten cards from the deck. In basic mode you discard at random, while in tournament (master) mode you choose cards and build your deck. With five factions and 110 cards, the game can provide years of unique experiences.
Theseus: The Dark Orbit - How To Play
Theseus: The Dark Orbit - Game Play 1
- Unique faction abilities and components.
- Randomized sector board placement for replayability.
- Clear distinction between installed and instant cards.
- Upgrade tokens allow for boosting card effects and units.
- First-time players may want to use simpler decks (no dots) to manage complexity.
- If a sector is full when a unit moves in, it causes an ejection.
- Several factions fighting for control of a space station, either to defeat opponents or collect valuable data.
- Dark and dangerous corridors of a dead, long abandoned space station.
Mechanics (from transcript analysis)
- Action points — Movement points are determined by the number of units in a sector, dictating how many sectors a unit must move.
- Area Control — Units are placed in rooms within sectors, and controlling sectors or rooms can lead to advantages or trigger specific actions (e.g., Onslaught in corridors).
- Deck building — Players construct a 15-card deck from their faction's available cards, with complexity indicated by dots on the card backs.
- hand management — Players manage cards in hand, including 'instant' cards that are played directly and not installed onto the board.
- Modular board — The arrangement of sector boards can be randomized in some game modes, affecting game flow and setup.
- Resource management — Players track and manage Life Points and Data Points, which are critical for winning the game.
- token management — Various tokens are used, including malfunction tokens, upgrade tokens, and faction-specific tokens, which have specific in-game functions.
- Trap cards — Cards that can be set by opponents to trigger when a player enters or passes through a sector.
- Variable player powers — Each of the four factions has unique components and abilities.
Video topics + discussion points
Quotes (from this video)
- you're going to learn how to play the two to four player game thesis the dark orbit by Portal Games
- Theus floats like a dead long abandoned space station but within its Dark and Dangerous corridors several factions are still fighting for control
- you will control one of these factions in an attempt to defeat your opponents or collect the valuable data needed to win
- if you have any questions though please don't hesitate to ask them in the comments below I'll gladly answer them as soon as I get a chance
References (from this video)
- The game allows for strategic planning with various card and token interactions.
- Upgrading aliens gives them attack strength.
- Free actions can be very helpful.
- The game has a good amount of interaction and planning involved.
- The slow reveal of cards and tokens creates anticipation.
- Forgetting rules, like replacing cards from pending slots.
- Hidden cards and traps can be punishing.
- Players can get greedy with bonus opportunities.
- Turns can take a long time to plan as the game progresses.
- The game is nearing its end as decks run out of cards.
- Kemet
Mechanics (from transcript analysis)
- Action Card Phase — Players resolve action cards from a pending slot or their deck.
- Hidden Cards — Cards that are played face down and have specific effects, such as causing wounds during onslaughts.
- Installed Cards — Cards placed into specific slots on the board, sometimes with ongoing effects or to block opponents.
- Movement — Involves moving units between sectors and rooms on the board.
- Onslaught — An attack triggered by a sector action or card, dealing wounds to opposing units within line of sight.
- Pending Card Slot — A slot where cards are placed, often with effects that trigger later or can be interacted with by opponents.
- Sector Action — Activating specific actions tied to the sector a unit is in, such as upgrading, malfunctions, or onslaughts.
- tokens — Various tokens used for effects like upgrades, malfunctions, or marking traps.
- traps — Cards or tokens that trigger negative effects when opposing units interact with them, such as moving through them or entering specific rooms.
- upgrades — Tokens used to upgrade units, increasing their attack strength.
Video topics + discussion points
Quotes (from this video)
- I did do an instructional video for this game so if you haven't seen that you might want to go to our Channel and check it out or you can try to follow along.
- I'm looking forward to that.
- I knew it I knew you were coming for that Hive that thing hurts.
- well that was a painful turn for me I I think I got a little greedy with the bonus from the tech Bay I tend to do that sometimes and it ends up paying off poorly.
- I don't like what I'm about to do here I know you're going to like it a lot Matt.
- sorry I I really don't want to see that again I I've I've stepped on enough landmines for one game.
- why don't we let the viewers who are watching uh team up with you here and and vote on what they think you should do for your team what do you think about that.
References (from this video)
- Engaging gameplay with strategic depth
- The game requires thinking multiple turns ahead
- Exciting moments with unexpected turns of events
- Close games with slim victory margins
- Enjoyable experience for friends playing together
- space exploration and combat
Mechanics (from transcript analysis)
- Ambush Card — A card that is revealed from the top of the deck.
- Battle Position Card — A card that can be installed, with its effect revealed when it's in the pending card slot.
- Card Installation — Players can install cards into specific sector slots, which may have an immediate effect or provide ongoing benefits.
- combat/damage — Units attack each other, dealing wounds that reduce player life points.
- deck management — Players draw cards from their deck and manage them for actions, with the deck running out being a game-ending condition.
- Gateway Cards — Special cards that allow for enhanced movement.
- Ghost Strike — A card that allows for activating attacks in any sector, ignoring walls.
- Hive Card — A card that deals damage to enemies when they land in its sector, with an upgraded version dealing more damage.
- Land Mine Card — A card that can be installed to allow skipping a sector during a move action.
- Malfunction Token — A token that can be placed on an opponent's card to disable it.
- Movement — Units move between sectors and rooms on the board, with movement potentially triggering other game effects.
- Onslaught — A specific game event where aliens attack, dealing damage based on line of sight and unit strength.
- Sector Actions — Players can take actions within specific sectors of the board, which can include collecting tokens or installing cards.
- Tentacles — A card installed in a sector that slows down marine movement.
- upgrades — Players can collect upgrade tokens to enhance their units or installed cards.
- Vent Shortcuts — A card that allows for faster movement between sectors, which the players actively try to remove.
Video topics + discussion points
Quotes (from this video)
- I resolved that I would not look at any of the viewer submissions and looking at the board I just knew there was a whole bunch of different things that could happen
- it kind of shows what's what's unique about this game to think like multiple turns ahead which I like so I don't have to just worry about this turn I have to worry about several more
- think of it as a postgame sports wrap up show that you see after a football game or something but it's basically gonna be sitting around a table with a bunch of friends just after we finished playing a game and we're going to go through strategies mechanics things like that but mostly just kind of go over our experience with the game and highlight our favorite moments
- he would like me to move my marine in the corridor sector two spaces into your alien sector
- it's going to trap you from being unable to move anywhere except this control room sector you're basically locking to going there unless you burn some of those gateways or you burn your gateway card
- once you fill up the last room in a sector a lesser onslaught of trigger so it's an onslaught but it only happens in that specific sector
- this card is great because it allows it gives me the option to skip the sector that I install this into if I want when I'm taking a move action so I get around this complex a little more efficiently
- I have to get rid of it it's gone and an onslaught cart which is really great it's gonna go in its place
- I'm kind of jammed up here I'm not only in one sector so that's probably hurt me a little bits gonna hurt me a lot actually in terms of my choices
- it didn't matter that I had time to think about it there really is only one thing I can do here I'm going to do it it's my own fault I boxed myself
- I'm going to take the malfunction token off of your onslaught card and put it right back on it that was nice to you that's a legal move
- I bet you can tell I'm going to do next but I can't I'm marine move this marina in the marine sector and move in one space want to put them into room number one of the corridor sector and that is going to trigger an onslaught
- I will be tempting gosh I don't I don't like having to make that choice I guess that's what you're up to
- I feel like I'm just I'm in the thick weeds here man there's just there's tempting options everywhere and I don't know which one to pick
- instead of being able to do three damage to you I'm going to get to do still to damage so that's not too much of a sacrifice here because I can see this marine and this marine so I'm gonna do to damage to you bring it down to 11
- I don't have any cards left in my deck so the next time I take a pending card action we're going to have to get that end token out and put it on the board
- I really felt like it began this episode turn after turn I was mounting a comeback in fact I felt like I passed you I was going to be able to push this thing to the end and I just didn't have enough steam to do it
- if we don't count the negative points I cumin or you won by one point you're a real gentleman map thank you
- because you kind of look at your aliens you know how much damage approximately they can do but then you have all the effects of the sectors in the rooms and the cards and all that just piles in as well
- I'm going to activate a tax of one of my units I'll activate this neighbor right here actually and that's going to cause one wound against that marine so you're going to drop two for Life Points
- Matt that's crazy I did not see that many moons come in I mean I kind of saw some wounds coming but not for
- the only time you can push that end token along is if you've installed the card from that sector and then have to replace it or if you're throwing away an enemy's curd and have to replace it
- I'm going to take the alien that's in room two of the tech bay I'm going to move him two sectors over he's going to land let's see I put them in room three of the corridors so the very first thing I do is a trigger action cards I have a ghost strike here and I can activate a tax of one of my units I'll activate this neighbor right here actually and that's going to cause one wound against that marine so you're going to drop two for Life Points