THE FLOOR MOVED · ENTER THE MOTHERSHIP ARCADE →
· DECK 12 · THE ARCADE · IN ORBIT ·

PLAY THE STATION

Eight machines, one thumb each. THE CUT asks the only question this station has ever asked — can you find 0.618 by eye? — and tells you how golden your eye is. Three more are about catching the crew and keeping them aboard. The Beam lands a vessel every lock, never an empty claw. Every free machine has a DAILY board that is the same for everyone, so you can share your run and argue about it. Sponsor-fueled, no chances for sale.

· THE FLOOR · FOUR WALLS · TURN EITHER WAY AND IT COMES BACK AROUND ·
THE ARCADENORTH WALL · FIVE MACHINES · QUARTER ON THE MARQUEE MEANS NEXT THE BEAM 25¢ THE CUT 25¢ THE CATCH 25¢ HATCH PATROL 25¢ THE NET 25¢
THE DOOR HAS NO SIGN AND IT DOES NOT OPEN YET.
MEMBERS ONLY · THE NINE HOLD THE KEYS · UNDER CONSTRUCTION
WHEN IT OPENS, IT OPENS QUIETLY. NOTHING TO SIGN UP FOR TODAY.
· EIGHT MACHINES ·

THE CABINETS

Keys or thumbs. Every screen tells you its controls before it starts. Every alien you catch stays in the holding bay.

PROTOTYPE · FREE PLAY
· THE HOLDING BAY ·

ALIENS HELD AT THE STATION

Every alien you catch, net, or seal back aboard stays here. The mothership wants them back. The crew is counting.

YOUR TALLY · 0
0
HELD ABOARD · THIS DEVICE

STATION-WIDE COUNT COMES ONLINE WITH THE VAULT WORKER · YOUR TALLY LIVES ON THIS DEVICE FOR NOW

· THE FRAMEWORK · THREE SPOTS · ONE HOUSE ·

THE RATE CARD

Three spots on this deck — one near the top, one in the middle, one at the foot — priced top-down. The whole free arcade runs on them. Nothing else on this deck is for sale but vessels.

· THE XENO ARCHIVE ·

FOLLOW THE WATER

Everything humanity has ever done to find aliens, it did by looking for water. Real records first, sourced. Station lore after — marked, and only ours.

WOW! SIGNAL · AUG 15 1977
· HOUSE RULES · THE BEAM ·

Every lock lands a vessel.

The Beam sells vessels; the game decides which one. One lock is one vessel at the play price — the standard crew vessels are the floor, salvage is the upside. It is skill: the beam is never rigged, the field runs on live inventory, and when a one-of-one leaves it leaves for everyone. No empty claws. No chances for sale. 18+.

· HOUSE RULES · THE FREE MACHINES ·

No purchase. Ever.

The Catch, Hatch Patrol, The Net, Dock, Cargo Stow, The Squeeze and First Contact are free and sponsor-fueled. Scores are for the board and for discounts on vessels — never for prizes behind a buy-in. Sponsors get one of three spots — top, middle, foot — and the top spot carries the billboards inside every machine. Otherwise this deck is ad-free.

SEVENTEEN MACHINES · EACH ON ITS OWN PAGE · ONE OF THEM ONLY ONCE A DAY