Satellite is a party craft game. Player's split into two teams and compete to build, and launch, spaceships.
The game is played over five rounds. In each round there will be a different challenge for the teams to compete. The teams will secure funds, buy parts and then try to build the best possible craft to meet the challenge.
You'll need a moderator. The moderator is responsible for setting up the game, timing rounds, judging challenges and making sure everyone sticks to the rules.
You'll need a load of craft things of different quality - things like paper, cardboard, newspaper, felt, plastic cups and, of course, tin foil. You'll also need things like glue and scissors and pens. Make this up based on what people have.
You will also need access to an open space for the challenges each round, and some specific parts for the challenges. These include:
Two toy people and two toy animals to represent astronauts
At the start of the game the players are randomly assigned to the two teams by the moderator. The following roles are also randomly handed out to people in each team:
Everyone else is an engineer.
On each round there is a challenge. The winner of each challenge scores points as follow: round one 1 point, round two 1 point, round three 1 point, round four 2 points and round five 3 points. The team with the most points at the end of all rounds is the winner.
Each round the teams build a spaceship to best meet the challenge. The teams may reuse parts of previous spaceships if they wish.
Round One, Blast Off! The teams compete to 'launch' their spaceship the furthest. This may only be done using an underarm throw. The team that throws their spaceship the furthest scores 1 point.
Round Two, Exposure Each team is given a toy animal. The teams compete to build the most airtight spaceship. This is done by submerging it in water. If the animal comes out dry after two minutes then the team earns one point.
Round Three, There and Back Again As in round one the teams are looking to launch their spaceship the furthest. There are three differences; the spaceship must carry the toy person (astronaut) who must not be exposed to the outside air at any part of the flight; the spaceship can be launched using any method (i.e slingshot); the spaceship must make it back to the launch point, the team may only use underarm throws to get it back however if they have jettisonable parts they may earn up to two additional throws. The team that goes furthest and makes it back scores a point.
Round Four, Orbit The teams create a spaceship that is designed to be attached to a piece of string and spun round vigorously for two minutes. The piece of string may not be tied around the ship but must be attached to a custom-made hook. The ship must carry an astronaut who doesn't become exposed to the outside air. Spaceships that do this successfully earn two points.
Round Five, Moon The teams must launch a spaceship with an astronaut and attempt to land them on the moon (the dinner plate). The team may attempt this multiple times, however replacement astronauts must be bought after each failed attempt. The team to land on the moon first scores three points.
Before the challenge is attempted the teams have ten minutes to try and construct their ship (the moderator keeps track of this). If a team finishes early then they may call time, the other team gets one more minute to try finish their ship. The team that called time goes first.
The teams may construct their ship using any of the craft materials available - however they all have a price. The teams buyer is responsible for using the teams funding to buy these pieces of equipment.
Teams may reuse parts of old spaceships as long as they stayed intact during the previous challenge.
At the start of each round their is a funding phase. The buyer and captain from each team meet with the moderator, they are given funds according to the round:
The teams can also gain additional funds according to the following:
Successful mission last round (regardless of winning) 5f
Being on 0 points after round 3 15f
Answering a science question asked by the moderator (one a round) 5f
The buyer may also earn money for the team by selling parts to the other team or by completing a quick, repeatable activity set by the moderator during the build phase (i.e. winning a game of Threes or Solitaire and earning 1f each time).
During the build phase of each round the buyer buys tools and parts either from the other team or the market. The prices of the items that can be bought are set by the moderator before the game. Prices should be scaled to reflect how valuable the moderator feels each item is in constructing spaceships for the challenges; things like newspaper might be 1f a sheet, whilst cardboard might be 4f. This means that teams have access to worse materials and tools early in the game, but can start to invest in quality materials.
The moderator is encouraged to make sure that the market changes over time, and should encourage scarcity of some materials so that teams can block each others purchases.
The moderator may also introduce 'overheads' into the game - making the teams pay rent for different spaces in the building, nicer chairs, tools or even light.
Replacement astronauts cost 5f to train.
Each team has a spy. The spy keeps hold of the teams espionage cards and chooses one to play during each turn. The cards are:
Turncoat Choose a player on the other team, they are now a member of your team. If they have a special role the captain of the previous team delegates that to a different member of their team
Blueprints Pause the timer, everyone must cease what they're doing. Take the opponents ship for one minute to examine it, feel free to draw it.
Sabotage Pause the timer, everyone must cease what they're doing. Tell the moderator a thing that you want to do to the opponent's spaceship. Take they spaceship and do that secretly (you may only do what you told the moderator). You may not completely destroy their spaceship - it must be something subtle.
Theft Steal up to three things from the opposing team. They may not stop you. You can't steal anything attached to the spaceship.
Counter-espionage (x2) Block the opposing team from performing their card this turn.
Spies are allowed to generally be a nuisance and spend time among the opposing team at any time. They are not allowed to sabotage, steal, disrupt etc. unless a card lets them.
The team with the most points at the end of five rounds wins the game (and the space race!). Well done!