So, Orbit: Orbital Race Between Interstellar Tourists. Quite a mouthful, right? It’s a racing game where space tourists compete to visit every planet in the Silo System and make it back home first. It’s kind of like a sightseeing trip that somehow turned into a galactic marathon.
I mean, the idea’s fun. You’re flying around a system where the planets actually move, trying to time your journey just right. It’s part race, part puzzle, and it gets surprisingly thinky once you realise how much your moves affect everyone else.
👥 2-4 players, ages 10+
⌛ Playing time: 30-60 minutes
📝 Designer: Reiner Knizia
🎨 Artwork: Vincent Dutrait
🏢 Publisher: Bitewing Games (review copy provided)

Gameplay Overview
Each player starts on their own planet with a small spaceship, three cards, and a bit of energy. The goal’s simple: visit all the other planets and get back home before anyone else.
The board shows eight colourful orbits with planets that move each round. You’ll be flying your ship along lines that cross all over the system, stopping at intersections where you can change direction. Some of those spots have space stations, handy little places that give you a small bonus or special effect when you land there.
On your turn, you play one card, do the actions on it in any order, and then draw back up to your hand size. You might fly your ship, collect energy cubes to go a bit further, or advance a few planets around their orbits. Sometimes you’ll even reverse a planet’s direction, which is both clever and annoying if you’re on the wrong side of it.
When you land on a planet you haven’t visited yet, you remove that marker from your board. Some of those markers unlock upgrades: more cards in your hand or more energy you can hold. Others give you a quick trick, like a jump across the map or a fast burst forward.
Space stations are scattered all over. Some are one-time bonuses you collect, others stay in play and trigger whenever you land on them. It’s all about timing your route and catching the right planets before they drift out of reach.
The first player to visit all seven other planets and dock back at their home planet wins.
There are a few extras in the box too. The Prism variant adds a ninth location that also has to be visited before you can win. There’s a partnership mode for four players, where teammates can share energy and use some shared movement tiles. And for two experienced players, there’s a dual-ship version where you control two ships instead of one.
If you want to go even deeper, there’s also the separate Nebular Expansion with some optional modules, like obstacles and special engines. That one’s sold separately, though.


Artwork, Components, and Design
Visually, it’s a beautiful production. Not flashy, but everything feels well made. Vincent Dutrait’s art gives it a bright retro-futuristic vibe that really suits the theme. It feels like something from an old sci-fi magazine cover, full of bold colours and optimistic space travel energy.
The board’s busy but readable, with clear orbits and neat icons. The small plastic ships look good on the table, and the player boards make sense at a glance. I like how upgrades literally cover up old numbers so your progress is visible. Those transparent yellow energy cubes also look great under the light, like tiny glowing batteries.
Truth be told, the game doesn’t wow you with fancy components, but it’s all solid and nicely cohesive. The icons are clear, and once you’ve played a round or two, everything’s intuitive. It’s the kind of design that quietly works rather than trying to impress you with excess detail.


Our Experience
We found Orbit easy to learn but surprisingly tricky to master. The core loop’s simple: play one card, do the things, draw back up. But after a few turns, you start seeing all the ways your actions affect the whole system.
Most cards do several things at once, so you’re constantly asking yourself which part to resolve first. Do you move the planets now to line up your ship, or fly first and risk being out of position next turn? When you manage to ride a moving planet perfectly into the next stop, it feels genuinely satisfying.
Because everyone shares the same system, every move changes something for someone else. It’s not mean, but it’s interactive in a good way. You’ll often help someone by accident, or they’ll move a planet that completely ruins your perfect setup. It creates funny little moments of “ah, thanks… I guess?”
The upgrade system gives the game a nice flow. Each step feels like you’re building momentum, drawing more cards or holding more energy, making each turn a bit more dynamic.
At higher player counts, the board gets lively, and planets are constantly shifting. At two, it turns into more of a tactical duel. The two-ship mode keeps things lively and gives experienced players a proper challenge.
That said, it’s not without small issues. Sometimes one move can swing the game quite a bit, especially near the end when everyone’s close to finishing. And because cards can trigger multiple things, turns can take longer when players start overthinking their moves. Still, the basic “one card, draw back up” flow helps keep it from dragging too much.

Our Thoughts
So, what do we really think?
Orbit is clever. It’s one of those games where you’re not just planning your own path, you’re watching the entire board like a living machine. It rewards timing, anticipation, and a bit of boldness.
Getting upgrades early feels important, especially your hand size. More cards give you flexibility, and flexibility wins races. Energy is handy too, but it’s more about taking the right risk at the right time.
You sort of learn the flow of the orbits as you go, and it feels good when you finally read the board right. After a few plays, you start spotting shortcuts and timing tricks that feel earned.
It’s not for everyone, though. Players who like complete control or slower, analytical games might find the constant motion stressful. The shared system means you’ll sometimes get unlucky when others move things just before your turn.
But if you enjoy spatial puzzles, clever timing, and a bit of controlled chaos, it’s very satisfying. Three or four players feel ideal, since the board really comes alive with more movement. Two-player games are fine, but I’d definitely use the dual-ship mode to keep it engaging.
In the end, Orbit feels like a clean, smart race game that doesn’t overcomplicate itself. It’s fast, interactive, and has a few truly fun “aha!” moments when everything aligns.
📝 We received a copy from Bitewing Games for this review.







