Three rings, read from the outside in
Tri-Orbit is a brass orrery with three nested rings and a pin at the top. The outer ring has sixteen sections: five suns, five moons, four stars and two comets. The middle ring has twelve sections of multipliers: six of × 1, three of × 2, two of × 3 and one of × 5. The inner ring has eight sections, one of them a flare that doubles the result.
Before the turn you back one or more sigils. Each one you pick costs the stake shown, so backing two sigils at 10 glints costs 20. When the rings stop, the sigil under the pin is the one that counts. If you backed it, it pays its base amount times the middle multiplier, times two if the flare is under the pin too.
Common sigils, rare sigils
Suns and moons come up most often and pay 1.4 times their stake before the multiplier. Stars pay 1.75 times. The comet, with only two sections, pays 3.5 times. Each sigil is set so that its long-run return comes out the same, so backing a comet is not a cleverer choice than backing a sun: it just swings more. Backing every sigil does not make a turn safe either. It guarantees a sigil comes up, at four times the cost.
How a round plays
- Pick one or more sigils to back. Each costs the stake shown.
- Choose the stake per sigil, from 5 to 80 glints.
- Press Turn. The three rings stop one after another.
- If a sigil you backed is under the pin, it pays its base × the ring multiplier × the flare.
Pay table
| Sigil | Sections | Base |
|---|---|---|
| 5 of 16 | 1.4 | |
| 5 of 16 | 1.4 | |
| 4 of 16 | 1.75 | |
| 2 of 16 | 3.5 |
Glints have no cash value. Returns are shown so you can see how the game works, not as anything you can take away.


