This variant appeared in the November 2001 issue of Games, in the article cleverly titled, "New Connection Games: Part Two." Though its middle game is not as deep as that of standard Orbit, quarter-prohibition Orbit has the advantage that the action is lively from the very start. The essential rules can be summed up as, "Quarter-orbits prohibit, half-orbits capture and prohibit, orbits capture and prohibit." As with the standard version, endgames are generally not necessary.