Solar quest board game directions




















Each player's turn consists of two phases. In phase one, the player rolls both of the dice and moves as usual, but instead of moving just one ship, move both ships in tandem, expending whatever fuel would be expended by a single ship in the normal game. After moving, the player does whatever would be done in the regular game, and then proceeds to phase two. In phase two, the player has a choice to move the probe ship by itself.

If the player chooses to move the probe ship, roll one die and move only the probe ship, without expending any fuel at all. The probe ship encounters a space blue dot, moon, Federation Station, etc. Then the probe returns to the space where the regular ship is. This variant increases a player's chances of landing on Federation Stations and currently unowned property, so it prevents early death of one player and ratchets up the rents more quickly than in the regular game.

Theoretically, you could make the probe ship expend fuel--say, one fuel in total, no matter what the one die reads--but the person who monitors fuel usage deserves a break, so we just pretend that the probe ship is so small that it's fuel usage is insignificant. We also don't allow the probe ship to carry or use lasers--although, if you want to play an Armageddon game, we suppose you could allow it to do so the usual cost in fuel.

You could also play this variant with three or more players, but the more players there are, the more difficult it is for the last player during everyone's first turn off Earth, because the properties get bought up quickly. Then follow the red shift rule from the original Solarquest game the non-Apollo 13 version : every time a double is rolled, draw a red shift card and follow the card's instructions.

Note that you also can't bypass a property, because you won't be rolling again. If the card doesn't tell you to move and doesn't tell you to roll again, then you re-enounter the space you are on. Whenever someone lands on Earth, collect all the played and unplayed red shift cards and reshuffle the deck. Instead of a double-six laser roll completely destroying an opponent and putting that opponent out of the game, the double-six allows the rolling player to take one of the damaged player's properties.

The rule prolongs the game, allows the damaged player to keep playing instead of sit around until the game ends, and gives the shooter an advantage that's not so overwhelming to the rest of the players. It's sort of like adding more "take one of your opponent's properties" red shift cards to the deck--which can be crazy-making. Sometimes, we add additional red shift cards to the deck.

These additional cards are all designed to help the player who draws them. The ones we call "save until used" are just that: when you draw a "save until used" card, you save that card to use whenever you want, then you discard it.

Solarquest offers two levels of play. The first offers players greater mobility around the gameboard. The second level gives players a greater opportunity to use strategy in an effort to remain within a planet's orbit, and acquire desired properties.

One player is chosen to be the Federation Banker. One player is chosen to monitor the 48 deed cards and distribute them whenever purchases are made. Each player selects a playing piece representing a spaceship and places it on Earth. As players travel around the gameboard they will use up fuel and refuel as needed. A Fuel Card Monitor is chosen to chart this activity throughout the game.

Each player is given 3 Fuel Stations metal playing pieces. Each player rolls the dice. The highest roller will begin play. Play then passes to the left. In turn, each player rolls the dice and blasts off from Earth, moving the indicated number of spaces toward Mercury. Players follow the blue flight path around the Solar System. Red arrows at key junctures indicate the direction of travel.

Fuel is consumed when leaving a planet or moon. The Fuel Monitor keeps track of each player's fuel supply. When landing on an unowned planet, moon, Space Dock or Research Lab, a player may purchase the property. Fuel Stations may be erected on planets or moons for refueling purposes 5.

When landing on an owned property, the player must pay rent or a fee. The amount charged is based on the number of properties owned within a property group. Each property group is colorcoded on the deed cards. Additional fuel may be purchased on properties that contain Fuel Stations or on Space Docks for the price indicated on the deed card.

When rolling doubles, a player must draw a Red Shift card and follow the directions given. The card is then placed at the bottom of the pile. The winner is the last player on the board. When a player lands on Earth, he collects 1, Federons. No action is taken on these spaces. Although they count as spaces, players may not land on them.

A player must leave orbit if able to do so. Earth and Venus do not have orbit patterns. If a player cannot move beyond the black dot next to the planet, the player must go back one space, landing on the planet itself. They provide living quarters free of charge and also a welcome payday for space travelers. Players may purchase extra Fuel Stations when landing on a Federation Station or sell back any unplaced Fuel Stations or properties for a full refund. Fuel may not be purchased on a Federation Station.

The five Space Docks form one property group. The six Research Labs form one property group. For example, all deed cards which belong to the Saturn planetary system are yellow. Some planets such as Venus and Mercury do not have moons, but have higher deed prices and considerably higher rents. Additional property groups include six Research Labs and 5 Space Docks. Each is a separate colorcoded group and is not part of the planetary system in which it resides. Players may also attempt to build monopolies within these groups.

Purchasing Property: A player landing on an unowned planet, moon, Space Dock, or Research Lab may purchase the property for the price at the top of the deed card. The money is paid to the Federation League bank. When landing on an owned Space Dock or Research Lab, the player must pay a service or lab fee. The more properties owned, the higher the charge.

The amount due is determined by referring to the properties and rent columns of the deed card. Fuel: Column three of the deed card indicates the charge for refueling.

Placed Fuel Stations remain on all properties and must be sold or traded along with the deed card. Placing Fuel Stations: Fuel Stations may be placed on any purchased planet or moon, immediately upon purchase or at a future turn. Only one station is allowed per property. Purchasing Fuel:! Fuel may be purchased on any planet or moon containing a Fuel Station.

The charge per hydron is found on the deed card and is based on the number of properties owned within a planetary system. The Fuel Card Monitor would then adjust the player's fuel level accordingly. The owner of a planet or moon that contains a Fuel Station may refuel free of charge when he lands on his property. Fuel is available on any Space Dock for the price indicated on the deed.

The owner may refuel free of charge. Fuel is not available on Federation Stations or Research Labs. A player is not required to refuel to FULL. After several ships have been shot, they will become more aggressive and start pursuing the player. There are seven different types of alien ships altogether.

Also, a Ghost ship will appear after a while and start shooting at the player. The difficulty levels increase by having the enemy ships start pursuing the player's ship quicker and the Ghost ship appears more frequently. Colliding with the sun or any ship or being shot by the ghost ship will cause the player s to lose a reserve ship; once all reserve ships are lost the game will end. An extra nuke is awarded at every 10, points and extra ships are awarded with every 25 survivors picked up.

Solar Quest was released into the arcades by Cinematronics in Overall the playfield is very similar to earlier Skelly game such as Space Wars where the player get a birds eye view of the aliens and his craft plus the luminous sun.

The idea is to shoot down as many of the alien ships as possible and rescue the survivors who must have leapt out of the craft before obliteration.

A very humane gesture considering they're on the opposing side. Than again you can just shoot the survivors to get about half as many points. The controls are the standard controls used in many of the Asteroids style of game with an added NUKE button which reeks havoc smashing all that's in it's path to smithereens.



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