SolarQuest is a space-age real estate trading board game published in 1985 and developed by Valen Brost, who conceived the idea in 1976. The game is patterned after Monopoly, but it replaces pewter tokens with rocket ships and hotels with metallic fuel stations. Players travel around the Sun acquiring monopolies of planets, moons, and man-made space structures. They seek to knock their opponents out of the game through bankruptcy, as well as optional laser blasts and dwindling fuel supplies. SolarQuest has attracted a renewed following in recent years due to its availability on eBay and other auction sites. Brost ran a successful Kickstarter campaign (November 8 – December 25, 2016) to fund his new release of SolarQuest, expected to enter production in 2017. This "Deluxe Edition" will include more up-to-date astronomical data, a magnetic Fuel Tank Card (preventing the accidental movement of its metal markers), modernized graphics, and enhanced gameplay.
Gameplay (original 1985/1987 versions)
Mission Players travel through the Solar System acquiring properties, charging rent, and building fuel stations within individual planetary systems. The winner is the player who builds the greatest financial empire and "survives the perils of space travel to become the last player on the board," according to the 1986 SolarQuest rules.
Game board A journey around the Sun encompasses:
33 moons; 9 planets, of which 5 can be landed on; 9 federation stations; 6 research labs; and 5 space docks. Players roll dice and travel along a blue flight path from planet to planet. There are also Red Shift cards directing players to specific destinations (e.g. Advance to Mars). Players can buy planets and moons, and trade with one another to acquire monopolies. They can also build fuel stations on these bodies, and charge fees for refueling. Each planet has a deed card with instructions on rent and fuel costs. Research labs and space docks are similar to the utilities in Monopoly. Federation stations cannot be owned, but offer an opportunity to collect cash and purchase spare fuel stations. There are also 16 black dots, representing planets' gravity, and 17 blue dots, representing floating in space. Altogether, the board has a total of 91 spaces (compared to Monopoly's 40).
Color groups The color groups are:
Orange (Jupiter's moons): Callisto, Ganymede, Io, Europa, Amalthea, Himalia, Elara, Thebe, Metis, Adrastea, Sinope. Yellow (Saturn's moons): Titan, Rhea, Iapetus, Dione, Tethys, Enceladus, Mimas, Hyperion, Phoebe, Janus. Turquoise (Uranus' moons): Oberon, Titania, Ariel, Umbriel, Miranda, 1985 U1. Red: Mars, Phobos, Deimos. Pink: Pluto, Charon. Blue (Neptune's moons): Triton, Nereid. Purple: Venus. Gold: Mercury. Green: Earth (cannot be purchased), Moon. Grey: Earth Research Lab, Neptune Research Lab, Uranus Research Lab, Venus Research Lab, Jupiter Research Lab, Saturn Research Lab. White: Solar Space Dock, Neptune Space Dock, Saturn Space Dock, Uranus Space Dock, Jupiter Space Dock.
Fuel Players have to watch their fuel level carefully since getting stranded with no way to refuel means the loss of the game. Fuel is only used when leaving a planet or moon. According to the rules, "This occurs because the ship must escape the gravitational pull of the planet or moon." Thus, fuel is not used when leaving a manmade satellite or an empty space. It is always good to have spare fuel stations on hand. If a player runs out of fuel after landing on a planet that has no fuel station, they can force the sale of the property, build a fuel station, and replenish their fuel tank.
Laser battles A suggested variation is that players who are close enough to each other can fire lasers. A roll of doubles damages the ship, allowing the aggressor to charge for repairs. A roll of double sixes completely destroys the opposing ship, knocking them out of the game.
Red shift
Basic Solarquest A Red Shift card is drawn when a player rolls doubles. For the Apollo 13 edition, redshift cards are only drawn when a one and a three are rolled, greatly reducing the amount of redshift cards drawn during gameplay. Rolling doubles allows for a second turn and a $100 Federon reward instead. These are similar to the Chance or Community Chest cards in Monopoly. The 36 Red Shift cards consist of:
25 cards directing the player to a specific destination (e.g. Advance to Federation Station II orbiting Jupiter – use 1 hydron of fuel) 3 cards in the Red Shift series (e.g. Red Shift 4 – Roll dice – Move 4 times the number rolled – use 4 hydrons of fuel) 5 cards awarding or taking away property (e.g. A player wins a dispute with the Federation League – choose any unowned property and assume ownership from the Federation) 3 miscellaneous cards (e.g. Discover new comet – Collect $400 (Roll Again)).
Strategic Solarquest The rules also provide for an "Advanced Play" variant known as Strategic Solarquest in which Red Shift cards are only drawn if double sixes are rolled. If another set of doubles is rolled (e.g. 1-1, 2-2, etc.) the player collects 100 federons, moves the number of spaces corresponding to the pips on the dice, and then has the option of either landing on that space or "bypassing" it and rolling again. Bypassing it means that the player does not pay rent, expend fuel when leaving the space, or do the other usual things associated with landing; instead, they continue their turn, rolling the dice and moving again from the bypassed space. Lasers can be fired when bypassing. In Strategic Solarquest, the players' mobility is diminished because most Red Shift cards cause the player to jump around the board to a different location. This can be good or bad – good, if the player is trying to continue orbiting a planet, buying up properties; bad, if the player ends up paying high rents because they are stuck in orbit around a planet whose moons are mostly owned by another player.
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