Solis

Davi Santana Silva (0)

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1-5 jugadores 45-130 min 12+
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In Solis, players lead rival megacorporations in a race to build Dyson Spheres — massive megastructures that envelop entire stars to harvest their energy. Over the course of the game, players develop their deck of specialists, manage an interconnected production chain, manipulate a dynamic resource market, research permanent technologies, and compete for the construction rights of increasingly powerful stars. Each round, called a Century, players play cards from their personal deck to generate Work — a non-storable resource that must be immediately allocated across the corporation's six facilities: an Orbital Mine (producing Titanium), a Fusion Refinery (Fusion Fuel), a Nanostructure Factory (Nanostructures), an Exotic Synthesizer (Exotic Matter), a Commerce Terminal (market access and card acquisition), and an Operations facility (construction and energy distribution). Efficient allocation of Work is the engine at the heart of every turn. The four physical resources follow a strict production hierarchy — Titanium, Fusion Fuel, Nanostructures, and Exotic Matter — with more advanced materials requiring higher work costs and more specialized facilities. These resources, along with Credits (the game's currency), are bought and sold on a floating market where prices shift dynamically based on the collective decisions of all players. Six types of stars are available for construction (from Red Dwarf to Neutron Star), each requiring escalating resources and offering greater energy potential and final scoring. Dyson Spheres are built across four levels: Orbital Infrastructure, Primary Ring, Secondary Ring, and Complete Sphere. Only the holder of a star's construction rights may build on it. Five shared technology paths — Industrial Automation, Galactic Economy, Corporate Governance, Human Resources, and Stellar Megaengineering — offer permanent, progressivebonuses that shape each player's long-term strategy. Reaching the maximum level in three technology paths is one of three possible end-game triggers. Scoring — called Galactic Influence (GI) — comes from seven sources: building and completing Dyson Spheres (the majority), passive energy income converted by the Distribution Node facility, researched technologies, acquired global improvements, fulfilled corporate contracts, secret corporate objectives (revealed at final scoring), and remaining resources at game end. Six Global Improvements — permanent cards acquired outside the deck — amplify specific synergies and may be extended to a fourth slot at the permanent cost of sacrificing one of the player's six facilities. Asymmetric leader cards differentiate each corporation from the first round. Ten map configurations (five player counts × two-sided star maps) and a full solo mode complete the package. —description from the designer

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