Solar Sphere

Solar Sphere

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The human race has exhausted all the energy available on planet Earth. If they are to advance into an intergalactic civilisation they must harness the power of a solar system. They must build a dyson sphere. Solar Sphere is a dice placement/manipulation game with elements of engine building, resource management, and set collection. Set hundreds of years in the future in a time when …
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Value For Money

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Very nice production
  • Familiar mechanisms made fresh
  • Very interactive for a more Euro leaning game

Might Not Like

  • Some Iconography can be confusing
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Description

The human race has exhausted all the energy available on planet Earth. If they are to advance into an intergalactic civilisation they must harness the power of a solar system. They must build a dyson sphere.

Solar Sphere is a dice placement/manipulation game with elements of engine building, resource management, and set collection. Set hundreds of years in the future in a time when competition will move mankind forward, but when collaboration is also sometimes necessary. In Solar Sphere, each player commands a mothership. Their primary task is to build a dyson sphere. But, with crew to hire and aliens attacking the sphere, there are many other ways to earn prestige and become the saviour of mankind.

In this dice placement game, players can manipulate their dice using drones. However, players have a limited supply of drones, which are also used to upgrade dice placement spots or to support in fights against aliens. Players can always recycle used drones to get them back into their supply. Or, spend them for instant benefits.

Players simultaneously start the turn by rolling their dice. Dice act as spacecraft and are sent, in payer order, to locations to gather resources, build the dyson sphere, build or recycle drones, upgrade worker spots, hire crew, and fight off aliens.

Crew come with their own unique benefits that will help players in a variety of areas. Chain crew abilities together to build a good engine, and retire them for extra benefits. Making space for new crew members.

As the game progresses, more aliens will arrive to defend a sun that they also need. Fight them off alone, or join forces with other players and share the rewards. However, if no one takes on the rebellious aliens, then you all lose points.

Solar Sphere combines a combination of mechanisms with a powerful theme to bring players an immersive experience.

 

Solar Sphere from Dranda Games is the sort of follow up to Solar Storm. The two games presumably inhabit some sort of shared universe but there is no need to have played Storm to enjoy Sphere. (You probably should play Solar Sphere though as it is excellent). Anyway, this second outing is a bigger, more complex, game.

The story is that you have been tasked by a large corporation to build up a massive megastructure around the sun to harvest its delicious solar energy. (This is sometimes called a Dyson Sphere by sci-fi nerds such as myself). But basically, you and up to 3 friends will take on the role of starship captains and will head out to construct as much sphere as you can. As with any reasonably large infrastructure project there have been protests. But unusually the protesters have come armed to the teeth. You’ve also got to deal with this nuisance as well. It’s going to be a long day at the space construction, so grab your cosmic hard hat and let’s get to work.

Building A New Future

There are a lot of systems here and they all sort of play off each other but the core of it all is dice placement. Every turn, players will get to roll 3 dice and slot them into the docking bay area of their player board. Big numbers are better for placing but lower numbers can net you some nice bonuses too. Once you’ve got your dice rolled you then take it in turns to deploy them out to the different worker placement location cards.

Some of these locations have restrictions on what dice can be placed there but you can manipulate your dice a little. Each player starts with a set of drones. These can be used for many things and one of those things is to add or subtract 1 from the value of a die before placing it. And you can do this a few times for each die if you’ve rolled a stinker and you have the drones to pay for it. Any drones you use get slid over into an inactive area on your player board and you carry on with your turn.

The different locations cards will let you build more drones or re-activated the ones you’ve used. You’ve got 3 locations to pick up the 3 different building materials to build the Solar Sphere. There is also a location that allows you to build the Solar Sphere. To do this you’ve got to spend the required resources and be able to launch a drone to the hex of the Sphere you’d like to build. You then get some faction bonuses for the tile and everybody who has built a tile next to your new tile gets a little morale bonus as well.

I’ve said a few new words there so let’s look at reputation, morale and factions. These are all really to do with endgame scoring but they all work slightly differently. Reputation is a measure of your standing with the all-powerful corporation. As it goes up you will earn more points. It is also important for the optional kickbacks you can take. I’ll circle back to those. Morale is a measure of how things are going with your efforts right now. This can go up and down and the higher it is at the games end the more points you’ll earn. Morale is also used in kickbacks which we’re coming back to, I promise.

Pick A Faction

There are also 3 factions in the game. I’ve no idea who they are, the rules don’t really go into it at all. I couldn’t tell you anything about their ethical viewpoints, but I can tell you that they are an excellent way to earn points. They work like a set collection game. Each set of 3 faction icons that you manage to collect on your cards nets you a handful of points. There are also wild faction icons which can be used for any faction. You get these by building up the sphere and hiring crew.

Crew can be hired from another one of the dice placement spaces. Once hired, these grant the owner an action ability that can be used once per round by them only. These crew come in 3 tiers. As you get to the higher tier crew, they cost more but their actions are also more powerful. You can only ever have a maximum of 3 of these crew but you can retire your crew if you ever want to bring in a new crew card. You’ll also get a little bonus for doing that. One of the bonuses you can get is a kickback which nicely brings me back on track.

Kickbacks are an optional thing you can do before placing out a die. You can move your morale back on its track to receive some assistance from the parent corporation. This can be in the form of resources or even a drone or two. The further you move back the more assistance you’ll get but if you move back below your reputation marker you receive even more assistance. Really you want to get your reputation as high as possible so that if you ever need to take a kickback you don’t have to reduce your morale as much. This system reminds me a lot of how you raise funds in the Gallerist.

Resistance Is Futile

The last element of the game is the resistance ships. Each round, a number of ships turn up to make a nuisance of themselves and it is part of your job to deal with them. You’ll be deploying drones off to attack these ships and you’ll be working together with your opponents as well as with the parent corporation. This works like a mini area control game. If you manage to overpower the ship everybody who contributed will pick up some sort of reward. But the players who contribute more, get larger rewards. If you don’t manage to defeat the resistance ships everybody takes a morale penalty, so really it’s in your interest to deal with them. Again, this sort of reminds me a lot of another game, Tidal Blades.

There are a lot of interesting ways to score points, but the main event is definitely building the Solar Sphere. Which makes sense considering what the game is called. The faction loyalty bonuses you earn from building a hex are a good way to score points but so are the adjacency bonuses. And you’ve got a few ways to play these. You can try and build up your own corner of the sphere meaning all of the adjacency bonuses go back to your coffers. Or, you could try and get in amongst your opponents so every time they build anything you get a few points too.

What’s nice is that for what a game that is definitely more on the Euro end of the boardgame scale, there is a decent amount of player interaction here. You’ve got the standard ‘getting in the way’ dice placement aspect, sure. But on top of that you’ve also got the collective building of the solar sphere where you’re making sure you can try and maximise your points by playing off your opponents as best you can. You’re also generally working together to repel the resistance.

It’s a very nice production too. The player boards are double layered and have some nice player aids for the various actions you can do. The cards are mostly clear and understandable, although the stylised way that the dice restrictions is printed on the card did raise a few eyebrows at first.

Build It All Back

There is a decent amount of replayability to be had as well. You’ve got a random ordering of the resistance ships as well as the crew who are available to recruit. The layout of the solar sphere itself is also randomised so it’s never quite the same game twice.

It’s a game that definitely benefits from multiple plays. As I hope I’ve got across, there are a few different systems to contend with here. None of them are overly complex but it does take a game or two to really get an appreciation of how it all meshes together and how to plot that path to victory. All these systems working together sort of make this feel like a greatest hits game for me. I don’t think there is anything brand new here, but the collection of these systems is unique. Weirdly, playing Solar Sphere reminds me a lot of playing Excavation Earth. Not because they play that similarly, but because that also has a sort of greatest hits of board game mechanisms feel to it.

This is a very dense box. You get a lot of game for its diminutive box size, and I appreciate that. While Solar Storm doesn’t really do anything new, what it does do it does incredibly well. This is a nice medium weight game that you can really get your teeth into with friends. It also plays very nicely solo as well. If you like to try new and exciting combinations of familiar mechanisms this is a game you’d do well to give some time to.

Solar Sphere solo mode is a slight variation on the standard multiplayer mode. In it, the game utilises cards to play out the turn for a single AI opponent that you will challenge to score the most victory points. The core game-play from the multiplayer mode is un-altered. You will collect resources, hire crew, build and re-commission your arsenal of drone workers, deal with attacks on the solar sphere project and most importantly contribute towards the construction of the solar sphere itself. For me the solo mode loses none of the things that make the core game strategic and interesting. It simply adds a new layer to the game in the form of a random and unpredictable enemy, much like having another player at the table.

Components

Beyond the standard components the only additional item you will utilise is a handy deck of cards. These cards are nice quality as per the ones in the standard game. The cards themselves control what your AI opponent is up to and dictate what moves it will make during its three actions. The mode will utilise a bunch of components normally used by other players, instead of adding yet more items to the box, which is a very smart decision.

Game-Play

As I said previously the core game of Solar Sphere and objectives remain unchanged. You will still need to focus your efforts on a myriad of ways to collect victory points. Be it hiring crew to gain favour with the various factions, contributing towards the construction of the solar sphere, helping repel the enemy ships that harass the ongoing production of the sphere and more. All the while the AI will be taking its own turns doing the same thing in an effort to beat you by scoring more points. On your turn you will have three actions the same as the AI and will alternate turns based on priority order. The enemies turn will be dictated by the cards.

First off, the top card of the discard pile will show a bar at the bottom, displayed will be boxes representing the three coloured dice the AI will use. The order of the colours on each card will be different and what these bars dictate is the order in which the respective actions are taken as well as the colour of the action. You will start by placing these dice in the order accordingly after rolling them.

When the turn passes to the AI you will draw the top card of the deck, compare the line corresponding to the coloured dice and refer to the icon to the right, this determines the action the AI will take. In general most of the actions will make the AI points which will really challenge you to make the absolute most of your turns to keep up. There is a great variety in the actions it can take but almost all help gather points towards the end score. Only a couple actually mean the AI will do nothing on its turn, so you tend to find its quite an active opponent.

As the game play is unchanged at its core, a lot of strategy is required to outwit the automated AI and beat them to the best spots, destroying the best ships, claiming the best crew and building the most vital points of the sphere itself. All this sounds simple but its exceptionally difficult to actually claim the lead.

My Opinion

To start I found the solo mode a little tricky to understand at first, after a session it started to make a lot of sense. Don’t expect to pick it up straight away especially if you haven’t played the multiplayer mode prior. It’s not complex you just need to understand the flow of the game. In preparation for this review I played five games in a row as well as additional session a month prior. So I have a fair bit of play time now with six plays total under my belt. What I can say is I enjoy the structure of the game itself. It gives me the ability to play the core game solo. It runs smoothly and provides a good challenge that really pushes me to think out my turns, plan strategies and react to an unpredictable AI.

The AI itself is quite brutal I will be honest. I find that throughout my sessions it’s pretty much always gaining points quite rapidly, perhaps too well in my opinion. I have lost every single game to date, I consider myself quite a strategist and I really enjoy challenging games but I think in this instance it’s just too difficult. From the offset I feel like you’re in a losing battle, the AI races ahead scoring points for pretty much every activity it takes. In the meantime it leaves the player in the dust trying to scavenge the resources needed to build the solar sphere, hire crew and react to incoming ships. This means that some of your turns you achieve literally nothing but gathering resources.

In the meantime the AI is already on to the next activity giving it points without any prep time. Once more the AI has some considerably unfair advantages such as, you the player can only have 3 crew. The crew have faction affiliation icons that score points at the games end if you have sets of them. With three crew you might be lucky to have a couple of sets. The AI has no restrictions in how many crew cards it may acquire and keep throughout the course of the game. This means you might finish in a good game like my case with 1 crew, the AI meanwhile in one such session I had, ended with 15. It’s quite a ridiculous imbalance.

Now the issue is not isolated to just the aspect of getting crew. The imbalance effects other areas. The enemy can build without collecting resources. Where as, you will have to sacrifice actions to gather them. The AI can deal with incoming ships easily, you will have to gather resources before you can even send drones to deal with them. It feels as though you are constantly on the back foot.

What the AI actually does each game is randomly determined by how the deck plays out, one session the AI might hire more staff, the next build more, the other maybe a bit of everything. In all of my sessions regardless of which actions it took the AI dominated with collecting victory points. Scoring almost double my score by the end of every game. I don’t mind to lose in a game, it makes you learn and makes you adapt and try new strategic approaches. Six games on the trot without even coming close to a win however, is just not any fun for me after all this is a game not a test.

It really let me down because I really enjoy the game play. With these current rules of Solar Sphere though I can’t see me even coming close to a win. If this were to be your first solo experience I feel it could damage the willingness to try more just because of how punishing it is. Which is sad as there are some fantastic solo titles. I can’t say it’s a mode I’d plan to go back to sadly, not without some serious house rules. Do I recommend it? No. Unless, with the caveat you’re someone who enjoys a very steep punishing challenge. For me by the end of six plays I can safely say I’d rather solo play another title. However, I still recommend this game for the multiplayer mode. I really like the core mechanics and setting. The solo mode does feel like an afterthought though, a good one, well implemented but not well balanced.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Very nice production
  • Familiar mechanisms made fresh
  • Very interactive for a more Euro leaning game

Might not like

  • Some Iconography can be confusing