SOLAR SHIFT page 001 SOLAR SHIFT instruction manual & play guide INSTRUCTION MANUAL & PLAY GUIDE GAME CONCEPT AND DESIGN BY ANGIE FU DESIGN MEDIA ARTS 157A GAMING 1, SPRING 2012 PROFESSOR EDDO STERN TA MARK ESSEN
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SOLAR SHIFTinstruction manual & play guide
INSTRUCTION MANUAL& PLAY GUIDE
GAME CONCEPT AND DESIGN BY ANGIE FU
DESIGN MEDIA ARTS 157A GAMING 1, SPRING 2012
PROFESSOR EDDO STERN
TA MARK ESSEN
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SOLAR SHIFTinstruction manual & play guide
Solar Shift is an abstracted
representation of the popular
sport soccor, sometimes known as
association football.
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THE PREMISE
Many things have changed in the distant future.
The sun is nearing the end of its life, threatening to consume
nearby planets and destroy the galaxy as we know it.
You are given the choice between two sides: The SOLARA, who
seek to expedite this process, speeding time up and ending our
solar system, launching society into a sun-less future where
the Solara emerge as leaders, or the ZAL, who seek to rewind
time and give all of the planets in the solar system a chance to
prevent their destruction and to ultimately preserve order in the
current universe.
The only way to shift time is by capturing the energy released
from nearby worm holes. Unfortunately accurate and effective
wormhole tracking technologies have not yet been developed.
It is only possible to discover the latest worm hole immediately
after it has been created.
It is your objective to travel between planets to collect the energy
released by these wormholes. Your ship (the wooden ball) has
enough fuel for three single trips. If you are not able to land on the
planet with the latest worm hole, then you make use the reserve
fuel tanks to journey there again.
However, if your first journey is successful, you may use the
remaining tanks to travel to the next worm hole location. Be careful
for the black hole, however. It travels between time zones and
dispaces any ship in its way.
Once time has been shifted 24 hour in time, either forwards or
backwards, one race will ultimately emerge succesful.
YOUR OBJECTIVE
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GAME CONTENTS
One game board
Two shooter boards
Two rocket ship pieces
Six marbles
One dice
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One black hole piece
Deck of 80 cards
GAME SET-UP
1. The game boards should be set up like so:
2. Place three marbles on the three holes of each shooter
3. Place the deck of cards in the center of the board
4. Each player rolls the dice times. The addition of their four
scores will determine where the Black Hole! piece will be
placed. If players roll a 3, 3, 3 and a 3, then the piece will start
at 12 but will not affect the players until after their first move.
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GAME DESCRIPTION & RULES
1. The game Solar Shift should be played between two players.
Players must decide who will move foward in time (destroy the
Sun) or backwards in time (preserve life).
2. Once decided, players will choose their own rocket ship pieces
to play on the game board. Place your ship at 12 ‘oclock, or the
space labeled START.
3. To decide who goes first, players will flip cards from a shuffled
deck. Who ever chooses a card that represents a planet closer
to the sun will go first (Mercury being the closest planet to the
sun and Neptune being the farthest.)
4. The player who goes first will start their turn by flipping the
first card from the deck. They must shoot for the planet that is
illustrated on the card. If they successfully land on the space,
then they flip another card and travel to that planet using their
second ‘fuel tank,’ or marble.
5. If the player misses the shot, they must use their remaining
marbles to reach the same planet. They may not flip another
card until the planet is successfully travelled to.
6. When a player has used all three marbles, it is the end of their
turn. The next player repeat steps 4 - 6. Players alternate in
turns.
7. If a + / - card is flipped, then the player has the option to travel
to a planet to the left and/or right of the planet travelled to
previously.
8. If the + / - card is flipped before a planet card is flipped, then
the player may choose to keep the card to use in the future, or
use the card for the next planet that is flipped. If they choose
to save the card for another turn, they may only shoot for the
planets on the left and/or right, but not the planet itself. If they
score then they move forward 2 hours.
9. If they instead use the card for the next planet flipped IN THE
SAME TURN, they may shoot for the planet, AND the two to the
right or left of it, making a target of 3 possible planets. If so,
they only advance 1 point.
10. If the + / - card is used and one shot is made, then the player
continues to flip the next card (the other planets cannot be
targets in the next turn.)
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11. If another + / - card is flipped, they may keep the first one and
follow steps 8-9 in the same manner.
12. When a Black Hole Roll! card is flipped from the deck, the
player who flipped it must roll the dice: the dice will move a
maximum of either 3 spaces clockwise, or 3 spaces counter
clockwise.
13. If the Black Hole! tile lands on your spaceship (or you land on
the tile), then you will roll the dice one more time: the roll will
determine how far clockwise or counterclockwise you move.
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SCORING
1. When shooting on the shooter boards, if the first planet is
reached, then the player moves 1 hour forward.
2. If the second planet is reached, then the player may move 2
hour forward, or move the opposing player 1 move back.
3. If the third planet is reached, then the player may either move
3 hours forward or move the opposing player 2 spaces back.
4. Remember, you do not move pieces until all three marbles are
shot.
ONE BALL IN
ADVANCE 1 HOUR ADVANCE 1 HOUR
OR
MOVE OTHER PLAYER
1 HOUR BACK
TWO BALLS IN THREE BALLS IN
ADVANCE 3 HOURS
OR
MOVE OTHER PLAYER
2 HOURS BACK
DICE ROLLS
3 2 1CW CW CW
3 2 1C-CW C-CW C-CW
3 HOURSCLOCKWISE
3 HOURSCOUNTER CLOCKWISE
2 HOURSCOUNTER CLOCKWISE
1 HOURCOUNTER CLOCKWISE
2 HOURSCLOCKWISE
1 HOURCLOCKWISE
or if there is no special dice, then
3 HOURSCLOCKWISE
3 HOURSCOUNTER CLOCKWISE
2 HOURSCOUNTER CLOCKWISE
1 HOURCOUNTER CLOCKWISE
2 HOURSCLOCKWISE
1 HOURCLOCKWISE
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