Game Info
Year
2023
Players
1
Age
14+
Playtime
30 min
Collection
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Expansions & Family
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description
Solo dice management game where elite warriors defend against alien threats deploying units to take down alien leaders
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment:
pos 5 ·
mix 0 ·
neu 0 ·
neg 1
Showing 1–7 of 7
Video 54ndWMW4G30
Neon Gorilla Review at 0:49 sentiment: positive
video_pk 88228 · mention_pk 232150
Click to watch at 0:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Simple to teach with low rule overhead
- Strong agency and decision-making
- Engaging mix of dice and card interactions
- Supports a new IP with attractive production and theme
Cons
- Complexity can spike with multiple active alterations and enemy rules
- Some missions can be nearly impossible depending on draw and upgrades
Thematic elements
- Sci-fi squad-based deck-building with a core dice system
- Space frontier against insectoid aliens with a brand new IP
- Mission-based encounters with escalating boss encounters
Comparison games
- Too Many Bones
- H.O.P.O.
Mechanics (from transcript analysis)
- Boss Battler — Big boss encounter grows stronger with missed missions and added enemies
- boss_battle — Big boss encounter grows stronger with missed missions and added enemies
- dice_pool_commitment — Players select and commit dice from a pool to perform actions; committed dice must be exhausted
- inventory_and_items — Defeated enemies yield items for inventory with possible ongoing effects
- mission_escalation — Completing missions adds enemies to ongoing battles and escalates the boss fight
- three_stack_encounters — Encounters are divided into three equal stacks; orange enemies require extra activations that can cascade
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I was actually most excited about Solar Sentinels
- it's probably the first one that I would recommend you get to the table
- the system rocks
- it's the most simple implementation
- there is a lot of agency and decision
- the very low kind of need to refresh on rules
- spoiler alert to my other reviews that is not the case with the other two decks
- I will continue to buy these decks as I find them interesting
References (from this video)
No references stored for this video.
Video lQ00LZAx7l0
One Stop Co-op Shop Top List at 7:31 sentiment: positive
video_pk 84143 · mention_pk 213519
Click to watch at 7:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Fits the random dice game model the best.
- Quickest and most straightforward.
- Can knock out a game in 20 or 30 minutes.
- Leveling up is more varied than other ones.
- Bosses are challenging and all work.
- 20 Strong distilled to its simplest components.
Cons
- Not as many bosses as some other sets.
Thematic elements
Comparison games
- 20 Strong
Mechanics (from transcript analysis)
- Enemy Stacks — Fighting enemies on different stacks.
- Mission objectives — Missions provide different things to focus on and challenges.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- So, these are just my current rankings at this point in time. And honestly, it's really pretty close.
- The very worst one worst, the number six one, as you'll see, is still one that I enjoy quite a lot. And the number one one I still have some problems with. So, uh, none of them are flawless.
- The Tangle Woods sets are much more similar to each other than Victorium is the Too Many Bones is the Solar Sentinels the original three sets. They have similar mechanics, repeated elements, repeated enemies, almost like they're riffing on the same system, whereas I feel like Victorium and Too Many Bones go in wildly different directions.
- Solar Sentinels is when you get down to it 20 strong distilled to its simplest components. And in some ways, that shows the game off at its best.
- But still with the great dayight mechanic, with the less out of control leveling, with the more epic fights, this is my number one out of all six sets.
- If you want a season that is more drastically different, I would go with the original three. They really change up the mechanics in wild ways. If you want something that is, I think, a bit more consistently strong and interesting and complex. Uh you can see that they're just like kind of thicker boxes with more stuff in them, I think you got to go with Tangle Woods.
- And as long as they don't have AI art, which I don't think they're going to, then I'm very excited to play those.
References (from this video)
No references stored for this video.
Video wZbveF9ZBOw
Board Games UnLocked Top List at 33:30 sentiment: other
video_pk 82401 · mention_pk 207025
Click to watch at 33:30 · YouTube ↗
Overall sentiment (raw)
Favorite
Pros
- The best fit for the 20 Strong system.
- Feels like an original idea that the system was based on.
- Shortest playtime, making the luck element more acceptable.
- Strategic depth in targeting enemies for effects and items.
- Simple setup and gameplay loop.
Cons
- Might not have as high variety as Hoplomachus Victorum.
- Theme is enjoyable but perhaps less engaging than other IPs.
Thematic elements
- Horde Battler
Comparison games
- Hoplomachus Victorum
- Cloudspire
- Tanglewood Gold
- Tanglewood White
- Tanglewood Red
Mechanics (from transcript analysis)
- Dice Rolling — A roll-to-resolve game, but with strategic elements.
- Horde Battler — Features three decks of cards representing enemies to get through.
- item acquisition — Defeated enemies provide passive or one-time use items.
- Set Collection — The goal is to empty decks to fight the final boss.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Hofflamus Vtorum. This one gets a lot of credit because at the time I played this, I did not like Hoffamachus Vtorum as a game.
- All that being said, the 20 strong version I did enjoy because I already knew that the system was a push your luck element and this kind of it's also not 8 hours long.
- So, if you like the idea of Hoplamakus Victorium, but don't have a couple hundred bucks to shell out um or you don't have the time, let's say you do own it, but you don't have the time to actually sit down and commit to a, you know, eight hour campaign. Well, then play this.
- Cloudspire came around and I was like, oh no, this system is good when you take it back to its roots and you don't add a bunch of [ __ ] that makes it way too long and way too random and you streamline it.
- my favorite one of 20 Strong is the original Solar Sentinels
- This I feel like is obviously it's it's just the OG. And I think it does it best. It it fits this 20 strong system the best.
- And in and of itself just makes this one my favorite to play.
References (from this video)
No references stored for this video.
Video 3mrJ4ygxdmQ
Board Game Critique Top 10 List at 1:54 sentiment: negative
video_pk 81435 · mention_pk 202185
Click to watch at 1:54 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- teaches the system without overwhelming you
Cons
- feels like a tutorial dressed as a game
- lacks atmosphere and story hook
Thematic elements
- space hero vs space monsters
- sci-fi
- tutorial-like, no atmosphere and no story hook
Comparison games
- Other 20 Strong decks
Mechanics (from transcript analysis)
- low narrative/branching content — no loot system and no branching encounters in this deck
- recovery tracking — recovery determines how many dice return to the usable pool; over-committing exhausts dice
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's the grammar textbook before the novel. Nobody reads the grammar textbook for fun, Eve.
- The trail mechanic is genuinely cool.
- The atmosphere is incredible and the trail mechanic is a real innovation.
- Gorgeous art from Manny Tremblay.
- The premise is simple. The execution is the most elegant in the system.
- Misses are not wasted. They get allocated to offset incoming enemy damage.
- The backup plan pool and tyrant timing layer add cognitive overhead that simpler decks avoid.
- Owning all three Tanglewoods decks without Baba Yaga feels like reading three chapters of a novel and skipping the finale.
References (from this video)
No references stored for this video.
Video rdkyn324lqM
Unknown Channel Discussion at 0:02 sentiment: positive
video_pk 66216 · mention_pk 161011
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Portable, small box
- Padded/felted box helping quiet dice rolling
- dice have a glittery texture that looks appealing
- Card backs and card texture look premium in person
- Potential for solo playthrough
Cons
- Glue/attachment issue with the magnet (magnet came off; glue not well applied)
- Dice flakes may not cure evenly (glitter flakes not fully cured, some on one side)
- Possible smell noted by others; may require airing out
Thematic elements
- Array
- Space
Comparison games
- One Deck Dungeon
Mechanics (from transcript analysis)
- Deck-based card play — A dedicated Solar Sentinels deck is used as the core card component for play.
- Dice Rolling — Players use a pool of dice to perform actions and resolve outcomes.
- Time Track — A magnetic tracker and an arrow are used to track time or turns in the game.
- Turn/time tracking — A magnetic tracker and an arrow are used to track time or turns in the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a dice game
- it's a very small box
- I am very excited to give this a try
- one deck dungeon vibes but I'm assuming it's going to be very different from one deck dungeon
- the magnet came off
- glue on it
- looks better in person
- solo playthrough of this for sure
- it's quiet and felted
References (from this video)
No references stored for this video.
Video HlyLTl53lVM
Danielle's Board Game Channel Rules Teach at 0:04 sentiment: positive
video_pk 66205 · mention_pk 160940
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Magnetic, adjustable health/trackers; components described as neat and sturdy
- Rich dice-management core that supports strategic planning and risk management
- Mission cards add replayability and variability for solo or campaign play
- Clear rule explanations with a robust setup and solo play example
- Three hero options on each side provide variety and potential campaigns
Cons
- Tracker can be knocked or misaligned, potentially affecting accuracy
- Dice results can be highly variable, leading to luck-driven outcomes
- Setup can be complex (three piles of conflict cards, managing mandatory cards, and mission setup) especially for first-time play
- Some components (sleeving conflict cards) may be optional or inconvenient for some players
Thematic elements
- Array
- Sci-Fi
- Campaign-like with missions
Comparison games
none
Mechanics (from transcript analysis)
- Card-driven combat (conflict deck) — Enemies come from a deck of conflict cards; each card encodes level, damage, and special abilities
- Combat: Damage Based — Enemies have level-based health and damage thresholds, tracked via health die and on-card values
- Combat: Deck/Hand — Enemies come from a deck of conflict cards; each card encodes level, damage, and special abilities
- Dice pool/commitment — Players commit dice to actions during the strategy phase and limited recoveries affect how many dice can be reused later
- Dice Rolling — Players roll a pool of unit dice to generate hits and resolve combat
- Difficulty pacing via levels and health tracking — Enemies have level-based health and damage thresholds, tracked via health die and on-card values
- End-of-round resolution — After engagements, rounds resolve with potential damage, rewards, and status effects
- Enemy activation rules — Activation of enemies follows mandatory versus non-mandatory rules and requires selecting from piles with specific treatments
- Hero cards with abilities — Three hero cards (double-sided, six total options) provide different stats and unique abilities
- Inventory management — Players hold items in an inventory row, with a limit determined by the strategy die
- Missions (optional content) — Mission cards provide optional twists to the game, increasing tightness or challenge
- Push Your Luck — Dice use reduces future options and creates a tension between risk and reward
- Scenario / Mission / Campaign Game — Mission cards provide optional twists to the game, increasing tightness or challenge
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's very much a dice management game
- almost push your luck I guess too
- I really enjoy it
- You gain item rewards
- The conflict cards are PVC, high-quality and sturdy
- This is magnetic and you can spin it around
- Set up a solo game of 20 Strong Solar Sentinels
- Mission cards add variability and tighten the game
References (from this video)
No references stored for this video.
Video RbfG7yE9LBQ
Totally Tabled Playthrough at 0:03 sentiment: positive
video_pk 32150 · mention_pk 257976
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Deep tactical depth with multiple interacting systems (dice pool, enemy behavior, after-effects, and missions) that reward careful planning.
- Strong thematic integration with a ruthless sci-fi military vibe and a dramatic boss sequence.
- Rewarding progression through items and boss-based victory conditions, giving a clear arc from start to finish.
- Dice recovery and mission-based variability support replayability and extended play sessions.
Cons
- High complexity and dense rule density may be intimidating for newcomers and casual players alike.
- Potential readability issues with colored dice and card icons; the video notes a personal modification to dice readability, implying board-side readability challenges for some players.
- Solo play requires meticulous management of missions, stack state, and after-effects, which can slow the pace and demand sustained attention.
Thematic elements
- sci-fi defense, planetary crisis, lone heroism
- Earth under crisis; humanity's last line of defense against an invading alien horde
- explanatory live-play narration with mission objectives and boss encounters
Comparison games
- Too Many Bones
- Hamus Victorium
Mechanics (from transcript analysis)
- After effects and ongoing abilities — Many enemies carry after-effects that trigger when damage is dealt or at resolution moments. These effects can discard cards, modify the available dice pool, or impose new constraints (such as color limitations) on subsequent engagements. They shape the evolving board state and demand foresight.
- Boss Battler — Each round presents a row of enemies with two tiers: basic (yellow) and mandatory (orange with slats). If a mandatory enemy is present, it must be activated first, forcing the player to address high-priority threats before optional targets. This creates a layer of planning around mandatory threats and round progression.
- Boss encounters and endgame — Progression moves toward boss encounters once enough enemies are defeated or stacks are cleared. Bosses come with enhanced abilities and higher health pools, and victory is achieved by defeating the boss—defeat results in loss of health or changes in available actions, depending on the boss's rules.
- Color-specific constraints and color-locking effects — Several cards and enemies impose constraints on which dice colors can be applied to them. Some engagements restrict to one color per enemy, while others require different colors to be applied in specific patterns to defeat an enemy. These constraints drive color management and sequencing during strategy phases.
- Critical Hits and Failures — Dice faces define outcomes: critical hits (often decisive) vs regular hits (one damage) and misses (no damage). Some dice lack a miss face entirely, altering the odds of efficiency. Special dice have unique properties (e.g., a die with only hits and a single critical face) that interact with enemy defenses and after-effects.
- Critical hits, hits, and misses — Dice faces define outcomes: critical hits (often decisive) vs regular hits (one damage) and misses (no damage). Some dice lack a miss face entirely, altering the odds of efficiency. Special dice have unique properties (e.g., a die with only hits and a single critical face) that interact with enemy defenses and after-effects.
- Dice pool and color-coded dice — The core mechanism centers on assembling a pool of dice, with colors representing different hit probabilities and outcomes. Each color has a distinct distribution of hits, crits, and misses, which drives risk assessment and resource management. Players select and allocate dice to enemies, aiming to maximize damage while preserving usable dice for future rounds.
- Enemy activation and mandatory enemies — Each round presents a row of enemies with two tiers: basic (yellow) and mandatory (orange with slats). If a mandatory enemy is present, it must be activated first, forcing the player to address high-priority threats before optional targets. This creates a layer of planning around mandatory threats and round progression.
- Exhaust, recover, and item rewards — Used dice are moved to an exhausted area and are recovered each round to varying degrees based on a character’s recover stat. Defeating enemies yields items—some immediately usable, others are ongoing or one-time boosts—that can expand strategic options and alter the power curve across rounds.
- Matching — Several cards and enemies impose constraints on which dice colors can be applied to them. Some engagements restrict to one color per enemy, while others require different colors to be applied in specific patterns to defeat an enemy. These constraints drive color management and sequencing during strategy phases.
- Missions and 'Never Surrender' objective — Mission cards provide optional or required objectives that must be completed in order (left to right) to progress. Some missions can be ignored with a trade-off (e.g., increased difficulty elsewhere). Completing certain mission criteria unlocks strategic advantages and can flip mission cards to completed states.
- Reward and item economy — Items acquired from defeated enemies can be held up to a limit defined by the current strategy stat. These items provide one-time or ongoing effects, such as converting hits to crits, or enabling free dice recovery, thereby shaping late-game options.
- Strategy phases and dice allocation — Across a round, players engage in multiple strategy phases (three by default, modulated by recovery and strategy stats). In each phase, players can allocate and roll dice to attack, with the ability to re-roll or recast dice in subsequent phases. The sequencing and distribution of dice across enemies influences outcomes and risk.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a solo only dice game system by chip Theory games
- we win instantly when it dies
- complete solo game of 20 strong solar Sentinels
- wow that was risky
- thank you so much for watching and goodbye
- full solo playthrough of 20 strong solar Sentinels
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–7 of 7