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20 Strong: Solar Sentinels

Game ID: GID0452319
Game Info
Year
2023
Players
1
Age
14+
Playtime
30 min
Collection
Rating
Mechanic profile
Not enough video data yet
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

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: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video rdkyn324lqM Unknown Channel Discussion at 0:02 sentiment: positive
video_pk 66216 · mention_pk 161011
Unknown Channel - 20 Strong: Solar Sentinels video thumbnail
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
Danielle's Board Game Channel - 20 Strong: Solar Sentinels video thumbnail
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.
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