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20 Strong: Solar Sentinels

Game ID: GID0452319
Game Info
Year
2023
Players
1
Age
14+
Playtime
30 min
Collection
Ratings
Creator Score
Expansions & Family
Mechanic profile
Percentile rank vs. all games
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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: 10
This page: 10
Sentiment: pos 6 · mix 2 · neu 0 · neg 1
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Showing 1–10 of 10
Video 0NtWXCqdJZ4 Board Games UnLocked Analysis at 1:29 sentiment: positive
video_pk 113607 · mention_pk 325919
Board Games UnLocked - 20 Strong: Solar Sentinels video thumbnail
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Overall sentiment (raw)
positive
Pros
  • Good entry point into 20 Strong
  • Puzzly and strategic
  • Satisfying dice mitigation options
Cons
  • Not very thematic
  • Fewer bosses and heroes compared to other decks
Thematic elements
  • Hordes of bugs
Comparison games
none
Mechanics (from transcript analysis)
  • deck management — Managing enemy decks and mission cards.
  • Dice Rolling — Core dice rolling mechanic for attacking and resolving actions.
  • Mission Completion — Players must complete specific mission objectives to progress.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I hate the storage I hate it I hate it so much
  • This one absolutely replaces hop mokus Victor because I didn't like it but I like this one the most out of these three which is surprising
  • so 20 strong is so surprising to me of of a game
References (from this video)
No references stored for this video.
Video 2BMC2BrH-9s Board Games UnLocked Other at 0:16 sentiment: mixed
video_pk 113052 · mention_pk 375663
Board Games UnLocked - 20 Strong: Solar Sentinels video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Ability to heal or recover dice when using items.
  • The 'matter reshaper' ability (heal two or recover two dice) is generally good for item users.
  • The game has a clear objective of depleting enemy stacks and completing missions.
Cons
  • Incredibly hard and difficult.
  • If you're not getting items, you're not getting relevant items.
  • Certain enemy configurations can make the game impossible without specific items.
  • The dice mechanics can be punishing, with misses and unapplied crits hindering progress.
Thematic elements
  • Humanity's last line of defense against an alien horde using plasma-based weapons
  • Earth's future, lunar surface
Comparison games
  • 20 Strong
  • Too Many Bones
  • Gloomhaven
  • Mage Knight
  • Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
  • boss battle — The game culminates in facing a boss, with multiple stages and enemies to overcome.
  • Dice commitment — Dice are committed to specific actions or enemies to deal damage or trigger effects.
  • Dice recovery — Players can recover dice after certain actions or through specific abilities/items.
  • Dice Rolling — The core of the game involves rolling dice to achieve hits and other outcomes.
  • Mission Completion — Players need to complete in-game missions to avoid making the boss harder.
  • Push Your Luck — Players commit dice and decide whether to re-roll or stop, risking negative consequences for potentially better outcomes.
  • Set Collection — The goal involves depleting enemy stacks and completing missions, suggesting a form of set collection or objective fulfillment.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hey everyone welcome back to board games online and today I'm doing a discussion a run through for 20 strong solar Sentinels
  • it's not an easy game
  • Earth's future Humanity has harnessed the power of the sun Harvesters sent to the solar surface have siphoned the Stellar body's excess plasma allowing it to be channeled into a variety of groundbreaking Technologies
  • the fighting force who wields these weapons is known as the solar Sentinels
  • the Earth is in crisis the Sentinels are Humanity's last line of defense against an encroaching alien horde which has set up a base beneath the lunar surface
  • if you've never played 20 strong before it is a push your luck dice game solo only dice game
  • in this case I'm trying to deplete one of these stacks before facing off on the boss hopefully having some items and stats to be able to do so
  • I'm also trying to complete these missions for each mission that I don't do it makes the boss Harder by giving them more enemies to deal with
  • defeating level twos is difficult um I mean and of itself and you have to do these in order
  • green dice cannot be committed and I mean that's not horrible right now that's actually a really good one to start off with because I can increase my recovery Andor discard a non-mandatory enemy from the top of any side
  • that replicator is good this thing when gaining a instant reward gain the reward a second time
  • mandatory enemies are not relatively great
  • the hurdle exhaust two committed blue misses to set your recovery to three and or recover three dice that's pretty good
  • ten total damage is what I have to do and count the number of Applied dice discard that many cards from top one out of 10 so that's not horrible either
  • the r dice step misses from previous strategy phases are not rerolled that sucks
  • oh that's risky cuz I only get another roll
  • so I applied four dice uh so I discard the top four and you're level two it's start around plus one if you have three or fewer Health which I'm going to take two damage from the Berserker
  • man getting rid of four what do I want to get rid of from the top of any oh any stack one at a time oh okay
  • G fly recover up to three dice that's is good when this enemy is defeated you may immediately defeat oh you're good uh you're easy to kill you're a level two
  • flip the top card of the the boss deck
  • banish all misses in the active area negate the effect of one three and I got to do one more and these are all the on per use item which I would like but you're six you're six and I don't have that many dice right now to try and kill you
  • I need to commit two blue misses so I'm going to roll these um okay that's literally the perfect roll so there's that oh man I'm going to commit these two I'm going to exhaust two committed blue misses to set my recovery to three and recover three dice boom boom boom
  • he's dead which is nice so that's one of the four that I need so I guess I can actually put that right there you guys still hell yeah
  • I believe then because I used one of those I can either heal two or recover two dice I think I'll heal two just cuz I did take that hit earlier so that puts me at four and then recovery dice step let's grab some some of those Blues
  • Spanish all misses in the activator
  • damn crits cannot be applied to enemies God this one sucks wow this is not a good comass I need to basically wow
  • so a Max of five dies can be committed this engagement step each enemy can only have one die color applied to them and crits can't be applied wow
  • I want the stun gun because it says discard two uh just one two level two enemy from this engagement no reward I wonder if it says discard not defeat oh what do I do c zero tell me what to do wow I don't know I mean if I don't roll any misses then oh but I only get two [ __ ] I get two rolls luckily if I can at least kill one of them I mean this one will heal will heal me five so you're probably the one to go after
  • the wild wild Spore seeds items cannot be used okay well good I don't have any anyway
  • whole thing is about getting items but I keep not getting okay well so crits cannot be applied to enemies and each eny can only have one die color applied to them so I [ __ ] I need to I need to kill you and I'd have to roll amazing on my first roll and a Max of five dice can be committed this oh I don't think I can actually win this if I cuz if crits can't be applied and only one die color can be applied I don't actually think that I can do I didn't see this I didn't I didn't see it yep nope nope
  • man look at that that's the one I actually grabbed okay well CU if I can only commit the max of five dice like to kill him I would have had to roll all four purples but that would only be four damage at best because I can't apply crits and because I can't assign CU I would have to assign a Max of I would have to sign the three purples to him to kill him which means I could then apply but I'd only be a Max of five so yeah that setup was actually impossible to to win without any items
  • banish all misses in the active area cuz I'm thinking it needs to be one of these guys that's killed oh man this is rough CU I I mean it it all comes down to a die roll but the decision is what dice do I apply
  • because because I'm assuming gain item rewards yeah cuz if I sign the purple if I assign the purple dice to you which is my highest chance of hitting then I can that can freely do any color but then it would have to I mean it would be a lot it would be a lot to assign and I can go after the wild spores yeah so cuz by thought was okay I'll just take all my all my yellow and hope but yellows have literally a a horrible chance um to roll a hit and I'd have to roll three hits on on on a yellow so that's probably not happening so I'm going to choose my four for purple oh okay all right all right cuz crits cannot be applied meaning that it does so it's not like it's lesson so that's the three which kills you okay so that one's dead so now any color can be applied except crits still cannot be applied
  • you yeah so I need to get five so one two three four five oops cuz I'll actually die if I don't kill one of I guess I can just [ __ ] see well wow well I lost so that's that's that yeah cuz these crits can't be a sign and I can't do any more rerolls um yellow dice coming in for the clutch yeah I mean there was pretty much no I don't think there was a good good solution here
  • um but we'll play it we'll play it out we'll uh so I lost yay uh but we'll we'll play it out and let's just say let's say I I got I got one more one more roll um okay well there's the three damage which would have killed this but actually these all would would be banished because of that guy um but that does kill him he does nothing the crits not being assigned [ __ ] sucks so all of these dice go here and I'll have these two items remember I lost I just got swarmed this die I mean now I'm going to do well I have two items um so you you go there but oh you're vanished you're van go away okay well I get three dice back one two three none of those were level two um and I took two damage boom
  • so as you can see I mean health is important because that's how you lose the game but you can see because I always thought whenever every time I play this game that the recovery die is like kind of like the meta that you that's way the one you want to go for but they're they're equally important because if you you need more roll phases like I I be I survived the encounter by having an extra roll um
  • well you're level two and you roll dice step you roll four or more hits discard this enemy no reward once per engagement you may change one unapplied hit to a Miss in order to change one miss to a hit um what I mean that might be oh probably because of the color coding you I might want to just straight up go for because you increase my strategy but I don't have any dice right now negate the effect of a level one or two enemy for each die you commit you must commit all Dice from your dice pull the same color I can just ignore that and then I I can heal
  • actually actually you know what we're going to go boom o and you are a level two okay so this could be helpful right now so I need to take someone the B evolver Max of one di of each color can be applied in each applied die step so we're going to grab you because hey a solar stem crits deal zero damage cool the slaying mantis all right well first of all we're gonna use these items so I'm going to negate the effect of this one and then I'm going to discard this level two
  • now discard defeat there's semantics right damn it that's what I get I've only done two
  • anyway okay so because used these I can recover Dice and uh or heal so I'm going to heal I'm going to heal and I'm going to recover dice okay so now I would like to kill you so this is ignored essentially because of my stun gun so I just like this like weird arm thing that just charges up the stun beam so yeah God those yellow D suck hard to ass you do three damage um come on can I get lucky can I get lucky I did dead you're dead you're blown up matter reshaped all right cool so he's dead and that increases my strategy so yay see I mean if we just had that this in order we would have been we we'd be totally fine uh all right but now I got to recover three Dice and having dice banish is not amazing cuz I reduced for my overall pool all
  • thr once per engagement you oh yeah change one unapplied hit to a Miss in order to change one miss to a hit flip the top Boss face up max of five dice can be committed this engagement i' like to see what boss I'm going after so we'll go after you okay
  • so yeah Max of five dice can be committed this engagement let's do that let's roll let's God whatever H yeah whatever okay well two so it's a little Overkill there but he is dead but actually so I'm going to recover these same three cuz this is an this is an item that I'm going to use already CU there's no point um to recover two dice and flip the Boss face up the hive Monarch so there's that the hits of all other enemies is one or the damage of all other enemies is one The Hive Monarch can have no more than three damage applied to a pan dice applied to the hive Monarch are not removed in the exhaust dice step okay so eight health and every so he just spawns a bunch but the wild Spore seed is dead Okay so the slang mantis not horrible um the thr so it once crits and crits deal zero damage and you're a level two God okay so I'm going to grab the slang mantis just to get rid of it okay so all of them are spawning more okay so crits deal zero damage but it is an item so let's do one two three I have three rolls now um oh I can't you know what let's thr on a yellow I haven't used a yellow in in a hot second okay one two three so that's three hits there and then second roll wow crits a crit on the yellow go figure four okay so that does kill it yay so now I have a solar stem to heal why is why does that sound weird heal heal I think my dogss are probably out there freaking out um so one two and then three because none of these get exhausted so let's put those there okay that wasn't yeah that was so the th four more hits so now crits can do something so let's grab this th skip the recovered dice step I don't like you um but that would be eight damage I'd have to do four more hits so again I need two crits to be able to straight up kill you in the roll dice oh in the oh in the roll dice step if I roll four or more hits I discard him no reward I don't necessarily like this cuz I don't have the most the most health in the world and they're all twos right now now and I don't necessarily want to skip the recover dice step either but in the world de have change all World hits to Misses and all R misses to hits you might be interesting yeah you might be super interesting spor SE Max of eight dice can be committed this non yellow dice can be applied to this and if applied at the same time as a yellow so that's actually that's that's fascinating because I plan on rolling yellows to roll M to roll misses
  • interesting I'm definitely not going to skip the recover dice step spor SE to a Max of eight dice can be committed this engagement non- yellow dice can only be applied to this enemy if applied at the same time as a as a yellow because I'm thinking it's these two and these two for sure and I well this is actually only okay so I will grab you because if I kill you then um then I don't skip the recovered dice step except for the for the red watch now my yellows are going to be crits well I mean if they're crits I mean this this is not the worst thing in the world he'll just go away which means I'd survive no I wouldn't I thought that was a one for a sec um I'll try it with this nope do one more that that's pretty good okay so all rolled hits go to Misses and all rolled all rolled uh misses go to hits except for that and this is in the if you roll four more hits discard this enemy so technically I didn't roll four more hits I um I didn't roll four more hits they were changed into into hits
  • so yeah so I'm thinking that's a lot okay so we're going to go one two three so there's five there's five to kill you so he's dead and then I need to kill one of you two and you are the one I actually need to kill so this is going to be weird but I'm going to try it okay so that's four so boom you're dead so I committed all my dice both of these are dead um I'm going to heal two immediately so puts me up to six but I'm going to take two damage cuz I didn't kill oh that was actually four so he gets discarded anyway so actually I'm not taking any damage which is really good because that was level two killed so that's going to knock that up to a three and then I and then I'm going to have a meltdown because my dogs are acting crazy um oh wait one of these I got to I got to keep there you are yes almost didn't get to keep my item
  • God I almost exhaust three committed misses to immediately defeat a level one or two enemy I don't really like any of these remaining enemies I mean hit going be applied to enemies and matching colored pairs so I I I have to get two crits H [ __ ] it I'll take the big sucker he's going to suck me so I'm going to grab your two matching color pairs two crits right here nope one oh there was one two nope didn't kill it so going to take two damage one two but then I'm going to use my solar stem to heal which then lets me recover so I'm going to recover three dice one two well there's the three and then I'm going to recover two more I like his ability but man like you like cuz it's nice cuz you want items anyway so it's an extra thing on top but man it is brutal okay well I literally can oops um I literally cannot defeat him I have to take him but hits cannot be defeated unless has at least four different dice colors applied to it so we can just go ahead and ignore
  • actually how does that work Blaster rifle exhaust three committed misses to immediately defeat a one or two uh yeah so then so these are exhausted and then I roll a three weakest dice committed disengagement for at least two hits banish a purple for at least two hits I okay there we go bye-bye purple but you're dead and I'm going to grab this blast rifle oh no not the Blaster rifle that's the one I just used I'm going to grab this crater creeper and I don't like you yeah I I don't I don't like you I don't like you I'm going grab three oh wait here are three I'mma grab three one two three but I did use an item so I could recover two or heal two but I have a good way of healing for the final boss so I think I'll recover three dice one two three all right so exhaust one die from your dice pool to set the health of one to to two oh that's really good oh and I did do cry havoc in space no one can hear you you know I I was going to say scream but that's redundant oh a astral Scout Raven you you jokester and then ignore two separate immediate rewards um instead of gaining them
  • so that and of course there's no immediate rewards here so that's probably not happening I need to deplete one of these decks and the r dice roll two sure more misses discard this enemy uh exhaust one die from it yeah you know what that might be helpful and the gore mouth uh purples and reds deal zero damage and you also don't have an immediate reaction but that's okay or an immediate benefit neither do you okay but I can turn that into with only having two health so that's pretty cool so I don't want to use purples you I'm probably not killing
  • so all right one two three four that will kill him so one two three four so that'll kill the gore mouth which means purple and reds do now do damage and that poison oh oh that poison ink is pretty sexy so yeah we're going to go in go in balls ball swinging so 2 4 six nailed it nailed it he's dead he's dead gy so you're dead and you I will get um yeah so I'm going to get three back one two three and exhaust one die from the die Pole to make a hit on a yellow deal two damage this engagement well I'm not grabbing my yellows so there's a character that does use yellows a lot um so this is going to happen anywhere no where was it you yeah you were going to do that anyway so I might as well just use this now flip the top Boss card face up if one is already face up discard it first so not fighting The Hive Monarch we are fighting instead the mother Spore the mother Spore but we're not going to be fighting that because so I'm going to get two dice back um because we're going to fight this squid man that Slaughter Slaughter floss would have been great cuz each time you defeat a two enemy you may heal one but uh now I am going to exhaust a die from the dice pool uh to set the health of a level one or two enemy to two so this AA squid this dousing antenna is going to cause him to have two health I'm going to exhaust this blue but each time I use an item I can recover so I'm going to recover two and then I am going to so two Health let's just hedge my bet and there's two damage so that will kill this aack squid uh then I will recover three dice boom boom boom and then I'm actually going to use the nope yeah I'm going to use the this and I'm going to heal Myself by two knock going me up to five and I get to defeat and gain the reward from the left most so I'm going to defeat this spider pus roll all exhausted Dice and recover that many rolled hits so all exhausted dice BS are all blanks okay uh how many of them more blanks okay H 50/50 that's not I I'll take it at least it wasn't all blanks so that was defeated but what sucks about that is I now I have to take you um so I have to grab you this enthralled kin um a Max of three dice can be committed this engagement when defeated if this was the first enemy defeated place this card back on top this one just outright has me skip the recover dice step regardless but at the same time you know what I've been forgetting I think I'm supposed to discard one non one non-mandatory from E I think I I've always forgotten that so we'll just say you know what this video is running along anyway and technically I lost we'll just um we'll just say a stack is empty technically one of those one of these I thought was was the defeat and gain the reward yeah okay flip the top B's face up if yeah because I fought you to defeat and gain a ruler from the left most stack which was a spider p flip the top boss card face up okay so we're not fighting the mother Spore um because I was supposed to be discarded first to have us fight the Swarm lord well that's perfect for my bug juice okay while any other enemies are undefeated hits deal zero damage to the Swarm Lord that's not amazing okay yeah I forgot cuz you're supposed to um discard from the top of the stack so because I didn't defeat that we're adding in four enemies so one two actually we do like this yeah one two three and four oh swarm Lord luckily none of them added anymore it would have been three with the Swarm Lord but um because I didn't defeat the that's the showing off it adds one more all right so items cannot be used skip the dice recovery step which shouldn't matter in the roll die step minus one for each die color that rolled two or more hits if this enemy is defeated banish all dice supplied to it
  • okay one I mean they're all they all have a decent amount of Health but while any other enemies are undefeated hit steal zero damage to the Swarm Lord okay well items cannot be used I skip the recover dice step I don't think that's that banishes dice cuz whenever you fight the boss I always forget um uh every boss activate that recover activate result of complete missions if there are not enough cards y did that did that yep so technically yeah you can just go straight for the boss but um but in this case it's not going to do me any good because I have to kill all of his all of his disciples all of his all of his people so I don't know which I want to kill first yeah because you basically go round after round um well I kind of want to use items so if I can kill this one and this one then three four no then I can use items uh so one luckily nothing two three four five oh wow okay okay let's crush it baby 2 4 five so that'll kill you nice okay didn't even have to use items to whoop your ass that's pretty cool and then and that's only at the end oh um one two okay so skip the recover dice step that's so annoying uh but that is an item and banish all dice applied to it okay so I can't deal any damage to you two three four [ __ ] it all right so three which will kill him which will heal me up to six and then I'll kill you which will banish that which will increase my recovery which doesn't matter all right so that's that so that's banished but um that will be three four um I'm actually taking five damage so I'm down to one and so dead dead you're coming to me and so I can't hurt him or I can't hurt him because he's still alive I skipped the dice recovery step um I can use items so we'll do that and we'll do recover these two because I think the health isn't going to matter a whole lot um so that will be three or two Health gained oh no I I recovered the uh recovered the the dice um that amputator is not amazing yeah it's not looking good I don't think I won ug again unless I roll amaz no I can't I I I oh no nope but we'll try and take out as many of them as we can okay I'm just gonna roll all those one two three four five wow would you look at that there's five I killed I killed that so after each recover just St I'm recover one one yellow and one and one green um so hey it just leaves the Swarm Lord and he hits me for three and kills me dang it I lost again but that's okay um just for shits I would have been able to recover three and then with this item I would have been able to recover yeah I don't think I still would have been able to kill him um one of each so then that would have also been gone so best out of the best possible roll ever oh I get to recover four I would have to roll all crits which I didn't roll a single one in three rolls there's one crit uh and one last one last last roll hey there's one more crit so yeah definitely got my ass smacked um although it kind of sucks it was actually the mission cuz I had one extra enemy that I couldn't deal with against the Swarm Lord um but yeah that is solar Sentinels
  • incredibly hard incredibly difficult game like uh this the mag reshaper ability man that that one's rough I mean it's nice the healing two or recovering two each time you use items and items are generally good so you want them but like yeah it's if you're not getting items then you're not getting relevant items that are good to use CU you want to use them for their ability as well it's it's rough but yeah that's solar Sentinels I hope you enjoyed stick around to see hamus uh and too many bones um other than that like comment share and subscribe and have a wonderful with every time update this for you hey everyone thank you for watching and I really hope that you enjoyed the video if you would like to see more of my content go ahead and click that subscribe button and the bell to be notified whenever I upload any new content if you feel like supporting the channel you can go ahead and click that patreon link to be taken to my patreon and any help is truly appreciated other than that stick around for any any other run throughs or reviews or cool top tents or whatever I feel like putting on other than that like comment share and subscribe and have a wonderful whatever time of day it is for you
References (from this video)
No references stored for this video.
Video 54ndWMW4G30 Neon Gorilla Review at 0:49 sentiment: positive
video_pk 88228 · mention_pk 232150
Neon Gorilla - 20 Strong: Solar Sentinels video thumbnail
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
One Stop Co-op Shop - 20 Strong: Solar Sentinels video thumbnail
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)
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Video wZbveF9ZBOw Board Games UnLocked Top List at 33:30 sentiment: other
video_pk 82401 · mention_pk 207025
Board Games UnLocked - 20 Strong: Solar Sentinels video thumbnail
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
Board Game Critique - 20 Strong: Solar Sentinels video thumbnail
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
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.
Video RbfG7yE9LBQ Totally Tabled Playthrough at 0:03 sentiment: positive
video_pk 32150 · mention_pk 257976
Totally Tabled - 20 Strong: Solar Sentinels video thumbnail
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.
Video CdhZ0wOZ8JI Board Games for One Playthrough at 0:09 sentiment: mixed
video_pk 30258 · mention_pk 394111
Board Games for One - 20 Strong: Solar Sentinels video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • App handles turn management and reduces admin
  • Solo-friendly; good for travel
  • Variety of heroes with different balances
  • Can cycle mission cards to control difficulty
  • Good for learning or demonstrating solo gameplay
Cons
  • Early missions can be punishing and require precise dice planning
  • High randomness and potential for failure on camera
  • Some complexity can be overwhelming for new players
Thematic elements
  • Heroic deck-building with a dice-driven combat system and mission-based progression
  • Sci-fi solo/co-op deck-dice battler where a single hero fights through villain decks to reach and defeat a final boss
  • Single-hero progression through layered decks toward a culminating boss encounter
Comparison games
  • Nemesis
  • Halls of Hegra
  • Planet Unknown
  • Isle of Cats
  • Tiny Towns
  • Stormwind Archives
  • Lunar Rush
  • Four Humors
Mechanics (from transcript analysis)
  • App Assisted — sovereignty app handles setup and many turn-management tasks
  • app-assisted management — sovereignty app handles setup and many turn-management tasks
  • Boss Battler — defeat a final boss after progressing through decks and missions
  • boss encounters — defeat a final boss after progressing through decks and missions
  • Deck Building — select hero and villain decks and choose mission cards that shape play
  • deck-building — select hero and villain decks and choose mission cards that shape play
  • dice pool — a limited pool of 20 starting dice of different colors used for actions and attacks
  • missions and cycle control — option to cycle or remove missions to control difficulty and pacing
  • Scenario / Mission / Campaign Game — option to cycle or remove missions to control difficulty and pacing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the good thing about the app is that it does a lot of the management for you
  • the way that you lose the game is you run out of HP
  • it's possible on the phone I'm not getting paid for this okay these are my friends I like them and I think it's a cool thing for solo players to try out
  • I managed to do new and shows you how the game works whether you play the physical copy or you play the sovereignty option
References (from this video)
No references stored for this video.
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