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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

INSTRUCTION MANUAL PLAY GUIDEclasses.dma.ucla.edu/.../2012/04/instruction-manual1.pdfSOLAR SHIFT page 001 SOLAR SHIFT instruction manual & play guide INSTRUCTION MANUAL & PLAY GUIDE

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  • SOLAR SHIFTpage 001

    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

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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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    SOLAR SHIFTinstruction manual & play guide

    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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    SOLAR SHIFTinstruction manual & play guide

    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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    SOLAR SHIFTinstruction manual & play guide

    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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    SOLAR SHIFTinstruction manual & play guide

    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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