Solus: Lost 2nd Edition Thoughts

Solus: Lost 2nd Edition Thoughts

Toadbabe breaks down their thoughts on Solus Lost and offers some helpful hints. See the original post here

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I have only played the game a couple times. One time, I got destroyed by an overlord that showed up on the second decision card and kept summoning ships to defeat me before I could get prepared to fight. The second time, I was able to build up a recruit and tools, went through the deck a few times swapping things out as things progressed and I won. Each time the game was fun so I highly recommend the game. I enjoyed the narrative text that filled in a story of my journey home, whether I made it or died in the cold of space. There were a few ambiguities I found in the cards/rules that took time for me to resolve. Thus, here are some thoughts I have on how to make your games consistent and enjoyable, but these are just my thoughts.

Tips
- Use 3 spare tokens or coins to mark when pilot/ship special abilities and recruit activated abilities have been used.
- After an overlord is defeated, place it where the corresponding artifact is and move the artifact next to your tools.
- Homelinks are placed under corresponding artifacts (if found) as the homelinks have a one-time special ability that is resolved after acquiring.
- If sleeving the cards, do not sleeve the artifacts, pilot, ship, or damage scale as they don't get shuffled into the deck.

Additional Rules
- If you ever search your deck, you reshuffle the deck afterwards.
- You can push your luck on a battle with the first decision card, but once you choose to battle it rolling the die, fleeing ages your pilot +10 years and places the card in the lost stack, but this is not pushing your luck so you add another decision card.
- Overlord special abilities can activate more than once per battle.
- Your pilot ages +10 years if his/her recruit is killed in battle by damage you deflected to them during battle.

Card FAQs
- Fractured Fait(h): If this is the second decision card, add another decision card to flip over to resolve Fractured Fait(h).
- Kaeler: Your pilot doesn't age when your recruit is stolen or dies.
- Lt. Grawshire: His Inherent ability can activate on less than a 10 battle roll using power-ups.
- Orbital Shipyard: If the Heavy Shield card is not in your deck, you cannot get it.
- Perceived Threat: Damage avoided on your first roll includes +10 years (as from Event Horizon).
- Renegade Outpost: You do not age +10 if you swap out recruits.
- T. Allister: You can search the deck, lost stack and graveyard. You may also remove a decision card from the game before it has been resolved whether face down or face up. However, the activated ability cannot remove overlords, artifacts or homelinks.
- The Swarm: Once revealed, you cannot repair your ship before or during battle, but may repair after the battle once The Swarm is defeated.
- Time Eater: Per the card, you have to fail three rolls during the battle to place the card back into the deck (rules are incorrect).
- Void Hunter: Void Hunter does no damage to you if it steals your recruit on the first roll.

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