SOLARI - rules in short

Here you find the SOLARI-rules in short format, you can also print them (only with laptop or desktop)

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The aim of the game is to win points by forming rows on the board with six comets, at the same time you must prevent your opponenet from doing that.
Rows can be vertical, horizontal or diagonal on the board. Occupying the center fields with 3 or 4 comets count as row of three or row of four.

Scoring:

row of three = 1 points
row of four = 3 points
row of five = 9 points
row of six = 27 points

Rows to count must be newly built, extented or deplaced on the board. Diminished rows don't count. The scoring is only done after both partial moves. The scores are set with a counter on the counting squares around the game board. Winner is, who completes one round (36 points) first. But you can agree upon other target numbers or a certain number of moves.

The moves

The comets may move only horizontal or vertical on the board. The distance of the moves is determined by two dice. Either you move one piece twice or two pieces once. You can decide, which number you move first. Other pieces on the way are jumped over. When you move one comet twice, he may change direction after the first move. You may not leave the game board (8x8-square). If you cannot move, the move is forfeited. But you must move that way in the first, that the second move is possible.
With 6-6 you can move any possible combination.

The shot

When there is another comet on the landing square after the first or second move, he will be shot.

Simple shot:

After a simple shot you must set the shot comet on a margin square in the same horizontal or vertical line. You can choose one of the squares, provided they are free. When all squares are occupied, you can set the shot comet on any free margin square. When you move two pieces and shoot one, it's a simple shot. When you shoot two comets, they are two simple shots.

Aimed shot

When you only move one piece twice and you only shoot one piece, you can set the shot comet on any free margin square.

Total shot

It is the same condition as for an aimed shot, but with a double. The opponent must reenter the shot comet in his next move. The entering square is determined by the dice, it can be two or one field (with a double). If there is an adverse comet in the entering square, it is shot with an aimed shot. With a double it's a new total shot. Own pieces are shot with a simple shot.

Self shot

When there is an own piece on a landing square, it's always a simple shot. It's allowed, to move the shot piece in the second move.


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Sequences

When comets in a row are in ascending or descending order without a gap, it's a sequence. On the center fields a sequence is scored, when they are in order clockwise or anti-clockwise. They count from 1 to 6, 612 is no sequence.

Scoring:

Sequenz of three = 3 points
Sequenz of four = 9 points
Sequenz of five = 27 points
Sequenz of six = 81 points

When only a part of a row is a sequence, it counts only double as a row of the same length.
Sequenz of three = 2 points
Sequenz of four = 6 points
Sequenz of five = 18 points

Example: You have 1235, that's a row of four = 3 points plus a sequence of three = 2 points, together 5 points
The same is valid for altering or extending sequences without altering the row. Example: You had 12364 and change it to 12346. You didn't change the row, but extended the sequence to four, that's 6 points.


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Orientations

You have an orientation, when within a row a certain number of comets have the same orientation, without a gap. Each comet can have 4 orientations. When you move a comet, he gets the orientation of the move direction. They count double as a row of same length.

Scoring:

Orientation of three = 2 points
Orientation of four = 6 points
Orientation of five = 18 points
Orientation of six = 54 points

When only a part of a row is an orientation, it counts only once as a row of same length.
Orientation of three = 1 points
Orientation of four = 3 points
Orientation of five = 9 points

For partial orientations in a row the same is valid as for partial sequences.
Example: you have 23451, 451 has the same orientation. The row of 5 counts 9, the sequence of four counts 6 and the orientation of three counts 1, that's 16 altogether.
Simple shot (as self shot) comets keep their orientation on the margin square. Aimed shot comets can be set on the margin square in any direction. When you reenter a comet after a total shot, you can choose any of the four orientations.

Planets and moon

These quadrangular pieces have their own skills. They don't count in rows.

The chaser (small Planets)

The chaser has the task to shoot adverse comets and destroy rows effectively. They shoot always aimed, the condition for an aimed shot does not count for them. But a self shot is still a simple shot. Moreover they are the only pieces which may move diagonally. They can be shot by the opponent.

The blocker (Moons)

He cannot be shot by the adverse, e.g. adverse pieces are not allowed to land on a square, occupied by a blocker. Self shot of the blocker is allowed.

The doubler (large Planets)

The doubler effects rows, when he stands in the same vertical, horizontal or diagonal row of squares, provided he controls it alone. All scores are doubled. He effects the center squares, when he influences two of them.
It doesn't count when you move a doubler on a doubling square, but the row, sequence or orientation has not changed.
The adverse doubler neutralizes your doubler, when he stand in the same vertical, horizontal or diagonal.
The doubler must remain on the margin squares (the orbit of the large planets). He can move round the corner in both directions. He may not be shot by the adverse, self shot is allowed.

The game with four players

Either evryone plays for himself or you play two against two. Then Uranus and Neptune play against Saturn and Jupiter. The scores are counted for both. Rows built by the partner are not scored, everyone must score with his own comets.
When a player shoots a comet of his partner, it's not a self shot. All kinds of shot are the same for the partner as for the opponents.

Dhe Domino variants

The 21 dominoes (each possible combination, no blanks) are put either open or hidden on the table beside the board. Each player has his own set of dominoes.
They are in random order and are played from left to right. In the free domino version, you can choose any non played domino. Played dominoes are removed from the set.



Here you can download the SOLARI rules in short format and print them as pdf

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