
Solaris' Clash is a game of light, power, and cunning. Each player commands the natural forces beneath the sun: Water, Fire, Air, and Earth, plus two chosen additional elements that represent their personal strengths or affinities. Legends say that the Radiant Solaris watches the matches, rewarding those who balance foresight and daring. Timing, intuition, and careful sequencing determine who rules beneath the golden rays.
Objective:
Be the player with the most points after all six rounds, using each of your six cards exactly once.
Materials
Each player: 6 cards
4 Element cards: Water, Fire, Air, Earth, one of each.
2 chosen by the player
Optional: tokens for points or GP for betting
Optional: paper/pencil to track scores
4 Time of Day cards: Dawn, Noon, Dusk, Midnight are added into the "Time of Day" Deck
Shuffle 2 additional Time of Day Cards randomly into that "Time of Day" Deck.
Shuffle the 6 cards.
Setup
Players select their two additional cards, they hold the in their card so other players cannot see them.
One of the players reveals the top 4 cards of the "Time of Day" Deck, leaving the remaining two face down.
Optional: players contribute gold into a pot for betting.
Gameplay
Summon Phase
Each player selects one card from their hand.
Each player reveals it simultaneously.
Clash Phase
- Compare each card to every other player’s card using the elemental hierarchy:
Water beats Fire
Fire beats Air
Air beats Earth
Earth beats Water
4. Score Phase
For each opponent your card beats, you gain 1 point.
Losing to an opponent yields 0 points for that matchup.
If the time of day is: Dawn: Water Cards gain an additional +1 when the beat a matchup.
If the time of day is: Noon: Fire Cards gain an additional +1 when the beat a matchup.
If the time of day is: Dusk: Earth Cards gain an additional +1 when the beat a matchup.
If the time of day is: Midnight: Air Cards gain an additional +1 when the beat a matchup.
5. End Phase
Each used card is discarded.
6. Repeat
Continue until 4 cards have been played.
7. Fifth Round
At the start of the fifth round, before the Summoning Phase. One of the players reveals the Time of Day Card.
And then the Summoning Phase starts.
8. Final Round
At the start of the sixth round, before the Summoning Phase. One of the players reveals the Time of Day Card.
And then the Summoning Phase starts.
Winning the Game
After all rounds, sum each player’s points.
Highest total = winner.
Tie-Breaker: The tied players play one extra card each (choosing from the four elements)
Strategy
Choose which custom elements to include to maximize wins.
Plan the order of cards carefully, when to play strong elements vs. holding them for later.
Bluff opponents into misplaying their cards.
Bonus Points (optional)
Sunburst Bonus:
If a player wins at least one point in three consecutive rounds, they earn a bonus point from Solaris' favor.
The Sun's Cycle.
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