




20 Strong Solar Sentinels
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An alien base beneath the lunar surface. A squad of solar warriors. A surprise attack before it's too late.
What it's about
Earth is doomed. Unless you defeat the Horde on the moon.
20 Strong: Solar Sentinels is an original Chip Theory Games property set in a dystopian future. Humanity has learned to harness the sun's energy, made huge technological leaps — but now faces an existential threat: the Horde, an alien species that has established a base beneath the moon's surface and is preparing for the final invasion.
You take command of a Solar Sentinel: choose your warrior, each round you face one of three enemies revealed on the table, deploy your units to eliminate them and collect rewards. The road leads to the Horde leaders, to the source of the invasion — and if you fall there, Earth falls with you.
This is an expansion deck for the 20 Strong system. To play it, you need the 20 Strong Core Box — which includes the 20 custom dice, the chip tracker, and the general rulebook. Solar Sentinels is not tied to external franchises like Nemesis or Tainted Grail: it's a sci-fi universe created specifically for the system.
No franchises, no nostalgia. Just an alien invasion, a team of heroes, and a dice system that keeps you on the edge of your seat.
The secret of Solar Sentinels in a nutshell
Three enemies revealed each round. Choose who to face, deploy the right units, collect rewards for the next battle. Pure pulp.
From the gameplay experience
20 Strong: Solar Sentinels
Deck mechanics
Four things to know before deployment
Choose your Sentinel
Each solar warrior has their own abilities and style. Your choice at the beginning of the game defines how you will face the Horde.
Three enemies revealed
Each round you choose who to face from three visible enemy cards. The decision is tactical: difficulty, rewards, preparation for leaders.
Deploy units
You don't fight alone. You send units into battle, collect rewards, strengthen the squad for the tougher missions ahead.
The Horde leaders
The race leads to the alien leaders, to the source of the invasion. Defeating them means saving Earth. Failing means watching it fall.
The sun burns at your back. Moon bugs burrow beneath your feet. In half an hour, we'll know who held their ground.
⚠️Core Box required to playThis is an expansion deck
20 Strong: Solar Sentinels is an expansion deck for the 20 Strong system. To play it, you need the basic components of the system: 20 custom dice, a magnetic chip tracker, and the general rulebook. These are found in any 20 Strong Core Box — for example, Nemesis, Tanglewoods, Too Many Bones, or Hoplomachus.
If this is your first time entering the system, we recommend starting with a separate Core Box. If you already have one, this deck will add an original sci-fi universe signed by Chip Theory Games directly to your collection.
🎴Deck contentEverything Solar Sentinels adds
The exact number of individual cards (Sentinels, units, enemies, leaders) is not published by Chip Theory in detail — it follows the standard structure of 20 Strong decks.
📖RulebookEnglish · Chip Theory Games
A game in five moments
What happens at the table
The last stand of the Solar Sentinels. Success or defeat.
Choose your Sentinel and land on the moon
You draw Sentinel cards, choose one, and place the tracker chip on zero. The briefing is clear: the Horde's base is beneath the lunar surface, moon bugs are preparing the invasion. You have a team, twenty dice, and one chance.
Three enemies revealed. A choice to make.
The first round reveals three enemy cards on the table. An easy moon bug that gives little. A medium officer with good rewards. A difficult minor boss but with prizes that would be useful later. You have the dice, you have your team. Choose.
The team expands, the dice run out
Round after round you accumulate units, rewards, and power up your Sentinel. But each battle costs dice — and those beyond Recovery disappear. The pool shrinks. Each round you must decide whether to push now or save for the final boss.
The last level. The Horde leaders.
The cards have thinned, the tracker is high, the team is depleted. Now come the Horde leaders — the final bosses of the invasion. All accumulated rewards are unleashed here. Either burn everything now, or the moon remains alien territory.
Earth is saved. Or the Horde has won.
It ends one of two ways. Either the Horde leaders fall and Earth breathes a sigh of relief, or your Sentinel is overwhelmed in the lunar base and the moon bugs complete the invasion. Put the tuck box away. Tomorrow you'll try with another Sentinel.
How to play
The flow of each round
Four linear phases that escalate towards the final boss. Easy to learn, with tactical depth increasing round by round.
Three enemy cards are revealed on the table. Each has a different cost, reward, and risk. You assess what you need for subsequent rounds.
Decide which enemy to face. The other two remain for the next round — but new reinforcements arrive, so the scene will change.
You send in team units, roll dice, and utilize your Sentinel's abilities. Winning combat yields rewards; losing costs HP and resources.
Each round brings you closer to the Horde leaders. When you reach the end of the deck, the final bosses await — all preparation leads there.
Why this deck is different
Six things that make Solar Sentinels unique
An original Chip Theory universe
Unlike Nemesis, Tainted Grail, or Etherfields, Solar Sentinels doesn't come from an external franchise. It's a pulp sci-fi world created specifically for the 20 Strong system.
Choice between three enemies each round
You don't just follow the deck order: you always have three revealed options. You decide who to take on now based on what you'll need later. It's the most "openly tactical" deck in the line.
Squad-based combat
You're not a single hero: you deploy units, accumulate them, and power them up. The Sentinel is the leader but the team is the tool — managing both is the game.
Pulp sci-fi setting
Solar warriors, moon bugs, alien lunar base, desperate last stand. If you love 80s retro sci-fi à la Heavy Metal or Saturday morning cartoons, you'll feel right at home here.
Spill-proof PVC cards
Like all Chip Theory decks. Durable cards, exquisite foil, no sleeves needed. Collector-grade materials without the paranoia of wear and tear.
Compatible with the entire system
Uses the 20 dice, chip tracker, and general rules of the 20 Strong Core Box. If you already have the system, adding Solar Sentinels is a clean purchase.
How it ends
The Horde leaders fall, or Earth falls
Solar Sentinels has a classic culminating structure of the 20 Strong system: all rounds prepare for the final confrontation against the alien bosses. The game is won or lost there — but success depends on how you managed your choices in previous rounds.
Victory over the leaders
- Survive by traversing all preparatory rounds
- Accumulate enough units and rewards to face the final bosses
- Defeat the Horde leaders and save Earth from invasion
Defeat on the moon
- Your HP drops to zero before reaching the leaders
- You run out of dice too early and no longer have resources for the final assault
- The alien bosses prove too strong for the team you've built
A collectible pulp sci-fi deck. Perfect for those who want to expand their 20 Strong library with an original universe from Chip Theory Games.
Frequently asked questions
FAQ about 20 Strong: Solar Sentinels
Can I play Solar Sentinels without other 20 Strong products?
No. Solar Sentinels is an expansion deck: it contains the cards and specific rules, but it does not have the 20 custom dice, the chip tracker, or the general rulebook. To play it, you need a 20 Strong Core Box — for example, Nemesis, or Tanglewoods, Too Many Bones, Hoplomachus.
Is it based on an external franchise like Nemesis or Tainted Grail?
No. Solar Sentinels is an original intellectual property of Chip Theory Games, developed internally for the 20 Strong system. It requires no prior game knowledge. It's pulp sci-fi in a style reminiscent of the golden age of 80s science fiction — solar warriors, invading aliens, a desperate last stand.
How does it compare to Nemesis or Tainted Grail?
Each deck has its own identity. Nemesis is sci-fi horror with noise mechanics and multiplayer gameplay. Tainted Grail is dark fantasy with deckbuilding and Menhir Stack. Solar Sentinels is pulp sci-fi with a choice between three revealed enemies and squad-based combat. If you love classic adventure sci-fi and "open-card" tactics, this deck is for you.
Is it only for solo play?
Yes. Solar Sentinels follows the standard rule of the 20 Strong line — it is a deck exclusively for solo play. The only exception in the series is the Nemesis deck, which supports 1-3 players.
How long does a game last?
Between 30 and 40 minutes for a complete game, including final bosses. In line with the other solo decks in the 20 Strong system — perfect for an after-dinner session or a lunch break.
Is it available in Italian?
No, this is the English edition published by Chip Theory Games. Cards and rulebook are in English. The game is iconographic but a basic understanding of English is required to read Sentinel abilities and enemy effects.
20 Strong: Solar Sentinels is an expansion deck for the 20 Strong system by Chip Theory Games. Solo game for 1 player (ages 13+, duration 30-40 min), set in an original pulp sci-fi universe by Chip Theory. Players embody a Solar Sentinel leading a squad against the Horde, an alien species that has established a base beneath the lunar surface and is preparing to invade Earth. Main mechanics: push-your-luck dice management, choice between three revealed enemies each round, unit deployment, reward management, final combat against the Horde leaders. Requires a 20 Strong Core Box (custom dice, chip tracker, general rulebook) to play. Perfect for expanding your 20 Strong collection with an original setting not tied to external franchises. English edition. Available on FroGames.it.

20 Strong Solar Sentinels
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