Normale Ansicht

Six-Sided Review

01. September 2026 um 06:05

"I like teal," I say. "That's turquoise," one friend says. "You're nuts," says another. "That's aquamarine." (This is why I now call every color "puce" and let everyone else squabble.)

Ask my twelve-year-old about her favorite games and she’ll list a bunch of titles she consistently beats me at. Case in point: Six-Sided Seas. Inspired by the laminated game boards Chris Solis witnessed in Thailand board game cafes, this is a design by Kroze Kresky that limits itself to a single roll-up mat and a bunch of dice.

Forget inspirations. I keep losing to a child. A literal child. Twelve years of age, and already acquainted with an eyepatch and peg leg. She yearns for the galleon.

YO HO HO. Gasp! It's Santa!

(sound: the distant thunder of a broadside)

As befits Six-Sided Seas’ simple format, the gameplay is a rapid-fire exchange of cannon fire, island-hopping conquest, and desperate carpentry. The whole thing takes between ten and twenty minutes, depending on how poorly one fares. If my experience is anything to go by, it’s one of those games that demands two or even three sessions in sequence. If I wanted to be reductive, I’d call it Pirate Yahtzee. You roll dice and assign them to your ship’s various stations. Once a station is full, you can remove all the dice banked there to activate its ability. The whole thing is dead simple.

But there are unexpected complexities beneath the surface. The first has to do with the way dice operate. Your crew has a certain amount of plunder, which sets the ceiling for your rolls. You can throw as many dice as you like, but busting that number means assigning a few of them to your evasion pool and tossing the rest, a paltry pity prize indeed. Hitting your plunder number, on the other hand, lets you either bump it up a space or earn an extra roll for free, effectively stretching how much you can accomplish either this turn or in the future. So you’re always playing the odds, pushing your crew a little further, and then enjoying or suffering the consequences when they rise to the occasion — or snap under the pressure.

yeah I'm cultured I can riff on the most quoted line of the most famous stage play of all time

To roll or not to roll? ‘Tis the question.

Meanwhile, the actions themselves are nicely varied. There’s the usual cannon fire, of course, and a few disruptive abilities like one that sends a barrel of grog to the enemy ship to disable the first rolled die on their next turn or another that wipes out your defensive pool of evasion dice to ram the enemy ship for beaucoup damage. Three contrasting win conditions give these pursuits some edge. Sinking the enemy is the honest option, but even a limping vessel might earn enough plunder or secure four of the contested (and bonus-bestowing) islands in the middle to win without splintering an enemy timber.

It’s minor, but it was also designed to be minor, and its minorness is one of its greatest strengths. For example, I’m compelled to lament the ram action, which I believe is horribly overpowered, especially when doubled, but it’s a maneuver that requires multiple turns to set up, strips away your protection, and may be a reflection of my daughter’s favorite strategy more than an actual imbalance. Anyway, what’s an imbalance in a game that I’ve set a world record for by losing in four minutes? As soon as I’ve been scuttled, we’re halfway positioned for the next duel. This time I’ll ram her ship. (Spoiler: She rammed my ship twice and sent it to the bottom of the ocean.)

cue the shark monologue from Jaws or something

It takes fifteen, twenty minutes to sink one of these ships.

I don’t want to damn Six-Sided Seas with faint praise; its brevity belies a real understanding of what makes dice so joyous to handle. The decisions are micro-sized, but they matter. Should I seize the island that gives me an all-important reroll — one that might prevent an untimely bust — or double the impact of my cannons? If I’m falling behind, should I play it safe with my dice or push my crew as hard as possible? There are no easy answers.

So, yes, the format matters. Six-Sided Seas is small, brief, and in some respects limited, especially with its two-player count. But I’m impressed with what Kresky and Solis have done with said format. This one would feel right at home in a game cafe, on a picnic table, or beneath the dim light of a cramped starboard cabin.

 

A complimentary copy of Six-Sided Seas was provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read the next installment in my series Talking About Games, this time tackling the topic of what makes a good list! Naturally, the piece includes a list.)

Solis Game Studio makes ‘major step forward’ through US retail distribution push with Southern Hobby

26. August 2026 um 12:06

California tabletop publisher and game development studio Solis Game Studio is expanding its reach into US hobby retail through a new distribution deal with Southern Hobby, following several years of building its own catalogue through crowdfunding and direct sales.

Solis, which was founded in 2020, has published games including Pocket Paragons, Space Lion, Treat, Please! and The Massive-Verse Fighting Card Game, while also carrying out development and production work for other tabletop companies.

The Massive-Verse Fighting Card Game, designed by Brian McKay, from Solis Game Studio

Its contracting work has included projects such as the Cyberpunk TCG, with Solis having led game design and development of a prototype that secured licensing for a new game.

The Cyberpunk TCG ultimately raised more than $28m from 50,000 backers through a huge Kickstarter campaign by publisher WeirdCo earlier this year.

Solis also did development work on Emerson Matsuuchi-designed Metal Gear Solid: The Board Game, and last month announced it would be the developer for the official card game of battle royale video game PUBG.

The company said Southern Hobby will distribute new Solis release Six-Sided Seas, as well as Treat, Please! and The Massive-Verse Fighting Card Game, describing the deal as a “major step forward” for the business.

The publisher has previously used crowdfunding to bring several of its games to market, with its biggest success to date 2024’s licensed Massive-Verse Fighting Card Game, designed by Brian McKay, which raised just over $50,000 from about 800 backers.

Its first Pocket Paragons Kickstarter raised around $22,000 from 432 backers in 2020, while Space Lion: Divide and Conquer raised just under $18,000 from 343 backers and Treat, Please! brought in about $14,000 from 169 backers.

Solis has also already been selling directly to retailers through its own wholesale programme.

The publisher’s newest release, push-your-luck worker placement game Six-Sided Seas, will enter US distribution on October 2 with a $24.95 MSRP.

The two-player pirate game, designed by Kroze Kresky, is built around an unusual component format, consisting of 32 dice and a 14in by 24in edge-stitched playmat which is rolled inside the game’s box – allowing the title to be presented vertically, horizontally, or with a collapsible hangtab in retail.

Solis has previously said the idea grew from a visit to game stores in Thailand, where Chris Solis saw a store employee laminating a game board to protect it and began considering whether the board itself could instead be made from playmat material.

He said in the blog post, “When I returned home I issued an internal design challenge to my community. What does a game that is a playmat and single component look like?

“We explored a ton of really interesting designs and even did a limited release for one of them but none captured me like Six-Sided Seas by Kroze.”

Solis launched the game at Gen Con earlier this month, and said it sold all the copies it brought to the convention. Several of its scheduled learn-to-play sessions at Gen Con also sold out, according to the convention’s event listings.

In addition to founder and owner Chris Solis, the studio’s team includes developer Bryan McKay, business operations specialist John Brieger, graphic designer Katherine Boils, marketing manager Courtney Shernan, convention manager Sara Jordan and community manager Antonio Gil.

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