
- BGG rank
- BGG #7,432
- BGG rating
- 6.5
Pentaquark
- 1 player
- 15–30 min
- Complexity 2.3/5
- 2016

Rules assistance for Antinomy: Solo Flare
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Antinomy: Solo Flare is an expansion for Antinomy released in 2019 for 1 player, 30 minutes per game, and ages 8 and up. It was designed by Mike Mullins and its main mechanics are Hand Management, Set Collection, and Solo / Solitaire Game.
This expansion to Antinomy brings in solo with six new cards, and was provided at no extra charge to all backers of the Antinomy Kickstarter campaign. —user summary Breaking the laws of spacetime is not without consequences. Once powerful relics are being drained of their magic, and strange solar flares are interfering with your spellcasting. Can you gather the paradox crystals before the continuum is beyond repair? The new cards are: Depleted Relics (4): You may use the number and object on these relics to travel as normal, but they do not have an element. They also may not be used to form paradoxes. Solar Flares (2): These cards may never enter your hand. This means you cannot travel to their location, nor can you form a paradox that would require you to pick up a Solar Flare, including a potential game winning paradox. They may be discarded when new cards come out of the deck. —from the publisher In the Solo Flare single player version of the game you are still collecting Paradox Crystals in a manner similar to the base game. Depending on the difficulty you choose, you will be aiming for 5-6 of them. However, like all good games, there is a timer that creeps toward a loss condition in the form of a deck of cards. After all, without an opponent there are three cards (which would normally be the opponent’s hand) and the six new cards from the expansion that you mix together to form a draw pile. If this pile is depleted, you immediately lose the game. The unused staff card is set next to this deck with three crystals placed on it to serve as counters. On your turn, you remove a counter from that staff card if you do not complete a Paradox. When the third counter is removed, you draw the top card of the deck and replace any card in the Continuum with this card - but it must match at least one feature on the card. However, the card it replaces is removed from the game. Which means you are reducing the number of possible Paradoxes you can form any time you remove a base game card. To further complicate matters, you also draw a card off the top of this deck when you form a Paradox! Yes, you read that right. When forming a Paradox you remove a card in your hand from the game, draw the top card of the deck and place that into your hand, shuffle those three cards, and then place them into the Continuum as the formation of your Paradox. The other way this deck can play cards is by skipping your entire turn. This allows you to draw the top card of the deck and use it to replace a card in the Continuum, but it also does not remove a counter from the staff because you skipped your entire turn. —from the publisher
Antinomy: Solo Flare supports 1 player according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Antinomy: Solo Flare is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Antinomy: Solo Flare for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Antinomy: Solo Flare has a complexity rating of 1.5 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Antinomy: Solo Flare belongs to these categories: Card Game, Science Fiction, and Expansion for Base-game. Its main mechanics are Hand Management, Set Collection, and Solo / Solitaire Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Antinomy: Solo Flare are: Mike Mullins. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Antinomy: Solo Flare as an expansion for Antinomy. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Antinomy to use it. Check that your edition of Antinomy is compatible, as some expansions were revised between editions.