Strategic Solarquest in which Red Shift cards are only drawn if double sixes are rolled. If another set of doubles is rolled (e.g. 1-1, 2-2, etc.) the player collects 100 federons, moves the number of spaces corresponding to the pips on the dice, and then has the option of either landing on that space or "bypassing" it and rolling again. Bypassing it means that the player does not pay rent, expend fuel when leaving the space, or do the other usual things associated with landing; instead, they continue their turn, rolling the dice and moving again from the bypassed space. Lasers can be fired when bypassing. In Strategic Solarquest, the players' mobility is diminished because most Red Shift cards cause the player to jump around the board to a different location. This can be good or bad – good, if the player is trying to continue orbiting a planet, buying up properties; bad, if the player ends up paying high rents because they are stuck in orbit around a planet whose moons are mostly owned by another player. Comparison with Monopoly Solarquest is a relatively complex game, with 48 properties available for purchase (compared to Monopoly's 28), and the additional considerations of fuel and lasers. The player's path is not as linear as in Monopoly, since it is possible to continue travelling around a planet for several orbits before finally escaping its gravity. Still, the basic concepts are the same, and experience shows it is easy to learn for anyone who has played Monopoly. Like Monopoly, this game can theoretically go on indefinitely as cash accumulates and it becomes difficult to force bankruptcy. History 1985 and 1987 editions SolarQuest was first published by Valen Brost Game Company in 1985, and then by Golden/Western Publishing Company in 1987 with minor rule revisions. For instance, in the 1985 edition, refueling on earth cost $25 per hydron; the 1987 rules provided, "If you land on Earth you may also refuel for free as a welcome home gift from the Federation." Another example is that the 1985 rules allowed the player to collect $500 for passing on Earth and $1,000 for landing on Earth; the 1987 rules provided that "Every time you land on or pass Earth you collect $500 Federons from the bank." Major competition In 1994, the game and puzzle division of Western Publishing was purchased by Hasbro (parent company of Parker