Moon
Official Description:
Moon is the third and final entry in Haakon Gaarder’s loose trilogy of games, following Villagers and Streets. In Moon, players compete to build the most impressive lunar base by collecting resources, constructing buildings, and attracting loyal workers. The game uses a unique “pick & pass” mechanism, where players draft cards to expand their bases and gain various abilities.
Throughout the game, players must carefully manage their resources, such as food, energy, and materials, to construct buildings that provide points and special powers. Loyalty is a key aspect, as players vie for the favor of lunar settlers by fulfilling their needs and offering attractive amenities. Strategic planning and timing are essential, as the competition for resources and loyalty intensifies with each round.
Moon features modular gameplay with variable setup, ensuring replayability and diverse strategies. The game’s artwork and components are designed to immerse players in a futuristic lunar setting, while streamlined rules make it accessible to both new and experienced gamers. The player with the most points at the end of the game is declared the winner, having built the most successful moon base.
Moon’s tactical core is a sharp, iterative drafting system that rewards players who can spot synergies and plan several turns ahead. The lunar base-building arc is more than a simple “Villagers” retread; it layers in resource management, loyalty contests, and a satisfying escalation of complexity as players chain card effects and chase expedition triggers. This isn’t a game that sits idle on the shelf—its blend of evolving strategy and mechanical depth keeps it circulating regularly, especially with groups who want a step up from lighter drafting fare. The appeal for veterans is clear: every session offers a new puzzle, and the competition for loyalty and resources never feels rote.
From a logistics standpoint, Moon is a model of efficiency. The box is compact but densely packed, and the upgraded components—while not strictly necessary—add a tactile edge that makes setup and teardown less of a chore. Table footprint is modest for the depth on offer, so it’s easy to slot into most game night spaces without crowding out drinks or snacks. With a 90-minute runtime and a setup that rarely exceeds 15 minutes, it’s best positioned as a main event for the evening, not a filler. You’ll want to give it the table’s full attention, but you won’t be wrestling with trays or sprawling boards.
Teaching Moon is a procedural affair—expect to spend a solid 20 minutes upfront, especially if your group is new to chaining card effects or tracking multiple resource icons. Once the first round is underway, the parallel play structure means you can step back and let the table run, only jumping in to clarify expedition triggers or resolve edge cases with rover movement. The indirect competition keeps the room focused but not cutthroat; players are engaged with their own builds, so the energy is steady rather than raucous. For hosts managing multiple tables, Moon is a reliable anchor: it demands a careful teach, but once rolling, it’s self-sustaining and delivers a rewarding arc for those who stick with it.
Category
Tactical & Strategy
My score
7
Our Total Plays
5
Last PLayed
18 Jul 25
🔥 In Rotation
Player Count
1-5
Playtime
90 mins
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