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Moon Adventure

Moon Adventure Rulebook

Table of Contents

Table of Contents

  • Components
  • 1. Game Objective
  • 2. Set-up
  • 3. Taking Your Turn
    • (1) Consume Oxygen and Roll the Dice
    • (2) Take Action
    • (3) Replenish Oxygen
  • Rover
  • 4. Ending the Game
  • Role Cards
  • How to Play (Quick Summary)

Components

  • 48 Supply Chips (undamaged supplies and broken supplies, divided among Area 3, Area 4, and Area 5)
  • 61 Cards: 15 Oxygen Cards (2xO2 and 3xO2), 4 Magnetic Storm Cards, 10 Role Cards, 5 Summary Cards, 1 Rover Card, and Container Cards
  • 3 Wooden Dice
  • 17 Wooden Chips: Crew Pieces, the Robot, and the Rover
  • 21 Collected Chips
  • 10 Route Pieces
  • 5 OGS (Oxygen Generation System) Chips
  • 1 Base Board
  • 1 Rule Book

1. Game Objective

Players are astronauts tasked with exploring the moon. Their current mission is to gather up supplies that were scattered around during a magnetic storm and make it safely back to the base. Among the supplies are "Broken Supplies," and the farther away from the base that you go, the less broken supplies you will find. Cooperating together as a team, replenish your oxygen supply and try to make it back to the base with as many supplies as you can. Make sure to watch out for the magnetic storm that comes and goes!

2. Set-up

  1. Place the Base Board on the table.
  2. Place all the Supply Chips face down (with the numbers facing up), separate them by area number, and shuffle them well. Starting at the Base Board, line up all the chips in order from Areas 3 to 5, as shown in the set-up diagram.
  3. Place the Rover next to the last Supply Chip in the line. Place the Rover Card near the Rover.
  4. Place the 21 Collected Chips and 10 Route Pieces, and 5 OGS (Oxygen Generation System) Chips on the table next to the play area.
  5. Each player takes 1 Summary Card. Place the crew piece with the same color as the Summary Card on the Base Board.
  6. Each player takes 1 Role Card. Either decide which role card to take or take one at random. Take a moment and check the role cards of the other players. The details about each of the role cards are shown on page 3 of the game manual (see the Role Cards section below).
  7. If a player takes the "Engineer" card, place the robot on the Base Board. If no one takes the "Engineer" card, the robot will not be used during the game.
  8. Each player takes 5 Container Cards and lines them up on the table in front of them. If a player takes the "Carrier" card, that player takes 6 Container Cards instead.
  9. Turn the 15 Oxygen Cards face down and shuffle them well. Each player takes 3 cards. Turn the cards face up and stack each one on a separate Container Card.
  10. Place 1 Magnetic Storm Card face up. On top of it, place any remaining Oxygen Cards. This is the discard pile. Place the 3 remaining Magnetic Storm Cards to the side in a separate pile.
  11. Put away any unused role cards, crew pieces, summary cards, and container cards.
  12. Choose a starting player however you want.

Note: Container Cards line up sideways. You may place 1 oxygen card or 1 supply chip on top of 1 container card.

Note: Because of the "Carrier" card, there is a 6th container card.

Note: At the start, the draw pile is empty.

3. Taking Your Turn

Take turns moving clockwise from the starting player. On their turn, players follow steps 1-3, shown below, in order. Although you may discuss with the other players what you should do during your turn, you must make the final decision for yourself.

(1) Consume Oxygen and Roll the Dice

  • Choose one of the oxygen cards on top of your containers and place it in the discard pile. Roll the dice.
    • If you chose a 2xO2 card... Roll 2 dice.
    • If you chose a 3xO2 card... Roll 3 dice.
  • Add up all of the numbers on the dice that you rolled. This number is how many AP (Action Points) you may use this turn.

(2) Take Action

Using your AP, you may take any of the 6 actions shown below. You may take the actions in any order you want and you may even repeat the same action several times. You do not need to use all of your AP, however, you will not be able to carry any leftover AP to your next turn. Depending on your role card, the required amount of AP for an action might change.

Action NameRequired APAction Description
Movement1Move your player token to an adjacent chip. Either direction is allowed. Jump over any other player's crew piece, route pieces, and any chips with the robot on them.
Activate OGS3Insert an OGS (Oxygen Generation System) chip between your player token and an adjacent chip.
Develop a Route2Place a route piece on an adjacent chip. You must jump over a route piece when taking the "Movement" action.
Container Sharing1With an adjacent player, you may give and/or take any number of oxygen cards and/or supply chips from either player's containers.
Gather Supplies3Take an adjacent facedown supply chip and place it facedown in one of your empty containers. Place a collected chip at the spot where you took the supply chip. If you do not have any empty containers, you cannot take this action. You cannot gather any supplies if there is another player's crew piece, route piece, the robot, or the rover on it.
Abandon Supplies1Insert a supply chip in your containers between your player token and an adjacent chip.

(3) Replenish Oxygen

At the end of your turn, if your crew piece is on an activated OGS chip, you may replenish your oxygen with an oxygen card from the draw pile.

If no cards are left in the draw pile right before you replenish your oxygen...

Turn all of the cards in the discard pile facedown and shuffle well. After returning the cards back to the draw pile, place a new magnetic storm card in the discard pile.

If there are still cards in the draw pile...

As long as you have an empty container card, you may draw a card from the draw pile one at a time as many times as you like and place it on your container card.

If you draw a magnetic storm card...

When a player draws a magnetic storm card, the OGS that player is standing on breaks. From that point on, that OGS chip can no longer replenish oxygen. Immediately turn that OGS chip over and place the player's crew piece on top. Place the magnetic storm card that was drawn into the discard pile.

Note: When a new draw pile is made, the number of magnetic storm cards will increase, up to a maximum of 4. The chance of an OGS being broken when you replenish your oxygen will steadily increase.

Rover

If a player makes it to the Rover, that player's AP automatically goes to 0 and they must ride on the Rover. Slide the player's crew piece onto the Rover from the side and take the Rover Card. On their next turn, they may move 2 spaces for 1 AP. However, they can no longer take the "Gather Supplies," "Develop a Route," or "Activate OGS" actions. Once you begin riding the Rover, you cannot get off. Only 1 player can ride on the Rover.

4. Ending the Game

There are 2 conditions for ending the game.

If a player no longer has any oxygen cards at the start of their turn.

This results in a mission failure. Even if you do not have any more oxygen cards in your containers, it is ok to receive an oxygen card from another player by taking the "Container Sharing" action before your turn starts.

All players make it back to the base board.

Each player turns all of the supply cards in their containers face up and counts how many undamaged supplies they have. A successful mission is determined according to the number of players and undamaged supplies in the chart below. Once you make it back to the base board, you cannot start from the base again and you no longer consume oxygen. You may not share supply or oxygen cards with other players. Skip over the turn of any players that returned to the base and continue the game. You may not turn any supply chips you have face up until all players have returned safely to the base board.

Successful Mission Conditions — Undamaged Supplies needed

Number of Players2 Players3 Players4 Players5 Players
Undamaged Supplies5 or more7 or more8 or more9 or more

Even if you can't make it back with the required amount of supplies for a successful mission, if everyone makes it back safely, you might be able to wait for a rescue. Try to make it back to the base and don't give up! If you are taking on a mission with many new crew members, it's ok to subtract 2 or 3 from the required supplies for those players for a successful mission. If you successfully clear the mission, play again and try to make it back with even more supplies!

Role Cards

Engineer — At the start of your turn, move the robot 0-2 spaces. It is possible to jump over the robot, so although you are increasing the efficiency of movement for players, supply chips that the robot is on cannot be gathered. Think carefully before you act.

Carrier — You have 6 container cards.

Mood Maker — After rolling, if all of the dice match, you get an additional 3 AP to use during that turn only.

Mechanic — Once every turn, you may "Activate OGS" for 1 AP.

Inspector — Once every turn, you may turn 1 of your supply chips face up for 1 AP.

Inventor — Once every turn, you may develop a route for 1 AP. You may move on a route. Like the other players, you may also jump over the route pieces.

Veteran — Your "Gather Supplies" costs 2 AP.

Flight Surgeon — Once every turn, you may perform "Container Sharing" with one adjacent player for 0 AP.

Athlete — At the start of your turn, if you are on an activated oxygen generation system, gain 2 AP.

Rookie — Once every turn, you may reroll the dice. Reroll all of the dice.

How to Play (Quick Summary)

This summary is adapted from Oink Games' official "How to Play" comic-style overview of the game.

  1. This is a cooperative game in which the goal is to recover supplies scattered on the moon and return to the base with everyone alive. It depends on the number of players how many supplies you need to recover. The further away from the base you are, the higher the chance of finding "undamaged supplies."
  2. Use oxygen on your turn, and roll the dice to determine your action points. You can take actions to move, recover supplies, share tanks, or create routes and oxygen generators (OGS).
  3. Using the OGS you can replenish your oxygen supply. If you pull the magnetic storm card at this point, the OGS will break! The probability of a magnetic storm increases as the game progresses.
  4. If even one person runs out of oxygen, the mission fails. Take advantage of the characteristics of each role card and work together to accomplish the mission.