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Moon

Moon Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Rules
    • Era Sequence
  • 1. Production Phase
  • 2. Construction Phase
    • Turn Sequence
      • Passing Hands
    • Structure Cards
    • Structure Card Types
  • Optional Actions
    • 1. Use Your Expedition Card
    • 2. Park a Rover
    • 3. Flip a Structure Card
    • 4. Claim a Reputation Card
  • Ending the Construction Phase
  • 3. Scoring Phase
    • 1. Claim the Flag Rewards
    • 2. Score Heart Tokens on Cards
    • 3. Reduce Excitement Value
    • 4. Refill the Flag Rewards
  • End of Game Scoring
  • Solo Mode
    • Setup Changes
    • Gameplay Changes
    • Solo Turn Sequence
    • Acquisition Phase
    • 3. Scoring Phase (Solo)
    • End of Game Scoring (Solo)
    • Hard Mode
    • Adjust Vehicles
  • Commonly Used Terms
  • Structure Card Clarifications
  • Expedition Card Clarifications
  • Reputation Card Clarifications
  • Era Overview (Quick Reference)
  • Credits

Components

  • 104 Structure Cards: 34 Era I, 34 Era II, and 36 Era III Cards.
  • 18 Expedition Cards: 6 Era I, 6 Era II, and 6 Era III Expedition Cards. 2 First Expedition Cards.
  • 24 Reputation Cards: 8 Bronze, 8 Silver, and 8 Gold Reputation Cards.
  • Flag Reward Board, 5 Base Cards, and 5 Player Aid Cards.
  • 30 Solo Mode Cards and 1 Solo Mode Player Aid.
  • 50 Rovers.
  • 70 Heart tokens: 35 single-Heart tokens, 5 four-Heart tokens, 5 five-Heart tokens, 15 ten-Heart tokens, and 10 five-Heart tokens (of a second design).
  • 80 Resource tokens: 20 Energy tokens, 20 Water tokens, 20 Biomass tokens, and 20 Metal tokens.

Setup

  1. Put all the Hearts, Rovers, and Resources (Energy, Water, Biomass, Metal) on the table where everyone can reach them. This is known as the General Supply.
  2. Place the Flag Reward Board near the centre of the table. Put a 3-Heart token on the space under each Flag and three Hearts on the X space. Stack the five 4-Heart tokens and the five 5-Heart tokens next to the Flag Reward Board.
  3. In the centre of the table, place face-up as many random Reputation Cards of each level as there are players in the game. For example, in a three-player game you would place three Bronze Cards, three Silver Cards and three Gold Cards. For two players, place three of each as if setting up for a three-player game.
  4. Place the Era I, Era II, and Era III Structure Cards in separately shuffled decks on the table.*
  5. Place one card from the Era I stack face-up next to the Flag Reward Board. This card and the cards that will be placed on top of it are called the Discard Pile.
  6. Give each player a Base Card, a Player Aid, and two Rovers. Players place these on the table in front of them. Throughout the game the player will acquire Structure and Reputation Cards which they will place on top of or next to the Base Card.
  7. Give a First Expedition Card to the player with the loudest voice. Use the one marked "2-3" in the bottom right corner for two- or three-player games, and use the one marked "4-5" for four- or five-player games. Place the Era I, Era II and Era III Expedition Decks shuffled separately on the table.

For each player: the Base Card and all the Structure Cards acquired throughout the game are referred to as the player's Settlement. The area where the player keeps their Rovers and any resources they accumulate is called their Supply.

*In a two-player game, some cards should be removed from the decks before setting up the game:

  • Remove the one Base Card with a "3+" in the top right corner.
  • Remove the six cards with a "3+" in the top right corner from the three Expedition decks. (There are two in each Era.)
  • Remove the cards with a "3+" on the middle left from the Era I and Era II Structure decks. There are six in Era I and four in Era II. No Structure Cards need to be removed from the Era III deck.

If you mostly play with just two players, the removed cards may be stored behind the "Unused Cards" divider in the box.

Rules

Moon is played in three rounds called Eras, representing the first 100 years of populating the Moon. The rules for all three Eras are the same and are outlined below in the Era Sequence.

In each Era, the players will expand their Settlement on the Moon using new Cards with various properties and abilities.

The goal of the game is to earn as many Hearts as possible. Hearts represent the popularity of the player's settlement on Earth, and the winner is the player with the most Hearts at the end of the game.

Era Sequence

Every Era has the following phases, carried out in order:

  1. Production Phase. Players produce Resources, Rovers, and Hearts from their Settlements.
  2. Construction Phase. Players pick a card from their hand to Build or Assimilate (discard), then pass their hand to the next player. This process is repeated over and over until all the hands are empty. Players may also do various extra actions in this phase, such as using their Expedition Cards and Rovers.
  3. Scoring Phase. Players claim the Hearts on the Flag Reward Board, and score any Hearts placed on their Structures and Reputation Cards.

1. Production Phase

In the Production Phase all players claim the Resources and other items depicted on the Production Symbols in their Settlement.

Example: this card produces one Energy when built, and will also produce one Energy in every Production Phase.

Production Symbols have a white curved arrow on them, and can be found on the Base Card as well as on the blue Structure Cards obtained during the game.

In the first Production Phase the players only have the Production Symbol on their Base Card.

Production Symbols on Structure Cards also produce immediately when built in the Construction Phase (see below).

Production Phase example: this player produces one Water, one Rover and one Metal. They take the corresponding tokens to their Supply.

Don't forget to do the first Production Phase at the very beginning of the game!

2. Construction Phase

In the Construction Phase players will take turns over several rounds acquiring cards and placing them into their Settlements, as well as doing various extra actions.

Start by carrying out the following steps in order:

  1. If at the beginning of Era II or Era III, place the top card of the current Era Structure Card deck face up next to the Flag Rewards Board to form a new Discard Pile. Then deal each player a hand of Structure Cards from the current Era Structure Card deck:
    • 2 players: 8 cards
    • 3-4 players: 7 cards
    • 5 players: 6 cards
  2. Deal each player except the player who has the First Expedition Card a random Expedition Card from the current Era Expedition Deck. In Era I for example, use the Era I Expedition Cards.

Each player now has a hand consisting of several Structure Cards and one Expedition Card. This hand of cards represents an expedition from Earth that travels from settlement to settlement on the Moon.

Players are now ready to take their turns, as outlined below in the Turn Sequence. The player with the First Expedition Card goes first, then the rest of the players do their turns in clockwise order.

*In two-player games the First Player stays the same through the entire Construction Phase instead. That way the players don't get double turns. The player who went second will go first the next Era.

Turn Sequence

On your turn, you must either:

Build — Take a Structure Card from your hand and place it in your Settlement. Any resource cost must be paid and any Flag Requirements must be fulfilled. This is described in detail below in the Structure Cards section.

OR

Assimilate — Place a Structure Card from hand on top of the discard pile, and take the resources, Rovers, or Hearts depicted next to the trash can on the card to your Supply.

There are also four optional actions that the player can do once each in any order before or after doing their mandatory action of Building or Assimilating a card:

  1. Use the Bonus Action on their Expedition Card.
  2. Park a Rover.
  3. Claim a Reputation Card.
  4. Flip over a pink Action card.

These optional actions are each explained in detail later in this rulebook. Each optional action can only be taken once per turn (you cannot for example park two Rovers or claim two Reputation Cards on the same turn).

Once you've either Constructed or Assimilated a Structure and done any of the optional actions, your turn is over and the player seated to your left gets to go.

Passing Hands

Once all players have taken a turn, all players pass their hands (including the Expedition Cards) to the player seated to their left. Then you play another round, starting with the player who now has the First Expedition Card.* This continues over and over until the Expedition Cards are the only cards left in hand. Then the Construction Phase ends and the Scoring Phase begins, as explained below.

Structure Cards

This section describes the Structure Cards and how you Build them. Each Structure Card can carry the following features:

  1. Resource Cost: A number of resources is depicted. These must be paid from your Supply to the General Supply when you construct the Structure Card. Some Structure Cards are free and have no cost depicted.
  2. Flag Requirement: Some Structure Cards have one or more Flags depicted on their top right. You must already have the depicted Flags in your Settlement to be allowed to build the Structure Card.
  3. Flags: Flags are prerequisites for some Structure Cards. In addition, the player with the most of each Flag in their Settlement will receive the corresponding Hearts from the Flag Reward Board in the Scoring Phase.
  4. Production Symbols: As soon as the card is built you immediately get what is depicted on the Production Symbol. You will also get it again every subsequent Production Phase.
  5. Assimilation reward: If you choose to Assimilate the Structure Card, you get what is depicted here. Take the reward from the General Supply and add it to your personal Supply.
  6. Rover Parking Space: Other players may park a Rover here to either get what the Production Symbols on the card produces or use the Flags on it to fulfill a Flag Requirement when Building. See the Rovers section below.
  7. Cards that use X: Some cards in the game refer to X, the Excitement Value. The Excitement Value is a number equal to the Hearts placed under X on the Flag Reward board. This card for example will produce 3 Hearts when built in Era I.

The Flags represent different aspects of lunar survival and development. There are 5 types: Industry, Science, Food, Housing, and Transportation.

The Excitement Value is reduced at the end of each Era, as explained below in the Scoring Phase section. X = 3 in Era I, X = 2 in Era II, X = 1 in Era III.

Structure Card Types

The colour on the bottom area of the Structure Cards shows you what kind of Structure it is, and where to place it in your Settlement.

  • Blue cards are stacked above the blue area on your Base when built. These all have Production Symbols. Place them so that the blue area and the Production Symbols on every card are visible.
  • Yellow cards all have Flags on them and are stacked above the yellow area on your Base. Place them so that the yellow area and the Flags are visible on all cards.
  • Pink cards are placed next to your Base on their own; these provide an ability you can use once per Era by flipping the card. See the Flip a Structure Card section below.
  • Grey cards are placed next to your Base on their own. They provide Hearts, which are victory points in this game. There are two types of grey cards:
    • Ongoing Abilities: These have ongoing effects that can remain active through the entire game. One example gets Hearts placed on it whenever the player gets a new Food Flag.
    • End Game Scoring: These give the player Hearts at the end of the game. Often the score will be shown as a formula, such as one Heart for each Blue card in your Settlement at the end of the game.
  • Red cards: have completely unique rules described on the cards. Unless otherwise mentioned on the card description, these cards are placed next to your Base Card just like the pink and grey cards.

What a card does is always explained on the card in fine print below the card's name. New players should read this text instead of relying on the symbols.

Optional Actions

There are four optional actions you can do on your turn, in any order.

1. Use Your Expedition Card

Each Expedition Card either has a Bonus Action or a Special Rule. A Bonus Action is an optional action you can do one time on your turn. A Special Rule modifies the rules used when playing your turn.

What each Expedition does is described on the Expedition Cards themselves, and there is also a reference section at the back of this book dealing with them in detail.

Example: the Resourceful Expedition has a Bonus Action that lets you take 1 Resource of your choice.

Example: the Bartering Expedition has a Special Rule that says you must pay the resource costs to the player next to you.

Special Rules are mandatory, though you may avoid their effect by picking actions that are unaffected by the special rule. If you have the Bartering Expedition shown above for example, you can avoid paying the other player by building a Structure Card that has no resource costs, or by assimilating instead of building.

Expedition Cards don't leave the hand when used, they stay there and get passed around until the end of the Era.

Players should always read their Expedition Card before they start doing their actions, as it can have a Special Rule that has a big impact on their turn or a very useful Bonus Action.

2. Park a Rover

All players start with two Rovers in their supply, and can acquire more as the game progresses. Every turn you may Park up to one Rover from your supply on a yellow or blue Structure Card belonging to another player. You cannot park Rovers on your own Structure Cards.

Place the Rover on the Rover Parking Space of the Structure Card you wish to use. If you park it on a blue Structure Card you immediately get all the production depicted on its Production Symbols.

Example: the player places their Rover on this Structure Card to get two Energy. They spend one Energy to build a Structure Card and save the other Energy for later.

If you park a Rover on a yellow Structure Card, you can use the Flags on the card to fulfill Flag Requirements on the card you're constructing this turn. You do not get to use the Flag in the Scoring Phase.

Example: the player parks their Rover to build a Structure Card that has the black Industry Flag as a pre-requisite.

There is only room for one Rover on each Structure Card, and the Rover will remain on the Structure Card blocking the space until the end of the Era. Once you've placed a Rover on another player's Structure Card, it no longer belongs to you. Instead it now belongs to the other player, who will get to take it into their supply at the end of the Era.

3. Flip a Structure Card

The pink cards with a Flip! icon provide a bonus action you can use once per Era by flipping the card. The abilities are described with symbols as well as text in the description on each card.

When you flip a Reservoir for example, you will get one Heart for each Water in your Supply. The card remains flipped until the end of the Construction Phase. You may only flip one card per turn.

Example: the player flips over their Reservoir, receiving four Hearts as they have four Water in their Supply.

Being limited to flipping one card per turn is a major constraint if you have many flippable cards. You want to flip each at the optimal moment, but at the same time it's a shame to not be able to flip them all. So keep flipping!

4. Claim a Reputation Card

In the centre of the table are the Reputation Cards, that players will race to claim as they provide Hearts and powerful abilities.

Example: a player who has at least one of each resource can claim the Flexible Reputation Card. This gives the player two Hearts at the end of the game, and for the rest of the game this player will be able to double the production of one of their blue Structure Cards. Competition for these cards can be fierce, so go for them early!

Each Reputation Card can carry:

  1. Requirement: On your turn you may claim a Reputation Card if you have fulfilled the Requirement described here. When you do, place it next to your Settlement. No one else may claim this card. You may only claim one of these cards per turn, even if you have fulfilled the requirements for several.
  2. Effect: When you claim a Reputation Card you immediately get its effect. There are two types of effects on Reputation Cards:
    • Ongoing Ability: These give you a special ability for the rest of the game, like a discount on constructing Grey Structures for example. They are good to get as early as possible.
    • When Claimed: These give you a one-time ability that must be used on the turn the card is claimed. Flipping back a flipped Structure Card for example. These can have a great impact if claimed at the right moment.
  3. Hearts: Each Reputation Card provides a small number of Hearts during final scoring.

The Reputation Cards are divided into three levels. Bronze cards are the easiest to fulfil, Silver is in the middle and Gold are the hardest. They are not directly connected to the three Eras, but Bronze cards will usually be claimed in Era I, Silver in Era II and Gold in Era III.

Ending the Construction Phase

When the Expedition Cards are the only cards left in the player hands, the Construction Phase ends. Do the following:

  • The First Expedition passes to the next player. Return the rest of the current Expedition Cards to their stack.
  • Players move all Rovers on their Structure Cards to their Supply, and flip back all flipped Cards.
  • Put the cards in the Discard Pile back into the current Era stack and shuffle it. After this, proceed with the Scoring Phase.

3. Scoring Phase

In the Scoring Phase players claim the Hearts on the Flag Reward Board, score for any Hearts placed on the Cards in their Settlement, and reduce the value of X by one. After this they set up for the next Era.

Do the following steps in order:

1. Claim the Flag Rewards

Check the Flag Rewards one at a time. The player who has the most of the depicted Flag in their Settlement claims the associated reward. If you have the most Industry Flags at the end of Era I for example, you claim all the Hearts below the Industry Flag.

If two or more players are tied for a Flag, the player with the most Rovers in their supply gets the reward. If players are also tied for Rovers, no one gets the reward, and the Hearts stay in place.

Watch who you give your Rovers to. Maintaining a lead in Rovers is often key to winning Flag Rewards.

2. Score Heart Tokens on Cards

All players now score Hearts equal to the Heart tokens placed on their Structure Cards and Reputation Cards. Do not remove the Hearts from the cards, take an equal number of Hearts from the General Supply and add to your Supply instead. The Hearts on the cards will stay and be scored again in subsequent Eras. If you have one Heart on a card in Era I for example, that Heart will score again in Era II and Era III, and so it will be worth a total of three Hearts in the end.

3. Reduce Excitement Value

Once all five Flag rewards have been claimed, remove one Heart from the space below X. This reduces the value of effects in the game that interact with X.

4. Refill the Flag Rewards

Place four Hearts under each Flag if it's the end of Era I, or five Hearts under each Flag if it's the end of Era II. In Era III this step is skipped; proceed to End of Game Scoring instead.

Any Hearts remaining from the current Era because of ties stay in place and are added to the new Heart value. For example, if 3 Hearts remain under the Housing Flag, after it's refilled Housing Flags will be worth 7 Hearts.

Scoring Phase example: Valentina has the most Industry and Science Flags. She's tied with Buzz for the Housing Flags, but Buzz has one more Rover so he wins that one. She's tied with Lance for the Food Flags, and they have the same number of Rovers, so no one gets the Hearts for those. Finally Lance wins the Transportation Flags. Valentina takes 6 Hearts.

Next Hearts placed on cards are scored. Valentina has one Heart on her Hackerspace and four Hearts on her Diversified Reputation Card. Valentina takes five Hearts.

Valentina has scored 11 Hearts in the first Scoring Phase, pretty good!

Finally they remove one Heart from X, then set up for the next Era by adding 4 Hearts under each Flag.

End of Game Scoring

After the Era III Scoring Phase the game is over. Players add up all their Hearts, and the player with the most Hearts is the winner. If scores are tied the player with the most Rovers is the winner. If still tied the player with fewest Reputation Cards is the winner.

To determine your score, add up:

  • Heart tokens earned through the game.
  • The Hearts printed on your Grey Structures.
  • The Hearts printed on your Reputation Cards.

Do not score the Heart tokens placed on your Structure Cards at this point — these have already been scored in the Scoring Phases.

End of game scoring example: The player has earned 60 Hearts during the game. They also have a total of 27 Hearts printed on their grey Structure Cards, and a total of 13 Hearts printed on their Reputation Cards. Their total score is 100 Hearts.

Solo Mode

The solo mode puts one player up against an AI-controlled corporation from Earth called GURPS (Generic Universal Robotic Profit System).

It's a good idea to play the multiplayer game first before learning the Solo Mode, or at least play just Era I against yourself once to learn the game.

Setup Changes

Set the game up as you would a 2-player game, with GURPS as the second player, complete with their own Base and two Rovers. Do not use the Cixin Base that is reserved for 3+ player games.

Place the Solo Deck on the table, along with the Solo Mode Player Aid.

Removing cards from the Structure Decks: You must remove the Structure Cards for higher player counts as you would in a 2-player game. In addition you must remove the Science Club from the Era II Structure Deck, as it does not work in Solo mode.

Removing cards from the Expedition Decks: Include all the Expedition Cards except the Peddling Expedition from Era II and Sneaky Expedition from Era III. Do not use a First Expedition, as solo mode does not need it.

The Expeditions that are removed from 2-player games actually work well in Solo Mode, so they are included to increase variety.

Gameplay Changes

The solo mode has the same rules as the Multiplayer game, with a few changes. Your opponent (GURPS) is considered a Player and follows the same rules as a Player with a few exceptions outlined here.

1. Production Phase: The player produces as in the Multiplayer game, but GURPS is not involved, they produce nothing.

2. Construction Phase: GURPS does not have their own Construction Phase, instead GURPS plays Solo Cards into their Settlement during the Player's Construction Phase as described in the Turn Sequence below.

Instead of giving each player a hand of Structure Cards, create 4 hands of 6 Structure Cards from the current Era that you line up on the table.

Place a random Expedition Card from the current Era on top of each of the four hands.

The player will play these hands in order from left to right during the game. The hands stay in this order and are considered to each have a hand number.

Solo Turn Sequence

  1. The player picks up a hand. In the first turn take the leftmost hand (1), on subsequent turns take the hand to the right of your previous hand.
  2. The player plays their turn as normal, building or assimilating a Structure Card and doing any optional actions. They may place Rovers on Structures in the GURPS base.
  3. The player picks up the top card of the Solo deck and places it in the GURPS Settlement following normal rules for placement of Structures according to colour. GURPS does not produce anything with the Production Symbols on the blue cards.
  4. The player resolves the effect described in the Effect Box on the GURPS card.
  5. The player returns the hand to its place on the table next to the other hands. The hands must stay in the same place before and after being used, as their order is important.

Repeat the process until the player has played a turn with all four hands. Then the Acquisition Phase happens.

Acquisition Phase

  1. Look at the hand number in the top left corner of the last Solo card played. Remove the hand matching that number from the game. If the number is 4 for example, remove hand number four.
  2. Remove a random Reputation Card from the game. If it's Era I, shuffle the remaining Bronze Reputation Cards and remove one; if it's Era II shuffle and remove a Silver Reputation Card; and if it's Era III shuffle and remove a Gold Reputation Card.

After doing this, play another three turns using the three remaining hands. There are seven turns in each Era when playing the Solo Mode.

Then move onto Ending the Construction Phase (see above). Structure Cards remaining in the hands are returned to the current Era stack along with the Discard Pile.

This removal of cards recreates the tension from the multiplayer game where you never know what cards will be taken by other players.

3. Scoring Phase (Solo)

This works identically to the Multiplayer game. GURPS is considered a Player in this phase, and can win Flags and claim the associated Hearts and possibly Resources.* GURPS uses Rovers to win ties just like a player.

*Resources claimed by GURPS can be discarded as GURPS does not use Resources. GURPS must keep any Hearts they gain though!

End of Game Scoring (Solo)

At the end of the game you win by having a higher total score than GURPS. In addition to the Hearts gained during the game, GURPS also scores the Hearts printed on all the Solo cards in their Settlement.

If GURPS has acquired 50 Hearts through the game and has 50 Hearts printed on their cards for example, their total score is 100 Hearts.

Hard Mode

For a more challenging game, let GURPS play an extra Solo card every Acquisition Phase, and remove an extra hand using the Hand Number from this card. This means the player only has two hands left after the Acquisition Phase, giving them one less turn each Era.

If the second Solo card drawn shows a number for a hand that has already been removed, remove the next hand in order instead. If hand number 3 is missing for example, remove hand number 4. If hand number 4 is missing, remove hand number 1.

Adjust Vehicles

Some of the Solo cards have an Effect Box saying "Adjust Vehicles". To resolve this effect you will look at who has the most Rovers between you and GURPS and follow this procedure:

  • If you have the same number of Rovers, GURPS takes a Rover into their supply from the general supply.
  • If GURPS has more Rovers, place a Rover from their supply on a Structure in your Settlement matching the colour of Structure shown on the drawn card.
  • If you have more Rovers, place a Rover from the general supply on a Structure in GURPS' Settlement matching the colour of Structure Card shown on the drawn card.

Rovers in the GURPS supply and on cards in their Settlement are all included when counting up the Rovers.

When parking Rovers for GURPS, always park on the topmost available card, whether it's in the GURPS Settlement or your own.

If you're playing with the Valkyrie expansion, you'll also have to place a Valkyrie on the Valkyrie Launch Board. Rules for this are explained on the expansion rules sheet.

Commonly Used Terms

Go here when you need to look up the rules for cards during the game.

Always has as many Hearts as...: These cards must have Hearts placed on them when built, matching the number of items specified. They must then be updated through the game if the number of items is increased or decreased. If you build an LED Garden when you have 2 Biomass production, you would place 2 Hearts on it. If you later build the Moon Fungi which has 3 Biomass production, you would then place 3 additional Hearts on the LED Garden.

Assimilation Reward: An Assimilation Reward is the Resources, Hearts or Rovers depicted next to the trash can symbol on a Structure Card. See Assimilate above.

Base: Your Base Card counts as both a Blue and a Yellow Structure Card for all purposes, unless otherwise specified (such as on cards that say "not including base"). It can have up to two Rovers parked on it, one on the blue side and another on the yellow side.

Current Era deck: Whenever a player is allowed to place a card into this deck, such as after using the Printer or when combining the deck with the Discard Pile at the end of an Era, they must shuffle the deck.

Under rare circumstances the deck can become emptied. If the current Era deck is empty you cannot take actions that involve drawing or building a card from it.

Currently winning a Flag: To be currently winning a Flag, you need to be in a position where you would win the Flag Reward if the Scoring Phase was happening right now. To be currently winning the Food Flag for example you would need to have the most Food Flags. Rovers also break ties when checking this. Players add up Rovers in their supply and Rovers parked in their settlement when checking if they win the tie.

Discard: When you discard a card, it goes to the Discard Pile. If you discard a Resource, Heart or Rover it goes to the Supply. You only get the Assimilation Reward for a card if you take an action that specifically says Assimilate. If you discard a card using the Salvaging Expedition for example you do not get the Assimilation Reward.

Discard Pile: The Discard Pile should always have at least one card. If it becomes empty, place a card from the current Era deck into the discard pile. The contents of the Discard Pile are open information.

For each/per/for every...: Unless otherwise specified, you only count your own resources, symbols, cards, and tokens when scoring cards or checking if you fulfill requirements.

Production: This refers to the Production Symbols on your Blue Cards. If you have two Biomass Production Symbols for example, you have two Biomass Production. See Production Phase above.

Printed Scoring Value: This refers to the Heart value printed on a card, as opposed to the Heart tokens placed on top of the card. So a Reputation Card that has 3 Hearts printed on it and 5 Hearts placed on it has a printed value of 3 Hearts, not 8.

Produce: If a card lets you produce with a card, that means you get the Resources, Rovers or Hearts depicted on the Production Symbols on that card, just as if it was the Production Phase.

Resources: This refers to the Biomass, Energy, Metal, and Water tokens in your Supply. It does not refer to the Production Symbols printed on the Blue Cards. If no specific resource is specified, the player spending or gaining the resource gets to pick which type.

Score for each set of...: You get the Hearts depicted for each complete set of the items listed. One set of all five Flags will score 6 Hearts with the Parliament for example, it will not score 6 for each Flag.

Settlement: All the Structure Cards you have built in the Construction Phases, your Base Card, and any Hearts and Rovers placed on top of them are considered to be in your Settlement. Your Supply is not in your Settlement, and your Reputation Cards are not in your Settlement.

Structure Card Clarifications

Atom Blender: You may for example use this to exchange 2 Energy, 1 Water, and 1 Biomass into 4 Metal.

Evil Corp: Only the Hearts printed on the cards are considered when checking which is the least valuable, see Printed Scoring Value above.

Fragmenter: If you have 3 Science Flags for example you may pick three different Structure Cards in your Settlement and take one Assimilation Reward for each. Some cards such as the Era III Structure Cards have double Assimilation Rewards. These only count as one Assimilation Reward when using the Fragmenter.

Hackerspace: Only Metal spent to pay the cost to build a Structure Card can be used to place Hearts on this card, not Metal spent for other purposes such as flipping the Printer. You place a Heart for each Metal paid, so a Structure Card that costs 3 Metal will cause 3 Hearts to be placed on the Hackerspace. If you build multiple cards on your turn (by using an Obelisk for example) all cards that are built can trigger the Hackerspace if they cost Metal. If you avoid paying Metal because of a discount or by building for free, you do not get to place any Hearts for the discounted Metal.

Obelisk: When you build the Obelisk it does nothing. On a later turn you may choose to use the Obelisk to build a second card from your current hand. If you do, you must place the Obelisk into the current hand.

Radio Tower: If you have 3 Housing Flags in Era I for example, you may place 9 Hearts on one of the Flag Rewards. Whoever wins that Flag Reward in the Scoring Phase gets those additional Hearts.

Reservoir: You do not discard the Water when you score Hearts for the Reservoir.

Robot Factory: All resources produced must be of the same type. If you have 5 Industry Flags for example, you may produce 5 Biomass with this.

Rover Stop: You must move all Rovers in your Supply and in your Settlement to this card (take your Hearts first then flip the card and place the Rovers on it). Rovers placed on the Rover Stop count as Rovers parked on Structure Cards for all purposes. When the Rover Stop is flipped back (such as by using the Portal or at the end of the Construction Phase), all Rovers on it are placed into its owner's Supply.

Science Club: The player using the Science Club gets to choose which resource is paid to the other player. Remember to remove this card in solo games.

Expedition Card Clarifications

Bartering Expedition: Having to pay the other player only applies to the cost for building Structure Cards, not to resources spent in other ways such as discarding when flipping Pink cards. If a player builds multiple Structure Cards the costs for all of them must be paid to the other player. The other player gets nothing for discounted resources or cards that are built for free.

Disruptive Expedition: If using this optional action, take the Assimilation Reward for the card Assimilated, place it on top of the discard pile, and take 3 Hearts. This is a bonus action you can do in addition to your mandatory action of Building or Assimilating a Structure Card from hand.

First Expedition (4-5 Player version): If you Assimilate a card that has two Assimilation Rewards, both rewards are doubled, giving you 4 rewards.

Gearhead Expedition: To score a Heart for this you need to use your optional action of parking one Rover. You cannot trigger the scoring in other ways such as by moving Rovers using the Rover Stop, etc.

Reputation Card Clarifications

Bold — Reward: You get X Hearts both when you do a normal Assimilate action and when you do other actions that involve Assimilating, such as the bonus action on the Reckless Expedition card. You only get the reward when Assimilating, not when you discard cards through other actions such as the Salvaging Expedition. When using the First Expedition that doubles the Assimilation Reward (4-5 player version) it does not double the Hearts scored from this.

Capable — Requirement: All ways of spending resources are included when checking if you can claim this card. You can for example claim it by building a Structure Card that costs 4 resources, then spending 1 Metal to use the Printer and finally paying 2 resources for the Structure Card you build with the Printer. Or you could simply discard 7 Energy with the Charger.

Reward: The reward is to build your next Structure Card for no resource cost; Flag Requirements still apply. This can be the Structure Card you build on your next turn as a mandatory action, or a Structure Card built using a card such as the Particle Beam or Archive (in which case you still have to pay the cost for flipping the card). It's easy to forget to use this reward, so it's a good idea to place this card on top of your Base until your next turn as a reminder.

Consistent — Requirement: To claim this you need to have six identical Production Symbols, six Water Production for example. You cannot mix in Wild Symbols when counting, but if you have six Wild Production that would in itself qualify for this requirement.

Invested — Reward: Whenever you use X it counts as being one higher than the current number for X. If you use the Charger in Era II for example, you score three Hearts for each Energy discarded instead of two. The value of X is only increased for you, not the other players. You are allowed to have several cards that increase the value of X; if you do, their effects stack, increasing the value of X further.

Proactive — Requirement: See "Capable" above for an explanation of the requirement for this.

Synchronized — Reward: If you park a Rover on an Ice Vaper for example you get two Water instead of one.

Specialized — Requirement: To get this card you must have two identical blue Structure Cards; it's not enough to have two identical Production Symbols. For example, you can claim this card if you have two Solar Panels.

Reward: Only Rovers that are actually parked count for the Ongoing Ability, not Rovers spent in other ways or moved using the Rover Stop, etc.

Stocked — Reward: You only get Hearts for flipping Structures, not for flipping them back.

Teeming — Requirement: If you have 2 Rovers in your Settlement and 4 Rovers in your Supply for example, you may claim this card.

Reward: You can give away as many or few Rovers as you like, from anywhere in your Settlement or Supply. You may distribute them between players as you see fit.

Era Overview (Quick Reference)

1. Production Phase. All players Produce with all their blue Structure Cards. Some Reputation Cards have abilities that trigger in this phase (Flexible for example).

2. Construction Phase. Each player receives a hand of one Expedition Card and a number of Structure Cards from the current Era: 2 players — 8 cards; 3-4 players — 7 cards; 5 players — 6 cards. If it's Era II or Era III also establish a new Discard Pile by discarding one card from the current Era deck.

Turn Sequence: Starting with the player who has the First Expedition Card, all players must either Build or Assimilate one Structure Card from hand. They may also do each optional action once, in any order. All players then pass their hand including their Expedition to the next player. Repeat until the Expedition Cards are the only cards left in hands.

End of Construction Phase: Discard all Expedition Cards except the First Expedition, which is passed to the next player. Players take all Rovers on their Settlement to their Supply. Flip back all flipped Structure Cards.

3. Scoring Phase.

  1. First take any special card actions that happen at the beginning of the Scoring Phase in turn order, such as using the Versatile Reputation Card.
  2. Check who has the most of each Flag in order from left to right (starting with the black Industry Flags) and award the winning player the corresponding Hearts and anything else placed on the reward spaces. Rovers break ties. Cards that award you for each Flag you win, such as the Distinctive Expedition, are resolved in this step.
  3. All players score for any Hearts they have placed on their Settlement and Reputation Cards. Do not remove the placed Hearts.
  4. If it's Era III skip this step and proceed with End of Game Scoring. Otherwise, remove one Heart from X and place new Hearts on the Flag Rewards for the next Era.

Credits

Game Design, Illustration and Graphic Design: Haakon Hoel Gaarder. Development: Nick Welford. Publishing: David Clarke.

For rules questions, use the BGG forum: boardgamegeek.com/boardgame/358386/moon/forums/66