Our friend Graham popped round again last week, and we played Moon Base Bloodbath. Each player is running a moon colony, but things soon start to go wrong...
Each player starts with a moonbase, in which 30 people live. They also have 4 money, 4 food and a hand of 4 cards which represent various buildings they can construct. Each player is playing against the game rather than against each other, but each is completely independent, so it isn't cooperative as such.
My character was Dr Banerjee. None of the characters have any different abilities, it's just a way to differentiate between the colonies, as will become clear in due course...
| Starting board. |
Each card in the "Progress Deck" is turned over and resolved, one at a time. Every card affects all players, so all will benefit or suffer equally unless anyone has played a card that protects them in some way. There are 4 "Work" cards, which allow you to do one of the 5 coloured actions on the character board: Restock (gain 2 crates of supplies); Mine (gain 4 money); Farm (gain 4 food); Research (gain 2 extra building cards into your hand); Build (pay money to construct one of the buildings from your hand).
| Work! |
There are also 2 "Trouble" cards, which cause you to add a card from the "Event" deck into the Progress Deck.
| Trouble! |
The Event cards have a set order in which they are introduced, and with the odd exception, generally get worse as the game progresses. They cause you to lose colonists, add a malfunctioning robot to the progress deck and affect your hand of building cards. The first is Hunger, which means you have to pay 1 food for every building that you have, or lose the number of colonists equal to any shortfall. At the start of the game this isn't a problem because no-one has much in the way of buildings, and we haven't used any food yet. If you are able to overcome Hunger, you gain a couple of extra colonists as a reward.
| Hunger! |
Following Hunger, comes Paperwork. You draw an extra building card, but then have to discard 2 building cards from your hand.
| The Event Deck |
For the first Work action, I spent my 4 money to build a "Market". The card shows the cost to build (top left), the number of extra colonists it holds (top right), any extra action you get to take when you play it (pink box at the bottom), and any bonuses it gives at other times (just below the picture in the centre). In this case, if I take the Farm action when a Work progress card is played, the market allows me to swap 2 of the 4 food I produce for 4 money. When the Market was played, we added the "Trade" twist to the Progress Deck, as per the instruction in pink at the bottom of the card. Twist cards add extra things that you can do during the game. When the Trade card is drawn, all players can choose whether to swap a supply crate for 2 extra building cards added to their hand.
| Building the market. |
The building card goes at the top of your colony. A green quarter circle in the centre indicates each work period that passes.
| The colony grows... |
Over the next 3 work periods, I mined for 2 turns to get enough money to build a Titanium Mine. This will give me double the amount of money
| Adding a Titanium Mine. |
And so we reached the end of the first turn. The Progress Deck is shuffled and placed face down ready for the next turn, but now we know that it contains the Hunger and Paperwork events. It also contains the Innovation card, which was added to the deck when I played the Titanium Mine.
| Final work for the turn. |
The Progress Deck also contains the "Intensive Farming" Twist, which was added when one of the other players constructed a building. This allows you to spend a supply crate to get a bonus Farm work action.
| Intensive Farming |
The game progresses for the next couple of turns, with 2 new events being added every turn. The third event is "Glitch", which adds a malfunctioning robot to the deck, then we have an air leak, "Tempers Flair" and a whole series of "Accidents". Skipping ahead to the end of what was probably the 3rd turn, my colony has grown significantly, thanks to the market allowing me to farm and convert food into money at the same time.
| End of Turn 3? |
Looking more closely at the buildings, as well as my market and titanium mine, I also have a "Makeshift Lab" that earned me 2 free supply crates when I played it (and will come in useful later if I have to lose it, because it will give me a couple of extra building cards into my hand), and an "Assembly Line" that lets me pay 1 less money for each building I construct.
| Buildings. |
There's also a "Trading Post" that gives me 2 extra money whenever I add a card to the progress deck, and a "Hacker Lair" that lets me ignore the "Paperwork" event when it occurs. The Hacker Lair also allowed me to add a Perk to the Progress Deck when I played it, earning me the 2 extra money as per the Trading Post card.
| More buildings. |
The Perks you get to add to the Progress Deck are bonuses of the things you can work for, and only apply to your specific character. They're only half what you get when you work, but are still a pleasant surprise when that card gets turned over!
| Perks I haven't been able to add to the Progress Deck yet. |
Jumping forward another couple of turns, we find that some of my buildings have gone. Accidents and malfunctioning robots have been taking their toll, and instead of losing colonist counters, you can choose to lose buildings to the value of the number of colonists. I've built a few more though - 2 sets of "Hydroponics", which are very useful. Every time I farm, I get an extra colonist for each card, and whenever I lose another building I gain an extra money for each card. I also have my "Organ Banks", which let me ignore the "Accident" event cards as long as I have supplies in the building.
| A few buildings have changed. |
By the end of the turn I've lost the Trading Post and Hacker Lair (counting as 13 colonists in total), but thanks to the Hydroponics I earned 4 money as they vanished, which added to the money I already had, enabled me to build some solar panels. At this stage of the game, I don't care so much about the special ability it gives me, just the number of colonists it counts as. This was the end of the final turn.
| The colony slowly dwindles... |
I haven't mentioned much about the robots yet. These are usually the most harmful cards in the Progress Deck once they've been added. They usually kill a fair number of colonists, but often have additional problems they cause for you, or occasinally give a small bonus (e.g.the mining robot kills 6 colonists, but gives you 1 extra money for every Mine that you have).
| Just a few of the many robots. |
The game ends when the first person (in this case Mrs Mini Metal Mayhem) has lost all their colonists. Those with colonists left add them up to see who has the most. Graham had 27 surviving, I had,,, 28! A win by a single person!
If by some miracle, everyone has managed to keep their colony going for 6 turns, the final event card "Instruction Manual" is added to the deck when the first "Trouble" card is drawn. This then ends the game, and the player with the most colonists wins.
We really enjoyed this game, the way you constantly add to the Progress Deck slowly ramps up the tension. The race is on to build up the colony as quickly as you can early on, before the deaths start to mount up. The way different buildings interact is very useful, it often pays to think very carefully about the order in which to build them to make sure you get the most out of any bonuses they provide. Towards the end of the game, it's worth constructing buildings just for the colonists they come with as much as the other benefits they provide.
There are enough robot cards, buildings and Twist cards that you'd need to play this a lot of times before you encounter them all.
We give this game an A, and I suspect we'll be getting our own copy to play with the kids when they're a little older (or by ourselves when they've gone to bed!).