Overview
Welcome to the Moon is part of the Welcome to... series of games. After the residential housing estates of the 1950s, after the casinos of the 1960s, you will aim to conquer space...
Welcome to the Moon contains 8 different Adventures that form a complete story with an increasing difficulty level. You can play these 8 Adventures independently, or successively to play out your story.
Standard Rules
The 8 Adventures are all played with the same Starship cards (number/actions). However the way you play will be different from one Adventure to the next.
On BGA, currently the first 3 adventures are available: The Launch, The Journey, and The Colony
Starship cards are numbered from 1 to 15.
Number | How Many in Deck |
---|---|
1 | 2 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
6 | 6 |
7 | 6 |
8 | 7 |
9 | 6 |
10 | 6 |
11 | 5 |
12 | 4 |
13 | 3 |
14 | 2 |
15 | 2 |
Game Turn
A game is played in successive turns. Each turn is made up of the following 6 phases.
1. Flip 3 starship cards
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a new number and an action icon. These combinations are used to perform actions.
2. Pick a number/action combination
The players take their turn simultaneously: each player individually picks one of the three available combinations and applies the results on their sheet. Multiple players can pick the same card combination.
3. Write down a number (compulsory)
You must write down the number of the card combination you picked in an empty space of the marking area of your Adventure sheet. These spaces are grouped in different zones depending on the Adventure you are playing. In each zone, the numbers must be placed in ascending order from the lowest to the highest. A number can never appear twice in the same zone.
- Adventure 1: numbers must ascend from left to right
- Adventure 2: numbers ascend from the lower end of the string of spaces to the higher end
- Adventure 3: numbers must ascend in rows from left right and in columns from bottom to top
You can leave as many empty spaces as you wish between two numbered spaces, then fill them later on, as long as you keep respecting the ascending order. Likewise, you can skip some numbers (for instance: put an 8 just after a 6).
You must pick a card combination if you can write down at least one of the 3 available numbers. Else, you must cross off 1 system Error box in the scoring area of your sheet and skip this turn.
4. Use the action (optional)
You can use the action of the card combination that you picked, as long as you have filled in a space of your sheet with the number of the combination.
You will always perform the same 6 actions, but in different ways depending on the Adventure played.
- The Robot action: varies by adventure
- The Water and Plant actions: varies by adventure
- The Energy action: varies by adventure
- The Astronaut action: Allows you to add or subtract 0, 1, or 2 from the number before placing
- The Planning action: Allows you to fill in an additional space by placing an X, which is then counted as a numbered space
5. Incidents
Some effects or consequences that can be triggered during the different Adventures are resolved at the immediately.
Sabotage effect: Your opponents has a System Error circled on their sheet and the same Sabotage symbol that you have just triggered is crossed off. Your opponents will no longer be able to trigger it themselves in the future.
6. Accomplish a mission (optional)
The 3 mission cards are objectives. The first player to fulfill, in the same turn, the requirements of the mission can accomplish it. They gain the highest value on the mission card. Subsequently, those players that accomplish the mission in future turns will get its lowest value. You can only accomplish each of the 3 missions once during the game. When you have accomplished a mission, you keep the points you have earned, even if you do not continue to meet the requirements later on.
End of the Game
The game ends immediately at the end of a turn, if one of the players has either:
- Accomplished all three missions A, B and C
- Crossed off all the System Error boxes -or-
- Filled in all spaces of the marking area on their sheet, with numbers or X.
Tally the points. The player with the most points wins. In case of a tie, the player with the least System Error boxes crossed off is the winner.
Adventures
Adventure #1: The Launch
3 & 4 Write Down a Number Using the Action (Compulsory)
There are 9 floors in the rocket. Each floor is an independent zone that must be numbered in ascending order from left to right.
In this Adventure, you won’t perform any action. That means that none of the 6 actions has any effect. Each floor is tied to one of the action symbols (Astronaut, Water, Robot...). The actions only serve to show you where you can write down the number of the combination. So, each turn, you must write down a number on the floor tied to the action associated with that number.
The first floor, at the bottom of the rocket, is a Wild action floor, where any number can be placed, whatever the action of the combination, as long as the ascending order is respected.
Example: With a combination “6/Astronaut”, you can write down the 6 on one of the two floors with astronauts or on the Wild action floor.
System Error: If you cannot write down any number during a turn, circle one of the System Error box (in no particular order) instead of playing.
Be careful, you will need to cross off each System Error previously circled with an Active Rocket effect, before being able to launch your rocket.
The Quarter Effects
Each floor of the rocket has one or more quarters separated with partition walls. As soon as you complete a quarter of a floor, having written down a number in each space of this quarter, apply its effects immediately. We suggest that you cross off the effects one by one before using them to avoid missing a sequence.
- Building effect: You can write an X in an empty space of your choice, which allows you to complete quarters faster.
- Rocket Activation effect: There are Active and Inactive Rockets (see the symbols opposite). With the Activation effect, fill in the arrow of an Inactive Rocket in order to activate it, in any quarter that is not fully numbered.
- Active Rocket effect: Each Active Rocket gives a number of rockets that you must cross off in the scoring area on the right. Start with the bottom line, then go up, line by line. As soon as you finish a line, cross off the scoring box at the end of the line. Then, you will be able to cross off your circled System Error boxes. Finally, if you still have some rockets to cross off, cross off the rockets next to the final scoring space.
- Sabotage effect: During phase 5, announce a Sabotage. Your opponents must circle a System Error on their sheet, then cross off the same Sabotage symbol that you have just triggered. Your opponents will no longer be able to trigger it themselves. If several players trigger the same Sabotage of the same floor in the same turn, then this Sabotage does not impact those who have triggered it, and impacts the other players only once.
If you trigger several Sabotages, they will be dealt with independently. Before being able to launch, you must cross off all the System Error circled with the Active Rocket effects.
5 Incidents: Trigger Sabotages
The Sabotage effects are announced and triggered at this moment of the turn.
6 Accomplish a Mission
In this Adventure, an accomplished mission does not earn you points at the end of the game, but gives you an Active Rocket effect that allows you to immediately cross off in your scoring area the number of rocket symbols specified on the card and/or System Error circled boxes. As soon as you accomplish a mission, you must cross off the corresponding mission space on your sheet.
End Of Game
The game can end either with one of the 3 end conditions from the standard rules, or as soon as a rocket is launched.
To launch your rocket and win the game, at the end of the turn, you must have crossed off all the rockets below the 150 scoring box, as well as all the System Error boxes circled on your sheet. The 8 rockets next to the final scoring space can be crossed off to win a tie ![tie icon] if several players launched a rocket during the same turn, the winner is the player who has crossed off the most of these rockets.
In case of a standard rules end condition, scores are tallied, and whoever has the highest score is the winner: Your score is equal to the lowest rocket score still visible, from which you must subtract 5 points for each circled System Error box that hasn’t been crossed off.
The Missions
- Number the 3 Astronaut & Water floors completely.
- Number the 3 Robot & Planning floors completely.
- Number the Energy floor completely.
- Number the Plant and Wild floors completely.
- Write down 10 X with the Building effects.
- Have 5 System Error boxes circled and not crossed off.
Adventure #2: The Journey
3 Write Down a Number (Compulsory)
At the beginning of the game, the trajectory to the Moon is one long zone that you must number in ascending order from the Earth to the Moon. This trajectory is way too long to be numbered completely. As the game progresses, with the Energy action (see later on), you can split the trajectory into several smaller zones that you can number independently from each other (①).
System Error: For each of the first two System Error boxes that you cross off, you get one Energy in compensation: immediately circle an Energy symbol at the top of your sheet (②). If you have 2 circled Energies, you must immediately use them (see Energy action).
4 Use the Action (Optional)
Energy Action: The energy allows you to turn on the engines of your rocket, in order to create a boost to correct your trajectory. For that purpose, circle one Energy symbol at the top of your sheet (②). At the beginning of the game, you start with one energy already circled. Each time you have 2 circled energies, you must immediately cross them off, then divide a zone on your trajectory by drawing a line between 2 spaces of your choice, numbered or not. This line shows the end of one zone, and the beginning of another one. This way you will get shorter zones that you must number independently from one another (①).
Water Action: It is important to stir the water tanks. If you have written down the number of your combination in a space with a water tank, then, with the Water action, you can circle that water tank (③).
Robot action: You must program the robots to retrieve the plants from the space stations. The stations are already connected to your trajectory by the robots, but you must activate them in order to retrieve the plants and earn points. No matter where you have written down the number of your combination, with this action, you can circle a robot sent towards any station (④).The first players to circle all the robots of a station, during the same turn, can circle the highest multiplier (⑤). The other players must then cross off this multiplier and will be able to get only the lowest multiplier.
Plant action: You must organize the growing of the plants in microgravity in the space stations. These stations are connected to your trajectory by Robot symbols. With the Plant action, circle one plant in the station of your choice, as long as this station is connected to the zone where you have written down your number. At the beginning of the game, you can reach all stations from any space on your trajectory, because the 4 stations are connected to the one and only zone that makes up your trajectory. But gradually, through the use of the energies, you will split your trajectory in multiple separate zones. Thus, each station will be connected only to a specific zone, and a Plant action will only reach it if the number is written in this zone. Note that you can circle the Plants of a station even though you have not circled all the robots for this station (⑥).
Astronaut action: The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (−2, −1, 0, +1, +2). Moreover, cross off 1 Astronaut symbol on the right side of your sheet. Whenever you have 2 crossed off Astronauts, circle a Wild Action symbol (⑦).
Planning action: The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, cross off 1 Planning symbol on the right side of your sheet. Whenever you have 2 crossed off Planning, circle a Wild Action symbol (⑧). Note that you cannot cross off a Planning symbol without writing down an X in an empty space.
Wild action: You can use a circled Wild Action symbol whenever you want (⑨). To use it, cross it off, then use any of the 6 possible actions instead of the one from your number/action combination.
End of Game
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:
🔹 Plants: For each space station, multiply the # of circled plants by the multiplier bonus you circled with the robots. Be careful, if you have not circled all the robots for a station, you will not score anything for it.
🔹 Water tanks: Add up the values of each circled water tank.
🔹 Longest complete zone: Score one point per numbered space for the longest complete zone (all numbered spaces) on your trajectory.
🔹 The most zones complete: Those who filled in the most zones on their course earn 20 points, the second one earns 10 points, and the third one earns 5 points. You do not earn any points if you do not have at least one complete zone.
The Missions
🔸 Circle a multiplier bonus for 3 different space stations with the robots.
🔸 Circle all the plants for 2 space stations. All the robots do not have to be necessarily circled.
🔹 Using the energy, create on your trajectory 2 zones of 6 numbered spaces.
🔹 Using the energy, create on your trajectory 3 zones of numbered spaces: 1 zone of 6 spaces, 1 zone of 4 spaces and 1 zone of 2 spaces.
🔸 Circle 6 water tanks.
🔸 Circle 4 consecutive water tanks on your trajectory.
Adventure #3: The Colony
3 Write Down a Number (Compulsory)
In this Adventure, each building is a space to be numbered.
Each row and each column of buildings forms a zone that you must number in ascending order.
Each horizontal row of buildings must be numbered in ascending order from left to right.
Each vertical column of buildings must be numbered in ascending order from bottom to top.
When you write down a number on a building, you must make sure that this number is in the proper order in relation to the other numbers both in the same row and in the same column 🔴①.
The rocket at the bottom left side, and the observatory at the top right side are considered to be already numbered 🔴②.
Moreover the two buildings marked with an X at the center of the colony are already constructed. So they are considered to be already numbered from the beginning of the game as well.
The Quarters
The colony buildings are divided up into four quarters.
The first players to write a number in all the buildings of one quarter, in the same turn, circle the highest bonus of 15 points 🔴③.
he other players must then cross off this bonus, and will only be able to get the lowest bonus of 5 points.
4 Use the Action (Optional)
🔹 Water action: If you write down the number of your combination in a building with a water tank, then with the Water action, you can circle that water tank 🔴④.
🔹 Plant action: You must build greenhouses in order to grow plants. For that purpose, circle one greenhouse in the same quarter where you have just written down the number of your combination 🔴⑤. You must circle the greenhouses of a quarter from top to bottom. Each greenhouse will earn you 1 plant for the end of the game. The fourth greenhouse, which is larger, will earn you 2 plants.
🔹 Robot action: In order to dispatch the scientists and the equipment, you must create a network of pressurized tunnels connecting the buildings to one another. At the beginning of the game, you have already 2 tunnels built from the landing site of the rocket 🔴⑥. With the Robot action, draw a line on a tunnel to connect two buildings. These buildings do not necessarily have to be numbered. The line must start from a building already connected to the network. The network can branch out in multiple paths. As soon as a building with a parabolic antenna is numbered AND connected to your tunnel network, circle its antenna 🔴⑦. If you connect the observatory on the top right corner, immediately circle its 3 antennas.
🔹 Energy action: Using the energy, you can improve the greenhouses, the water tanks or the network of parabolic antennas. To do that, cross off one box in the scoring area of your choice: the plants, the water or the antennas 🔴⑧. You must first cross off the box with the lowest value, then the others from top to bottom.
🔹 Astronaut action: The Astronaut action allows you to modify the value of the number of the chosen combination, before you write it down (-2, -1, 0, +1, +2). Moreover cross off 1 Astronaut symbol in the scoring area of your sheet 🔴⑨.
🔹 Planning action: The Planning action allows you to fill in a space with an X in addition to the number of your combination. Moreover, you must immediately cross off the available box with the lowest value in the Planning scoring area at the bottom of your sheet 🔴⑩. The Planning action is powerful to quickly establish your colony, but it will cost you some points at the end of the game.
End of Game
At the end of the game, in addition to points earned for accomplished missions and penalty points lost for System Errors, tally up your points in each scoring area as follows:
🌱 Plants, Water Tanks, and Parabolic Antennas: Tally the Plant symbols in your circled greenhouses, the circled Water tanks and the circled antennas. Write down these numbers in their corresponding scoring areas. For each of these three fields, multiply that number with the highest visible value in the corresponding scoring area.
🏘️ Complete quarters: Write down and add up the bonuses that you have earned for your completed quarters.
👨🚀 Astronauts: The players who have crossed off the most astronauts earn 20 points, the second ones 10 points, and the third ones 5 points. You do not earn any points if you have not crossed off any astronaut.
🧠 Planning: Subtract the lowest value still visible in the Planning scoring area.
The Missions
🟥 Number all the buildings in 3 vertical columns.
🟥 Number all the buildings in 3 horizontal rows.
🟥 Using the robots, connect the tunnel network to the observatory in the top right corner of your sheet.
🎯 Circle all the parabolic antennas in 2 quarters.
🎯 Circle enough greenhouses in order to have 10 plants.
🎯 Circle all the water tanks in 2 quarters.