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Moon Colony Bloodbath box art

Moon Colony Bloodbath

Game ID: GID0216862
Game Info
Year
2025
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Cities on the moon! This will be humanity's crowning achievement. At last, no longer bound to the Earth — the moon, a stepping stone to the stars. The rockets are loaded with supplies and colonists; the robots are programmed and ready. Everything has been planned down to the tiniest detail, and there is no chance whatsoever of failure. To the moon!

Moon Colony Bloodbath is an engine-building, engine-losing tableau game, with a shared deck the players build that makes things happen, many of them bad things that kill people in your moon colony, but some positive, and some that let you build up.

More specifically, each turn one card is revealed from the shared deck, which starts with four work cards, two trouble cards, and two twists. For work, each player takes an action of their choice simultaneously: mining for money, farming for food, research for cards, build a new building, or restock boxes on buildings. Twists vary from one game to the next. Trouble adds a new event card to the deck: hunger, paperwork, glitches, accidents, leaks, power failure — whatever can go wrong will go wrong, then whenever the deck is shuffled, you can prepare for all those events once again.

Players can add cards to the shared deck, too, whether perks that are only for you or developments that affect all players.

The game lasts until one player's moon colony has no people remaining, or until the players reach the bottom of the event deck. At that point, the player with the most survivors wins.

Description

Cities on the moon! This will be humanity's crowning achievement. At last, no longer bound to the Earth — the moon, a stepping stone to the stars. The rockets are loaded with supplies and colonists; the robots are programmed and ready. Everything has been planned down to the tiniest detail, and there is no chance whatsoever of failure. To the moon!

Moon Colony Bloodbath is an engine-building, engine-losing tableau game, with a shared deck the players build that makes things happen, many of them bad things that kill people in your moon colony, but some positive, and some that let you build up.

More specifically, each turn one card is revealed from the shared deck, which starts with four work cards, two trouble cards, and two twists. For work, each player takes an action of their choice simultaneously: mining for money, farming for food, research for cards, build a new building, or restock boxes on buildings. Twists vary from one game to the next. Trouble adds a new event card to the deck: hunger, paperwork, glitches, accidents, leaks, power failure — whatever can go wrong will go wrong, then whenever the deck is shuffled, you can prepare for all those events once again.

Players can add cards to the shared deck, too, whether perks that are only for you or developments that affect all players.

The game lasts until one player's moon colony has no people remaining, or until the players reach the bottom of the event deck. At that point, the player with the most survivors wins.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 41
This page: 41
Sentiment: pos 33 · mix 6 · neu 0 · neg 1
Mentions per page
Showing 1–41 of 41
Video bA9PBlVgjWg Rules Teach at 0:01 sentiment: positive
video_pk 69265 · mention_pk 165688
Moon Colony Bloodbath video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Works well solo and is enjoyable.
  • Enjoying the differences in robots and twists.
  • Anticipating it will shine even more with more people in multiplayer.
Cons
  • The events came in pretty quickly in this run.
  • The thing that kept making all of the works blank came up at the worst time.
  • Some things could have happened a little bit earlier to utilize combos.
Thematic elements
  • Trying to survive and prosper on the moon, with the possibility of systematic destruction.
  • The moon, a time when humanity has decided to start living on the moon.
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — It's a deck building game, but the deck is a communal one, called the progress deck.
  • Event deck — There is a progress deck with basic cards, trouble cards that add the next event, and events are in a set order but shuffled into the deck.
  • hand management — Players start with a hand of building cards and aim to build them to enhance their actions.
  • set collection — Building certain buildings with specific icons is important, and some events rely on symbols.
  • worker placement — Players can choose from a few actions on their player boards, placing action markers to track usage.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it's really cool I've only played it solo at this point I'm really enjoying it I'm really enjoying the differences in the robots even though it's generally bad uh and the the twists but I'm really looking forward to playing it in multiplayer as well it works well solo and I'm enjoying it but I think it will shine even more with more people we'll see then that is a game though for now
References (from this video)
No references stored for this video.
Video lrsT_lWwAyI Unboxing at 0:17 sentiment: positive
video_pk 68004 · mention_pk 164325
Moon Colony Bloodbath video thumbnail
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The art style is cool and reminds of Fallout.
  • The premise is funny/interesting.
  • The solo mode is heard to be as good as multiplayer.
  • The rulebook format is like a comic book and is not too large for the box.
  • The game seems very simple and elegant.
  • The cards are almost self-explanatory.
  • Good rating on BoardGameGeek (7.6).
Cons
  • The card quality is not the best and may not fit sleeves.
  • The game setup overview in the rulebook is 'very bare bones'.
Thematic elements
  • Losing people in moon colonies due to bad events, then trying to rebuild.
  • Moon colony
Comparison games
  • City
Mechanics (from transcript analysis)
  • Card Driven — The game is described as 'card driven' with 'mainly cards' as components.
  • Engine building/deconstruction — Mentioned as an 'engine building' and 'engine deconstruction' game, with the primary mechanic being 'engine losing'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hey everyone, this is and today I will be unboxing Moon Colony Bloodbath
  • I like that the rubbook isn't as large as the box.
  • It's like an it's like an engine losing game so to speak, right? So you just like lose your engine um uh over the quarters game.
  • I've heard that the solo mode is equally as good as the multiplayer mode.
  • The cards are almost self-explanatory, right? I don't even know how to play the game. And like the cards do make like sense.
  • It has quite a good rating on board game already. I think it's 7.6 or something as of recording this video.
  • All right, thank you so much for watching, and I will see you in the very next video. Take care everyone. Stay safe and cheers.
References (from this video)
No references stored for this video.
Video hN3iWi6NuyM Discussion at 19:19 sentiment: mixed
video_pk 67885 · mention_pk 164164
Moon Colony Bloodbath video thumbnail
Click to watch at 19:19 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Not a long game, which is in its favor.
  • Replicates the retro sci-fi theme quite well.
  • Legitimately enjoyed it.
  • Can be fun if you get into the theme and have a laugh with friends.
  • Tight games have occurred.
Cons
  • Artwork and component quality could be better.
  • Not to be hyped up immensely, as Shut Up and Sit Down did.
  • Fragile game.
  • High level of randomness; card order can decide the winner.
  • Some cards are overpowered, others are not worth the cost; balance issues.
  • Weird tracker system for actions.
  • Not for everybody; can drive people nuts if the theme/randomness doesn't appeal.
  • Not recommended for randoms at a convention.
Thematic elements
  • Retro sci-fi with robots wanting to kill colonists
  • Space, moon colonies
  • Replicates a retro sci-fi feel, enhanced by player immersion in the theme and pop culture references.
Comparison games
  • Galaxy Trucker
Mechanics (from transcript analysis)
  • Communal Deck Building — Players build up a tableau of cards (buildings) but the central deck is communal, and robots/dilemmas are added to it, affecting all players.
  • engine building — Players build up an engine that can disintegrate.
  • Last Man Standing — The game ends when the deck runs out of dilemmas or the first person dies, and the player with the most colonists wins.
  • Resource management — Actions include building, research, and mining for resources.
  • tableau building — Players build up a tableau of cards representing various buildings.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Remember, it's only a game.
  • I mean, you know, as I mentioned those ones a second ago, those were most of the ones that I would have previously thought of.
  • And you cannot pace this theme. I'm sorry. You try to pace this theme on a game and not respect it, I would go nuts.
  • But, uh yeah, you know, um anybody that is willing to replicate the art style of I mean, I suppose I don't want to say I'm probably going to say no more than once this uh this discussion, but Glass Cannon Unplugged have done a good job with respecting IPs.
  • And you know, when we were in the 80s and early '90s, we grew up with films that were designed to traumatize you, and they did, but they were good, entertaining movies, and they did their job, and they didn't suffer from the tropes of these days.
  • So, stuff like this and Slay the Spire and things like that, I never really got into, you know, then I don't particularly I've played Slay the Spire. I found it boring honestly as a game.
References (from this video)
No references stored for this video.
Video msgjnFWy9n0 Review at 0:16 sentiment: positive
video_pk 67680 · mention_pk 163861
Moon Colony Bloodbath video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fun and powerful building card abilities
  • Escalates to hilarious desperation with tough choices
  • Satisfying to build engines and see them destroyed
  • Charming 1950s/1960s aesthetic and artwork
  • Quick playtime (about an hour or less)
  • Simultaneous play keeps the game moving
  • The name 'Bloodbath' is accurate to the feel of losing population and buildings
Cons
  • Work cards become fewer as the game progresses, leading to player anxiety
  • Event cards and robots wreak havoc
Thematic elements
  • Leadership of moon colonies facing various problems
  • Moon colonies in the 1950s/1960s
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — You're going to draw four building cards.
  • Deck building — You're going to have a starter deck. Now, this starter deck is going to consist of four work cards, two twist cards, and two trouble cards.
  • engine building — This is an engine building game. You're going to set up some various card decks around the board, and each player is going to have their own player board, which are more or less identical.
  • Resource management — You're going to put four money and four food on their board as well.
  • tableau building — you're also building a tableau of buildings.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a game that the name is correct. Blood bath is correct because you feel it when you lose that population and you got to tear down your buildings to pay for it. You feel it.
  • This is a solid nine. It may go up. I don't know. But it's I I can't say anything uh else except I love this game.
References (from this video)
No references stored for this video.
Video Y4nJc-0ZwOM Top List at 23:56 sentiment: positive
video_pk 67594 · mention_pk 163744
Moon Colony Bloodbath video thumbnail
Click to watch at 23:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Silly and unique
  • Funny
  • Makes the host laugh every time
  • Creates surprising shifts in fortune
Cons
  • Can be very punishing
  • Bad events can ruin player engines
Thematic elements
  • Colonization and malfunctioning robots killing colonists
  • The Moon
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players can choose to build cards into their tableau or gain resources.
  • Deck building — Players build a central deck from which cards are revealed, affecting all players.
  • event cards — Cards are flipped from a central deck, some of which trigger negative events like robots killing colonists or forcing discards.
  • Push Your Luck — Players try to hang on as long as they can, despite the risk of negative events.
  • tableau building — Players build up a tableau of cards in front of them.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • These are lighter strategy games.
  • I love strategy games that have interesting decisions but still play in an hour or less.
  • if I have four hours to play games, I would rather play three games than one single game.
  • it has a little bit of everything in it.
  • The dice battle system is really clean and fun in this game.
  • it makes for those big emotional moments
  • This is a really silly and unique game.
  • you will build a bunch of cards and be feeling pretty good about your engine. And then all of a sudden, a lot of bad cards are going to get added to the deck.
  • It makes me laugh every time I play it.
References (from this video)
No references stored for this video.
Video j5R24L8d5BM Top List at 21:21 sentiment: positive
video_pk 67505 · mention_pk 163631
Moon Colony Bloodbath video thumbnail
Click to watch at 21:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique 'engine building, engine tearing down' dynamic.
  • Starts with players feeling powerful, then introduces escalating threats.
  • Shared deck creates unpredictable challenges.
Cons
  • Can feel like things are going wrong very quickly once bad cards appear.
  • First-time players might underestimate the danger.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • engine building — it's an engine building engine tearing down game
  • Push Your Luck — And so there is a lot of strategy in terms of the cards you want to build like essentially it's an engine building engine tearing down game.
  • Shared deck — we are all adding cards to a shared deck
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And it doesn't seem like it's slowing down anytime soon.
  • And because I play a lot of games, it's really important to me to find games that feel like nothing else that f I want to find games that do something different that scratch an itch in my brain in a different way because I've never seen it before.
  • And I feel like all 10 of these games did stand out for various different reasons. They feel different than other games out there.
  • And I dare you to find a more unique theme in all of the board game industry.
References (from this video)
No references stored for this video.
Video njHtx4K-C3I Review at 0:02 sentiment: positive
video_pk 67297 · mention_pk 163253
Moon Colony Bloodbath video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Balances strategic and silly elements well.
  • Constant tension due to shared deck.
  • Players become emotionally invested.
Cons
  • Increasing number of bad cards in the shared deck.
  • Game shifts from building to losing in the second half.
  • Can lose building cards to pay the 'people cost'.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — There's a lot of strategy in what cards to build and how they combo together.
  • set collection — The game ends when one person runs completely out of people and buildings, then whoever has the most people and buildings left wins the game.
  • Shared deck — We all share the same deck of cards and each turn we flip out a card and everyone does the thing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Why was Moon Colony Bloodbath my favorite game of 2025?
  • It's because it is at the same time both very strategic and very silly.
  • So there's this really interesting accordion effect to the game where the first half you're building, building, building and then the second half you're just losing, losing, losing.
  • Whoever hung on the best and lost the least wins.
  • I love the constant tension in this game because we're all sharing that same deck of cards and so everybody's nervously looking at it like, "Oh, what's going to FLIP OVER NEXT? OH, OKAY, I'M SURVIVING. YES."
  • It's a silly game and yet people get so emotionally invested in it.
References (from this video)
No references stored for this video.
Video ZWBMgF8Y-GU Top List at 3:14 sentiment: mixed
video_pk 67044 · mention_pk 162967
Moon Colony Bloodbath video thumbnail
Click to watch at 3:14 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • A recent favorite of the host.
Cons
  • Dropping off the list.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Unlike other rankings that I know and love, like on BoardGameGeek, the hotness, um the hotness is kind of dominated by games that are coming out in the future, rather than games that are already that people are actively already playing.
  • I wanted a power ranking hotness-style list about games that we've already played, and now that we've played them, we want to play them again.
  • The bottom three get knocked off, and next month they will be replaced by Terraforming Mars, Sanctuary, and Dune Imperium.
  • I think that is really clever. I kind of want to see more games with this discovered asymmetry that impacts all players during the game.
  • This is the number two game that people have played that they want to play again.
  • A real classic game here that has been given a little bit of new life thanks to I think the special edition, which is really stunning.
  • I think these are games that people play. Like, people aren't I don't think everyone is playing Galactic Cruise every night. And even if you are, you're probably mixing in a lighter game every now and then. And those games I think are relevant are are relevant, too.
References (from this video)
No references stored for this video.
Video NyUO2BovrNg Review at 0:25 sentiment: positive
video_pk 66730 · mention_pk 162533
Moon Colony Bloodbath video thumbnail
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting Eurogame
  • Pretty unique game
Cons
none
Thematic elements
  • Colonizing the moon, robot uprising
  • The moon
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Each turn in the game, one card is revealed from the from the shared deck which features two trouble cards, four work cards, and two twist cards.
  • engine building — You'll be building up your engine at the beginning of the game.
  • Engine Deconstruction — and then deconstructing it.
  • set collection — whoever has the most number of people left over when the bloodbath occurs will win the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Humans have made it. We have finally colonized the moon.
  • No longer we attached to Earth alone, but we can travel in between the two.
  • We're loaded with supplies, we can grow our own food, we can make our own buildings, and we've even got our own robot servants who we've programmed to do those mundane tasks that we don't like to do.
  • Like cooking, cleaning, slaughtering. Wait, what?
  • When a trouble card appears, it adds a new event card to the deck where the robots that we trusted and programmed start turning on the humans and all ends in disaster.
References (from this video)
No references stored for this video.
Video KEpRbmU_H6M Top List at 4:12 sentiment: positive
video_pk 66607 · mention_pk 162308
Moon Colony Bloodbath video thumbnail
Click to watch at 4:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tableau building and destroying aspect is really cool
  • Lots of fun destroying buildings to make colony last longer
Cons
  • Not really a theme that I love
Thematic elements
  • surviving the longest with your moon colony
  • space
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — You're all going through this same deck simultaneously, adding in your own cards, and bad things are being added to the deck as well.
  • tableau building — You're building up a tableau to give you extra abilities and different things with these different buildings that you're placing into your colony.
  • Tableau destroying — Destroying these different buildings to make your colony last longer by getting different people out of these different buildings and cards that you're destroying from your tableau.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really like to focus on games where the mechanism is really what makes that game shine and is a really big part of that game.
  • You don't often see that in tableau building games is when you're building up a tableau, but then you are also destroying it to then build it back up.
  • I forget where I put it in my like top 12 when I did those like top 12 mechanisms. I might actually go and go back through that and make another list of my favorite mechanisms cuz I feel like it has maybe changed.
  • More people need to play this game. I feel like this is on my list of games of like hidden gems that like no one talks about this game and it is so good.
  • I love that kind of problem in a game where you just want to play all of the cards into your tableau, but you have to make the decision of which ones do you want to prioritize.
  • Remember, you are somebody's reason to smile.
References (from this video)
No references stored for this video.
Video hdJi4z5ZZNg Board Game Buzz Top 10 List at 35:50 sentiment: positive
video_pk 65874 · mention_pk 159972
Board Game Buzz - Moon Colony Bloodbath video thumbnail
Click to watch at 35:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Snappy, tense, highly thematic
Cons
none
Thematic elements
  • simultaneous play with cascading events
  • space colony under alien challenge
  • terror and collaboration
Comparison games
  • Tend
Mechanics (from transcript analysis)
  • simultaneous action / cascading failure — players act in parallel with central event deck driving pressure and balance
  • Simultaneous Actions — players act in parallel with central event deck driving pressure and balance
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I cannot stop playing it
  • This is the better version
  • Ultimate comfort cozy game right now
References (from this video)
No references stored for this video.
Video cSB6DxNht6k kovray Rules Teach at 0:05 sentiment: positive
video_pk 63773 · mention_pk 157288
kovray - Moon Colony Bloodbath video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • survival and growth of a lunar settlement amid events and robot malfunctions
  • Moon-based colony
Comparison games
none
Mechanics (from transcript analysis)
  • building and resources — Spend money to build buildings; food is used to keep people alive; buildings provide population and may grant abilities.
  • deck manipulation — Any card added to the progress deck goes on top; multiple cards are placed aside and shuffled before being placed on top, so order is uncertain.
  • End conditions — Game ends when a player loses all people or an instructional manual event occurs; winner is the one with the most people remaining.
  • Events — Event cards such as Hunger, Paperwork, and others affect resources and population; glitches add robots to the progress deck.
  • events and hazards — Event cards such as Hunger, Paperwork, and others affect resources and population; glitches add robots to the progress deck.
  • perks — Players start with five perk cards; adding a perk places it on the top of the progress deck and it benefits only the owner when revealed.
  • player elimination — Game ends when a player loses all people or an instructional manual event occurs; winner is the one with the most people remaining.
  • progress deck management — Any card added to the progress deck goes on top; multiple cards are placed aside and shuffled before being placed on top, so order is uncertain.
  • Resource management — Money (for building) and food (to sustain population) are tracked; population is gained and lost through card effects.
  • resources and population — Money (for building) and food (to sustain population) are tracked; population is gained and lost through card effects.
  • robot mechanic — Robot cards and a robot deck represent malfunctions; turning over a robot card causes losses and effects.
  • setup — Choose a scientist, prepare moonbased mat and decks, and lay out tokens and cards as described in setup.
  • Simultaneous Actions — Top card of the progress deck is flipped and all players perform its indicated action at the same time.
  • simultaneous turns — Top card of the progress deck is flipped and all players perform its indicated action at the same time.
  • solo mode — Solo mode uses a loneliness starting card and has a unique end condition; a robot variant is available for extra challenge.
  • twists, work, and developments — Twist cards are used in setup and the deck; work cards trigger actions when revealed; development cards can be added to the progress deck.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • What a bloodbath.
  • Those darn robots.
  • Oh, robots.
References (from this video)
No references stored for this video.
Video sut2KCCKAbA Stonemaier Games Discussion sentiment: positive
video_pk 63733 · mention_pk 157218
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Viticulture is one that always comes back to me.
  • it's easy to teach, easy to play.
  • My beloved Moon Colony Bloodbath is going away along with Viticulture and Speakeasy.
  • It's not Edge. It's Andromeda's Eedee.
  • I love Dwellings of Eldervale because you get to put a little roof on your character and make it into an actual building.
  • Red Rising is such a good game.
References (from this video)
No references stored for this video.
Video sut2KCCKAbA Stonemaier Games Discussion sentiment: positive
video_pk 63733 · mention_pk 157227
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Viticulture is one that always comes back to me.
  • it's easy to teach, easy to play.
  • My beloved Moon Colony Bloodbath is going away along with Viticulture and Speakeasy.
  • It's not Edge. It's Andromeda's Eedee.
  • I love Dwellings of Eldervale because you get to put a little roof on your character and make it into an actual building.
  • Red Rising is such a good game.
References (from this video)
No references stored for this video.
Video YSjUgdmn0sU All You Can Board Top List at 25:19 sentiment: positive
video_pk 62478 · mention_pk 155081
All You Can Board - Moon Colony Bloodbath video thumbnail
Click to watch at 25:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • chaotic but engaging and funny
  • surprisingly resonant with engine-destruction mechanics
  • fun to watch everyone get screwed together and still persevere
Cons
  • heavy destruction motif may not suit all tastes
  • mechanics can feel punishing or less elegant to some players
Thematic elements
  • engine destruction and survival within a shared/deck-building framework
  • space colony / chaotic engine-building
  • chaotic, humorous, and engaging
Comparison games
  • Corrosion
Mechanics (from transcript analysis)
  • deck manipulation — what others do and how the deck evolves affects everyone
  • engine destruction / sacrifice — players sacrifice resources and workers to trigger effects and continue the game
  • indirect interaction via deck manipulation — what others do and how the deck evolves affects everyone
  • shared deck with personal actions — players draw into a deck that increasingly hurts engines and creates chaos
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the best part about big shot is that the way you actually gain a territory, the way you have control over it and will therefore score for it is when there are seven cubes present in a territory.
  • it's a small game. It doesn't take very long to play.
  • This is so deeply tactical. every single decision you're making with especially with having two win conditions in the game is so important but also so fun to engage with.
  • the theme and artwork is not at all what I gravitate towards.
  • it's a pleasant pleasant surprise from this last year.
  • the special ability cards crack the game wide open
  • it's surprisingly Cascadia, if I get that's the way to word it.
  • rolling hills or rolling rivers, they're addictive and fun
References (from this video)
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Video K3tsi5B2pOg Crimsonboardgames Playthrough at 0:00
video_pk 61529 · mention_pk 154172
Crimsonboardgames - Moon Colony Bloodbath video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Array
  • Array
  • survival, resource management, collective vs individual gain, and catastrophe management
  • Array
  • Moon colony during a colonization effort with a focus on survival and resource management
  • Array
  • Array
  • Array
  • mixed
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Let's colonize the moon, guys.
  • Moon Colony Blood Bath, guys. That's the game.
  • I love the tactile feel of sliding these little things.
  • I think the solo is really cool. Just like quick and easy, trying to build the best buildings, trying to get like some combos going that really work.
  • Paperwork. So, we will draw a building card, but we have to discard two of them, which is not good.
References (from this video)
No references stored for this video.
Video MyF00fzT3bY Stonemaier Games Discussion at 26:30 sentiment: mixed
video_pk 60208 · mention_pk 152641
Stonemaier Games - Moon Colony Bloodbath video thumbnail
Click to watch at 26:30 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • shared-deck tension creates dynamic play
  • strong thematic mood for space colony scenarios
Cons
none
Thematic elements
  • space/moon-colony scenario
  • cooperative/competitive with escalating crisis
Comparison games
none
Mechanics (from transcript analysis)
  • shared deck with evolving twists — players draw from and interact with a common deck; events shift unpredictably to increase tension
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There are so many possibilities, Jamie, even if you took it and decided to make it a campaign-based game where you took scenarios from the actual show, took the characters from the show and decided to, okay, you can play any of these characters, here's the scenario, solve the scenario with the people that you have.
  • Deck builders are a good way to tell stories well. I think they tell stories well.
  • There are so many subtleties that could happen.
  • Paradise has been something that I have enjoyed actually.
  • It's a wonderful distraction, wonderful information, wonderful source of joy when you're doing other things that require like a lot of physical attention and it's a stress reliever.
  • There are so many tricks and twists you can do with the two universes; the campaign could progress season by season with an evolving core game.
References (from this video)
No references stored for this video.
Video hy5lwze6iUo The Dice Tower Top List at 6:12 sentiment: positive
video_pk 42708 · mention_pk 129742
The Dice Tower - Moon Colony Bloodbath video thumbnail
Click to watch at 6:12 · YouTube ↗
Overall sentiment (raw)
mixed-to-positive
Pros
  • Appeals to groups; fun despite personal taste
Cons
  • Not universally loved; some did not enjoy it
Thematic elements
Comparison games
  • Take Time
  • Bombbusters
Mechanics (from transcript analysis)
  • unknown — Described as a light, quick-co-op cancer-scan style title; exact mechanics not specified in transcript
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The power of math.
  • anecdotal evidence, but sometimes it's all we got.
  • This is a Dice Tower push and the dice tower is pushing these games.
  • It's a good warm-up. Or, hey, it's only 40 minutes before dinner.
  • Disarms people a bit when you pull the map out of the box.
  • I really do want to upgrade Bomb Busters.
References (from this video)
No references stored for this video.
Video E7M00uhiNp0 Sir Thecos Playthrough at 0:14 sentiment: mixed
video_pk 40380 · mention_pk 122236
Sir Thecos - Moon Colony Bloodbath video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Unique and chaotic engine/board interaction that yields memorable tension
  • Humor and flavorful flavor text help keep the disaster vibe entertaining
  • Good solo viability and clear end-condition for a one-player run
Cons
  • Heavy randomness with robots and events can quickly derail an engine
  • Deck management and shuffling can feel burdensome and punishing
  • Early fragility may make the game feel unfair or relentlessly punishing
Thematic elements
  • Survival through resource management and attritional disaster events, with dark humor flavor.
  • Lunar colony on the Moon with scientists, colonists, and robotic threats advancing through a fixed event deck.
  • Flavor text and event-driven storytelling that escalates chaos and misfortune in a tongue-in-cheek tone.
Comparison games
  • Dominion
Mechanics (from transcript analysis)
  • deck-building / event deck management — Multiple linked decks (twists, events, robots) advance in a fixed order; top-deck exposure creates recurring pressure and evolving threats.
  • end condition via event stack — In solo play, the objective is to reach and activate the final event (Event 13) before the colony collapses.
  • engine building — Construct buildings to generate resources and colonists, then tear them down intentionally to adapt to dire situations.
  • engine building and destruction — Construct buildings to generate resources and colonists, then tear them down intentionally to adapt to dire situations.
  • event-driven disasters and penalties — Event cards like Hunger, Loneliness, Glitch, Accident, Tempest Flair impose losses or penalties to test resilience.
  • Events — Event cards like Hunger, Loneliness, Glitch, Accident, Tempest Flair impose losses or penalties to test resilience.
  • hand management — Players draw cards and perform actions from a limited set; the deck grows with events, and per-round actions are constrained.
  • hand management and action economy — Players draw cards and perform actions from a limited set; the deck grows with events, and per-round actions are constrained.
  • perks / development cards — Development cards and perks grant ongoing or one-off effects; can significantly alter the engine if drawn early.
  • Resource management — Manage colonists, money (credits), and food to pay for events and to build or restock structures.
  • robots as modifiers — Robot cards appear as part of the deck; some provide resources, others wipe out colonists, adding high-risk pressure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love that the bloodbath begins with paperwork.
  • This is a really unique game.
  • The epitome of love-hate game is deliciously painful even to watch played.
  • Chaos in games and trying to control the chaos.
  • I've never won a solo game so far.
  • Expansions on the horizon, that would be great.
References (from this video)
No references stored for this video.
Video hAurN38710g Banter and Boards Top List at 17:18 sentiment: positive
video_pk 40375 · mention_pk 122232
Banter and Boards - Moon Colony Bloodbath video thumbnail
Click to watch at 17:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong hybrid of deck-building and engine-building with a survival twist
  • varied events create constant tension and strategic depth
  • appealing to solo and group play alike; high replayability
Cons
  • can feel punishing as colonies deteriorate, which may frustrate some players
  • managing the shared deck demands careful tracking and cooperation
Thematic elements
  • deck-building and engine-building survival
  • space colony under threat with evolving events
  • high-tension, survival-driven with communal deck management
Comparison games
none
Mechanics (from transcript analysis)
  • communal deck and shared fate — the deck is shared; events affect all players and require careful planning.
  • Deck building — build a communal master deck to drive actions for all players.
  • deck-building — build a communal master deck to drive actions for all players.
  • engine building — cards and buildings modify actions, enhancing efficiency and survival capabilities.
  • engine-building — cards and buildings modify actions, enhancing efficiency and survival capabilities.
  • player elimination — players lose colonists as events unfold; last man standing (most survivors) wins.
  • survival/doom mechanic — players lose colonists as events unfold; last man standing (most survivors) wins.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game itself at face value feels very simple, but there's a lot of different nuances you want to be thinking about as each location has its own abilities.
  • And the person who gets to trigger that actual effect is the one who has majority at that location.
  • I've really enjoyed my time with Silos, and this is a game I'd really pull out only for three to four player groups.
  • This is Moon Colony Bloodbath—engine-building survival with a communal deck that creates constant tension.
References (from this video)
No references stored for this video.
Video q6oe7Q2J8KI Good Time Society Discussion at 2:11 sentiment: positive
video_pk 40046 · mention_pk 121070
Good Time Society - Moon Colony Bloodbath video thumbnail
Click to watch at 2:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging engine-building and the tension of engine wrecking
  • Strong thematic feel of space colony management
  • Energetic, chaotic play with high interaction
Cons
  • Population management can feel punishing and punting if misplayed
  • Complex to new players due to many interacting systems
Thematic elements
  • Space colonization, resource management, population dynamics, and the tension between growth and risk.
  • A lunar colony on the moon where players manage a growing settlement under pressure.
  • engine-building with harsh, chaotic events; competitive-population-management narrative
Comparison games
none
Mechanics (from transcript analysis)
  • engine building — Players assemble a tableau of cards and buildings to generate resources and population.
  • engine-building — Players assemble a tableau of cards and buildings to generate resources and population.
  • event/twist cards — Event cards introduce positive or negative shocks that push players toward different goals.
  • Events — Event cards introduce positive or negative shocks that push players toward different goals.
  • resource and population tracking — Players manage boxes, apples, and people, with losses cascading when buildings are damaged or removed.
  • Resource management — Players manage boxes, apples, and people, with losses cascading when buildings are damaged or removed.
  • shared deck with personal modifiers — A shared deck is used, but players have personalized perks that affect outcomes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moon Colony Blood Bath
  • it's an engine building, engine wrecking game
  • this is a puzzle of a game
  • We love cozy things. We love Tile Lane
  • The bigger the gap, the bigger you put in the hole
  • Kill the dragon
References (from this video)
No references stored for this video.
Video 4MhnO04ufSY Banter and Boards Top List at 0:48 sentiment: positive
video_pk 39813 · mention_pk 120292
Banter and Boards - Moon Colony Bloodbath video thumbnail
Click to watch at 0:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deck building with survival flavor
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • deck_building — Build a deck of cards to survive in a hostile moon colony.
  • Resource management — Win conditions hinge on managing scarce resources and threats.
  • survival_theme — Win conditions hinge on managing scarce resources and threats.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • a simple but tricky area control game.
  • a ladder climbing game, but with a fun little twist.
  • a fast-paced word game.
  • simple but hilarious betting game.
  • Moon Colony Bloodbath, a deck building game about survival, and woo, so good.
References (from this video)
No references stored for this video.
Video Y-9CJ4R79ic BoardGameBollocks Review at 1:03 sentiment: positive
video_pk 35312 · mention_pk 105391
BoardGameBollocks - Moon Colony Bloodbath video thumbnail
Click to watch at 1:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • sick sense of humor and dark tone
  • huge variety of buildings that create meaningful choices
  • built-in tension with an impending-doom timer via the progress/development cards
Cons
  • component quality is disappointing (card stock, tokens, box physical quality)
  • potential for repetition and stalling without expansions
  • lacks a strong thematic humanity or charm in its artwork
Thematic elements
  • dark humor, survival, planetary colonization, and collapse under relentless events
  • Moon colony with colonists, mining, farming, and building to survive threats
  • Array
Comparison games
  • Dominion
  • Galaxy Trucker
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moon Colony Blood Bath was a massive surprise for us.
  • the game has a sick sense of humor.
  • this is going to be like a bit of a car crash of a game.
  • the sense of annihilation isn't entirely a bad thing cuz who likes games that just go on on? I don't.
  • the production quality is dog [__] shocking.
  • it's a relief that these sort of games are still being made.
References (from this video)
No references stored for this video.
Video U65zhgjYPs4 Sir Thecos Playthrough at 2:15 sentiment: mixed
video_pk 33356 · mention_pk 99071
Sir Thecos - Moon Colony Bloodbath video thumbnail
Click to watch at 2:15 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Unique, humorous theme with chaotic, unpredictable gameplay
  • Tight solo pacing that creates tense decision points
  • Flavorful artwork and flavor text contribute charm
  • Clear core loop: draw a card, resolve its effect, manage resources
Cons
  • High luck factor can make outcomes feel arbitrary
  • Robots and certain twists can derail engine-building late game
  • Endgame can feel unwinnable once the deck collapses
  • Expansion options are not clearly defined beyond fan speculation
Thematic elements
  • Colony management under disaster and chaos
  • Lunar moon base / space colony
  • humor amidst apocalypse
Comparison games
  • Fallout (humor and disaster theme referenced as a loose comparison)
  • Dominion (concept of card packs / expansions discussed)
Mechanics (from transcript analysis)
  • Deck building — Draw cards from a fixed event/deck; a limited number of action cards each round; twists can be added to alter the deck. Rules are demonstrated in-play rather than formalized upfront.
  • deck manipulation — Robots and twist cards alter the deck and game state; robots often have punitive effects, twists modify starting conditions, and both influence endgame in meaningful ways.
  • Deck-building / hand-management — Draw cards from a fixed event/deck; a limited number of action cards each round; twists can be added to alter the deck. Rules are demonstrated in-play rather than formalized upfront.
  • engine building — Early decisions build an engine, but the deck and events tend to destroy/override those gains, forcing players to adapt as buildings and colonists are lost.
  • Engine destruction / teardown — Early decisions build an engine, but the deck and events tend to destroy/override those gains, forcing players to adapt as buildings and colonists are lost.
  • Event deck progression — Two trouble cards per round add events to the top of the deck; the game ends when event 13 is activated in solo mode.
  • Events — Two trouble cards per round add events to the top of the deck; the game ends when event 13 is activated in solo mode.
  • Resource management — Track colonists, money, food, and supply boxes; spend resources to build, restock, and maintain a functioning colony.
  • Robot / twist deck interactions — Robots and twist cards alter the deck and game state; robots often have punitive effects, twists modify starting conditions, and both influence endgame in meaningful ways.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it's a very unique game; I would like to see expansions.
  • The humor in this game is pretty good.
  • This is a disaster, but it's not a mean game toward other players.
  • I love chaos in games.
References (from this video)
No references stored for this video.
Video ZLKw4N4GUx8 The Dice Tower Top 10 List at 0:24 sentiment: positive
video_pk 33238 · mention_pk 98674
The Dice Tower - Moon Colony Bloodbath video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging theme and flavor described as a hoot
  • Chaos-driven, dynamic gameplay with calamities and robots
Cons
  • Aesthetic presentation described as dated or not appealing to everyone
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • deck-building / shared event deck — players manage resources and buildings while a shared event deck drives calamities and windfalls.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moon Colony Bloodbath isn't much to look at.
  • the production of Galactic Cruise is deliciously spot-on, even to the point of giving players not only a player aid card, but a player aid pamphlet styled as an employee orientation leaflet.
  • Zenith is my favorite of the year.
  • Zenith is a tug-of-war between two players.
  • I relish the thrill of finding something new.
  • There are a lot of moving parts, but sending that first rocket into space is satisfying indeed.
References (from this video)
No references stored for this video.
Video XYj-mAK3I0k The Dice Tower Review at 0:11 sentiment: positive
video_pk 32283 · mention_pk 95419
The Dice Tower - Moon Colony Bloodbath video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging, interactive gameplay that keeps everyone watching and reacting to the next card
  • Fast, easy to teach with only five core actions
  • Cheeky, enjoyable theme that supports the mechanics without taking itself too seriously
  • Strong tableau/engine-building focus with meaningful decision points
  • Clear cooperative-tinged vibe within a competitive framework; players feel connected to shared events
  • Easy entry point for new players due to straightforward actions and deck-driven progression
Cons
  • Artwork feels dated or '80s-era; not to everyone's taste
  • Potential repetition due to a fixed 13-event deck; variability depends on expansions or future decks
  • Not a long-game; can feel short or a bit shallow for some players after repeated plays
  • Some buildings can be less efficient or feel underpowered without specific cards
Thematic elements
  • cheeky survival and resource management in a space-colony setting
  • Lunar colony under dueling pressures as a horde of problems emerge
  • humorous, tongue-in-cheek, not overly serious
Comparison games
  • Dominion
Mechanics (from transcript analysis)
  • Build actions — Spend resources to play buildings from hand into a tableau, adding people and ongoing effects.
  • deck/tile expansion through perks and robots — Perk, development, and robot cards expand the deck and introduce mix of benefits and penalties.
  • engine building — Players curate a personal engine by selecting buildings that synergize for long-term survival.
  • event deck and hunger mechanic — A deck of events drives the round flow; hunger requires feeding buildings or losing people.
  • Events — A deck of events drives the round flow; hunger requires feeding buildings or losing people.
  • restock and cargo — Cargo tokens are drawn and allocated to buildings; used to fuel actions and enable events.
  • tableau engine-building — Players curate a personal engine by selecting buildings that synergize for long-term survival.
  • work actions — Players choose one action per turn (mine, farm, research) to gain resources and affect ongoing card decks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Start with the instruction manual first, people.
  • The round structure of the game is actually a lot different than what you're probably used to.
  • The game play is super fun and interactive because you're always taking a look at what other people are doing.
  • Moon Colony Bloodbath is not three words that I think you would put into the same sentence even, let alone as the title for a game.
  • It's a 7 out of 10.
References (from this video)
No references stored for this video.
Video oWLWG3pwBLw Totally Tabled Playthrough at 0:00 sentiment: negative
video_pk 31515 · mention_pk 92838
Totally Tabled - Moon Colony Bloodbath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • High-tension solo play with fully simultaneous resolution
  • Powerful, thematic engine-building feel through a tight tableau of buildings
  • Distinct disaster and hunger mechanics create meaningful risk decisions
  • Multiple strategic paths via different buildings and perks
Cons
  • Extremely punishing through drones/robots and hunger cycles
  • Heavy bookkeeping and micromanagement can be mentally exhausting
  • Event deck is fixed per game, reducing variability across plays
  • Early luck can significantly derail a run before meaningful choices pay off
Thematic elements
  • survival under disaster, resource management, and social strain
  • Moon colony, near-future space outpost
  • tense, high-stakes tableau-building with brutal random events
Comparison games
none
Mechanics (from transcript analysis)
  • disaster_mechanics — Robots and other disasters impose losses (e.g., killing colonists or destroying buildings) and must be mitigated or endured.
  • engine building — Players assemble a personal tableau of buildings that grant ongoing and combo-based effects.
  • engine_building — Players assemble a personal tableau of buildings that grant ongoing and combo-based effects.
  • event_and_trouble_cards — An event deck drives recurring penalties (e.g., hunger) and trouble cards shift future state by adding top events or forcing discards.
  • Events — An event deck drives recurring penalties (e.g., hunger) and trouble cards shift future state by adding top events or forcing discards.
  • perks_and_decks — Perk cards (and deck interactions) provide one-time or ongoing bonuses that affect future draws and actions.
  • Resource management — Critical resources include colonists, money, and food; mismanagement leads to attrition and penalties.
  • resource_management — Critical resources include colonists, money, and food; mismanagement leads to attrition and penalties.
  • Simultaneous Actions — Turns resolve simultaneously in solo mode, preserving pace and tension without player impact delays.
  • simultaneous_play — Turns resolve simultaneously in solo mode, preserving pace and tension without player impact delays.
  • tableau building — The order and choice of built elements creates a functional engine with synergies and risks.
  • tableau_builder — The order and choice of built elements creates a functional engine with synergies and risks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moon Colony Bloodbath. This is an engine building/ engine losing tableau builder where players are scientists attempting to create a colony on the moon.
  • Everything is really simple. I will explain all the rules as I play, just like I always do.
  • loneliness card into the progress deck
  • drilling robot is going to kill five of our colonists
  • our Moon colony failed. It was an absolute bloodbath.
References (from this video)
No references stored for this video.
Video rrW3d3JKa3U Board Games for One Review at 46:17 sentiment: positive
video_pk 31491 · mention_pk 92768
Board Games for One - Moon Colony Bloodbath video thumbnail
Click to watch at 46:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • sick sense of humor and thematic cohesion
  • strong engine-building feel with unique twists
Cons
  • potentially heavy for some players
  • misplays can be punishing without a good teach
Thematic elements
  • engine-building with a satirical tone
  • space-colony-building with a dark humorous edge
  • retro sci-fi, playful yet vicious
Comparison games
  • Terraforming Mars
  • Dominion
Mechanics (from transcript analysis)
  • engine-building / deck-building hybrid — each player has a moon colony; you add cards to a shared deck to improve actions
  • Simultaneous Actions — all players act with a common deck and turn sequence evolves
  • simultaneous play / multi-action planning — all players act with a common deck and turn sequence evolves
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is like the Super Smash Brothers kind of. I know, I know.
  • If you're a heavier gamer and you don't like, you know, people messing with your plans, you'll hate this.
  • This was absolutely beautiful. I love how well it moved.
  • The goddess made me do it.
  • I would buy it.
  • Moon Colony Bloodbath... engine destroying game, sick sense of humor
References (from this video)
No references stored for this video.
Video NPAp7ym0iG0 Banter and Boards Playthrough at 0:08 sentiment: positive
video_pk 31084 · mention_pk 152307
Banter and Boards - Moon Colony Bloodbath video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast, snappy solo play
  • Solo mode mirrors multiplayer experience with minimal rule changes
  • Tense, evolving card-driven engine with meaningful choices
  • Rich thematic flavor through events and loneliness mechanics
Cons
  • Can become punishing with cascading losses from events
  • Requires careful bookkeeping of cards, resources, and colonists
  • Balance can feel ruthless without thoughtful planning
Thematic elements
  • Survival, resource management, lunar horror
  • Lunar colony survival on the Moon
  • Card-driven, procedural progression with evolving threats
Comparison games
none
Mechanics (from transcript analysis)
  • card-driven engine — The game uses a deck of cards to drive actions and effects; drawing, playing, and discarding cards shape each turn.
  • Event and twist cards — Random events and twist cards introduce hazards (hunger, glitches, loneliness) and sometimes free actions.
  • Events — Random events and twist cards introduce hazards (hunger, glitches, loneliness) and sometimes free actions.
  • Loneliness and icon mechanics — Loneliness cards interact with icons on other cards, forcing careful management to minimize losses.
  • Resource management — Maintaining food and other resources to feed colonists; hunger triggers population changes and end-of-round effects.
  • resource management and feeding — Maintaining food and other resources to feed colonists; hunger triggers population changes and end-of-round effects.
  • Worker actions / action selection — Players perform a sequence of actions (farm, mine, research, restock) to build a tableau and develop the colony.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moon Colony: Blood Bath, a game of survival, strategy, and lunar horror.
  • it's just me out here managing the colony alone
  • this game is very quick, very snappy, and whether you play solo or with others, it plays just as quick.
  • I've really enjoyed this game playing solo
  • If you've enjoyed this video, feel free to hit the like and subscribe
References (from this video)
No references stored for this video.
Video QFND54R2YEY The Dice Tower Discussion at 36:00 sentiment: positive
video_pk 30629 · mention_pk 90168
The Dice Tower - Moon Colony Bloodbath video thumbnail
Click to watch at 36:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • high tension and dramatic moments
  • fun when shared with a group that enjoys brutal simulations
Cons
  • brutal nature can be punishing
Thematic elements
  • apocalyptic colony management and crisis response
  • space colony under siege by mechanical failures and malevolent robots
  • brutal and cheeky with dark humor
Comparison games
  • Moon Colony (base game)
Mechanics (from transcript analysis)
  • population/robot failure management — keep colonists alive against failures while robots threaten population
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We funded and we exceeded even a few stretch goals.
  • That's fraught with danger.
  • The coolest name ever.
  • the following mechanism is really neat.
References (from this video)
No references stored for this video.
Video pdx7QG9pQn4 3 Minute Board Games Review at 0:12 sentiment: positive
video_pk 30486 · mention_pk 89719
3 Minute Board Games - Moon Colony Bloodbath video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very strong, unique vibe and tempo that blend chaos with clever deck/engine interactions
  • Interesting tension curve where progress is continually threatened by events and population loss
  • Quirky, memorable art style that reinforces the carnivalesque mood
  • Satisfying payoff when your engine finally comes online and then gets tested by the next twist
  • Accessible core concepts with deep strategic potential for a wide range of players
Cons
  • Event deck randomness can feel punishing or underutilized if cycles don’t align with expectations
  • Not a chill or passive experience; the game demands constant attention and rapid decision-making
  • Limited variety in events might reduce replay value over many sessions
  • Some players may wish for easier removal or thinning of cards to streamline play
Thematic elements
  • carnage, calamity, improvisation, and fragile growth under pressure
  • A lunar colony on the Moon undergoing a cascade of events, twists, and resource management challenges.
  • dynamic engine/deck-building with escalating risk and destabilizing events
Comparison games
  • Dominion
Mechanics (from transcript analysis)
  • action_selection — On each pass through the central deck, players select from five work actions—mining, farming, researching, restocking, and building—with limited total actions per cycle, forcing tough tradeoffs.
  • Deck building — Players collectively contribute to a central deck whose cards influence actions, resources, and the colony’s fate; cards are added to the top and are not removed, driving a high-tension pacing.
  • deck-building — Players collectively contribute to a central deck whose cards influence actions, resources, and the colony’s fate; cards are added to the top and are not removed, driving a high-tension pacing.
  • engine building — Actions and cards compound over the course of a round to create an emergent engine that generates money, food, and population, but the engine can be buffeted by events and twists.
  • engine-building — Actions and cards compound over the course of a round to create an emergent engine that generates money, food, and population, but the engine can be buffeted by events and twists.
  • randomization_and_twists — Twist cards are revealed early and visible to all players, shaping planning and timing; event cards are added to the top of the deck and resolve in a cascading, sometimes punitive fashion.
  • Resource management — Food and population are currency controls; letting population drop to zero triggers penalties and possible loss of buildings, creating a tight risk/reward loop.
  • resource_management — Food and population are currency controls; letting population drop to zero triggers penalties and possible loss of buildings, creating a tight risk/reward loop.
  • tableau building — Your colony is represented by a tableau of buildings with unique abilities that activate when played or under specific conditions, adding strategic depth and positioning considerations.
  • tableau-building — Your colony is represented by a tableau of buildings with unique abilities that activate when played or under specific conditions, adding strategic depth and positioning considerations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moon Colony Bloodbath is a joyous game of absolute carnage, and calamity.
  • It has such a unique vibe, feeling, and tempo, and I can't say enough good things about it.
  • It takes a normal deck building and engine building power curve and absolutely slams it.
  • Just as you get your engine started to gain traction, the number of vents and the amount of people you're losing starts to smash it down faster than you can repair it.
  • We have so many games about growth, but very few deal with everything turning to custard.
  • The first time you play Moon Colony Bloodbath, you will still be shocked at just how quickly the game turns on you.
  • I kind of dig the quirky art style as well. It helps sets the tone for a game that is absolute silly carnage.
  • Oh, best thing about this game is flipping over your first robot card and then realizing that thing's coming back each turn.
  • However, Moon Colony Bloodbath is the opposite of chill. If you want a game where you get to do your own thing, this ain't it.
  • Dominion is the original deck building game and it's by the same designer.
References (from this video)
No references stored for this video.
Video 1C2PQbJFuXk Stonemaier Games Analysis at 0:06 sentiment: positive
video_pk 12392 · mention_pk 36192
Stonemaier Games - Moon Colony Bloodbath video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Intuitive setup with surprisingly quick play pace for a deck-building engine centered on a single shared deck.
  • Innovative blend of simultaneous play with a strong deck-evolution mechanic that rewards timely deck-building decisions.
  • Clear thematic hook: a lunar crisis where players must balance growth with fragility, creating meaningful tension.
  • Structures provide multi-use value and sustain engine parts across early and late game phases.
  • Twist cards and asymmetry inject replayability and anticipation for different playthroughs.
Cons
  • Randomized twist and robot effects can introduce volatility that some players may find frustrating or overly swingy.
  • The reliance on a shared deck may reduce a sense of individual agency for some players and increase perceived interaction noise.
  • Potential difficulty for new players to quickly grok all card interactions and the evolving deck state, despite streamlined rules.
Thematic elements
  • crisis management, resource scheduling, and deck-building as a collective engine with individual agency
  • Lunar colony under crisis where players must balance survival with competition, while a shared deck evolves under player influence.
  • emergent, driven by event-driven twists and evolving deck state; simultaneous play accentuates tension and interaction
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Players contribute cards to a single shared deck that drives the entire game. Some cards are added automatically, while players can actively add cards that shape future draws. The deck evolves as the round proceeds, creating a dynamic pulse to the whole experience rather than isolated player turns.
  • Deck reshuffle and repeated cycles — After the deck is exhausted, it is reshuffled and run through again. The game thus emphasizes repetition with incremental change, as previously seen cards reappear in new contexts, keeping the experience fresh through multiple passes.
  • Development/structure cards — Development-type cards (structures) provide ongoing benefits and can also grant additional people or resources. They serve as engine components that work early in the game for acceleration, yet retain relevance later by offering multi-purpose utility (sustained income of people, resources, or activation effects).
  • end game bonuses — There is no default action to simply accrue people; instead, people must be earned through structures and card effects. The end condition hinges on not losing all your people, tying victory to careful resource and structure management while staying ahead of losses.
  • Endgame condition via population management — There is no default action to simply accrue people; instead, people must be earned through structures and card effects. The end condition hinges on not losing all your people, tying victory to careful resource and structure management while staying ahead of losses.
  • Multi-use cards — Work cards give a player a choice of five possible actions when drawn, enabling flexibility. Choices typically include gaining new people, collecting resources, playing another card, or triggering special effects, which makes each draw carry meaningful decision points.
  • Perk cards added to the deck — When a perk card is played, it is added to the top of the deck, creating a near-term impact on future draws. This mechanic directly links player decisions to the tempo and potential surges or misfires in the upcoming rounds.
  • Robots and disruptive effects — Some cards introduce disruptive elements (robots) that can hamstring players’ plans. These random or semi-random hindrances force players to adapt on the fly and reinforce the competitive tension of a crisis-management theme within a mostly cooperative mechanism.
  • Shared/deck-building engine — Players contribute cards to a single shared deck that drives the entire game. Some cards are added automatically, while players can actively add cards that shape future draws. The deck evolves as the round proceeds, creating a dynamic pulse to the whole experience rather than isolated player turns.
  • Simultaneous action selection — All players act concurrently rather than following a strict turn order. This keeps downtime low and increases the sense of shared fate, since everyone is watching the deck and the evolving board state as it changes with each revealed card.
  • Simultaneous Actions — All players act concurrently rather than following a strict turn order. This keeps downtime low and increases the sense of shared fate, since everyone is watching the deck and the evolving board state as it changes with each revealed card.
  • Twist cards (asymmetrical setup) — At game start, two twist cards are placed in the deck, creating asymmetry and surprises from the outset. The deck is relatively thin early on, so twist cards have a pronounced and frequent impact, shaping early strategy and long-term expectations.
  • Work card action choices — Work cards give a player a choice of five possible actions when drawn, enabling flexibility. Choices typically include gaining new people, collecting resources, playing another card, or triggering special effects, which makes each draw carry meaningful decision points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a competitive game where all players are doing kind of two things.
  • you are revealing the top card of the deck and you are doing what that card says.
  • fully simultaneous, but you are still interacting with other players.
  • I am just so impressed with this design.
  • There's no default way to get people in this action system.
  • We went through it like six times in the game.
References (from this video)
No references stored for this video.
Video b7oAU0Q6TZI Board Game Hangover Top List at 7:24 sentiment: positive
video_pk 11729 · mention_pk 34393
Board Game Hangover - Moon Colony Bloodbath video thumbnail
Click to watch at 7:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging engine-building with high emotional payoff
  • Dynamic tension from the destruction mechanic
Cons
  • Theme can feel grim; not for all audiences
  • Domination by one engine can overshadow others
Thematic elements
  • Resource management and survival under pressure
  • Moon colony under threat; survival with building and engine building
  • Engine-building with tragic player-elimination dynamics
Comparison games
  • Other engine-builders with escalation and destruction themes
Mechanics (from transcript analysis)
  • Destruction phase — Robots attack and destroy player improvements later in the game
  • engine-building — Players craft and upgrade their own engine via cards/buildings
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The visually most pleasing board game, Euro game of all time.
  • I can't stop thinking about this game and want to play it again and again.
  • The box is actually part of the game.
  • It's the best character building in board games, period.
  • The historic flavor, the politics, the negotiation, the backstabbing makes this an amazing game experience.
References (from this video)
No references stored for this video.
Video dzEhLZz3lfc Rahdo Runs Through Top List at 16:24 sentiment: positive
video_pk 10231 · mention_pk 30221
Rahdo Runs Through - Moon Colony Bloodbath video thumbnail
Click to watch at 16:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Legendary designer (created Dominion)
  • Communal deck building mechanic
  • Twist cards for variability
  • Humorous theme with serious gameplay
Cons
none
Thematic elements
  • retro 1950s
  • moon base
  • science fiction
  • space disaster
Comparison games
  • Dominion
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm not here to talk about that I'm here to talk about games
  • catch-up games has been on fire
  • I love his Cooperative design sensibilities
  • how does this game not already exist
  • I want more games that tell in 2025 a positive story about how we can work in unison with nature
  • 2025 might be the year of co-ops
  • pure Feld simple Elegance that leads to deep challenging decisions
  • Coming of age is by far my number one most anticipated game
References (from this video)
No references stored for this video.
Video dd8KTlibFys BoardGameCo Discussion at 2:16 sentiment: mixed
video_pk 8495 · mention_pk 25030
BoardGameCo - Moon Colony Bloodbath video thumbnail
Click to watch at 2:16 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Unique "everything falls apart" theme
  • Fun competitive element
  • Interesting mechanics
Cons
  • Can drag on too long in endgame
  • Losing players may have unfun experience watching slow decline
Thematic elements
  • Post-apocalyptic survival and collapse
  • Moon colony
  • Apocalyptic deck-building
Comparison games
none
Mechanics (from transcript analysis)
  • Comparative survival — Try to make your stuff fall apart slower than opponents
  • Deck building — Build your tableau from central deck
  • Deterioration — Everything slowly falls apart over time
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love Huton. Oh my gosh.
  • Oh my gosh, I am in love with that game.
  • It knocks out of the water.
  • One of the better games I've played in a long time.
  • The components are so much better. It makes a better game.
  • It's a fun little like watch the world fall apart and burn and see who can survive that process the longest.
  • One of my favorite party games, if not my favorite party game.
  • It's a lot going on. Very thinky. But very rewarding, too, at the same time.
  • When trick taking gets to a point where I feel like I'm just trying to math out every probability and it starts to feel like homework, I start to like it less.
  • I cannot wait to play it again.
  • My ideal would be combining the best parts of Bruges and Hamburg into one game, but I can't do that.
  • It's just easy, straightforward, satisfying.
  • There's not quarterbacking, there's assisting, because it's so much happening at once and so much daisy chaining that the quarterbacking is almost impossible.
References (from this video)
No references stored for this video.
Video Y8wIgJ7YR9Y The Brothers Murph Top List at 25:19 sentiment: positive
video_pk 8335 · mention_pk 91745
The Brothers Murph - Moon Colony Bloodbath video thumbnail
Click to watch at 25:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • ridiculously fun, campy theme with gleeful chaos
  • great art and production
  • strong engine-building potential
Cons
  • the humor may not appeal to everyone
  • game balance can tilt with chaotic events
Thematic elements
  • campy survival and colonization under stress
  • moon colony with pulpy science-fiction motif
  • campy, over-the-top
Comparison games
  • Dune: Imperium
  • Galaxy Trucker
Mechanics (from transcript analysis)
  • city/population management — maintain population while advancing buildings and events.
  • engine building — buildings grant ongoing bonuses and trigger actions.
  • engine building with building bonuses — buildings grant ongoing bonuses and trigger actions.
  • event-driven chaos — central deck of events drives what happens to everyone.
  • Events — central deck of events drives what happens to everyone.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the perfect kind of game to play like late in the evening with maybe some people who aren't into like super heavy games.
  • I played it 80 times as a result.
  • Moon Colony Blood Bath. Try and think of a crazier name. You can't.
References (from this video)
No references stored for this video.
Video ovBi-cXr9Zg Tabletop Turtle Top List at 22:11 sentiment: positive
video_pk 8041 · mention_pk 23674
Tabletop Turtle - Moon Colony Bloodbath video thumbnail
Click to watch at 22:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • unique and memorable feel unlike Galaxy Trucker
  • variety in outcome and dramatic turns
Cons
  • can feel punishing and chaotic
Thematic elements
  • engine-building with destruction and rebirth
  • Chaotic moon base with destruction and defense themes
  • punishing, dynamic, and cinematic
Comparison games
  • Galaxy Trucker
Mechanics (from transcript analysis)
  • Engine builder and engine loss — build a tableau that gets repeatedly damaged and must be rebuilt
  • Rotating round cards that introduce new negative events — round-based downtick with increasingly harsh effects
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the kind of game you play when you want to feel smart.
  • Everything feels like a good decision.
  • The card play in this game is absolutely stellar.
  • A lot of little things come together to feel cohesive and satisfying.
  • You reap what you sew, you know, you need to be strategic and methodical about it.
References (from this video)
No references stored for this video.
Video kVUrAL6P7Vg Cardboard Herald Convention Recap sentiment: positive
video_pk 7768 · mention_pk 163259
Overall sentiment (raw)
positive
Pros
  • Snappy gameplay
  • Interesting deck-building mechanism
  • Quick playtime
Cons
  • Potential for rapid population loss
Thematic elements
  • Survival and Colony Management
  • Moon Colony
  • Deck-building with increasing complexity
Comparison games
none
Mechanics (from transcript analysis)
  • Deck building — Communal deck builder with evolving challenges
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oh, they're probably expendable.
  • Let it ride, baby!
  • I am full of games.
References (from this video)
No references stored for this video.
Video _EUQBEewBhQ No Rolls Barred Playthrough at 0:00 sentiment: positive
video_pk 6598 · mention_pk 19586
No Rolls Barred - Moon Colony Bloodbath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging engine-building with multiple synergies across buildings and perks
  • Fast-paced rounds with dramatic 'blood bath' endgame
  • Strong table presence and player interaction
  • Thematic Moon setting with humorous space banter
  • Dynamic resources mix (food, mining, boxes) creates engine variety
  • Perk cards add depth and variability
Cons
  • Can be chaotic and rule-heavy for new players
  • Some rule interactions around boxes are ambiguous and may require house rules
  • Deck-order luck can influence late-game outcomes
  • Tracking multiple resources and effects can be demanding
Thematic elements
  • space colonization, survival under evolving threats, and a haunt/traitor-like element
  • Lunar surface colony aiming to attract settlers and build a utopia while weathering a dangerous progress/event deck
  • humorous, chaotic, banter-rich with space-themed humor and occasional space facts
Comparison games
  • Moon Fallout
Mechanics (from transcript analysis)
  • building activation & effects — buildings provide permanent effects or activated effects that modify resource generation or usage, and can incorporate boxes for extra effects.
  • deck-building / progress deck — players flip work cards to take actions; the progress deck introduces twists and new event cards that can alter the game state and flow.
  • Endgame scoring — the game ends when a player runs out of colonists; winner is the one with the most settlers on their board plus those printed on their buildings.
  • event-driven peril — hunger and robot/event cards come from the progress deck, causing penalties and driving the game toward an end condition.
  • perks & restocking — perks grant ongoing bonuses and can be triggered as specified on cards; restocking can generate boxes and mining tokens.
  • Resource management — players manage colonists (people), food (apples/food tokens), mining tokens, and boxes placed on buildings to activate abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is a fight to not finish last.
  • Ash's engine firing off.
  • The rich get richer.
  • We got burgers on the moon.
  • Moon colony full of cabbage patch kits.
  • I love working.
References (from this video)
No references stored for this video.
Video oWdTsMlqw5Q Getting Games Review at 0:00 sentiment: positive
video_pk 4475 · mention_pk 13150
Getting Games - Moon Colony Bloodbath video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative communal deck-building mechanic provides a fresh twist on a familiar mechanic
  • Tense pacing and short playtime provide a satisfying middle-weight euro/card-game experience
  • Theming and humor land well, adding flavor and engagement
  • Strong variability with player counts and twists, supporting solo and group play
Cons
  • High randomness from tableau draws and event order can feel unfair or swingy
  • Endgame elimination can be disheartening for some players
  • Two-player games can lack the table talk and chaos that many enjoy at larger player counts
Thematic elements
  • destruction, communal deck-building, survival against an escalating threat
  • Moon colony under threat from rebellious robots; colonists and infrastructure endangered
  • tongue-in-cheek, retrofuturistic, campy yet brutal in its setting
Comparison games
  • Empire's End
  • El Paso
  • Last Will
Mechanics (from transcript analysis)
  • communal_deck — A central deck of events and developments is shared; events unfold in a fixed order but are enriched by added cards, twists, and perks.
  • deck-building — Players share a central deck of events and build their own engine by acquiring cards that modify actions, money, and draws.
  • endgame_triggers — The game ends when a player runs out of colonists (people) or after all 13 events have resolved, creating a finite but variable conclusion.
  • perks — Perks are cards that give unique benefits when drawn, but only for the player who added them; they influence long-term strategy.
  • player_interaction — Most interaction is indirect via the shared deck and endgame timing; players monitor others’ engines and timing to anticipate collapse.
  • robot_events — Robot-themed events add negative effects that accumulate, driving tension and risk as the deck thickens with bad outcomes.
  • tableau_and_actions — In addition to the shared deck, players build a personal engine through buildings that grant actions, money, or draw capabilities.
  • twists — Two twist cards are added at the start that dramatically alter the initial setup and ongoing pacing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moon Colony Blood Bath is a Donald X game of Dominion fame that just came out this year.
  • And everybody dies.
  • The endgame trigger is when one player at the table runs out of people.
  • This is a tableau building game.
  • There are four cards in there you really care about.
  • The fat deck of twists.
  • You start with nothing and you make it.
  • I think it's best three plus because there isn't that laughter of five around the table.
  • You can play solo.
  • The art is cartoonish.
  • Fallout. That kind of a Fallout like vibe.
References (from this video)
No references stored for this video.
Video NllpLe1iBq4 Getting Games Other at 17:34 sentiment: positive
video_pk 3422 · mention_pk 10159
Getting Games - Moon Colony Bloodbath video thumbnail
Click to watch at 17:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cooperative, engaging endgame dynamics
Cons
none
Thematic elements
  • deck-building with narrative chaos
  • Moon colony vs rogue robots
  • cooperative with a twist
Comparison games
none
Mechanics (from transcript analysis)
  • deck-building — Cooperative tableau that evolves against robotic threats
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I had so much anxiety about making this change for months and months, arguably years if you watch the last update, but people really took to it.
  • You mean Getting Games? That just that really sealed the deal.
  • It's just a fun thing to consider.
  • I'm really looking forward to it as opposed to putting these things off and like stressing about them.
  • recording my opinions episodes live as well as other vlogs. I did a 2024 favorites video talking about all my favorite games from last year.
References (from this video)
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