Moonrollers is a game of risk assessment and strategy that pits players against each other as ship captains competing to gain crewmates.
Players begin by rolling 5 dice and must choose to attempt a requirement on an available crew card that matches one of their dice. Players commit any number of the matching dice and must choose whether to stop rolling or continue to roll their remaining dice. If they fail to roll a dice that matches a requirement they are attempting, all progress that turn is lost. If they choose to stop rolling or complete the card, their progress is saved via tokens.
Some parts of each mission are particularly hazardous, awarding players who attempt them with hazard tokens that are worth prestige at the end of the game. However, the player with the most hazard symbols is reprimanded for their chaotic conduct and is awarded no extra end-game prestige.
The end of the game is immediately triggered when a player has 3 crew of the same faction or a crew of each faction on their ship. The player with the most points won from completing requirements and from Hazards wins!
—description from the designer
- Visually appealing components
- Not overly complex to teach, but offers meaningful decisions
- Engaging push-your-luck and risk/reward with hazard tokens
- Tension and strategic depth around which card to work on
- Positive sense of player interaction and strategic cooperation without full cooperation
- Reliance on dice randomness can create swings
- End-game lock requirements may disadvantage players who fall behind color-wise
- Rule interpretation around card abilities and locking could be tricky for new players
- pusher-luck dice game in a sci-fi setting with crew management
- Moonrakers universe
- procedural, competitive, card-driven
Mechanics (from transcript analysis)
- card abilities — Each card grants an ability; only one ability may be kept per color.
- Dice rolling — Start with five dice; roll and allocate to cards to meet card requirements.
- Dice rolling and assignment — Start with five dice; roll and allocate to cards to meet card requirements.
- hazard tokens — Hazard symbols added from dice outcomes; influence end-game scoring.
- Locking and progression — Lock dice on cards; you can place multiple dice and advance progress.
- Push Your Luck — Roll dice to complete crew cards; risking busts and added dice depending on rolls.
- push-your-luck — Roll dice to complete crew cards; risking busts and added dice depending on rolls.
- set collection — End condition triggered by acquiring one of each color or three of a color.
- set/collection completion — End condition triggered by acquiring one of each color or three of a color.
Video topics + discussion points
Quotes (from this video)
- I love dice games. I love pusher luck.
- I think it looks really cool.
- It's not overly complicated to teach, but there's a lot of decisions to make as far as what card you're going to work on each time.
- There’s just kind of some fun decisions.
- I am really enjoying Moon Rollers.
References (from this video)
- High-quality dice feel: smooth and hefty
- Nice minimalistic box design
- Good card finish and variety of components
- Includes 30 crew cards and 10 contracts plus 5 crew cards
- Not solo-friendly; variant being explored but not a focus
- Packaging could have separated expansions more clearly
- Intrepid micro expansion for Moon Rakers is not compatible with Moon Rollers
- Array
- Moon/space theme
- Unboxing/narrative overview
- Moon Rakers
Mechanics (from transcript analysis)
- Action deck — Use an action deck (Act five action Deck) to perform actions during play.
- Combat: Deck/Hand — Use an action deck (Act five action Deck) to perform actions during play.
- Deck building — Managing a deck of crew cards and contract cards to execute actions.
- Deck Building / Card Management — Managing a deck of crew cards and contract cards to execute actions.
- Dice rolling — Players roll dice and place results on cards to fulfill card objectives.
Video topics + discussion points
Quotes (from this video)
- nice minimalistic kind of design on the box
- this game comes with 30 crew cards
- Intrepid micro expansion for Moon Rakers not compatible with Moon Rollers
- not every game needs to be solo friendly
References (from this video)
- engaging push-your-luck mechanics
- variety of crew members with powerful effects
- replayability and table talk
- risk of losing progress if you overshoot or fail a roll
- can be table-dominant in groups that enjoy risk-taking
- space frontier recruitment and crew optimization
- space-themed crew hiring on the moon
- thinky dice-chucking with push-your-luck elements
Mechanics (from transcript analysis)
- crew-fulfillment and progression — claim crew members by meeting requirements and placing cubes
- Dice rolling — roll to fulfill crew requirements, choosing to continue or stop
- dice rolling and push-your-luck — roll to fulfill crew requirements, choosing to continue or stop
- hazard tokens — hazards add points but excessive hazards hurt end-game scoring
Video topics + discussion points
Quotes (from this video)
- these are 10 board games that are quick to teach
- the artwork's Beautiful so if you're looking for a light puzzle I highly recommend Cascadia
- it's very quick to teach and very quick to learn
- a lot of this top 10 list is about accessibility and group play
References (from this video)
- Fast, tense push-your-luck experience suited to two players
- Engaging color-coding and dice-driven decisions
- Accessible start with potential for deeper play at higher player counts
- High luck factor can overwhelm strategic planning for some players
- Some players may find the cadence frenetic or chaotic
- Cosmic crew selection with dice-driven progression and hazards.
- A spacefaring crew recruitment theme in the Moon Reakers universe, set with dice-driven crew-building in a push-your-luck format.
- Chaotic fun with light space opera vibes and table-talk-worthy banter.
- Zenith
- Rift Force
- Moonshake (fictional placeholder for flavor text)
Mechanics (from transcript analysis)
- color-dedicated dice and crew cards — Each crew card has a color requirement; matching colors unlocks card abilities and future dice optimizations.
- end game bonuses — The game ends when a player completes a set of objectives; busting carries penalties but can yield a final payoff if timed well.
- end-game scoring and bust rules — The game ends when a player completes a set of objectives; busting carries penalties but can yield a final payoff if timed well.
- hazard tokens and prestige — Hazard tokens appear based on progress; players trade off risk vs. reward to maximize prestige points.
- Push Your Luck — Roll five dice, assign colors to crew cards, and decide when to stop before busting to maximize rewards.
- push-your-luck dice mechanism — Roll five dice, assign colors to crew cards, and decide when to stop before busting to maximize rewards.
Video topics + discussion points
Quotes (from this video)
- Frogs are all the rage.
- This is a game about frogs.
- This really is a perilous pond.
- Jeff was the meanest frog I've ever met in my entire life.
- This game makes me think of Brother Bear because it looks like Brother Bear.
- Poolside is one of the objectives and you get salmon tokens when you complete it.
- Moon Rollers.