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Moonrollers box art

Moonrollers

Game ID: GID0217043
Game Info
Year
2024
Collection
Rating
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Description

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

Description

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

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 7 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–8 of 8
Video C5Tt2-24u94 Interview at 36:26 sentiment: positive
video_pk 66525 · mention_pk 162101
Moonrollers video thumbnail
Click to watch at 36:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Didn't feel like a typical small-box game
  • Interesting puzzle elements
  • Strategic dice rolling
  • Fun to play multiple times
Cons
none
Thematic elements
  • Stealing cards from others who have done work, puzzle-solving
  • Moonrakers universe
Comparison games
  • Moon Raiders
Mechanics (from transcript analysis)
  • card drafting — Features powers and abilities on cards, with a strategic element of potentially stealing cards from other players.
  • Dice rolling — Players roll dice, with strategy involved in deciding when to commit resources and when to save dice for later opportunities.
  • negotiation — Implies elements of negotiation, such as players needing to complete certain cards to prevent others from ending the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think that the worst thing that we could possibly do is bore you.
  • We're going to make a game that a lot of people don't like and that is totally fine.
  • It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
  • I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
  • I love fusing two things that aren't aren't usually together. That's where you find new.
  • The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
  • I want to be like thinking about something the whole time, you know? I want to be doing something.
  • He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
  • We're really proud of where that ended up.
  • So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
  • It's my favorite of our designs. I love it. I'm so happy that it is delivering.
  • I don't want to be that guy [the quarterback]. But I can't stop myself.
  • The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
  • It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
  • The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
  • So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
  • The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
No references stored for this video.
Video 4wpF4BGGp1Y Top 11 List at 14:11 sentiment: positive
video_pk 65987 · mention_pk 160270
Moonrollers video thumbnail
Click to watch at 14:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • pushing luck with dice and card interactions
  • engaging endgame via hazard points and card fulfillment
Cons
  • hazard mechanics add risk that can swing scoring
Thematic elements
Comparison games
Mechanics (from transcript analysis)
  • Card fulfillment — collect cards by meeting symbol requirements from dice outcomes.
  • dice drafting/rolling — roll dice that correspond to card requirements and either advance or stop to claim cards.
  • hazard tokens — risk management via hazard tokens that can increase points but carry penalty risk.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 2024 was fantastic. It was such a great year of gaming.
  • I just really like the puzzle in this game.
  • it's honestly one of my favorite rolling right games.
  • Fractured Sky ... is amazing. It just has a really great table presence.
  • Chronologic Paris 1920, fantastic release from last year.
References (from this video)
No references stored for this video.
Video UuWuKVVmL0A watch it played Discussion at 4:36 sentiment: neutral
video_pk 64018 · mention_pk 157522
watch it played - Moonrollers video thumbnail
Click to watch at 4:36 · YouTube ↗
Overall sentiment (raw)
neutral
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)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video xlvnmCpOPXE Jamie, Tabletoptiktok Review at 0:03 sentiment: positive
video_pk 63713 · mention_pk 157201
Jamie, Tabletoptiktok - Moonrollers video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great components
  • Deep strategy and long-term planning
  • Combines pusher luck with strategic decision-making
  • Epic moves and powerful card abilities
  • Short playtime (~30 minutes)
Cons
none
Thematic elements
Comparison games
  • Moon Rakers
Mechanics (from transcript analysis)
  • Active abilities limited by color/faction — Cards provide abilities, but only one active ability per color/faction can be kept at a time.
  • Color-based crew cards with endgame objectives — Available crew cards have color requirements; players contribute to completing them.
  • dice pool and dice rolling — Each turn, players roll five dice from a shared pool to determine actions.
  • Dice rolling — Each turn, players roll five dice from a shared pool to determine actions.
  • end game bonuses — Ending the game occurs when a card is completed with three of any color or one of each crew color; final scoring follows.
  • endgame trigger and final scoring — Ending the game occurs when a card is completed with three of any color or one of each crew color; final scoring follows.
  • Hazard tokens affecting scoring — Completing cards may grant hazard tokens; at end, having the most hazards can nullify all hazard-related points.
  • Shared progress with individual rewards — Multiple players can contribute to a card, but only the completing player claims the card; others gain prestige points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Moonrollers from Ivy Studios
  • I really love this game
  • it combines really good strategy with pusher luck
  • It is pusher luck, but there's also a lot of strategy
  • It plays, you know, about 30 minutes or so
References (from this video)
No references stored for this video.
Video wKcJ46pCPkk Jamie, Tabletoptiktok Review at 0:03 sentiment: positive
video_pk 61414 · mention_pk 154088
Jamie, Tabletoptiktok - Moonrollers video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • pusher-luck dice game in a sci-fi setting with crew management
  • Moonrakers universe
  • procedural, competitive, card-driven
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video V2_Vt2ZTDVA DaniCha Unboxing at 0:03 sentiment: positive
video_pk 60881 · mention_pk 153309
DaniCha - Moonrollers video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • Array
  • Moon/space theme
  • Unboxing/narrative overview
Comparison games
  • 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
No key topics recorded for this video.
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)
No references stored for this video.
Video D2suS6XUvoo Banter and Boards Top List at 11:01 sentiment: positive
video_pk 59828 · mention_pk 152339
Banter and Boards - Moonrollers video thumbnail
Click to watch at 11:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • engaging push-your-luck mechanics
  • variety of crew members with powerful effects
  • replayability and table talk
Cons
  • risk of losing progress if you overshoot or fail a roll
  • can be table-dominant in groups that enjoy risk-taking
Thematic elements
  • space frontier recruitment and crew optimization
  • space-themed crew hiring on the moon
  • thinky dice-chucking with push-your-luck elements
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video X1fEVGzOgmQ Foster the Meeple Playthrough at 53:29 sentiment: positive
video_pk 677 · mention_pk 93623
Foster the Meeple - Moonrollers video thumbnail
Click to watch at 53:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • High luck factor can overwhelm strategic planning for some players
  • Some players may find the cadence frenetic or chaotic
Thematic elements
  • 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.
Comparison games
  • 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
No key topics recorded for this video.
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.
References (from this video)
No references stored for this video.
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