A permanent base is being built in the Shackleton crater at the Moon's South Pole. You're leading one of the space agencies that are working together to expand their presence on the base, while at the same time the three major corporations sponsoring the mission are each pursuing their own agenda. In Shackleton Base: A Journey to the Moon, you will build structures on the base, while also funding projects from the corporations that provide special abilities and scoring opportunities.
At the start of the game, pick three corporations randomly from the seven available. Each corporation introduces new projects, actions, and scoring opportunities, along with their specific mechanisms. The game is played over three rounds, each divided into three phases:
• Shuttle phase: Each player drafts a shuttle tile from an open display to determine which type of astronauts and resources they can use that round, as well as the turn order for the next phase.
• Action phase: Players take turns deploying their astronauts on the moon to collect resources, build structures, or fund projects. Depending on which corporations were selected, different types of resources will be available, resources that can be used in various ways for the projects or to build structures. Each project provides ongoing abilities and scoring opportunities. Each corporation provides different ways to score points, which could be during the action phase, the maintenance phase, or at game's end.
• Maintenance phase: Deployed astronauts are assigned to work on the structures (providing a bonus to the player owning them), then players collect income and pay maintenance costs. If corporations in play have end-round effects, those effects take place.
The end of the game brings a final scoring, then the player with the most points wins.
- Rules are clear and iconography straightforward
- Despite many integrated systems, gameplay remains smooth and accessible
- Strong replayability due to different corporations and asymmetry
- High-quality components and thematic feel
- Two-player gameplay is tight, solo mode available
- Not a light game; heavy and thinky
- Batteries are a shared resource; can lead to tension and pacing issues with more players
- Certain corporations may have steeper learning curves or may feel less immediately rewarding
- Tab folding on tuck boxes can be fiddly
- Limited actions (18 per game) can constrain planning and require compromises
- Space exploration under corporate sponsorship; building a lunar base
- Moon base development and exploration
- Eurogame-style with asymmetrical corporation-based goals
Mechanics (from transcript analysis)
- area control / majority — Competing for crater spaces yields bonuses and astronauts
- area majority — Competing for crater spaces yields bonuses and astronauts
- Deck-driven bonuses — Corporation cards provide bonuses and end-of-round effects
- reputation track — Gaining points via the reputation track and company actions
- Resource management — Manage batteries, resources, and solar panels to perform actions
- round-based action economy — Draft three astronauts per round across three rounds total
- set collection — Build structures and laboratories to gain points
- set collection / building — Build structures and laboratories to gain points
- worker placement — Draft astronauts to take actions on the lunar board
Video topics + discussion points
Quotes (from this video)
- This is not a light game this is still this is a heavy game a lot of Integrated Systems it's quite a thinky game but the rules are just so much smoother than I would imagine would be possible with this game
- the rule book was really clear and the iconography was really straightforward
- It's impressive how simple everything in this game is for how incredibly complex this actual game is
- Shackleton base a journey to the moon have you played it
References (from this video)
- Rich thematic integration of space exploration and corporate dynamics
- High replayability due to sponsor combinations
- Numerous strategic pathways with evolving board state
- Science and space exploration with corporate priorities
- Moon base construction under corporate sponsorship
- ambitious/strategic
- Other base-building/space strategy hybrids
Mechanics (from transcript analysis)
- combination of base-building and role/space management — Assembling modules, astronauts, and various mission cards to meet goals
- interconnected action spaces — Different action spaces and cards interact to create complex chains
- sponsor-based variability — Three of seven sponsors are active per game, drastically changing actions and goals
Video topics + discussion points
Quotes (from this video)
- "it's about windmills"
- "the closest I've seen to Mario Kart as a board game"
- "it's a very tight worker placement game"
- "the biggest surprise of the year"
- "this is my favorite game of the year so far"
References (from this video)
- strong thematic hook with space exploration and base-building
- high variability via different corporation combinations
- unknown solo-mode viability until tested
- base construction and project funding in a space exploration setting
- historical lunar base-building in Shackleton crater
- heavy euro with worker-placement and modular corporation interaction
Mechanics (from transcript analysis)
- base-building and project funding — construct structures and fund initiatives to score points
- corporation draft with unique actions — begin by selecting three corporations from seven, each with distinct actions and scoring opportunities
- worker placement — place workers to perform actions and advance projects
Video topics + discussion points
Quotes (from this video)
- It's an Allstar cast of designers led by Antoine Boza of Seven Wonders and ghost stories Fame
- absolutely my most anticipated game of the year
- Slay the Spire the board game is incredible
References (from this video)
- Strong blend of worker placement and area control
- Modular corporations add replayability and variability across games
- Tight, meaningful decision points with clear tension
- Engaging engine-building feel through board and corporation interactions
- Maintains tension with maintenance costs and timing
- Steep learning curve; rulebook can be opaque and fiddly
- Solo mode relies heavily on rule-book references and iconography could be clearer
- Not as thematic as some space-themed games; module interactions feel pragmatic rather than cinematic
- Interaction at lower player counts can be lighter; higher counts amplify interaction but increase complexity
- Space exploration, colony/resource management, modular technology expansion
- Moon crater base-building and exploration
- Engine-building with asymmetric corporations and modular modules
- STI
- SETI
- Agricola
- Gricola
- Zapotch
- Autobon
- Ark Nova
- Lost Ruins of Arnac
Mechanics (from transcript analysis)
- Drafting and round-to-round planning — Draft workers at the shuttle phase each round, shaping immediate plans and shaping round-by-round strategy (similar to Agricola-style drafting).
- engine building — Players build out the crater with structures, manage basic resources, and pay for corporation demands.
- Engine-building with base and resources — Players build out the crater with structures, manage basic resources, and pay for corporation demands.
- income — End-of-round maintenance costs scale with progress and reputation, enforcing ongoing resource management and budgeting.
- Line of sight — Building placements create lines of sight to gain resources from board sectors; alignment and proximity drive resource intake.
- Line-of-sight resource interactions — Building placements create lines of sight to gain resources from board sectors; alignment and proximity drive resource intake.
- Maintenance and income phase — End-of-round maintenance costs scale with progress and reputation, enforcing ongoing resource management and budgeting.
- Modular board — Three of seven corporations are chosen, each providing asymmetric abilities and goals; corporation actions interact with base-building and resource generation.
- Modular corporations — Three of seven corporations are chosen, each providing asymmetric abilities and goals; corporation actions interact with base-building and resource generation.
- worker placement — Place astronauts to activate actions, gather resources, and influence sectors; rows become more expensive as more workers occupy them.
Video topics + discussion points
Quotes (from this video)
- the modular corporations. They allow for different goals to be pursued every game
- this game really has a lot of his DNA in that
- I think the gameplay is quite good and it just takes a little bit of extra time
- I think this is Laniano's best game
- approaching that game mechanically is a lot easier to understand
References (from this video)
- exceptional replayability
- strong asymmetry with grounded rules
- can be heavy and complex to learn
- asymmetrical corporation-driven strategy with high replayability
- polar exploration with corporate competition
- highly strategic, with multiple viable approaches
Mechanics (from transcript analysis)
- corporation drafting and selection — choose among seven corporations with different play styles
- drafting — choose among seven corporations with different play styles
- replayability through variability — different combinations change how the game plays each session
Video topics + discussion points
Quotes (from this video)
- It's one of those lovely puzzle games and I always find myself coming back to it.
- The board is so small, you feel an intense pressure come on top of you and it's on straight away.
- I'm the biggest Teenage Mutant Ninja Turtles fanboy of all time.
- Turtle Power.
- Easily the best co-op game of the year for me.
- The amount of replayability from the start is insane.
References (from this video)
- great depth
- high replayability
- strong interaction
- rule complexity
- not for casual players
- depth and replayability with interaction
- space exploration/antagonistic corporations
- Galactic Cruise
Mechanics (from transcript analysis)
- space-based euro with multiple corporations — Interacting corporate power dynamics in a midweight setting with depth and variability.
Video topics + discussion points
Quotes (from this video)
- Shallow Sea is my king.
- The production is insane. It's very expensive and I don't think the bang for the buck is there.
- Bomb Busters is a deduction game where you and your fellow bomb busting experts are trying to snip wires on a bomb so you and your friends don't blow up.
- Ready Set Bet is another crazy racing game.
- Shackleton base is a space-based euro that has a ton of depth and replayability.
References (from this video)
- Varied corporation mechanics
- Multiple ways to score points
- Interesting resource management
- Space exploration and corporate competition
- Moon base
- Agency management
Mechanics (from transcript analysis)
- Corporation Selection — Players choose 3 out of 7 corporations with unique mechanics and scoring methods
- Power management — Managing the crater's common power supply
- worker placement — Players use astronauts to construct modules, exploit resources, and perform actions
Video topics + discussion points
Quotes (from this video)
- While operating on the moon players must also manage the crater's common power supply
References (from this video)
- Interchangeable corporation modules add replay value without altering core flow
- Well-executed storage and organization ( tuck boxes for astronauts, shuttle bits, etc. )
- Midweight Euro with relatively approachable rules overhead
- Solid solo mode with a scalable AI approach
- Artwork and card/iconography can feel bland or non-intuitive at times
- General player aids are lacking; reliance on corporation reference sheets can slow play
- Setup can be lengthy with multiple corp boards and components
- Map scaling gaps reduce interaction in 1-2 player games and can inflate AP
- Solo AI is sometimes / feels cheaty, leading to uneven pacing
- corporate base building, resource management, and modular scoring
- Moon base / space exploration with corporate factions
- strategic euro-style planning with modular corporation variants
- Ark Nova
- Arc Nova
- Cooper Island
- Sierra West
Mechanics (from transcript analysis)
- area majority — control zones to determine action costs and rewards, creating positional tension
- astronaut placement — place astronauts on the command track and other zones to trigger actions and bonuses
- corporation actions — each corporation board provides its own actions and endgame scoring twists
- lunar gateway exchanges — exchange astronauts via the Gateway to customize resources and color-specific bonuses
- reputation track — advancing on the reputation track grants bonuses but increases maintenance costs
- Resource management — manage metals, energy, and ore to pay costs, build, and acquire cards
- Track advancement — advancing on the reputation track grants bonuses but increases maintenance costs
Video topics + discussion points
Quotes (from this video)
- This one is constantly talked about
- it's essentially a midweight Euro
- I do not think this game is a looker
- the graphic design on some of these like cards is not the most intuitive
- it's not a top 10 of the year for me
- 6 out of 10
- I respect the storage system I respect the variety it does have
References (from this video)
- Strong thematic hook with modular variability
- Solid interactive feel for a heavier Euro block
- Some players may find setup complexity high
- Base construction, resource management, and exploration
- Moon exploration / lunar base building
- Cooperative/competitive exploration with modular variability
- Yellow and Yang? (thematic interaction
- Terraforming Mars (shared resource competition)
Mechanics (from transcript analysis)
- Modular components / modules — Different mission modules alter objectives and gameplay flavor
- worker placement / area control — Occupy spaces on the map to gain actions and influence the lunar base
Video topics + discussion points
Quotes (from this video)
- There's nothing even close really, I think, to what this game is doing with this.
- It's not a campaign. It's a campaign game, but it can be played in one-offs as well.
- This one has the potential to be the best game we try this year.
References (from this video)
- strong thematic integration
- engaging base-building mechanics
- new and continuing to be learned by players
- expedition logistics and survival in extreme conditions
- Antarctic exploration and base-building
- campaign-tied exploration with scenario-based play
- Hadrian's Wall
- Gloomhaven
Mechanics (from transcript analysis)
- cooperative exploration — teams manage a base and decide on expedition actions
Video topics + discussion points
Quotes (from this video)
- I want to show you how the game plays and not to sell you the game.
- I’m one of the more genuine content creators.
- Mage Knight is the best game ever.
- Gaia Project beats Age of Innovation for me.
- I don’t like the idea of being a used car salesman.
- Star Trek: Captain’s Chair is an exciting licensed approach with lots of thematic promise.