You've built housing for humanity in neighborhoods and New Las Vegas. Now you need to save humanity through space colonization...
Welcome to the Moon uses the same flip-and-write game mechanisms as the earlier title Welcome To..., but now you can play in a campaign across eight adventure sheets. On a turn, you flip cards from three stacks to create three different combinations of a starship number and a corresponding action, then all players choose one of these three combinations. You use the number to fill a space in a zone on your adventure sheet in numerical order, and everyone is racing to be the first to complete common missions.
The eight adventure sheets feature very different mechanisms from the classic Welcome To... concept, and when you play in campaign mode, you'll make choices that change the next adventure, which means that each campaign will differ from the previous one.
- smooth, approachable mechanism
- modular boards add variety
- theme may feel light to some players
- space settlement and daily planning
- moon colony building with flip-and-write mechanics
- light, modular scenario-based progression
Mechanics (from transcript analysis)
- board variety per player — eight different boards per player across the campaign
- Campaign progression — story elements and added content as you play
- flip-and-write — cards dictate numbers and actions to fill on sheets
Video topics + discussion points
Quotes (from this video)
- it's epic there's a lot of cards the island can get really big
- the crew is the tiny thing I talked about cuz it's not epic it's not like big but it is crew is a simple trick-taking game
- Welcome To The Moon is flip and write game basically
- this is my number one but I completely get why it's number five
- it's a cooperative game where all of you jump into a fight and try to defeat the big baddy
- the story part where you just meet different people make choices that really matter and make you go into completely different directions
- Sleeping Gods is definitely the definition of an epic campaign game
References (from this video)
- Eight different standalone modules provide meaningful variability
- Core system is easy to teach once the basic rules are understood
- Campaign/standalone approach offers flexible playstyles
- Module-specific quirks can complicate new players' understanding
- Some players may prefer a single monolithic game rather than modular variety
- Grid-based puzzle drafting; modular maps that change how you play
- Space-age city-building with a modular, scenario-based approach
- Puzzle-driven, almost puzzle-adventure feel; scalable by map/module
- Cascadia
- Quacks of Quedlinburg
- Hive
Mechanics (from transcript analysis)
- grid-based placement / placement drafting — Players place numbers on grids across modules, driving simultaneous but individually curated objectives.
- standalone modular maps — Eight different scenarios/maps that drastically change the strategy while keeping core rules.
Video topics + discussion points
Quotes (from this video)
- it's such a great combination of satisfying engine building and tight worker placement
- this is the number one game on Board Game Geek
- it's a hot game right now
- the module variability is great; eight standalone maps
- it's such an interesting combination of mechanisms here
- one of my favorite games to introduce to people
References (from this video)
- offers more complicated variant for fans of Welcome to
- maintains accessibility
- less approachable for absolute beginners
- more complex, puzzle-like mechanics
- space-themed expansion to Welcome to
- progressive challenge for experienced players
Mechanics (from transcript analysis)
- roll-and-write / campaign progression — expands on Welcome to with additional layers and complexity
Video topics + discussion points
Quotes (from this video)
- Cascadia is an excellent starter game for your collection.
- Just start small.
- Anybody can play it.
- I think it's a perfect starter game for your collection.
- Can't Stop is possibly objectively, in my opinion, the best push your luck game.
- Just One is a classic party game. Everybody can play this.
References (from this video)
- innovative multi-path play
- strong solo/campaign support
- fringe theme for some players
- rushed variability in some maps
- Feast for Odin
- Glenmore 2
Mechanics (from transcript analysis)
- Roll-and-write / flip-and-fill variants — Card-driven actions with multiple pathways to score through neighborhood construction.
Video topics + discussion points
Quotes (from this video)
- it's basically that we are we're not quite at the 10th anniversary yet, but we are in in the 10th year of the channel
- This is a very unfair top 10
- Welcome to the Moon is one of the best one of the first big flip and fill games
- I love it again like with me and Ra we've played like 60 70 games of it
- If you could only keep one, would you keep X or Y? It's a terrible question
- It's an unfair top 10. It's the same 10 L games with some Garfields
References (from this video)
- versatile with multiple maps and versions
- strong tactile and campaign feel
- some maps may feel repetitive without expansion variety
- construction of maps with cars and plans
- futuristic/campy lunar-themed flip-and-write variants
- puzzle/roll-and-write
- Welcome to Las Vegas
- Welcome to Moon vs Welcome to Las Vegas
Mechanics (from transcript analysis)
- campaign/standalone expansion — base game plus standalone Moon variant
- flip-and-write — cards show actions to fill in maps in ascending order
- set collection / plan completion — complete missions/plans for points
Video topics + discussion points
Quotes (from this video)
- our goal is just to make this world a better place, one board gamer at a time
- empathy is the ability to understand and share the feelings of another
- co-op games allow me to talk with other players, plan together
- it's amazing; they came hard
- this is a game built by people from that heritage
References (from this video)
- Easy to teach and quick to table
- Juicy decisions in a light package
- Can feel repetitive if played too often
- city/settlement design
- space/colonization theme
- Welcome To...
Mechanics (from transcript analysis)
- Card drafting / tableau-building — players draft and place actions in a shared setting to affect outcomes
Video topics + discussion points
Quotes (from this video)
- five times if you don't you got to get rid of those games
- you're going to pick which pile I have to play five times or else I'm getting rid of that pile anyways
- my board game collection this is my board game shop
- Wingspan killer did I say that cuz I meant it
- it's a unique game where you're placing cards and literally a book and then turning pages
- thank you for watching
References (from this video)
- accessible, charming, flexible maps
- some maps felt less exciting than others
- city-building with rolling-right mechanics
- space-themed Welcome To variation
- campaign-like arc with maps
- Welcome to Las Vegas
- Welcome to Christmas Lights edition
Mechanics (from transcript analysis)
- map progression — eight maps with evolving mechanics and goals
- roll-and-write — roll dice (or draw actions) and fill maps with numbers
Video topics + discussion points
Quotes (from this video)
- Detective Club is going to be one where you have these different cards that are all different kinds of images that are really beautiful and very unique
- it's a clever timeline; accessible and easy to explain to anyone
- the expansion really elevates the gameplay on Aquatica
- it's the best slaughter game and it's very deep, but accessible
References (from this video)
- consistently strong iterations in the Welcome To line
- fresh versions keep the concept engaging
- repetition risk if new versions feel too similar
- Creative neighborhood development variants
- Editorially-driven micro-roll-and-write setting
- Procedural generation with variants
- Welcome to
- Namiji
- Tokaido
Mechanics (from transcript analysis)
- roll-and-write / drafting — quick turns with variable cards and prompts
Video topics + discussion points
Quotes (from this video)
- It's been 6 years at this point that I have been doing YouTube videos.
- I still like Welcome to the Moon. I still find it to be the best iteration of Welcome to giving you fresh versions of the same system so it constantly doesn't feel like you're just repeating the same roll.
- Having too many games just for the sake of owning them is not my personal jam.
- Wish me luck.
- This is a video series on how I do if you want to check that out.
- I thought it was very interesting.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Shelf 16 is kind of a an odd mix here
- This shelf has twice as many games as most shelves
- one of my favorite two-player games, but it's very difficult to learn and play
- Fantastic abstract strategy game
- Such a classic game and I like it a lot
- I don't know why I like it so much, but I do
- one of the most beautiful dexterity/party games there are
- There are so many games on the shelf
References (from this video)
- very visual and accessible
- great entry point for mixed groups
- futuristic lunar colonization
Mechanics (from transcript analysis)
- rolling-rights — A rolling right with multiple maps and increasingly brain-burner challenges.
Video topics + discussion points
Quotes (from this video)
- Every facilitator should own these game(s).
- Just One is a great little fun party game and it's just enjoyable.
- No Thanks is a fantastic game.
- Cascadia really is a game that everybody should own.
- Welcome to the Moon. It really is a great game.
- King of Tokyo Dark Edition... It's better for larger groups.
- Final Girl... you just buy a core box and a couple of the film boxes and you've got a complete game.
- Teleustrations is a great game and everybody should have it on their shelves.
References (from this video)
- adds interesting twists to the Welcome To formula
- presents a tight, approachable puzzle
- family-friendly and accessible
- modules can add complexity for some players
- resettlement / exploration with twist on Welcome To mechanics
- space exploration and modular campaign
- campaign style with modules
Mechanics (from transcript analysis)
- modular campaign twists — different modules alter puzzles and scoring across playthroughs
- roll-and-write / flip-and-write hybrid — players fill out forms or sheets with numbers to progress on a space campaign
Video topics + discussion points
Quotes (from this video)
- the monuments are just beautiful looking
- the engine building ... pump up the points
- Welcome To The Moon adds a really interesting twist on it
- the simultaneous play which is a huge one honestly
- bag drawing from the bag push your luck
- every scenario has its own custom deck
- diagonal movement which feels like a game-changing change
- the production value I think is great