Moon Colony Bloodbath

Designed by: Donald X. Vaccarino

As you might guess from the name, Moon Colony Bloodbath is not a game of wondrous exploration. Instead, it’s a 50’s B-movie-inspired story of things going drastically, horribly wrong, as moon colonists find their systems fail, the people revolt, and their service robots turn on them.

There’s no board here outside of the individual boards where players keep track of their food, money, survivors and actions. Players are allotted a bunch of this stuff and also get four building cards. A small deck of cards (six starter cards that feature in every game, and two random twist cards) are shuffled into what will be referred to as the progress deck, and Robot cards, Development cards and Event cards are kept nearby.

Each round simply consists of the top card being flipped over and everyone doing as it instructs.

Four of the progress deck are Work cards: when these occur players each choose an action: mine for more money, farm for more cash, research for more building cards, restock for resources (more on those later) or pay cash to build, which is basically paying the cost to play a card from your hand to the table in front of you. Each building has a money cost, a survivor value, and either an ongoing benefit or one-off boost of some kind described on the bottom of the card. Two of the progress deck are the Twist cards, which are usually bad, and two are Trouble cards, which are definitely bad: both prompt you to add the next Event card to the progress deck – these are numbered and always added to the top of the progress deck, meaning they’ll be the next card up. The starting event is Hunger, which prompts everyone to pay food for each of their buildings. The next one is Paperwork, which impacts how many building cards you have. The third event prompts you to add the first Robot to the progress deck – Robots are always out of control and mowing down civilians – and as the game continues, not only do the Events mount up but some players buildings prompt Development cards to be added to the inaptly-named progress deck, generally making things even worse. Not only that, but whenever the progress deck runs out it’s reshuffled for the next round – so there is no escape from those awful cards!

The resource tokens are a kind of in-game currency that can sometimes be used to generate money, food, cards, or offset some kind of damage. Each card has enough to text on it to explain how it (might!) work.

Whenever you run out of survivors due to hunger, robots, or some other tragic mishap, you can lose one of your buildings for the survivor value (some buildings also trigger an event when they are lost). When you – or someone – runs out of survivors entirely, the game is over and the player with the most survivors is the winner. The only other – and less likely – way the game ends is when the final event is triggered: but reaching that event is a rather unlikely event in itself…

Sam says

Games that challenge you to firefight (Flash Point (literally), In the Year of the Dragon, Empire’s End) feel like they live or die by how much players enjoy that things-going-wrong vibe. If you’re a fan then Moon Colony Bloodbath does give you enough decisions amidst the chaos to keep things interesting. But compared to the three mentioned above, it has the least interaction of all and I think suffers a little for it: in Flash Point you’re co-operating, in Empire’s End you’re bidding against each other and in In the Year of the Dragon there is a massive importance to turn order: not the height of player interaction, but critical to success or failure. Moon Colony Bloodbath instead relies on two things: the overarching humour of the story, and the smaller beats of card-synergising; when you make things – however briefly – work in your favour. For me, it’s not quite enough to turn the game from an interesting – and amusing – curiosity into a bona fide hit, mainly because I think it lasts too long. But I’d happily play it again.

  • Take that! icon

    Take That!

    None from the other players, but those robots can be nasty.

  • Take that! icon

    Fidget Factor!

    Low - everyone plays at the same time.

  • Take that! icon

    Brain Burn!

    Relatively low. It's a game with a certain degree of luck.

  • Take that! icon

    Again Again!

    There are a lot of factors to the game (twists, robots, random progress shuffles) that change from play to play. But the overall vibe of civil unrest and psychotic killing machines remains intact.