Moonshot Lunar Solace Review
|Game: Moonshot Lunar Solace||Time: 30 minutes|
|Publisher: Fisher Heaton Games||Players 2-4|
|Age: 8+||Replayability: 6/10|
Moonshot Lunar Solace
Moonshot: Lunar Solace is a roll-and-move board game in space. This is a nod toward classic American titles such as Trouble and Sorry with additional modern components such as reference sheets and action cards. The rules are very concise, being able to efficiently explain the gameplay flow within a few pages. This will follow with explanations of actions available and of what Solace Cards do. Toward the latter half of the rulebook, you will find the variations set up for two players and card-free variants. The design is functional and offers high-quality cardstock with 3D spaceship figures. The prototype version of Moonshot I tried out provided each player their own individual play mats. These playmats will be available as a stretch goal and will act as a launch area, a visual roll storage track, and the reference area. I found Moonshot Lunar Solace to be a very functional and inviting game for anyone to play. In Moonshot: Lunar Solace you are rolling power dice and adding up your outcome in order to move. Depending on your roll, you will move forward or backward. Certain power rolls offer large movement and bonus rolls, (which can stack and be saved for later use). For example, rolling a power of four will grant you a bonus roll. Throughout the match, you may find shortcuts and wormholes that can warp you across the board in order to quicken your chances of winning. The first player to move all their ships around the board wins!
I played a three player variant including the green, blue, and orange factions. I chose to be the green faction (always green) and rolled a three. My blue opponent rolled a four which granted them a movement of four plus a bonus roll. The bonus rolls outcome was a three and was sufficient enough to push the blue faction through the wormhole. The orange faction rolled a two and landed right behind me (the green faction). I noticed a lot of dog fighting happening in the first three asteroids of the game (which translates to the first three movements). We would roll ones, two, or threes more often than not which had us bump our opponents ships back to the launch. Bumping grants the bumped player a Solace Card and gives the bumper a bonus roll. The bonus roll was a great way to push our factions ships out of the dogfight and into deeper space. Our blue faction was well ahead of my faction and the orange player. Blue faction has flown their blue ship right through to the moon, just sy of the finish line placing her in the lead.
Luckily for my green faction, I was bumped one too many times during the dogfights I mentioned earlier. One of the Solace Cards I received was the ‘Moonshot’, this card has an opponent return one ship that has landed on the moon back to their launch pad. Of course, when I did use this card, the blue player was not too thrilled about it >:]. Toward the end of the match, I had a linked ship (two ships stacked), navigating their way through a shortcut found through Jupiter. Orange faction was spread evenly across the board controlling a good array of space. The Blue faction, while having landed a couple of her ships, still had a ship at launch. As you can see, the game can show off very different styles of play. Racing to the finish line is not always the best course of action and playing too aggressively could backfire if the Solace Cards give the bumped faction a huge advantage (like moonshot).
I think this title has a medium level of direct interaction. While the objective is to get your ships around the board and on to the moon, bumping his highly rewarding with the bonus rolls. The bonus rolls are the boost you may need to get yourself out of tight spots or that jump necessary to get you to the moon. The learning curve is low because it’s a simple roll and move concept. Being relatable to classic American board games, it’s highly accessible to any audience. The planets and asteroids make it easy to follow the course. I do enjoy the stacking concept for the ships. When you’re moving around the board, if you land ships on top of each other and are the same faction, they can hitch rides with each other. This helps concentrate one rolling action into two ships. I think the linking theme is productive and can be a quick win if you are able to hit a shortcut or a wormhole while moving around the board. It’s a very quick game to setup and an easy game to begin an finish. I do enjoy the 3D model ships regardless if their prototypes or not) and find them to be my favorite component of the title, I am looking forward to seeing the final result! My replayability score comes from the roll and move mechanic that seems to be received as a bit repetitive in some cases. I also found that the first three movement spaces get a bit hectic and could feel a bit dragged when ships continue to be pushed back to launch. When I did end up seeing the factions ships reaching the finish, it was very rewarding, to say the least.
You will like this game if you enjoy classic roll and move board games.Being it’s main mechanic, this can trigger nostalgia. It’s also a great theme which has been seeing a nice momentum in games lately.
You will not like this game if you’re looking for some Euro gaming or Ameritrash gaming. While the game has a theme, it’s classic mechanics place it in a different American category.