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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Artwork is amazing
  • Great player interaction

Might Not Like

  • SO expensive
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Moonrakers Board Game Review

Moonrakers

Moonrakers is an exciting elbows to the table negotiation game where persuasion equals prestige. Prestige builds you up to become the leader of the Moonrakers which is the goal of this deck-building game, so you better have your sleeves up and elbows out or be left behind in the dust.. does space have dust? Debris, let go with debris.

How might we thrust our way through space, I hear you ask. At its core Moonrakers strives to bring players together on any one persons turn by way of forming alliances to complete an array of contracts spread out before the players to choose from. Each time a Contract Card is picked by the mission leader they can choose to go it alone pushing their luck, which is a big component of Moonrakers OR seek out allies to come along with them in order to successfully complete the contract as a team. Going bust on a contract? No rewards for you.

Rough Ride, Huh

Moonrakers allows each of the players to have one action, and one action only.. rough ride, huh. However this can be extended by use of the cards in the players hand. Reactor Cards allow for +2 actions, Thruster Cards allow for +2 cards from your draw pile to be added to your hand, Shield Cards negate Hazard Dice, Damage Cards just fulfil contract requirements and Miss Cards are here to make the journey through space that little bit more annoying.

Hazard Dice can make or break a contract alliance. Most Contract Cards have a hazard die requirement ranging from zero to four.. four hazard die you say? Baby you best believe there be some big bounty at the end of that one. Bounty being Prestige points, coins and occasional opportunities to gain Crew Cards or Ship Parts. Who is willing to take on some of these Hazard die falls down to the negotiation stage. Commence 'well I want at least 3 coins and the prestige point if I help you on this contract' and of course 'absolutely not, I'm having the prestige point. Well unless you take on two of the three hazard die then maybe we have a deal'.. and so on.

My experience with a four player game, it can get quite punchy with rapid fire propositions and promises. Whether you believe them, that is up to you as nothing is binding until the contract has been completed. Have a personal Objective Card that prompts you to purposely fail a mission in order to gain a prestige point? Sure! Finding someone who is willing to come along for the ride shouldn't be too hard, there's always something in it for everyone, no matter how smaller part they play in fulfilling a Contract Card.

No Room For No Negotiation

Moonrakers definitely calls for players who enjoy negotiation. I personally really like the negotiation phase and trying to squeeze a fellow player for all their worth over someone else. However a fellow player absolutely hated it. They said that it reminded them of the negotiation phase in Catan except unimaginably worse. Their gameplay through Moonrakers I felt almost broke the game, where they just sat at zero on the prestige track willing to take on hazard dice at no risk for others, slowly building up coins to buy their Ship Parts and Crew for a late break for the finish line. I do feel you need everyone to be in the race for it to be the most enjoyable experience avoiding the forementioned.

Ability boosting Ship Parts and Crew Cards can be purchased at the end of your round with your beautifully tactile metal coins earned by a successful contract execution. There are upgrades that you add to your deck with Crew Cards, or even permanent effects that you can use to persuade missions leaders to take you with, because why wouldn't you take me when I have the Ship Parts allowing me to roll one less hazard die?

Final Thoughts

The artwork of Moonrakers is beautiful and is a joy to play with. I will note that it still feels like a high price point considering the game is mostly card components, as lux as the card components feel. It is a table hog of a game requiring a lot of space to lay out all the Contract, Crew and Ship Part Cards, as well as the player boards and room to layout the action tree.

Complexity wise there is bit of a learning curve, but once you get to grips with the +1 Actions or negations with Crew Cards and Ship Parts it's pretty straight forward. You'll find it might take a few rounds for it to click. Playing the solo mode was a good way to learn the game and hit the moon running with a band full of loose mercenaries chomping at the bit at the next games night.

This absolutely has legs for replayability. Bartering your way to the top and not quite getting there leaves you wanting to go at it again. Just with a slightly drier mouth than the last playthrough.

So, who can scramble their way to the top gaining the most prestige for the win? Do you have what it takes to become the leader of the Moonrakers?.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Artwork is amazing
  • Great player interaction

Might not like

  • SO expensive

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