Monkeys
On The Moon
Scheme your way to glory amongst squabbling
monkey tribes!
Monkeys on the Moon is a
strategy card game for 3-4 players (a 2-player variant is provided as
well). This game includes unique
bidding mechanics, lots of high-quality wooden pieces, and original art
by Scott Starkey.
Purchase Monkeys On The Moon -- $19.95
Shot into space
and long since forgotten, six monkey tribes fiercely compete to advance
their civilizations...
Background
Well, "civilizations" might
be too strong a word for it -- most of the tribes are still struggling
with basic grooming. But they fiercely compete nonetheless.
Fortunately you, the players,
have better uses for your time. Leaving aside your squabbling
tribemates, you've learned how to repair the ships that stranded everyone
on the moon in the first place.
But who do you let on board?
Some tribes do not get along, some monkeys wield greater influence than
others and some tribes simply can't stand the sight of you. The
player who brings freedom to the most revered and influential monkeys will
surely be a hero back on Earth..
Game Overview
Each turn, you play one Civilization Card to teach one monkey tribe a useful
skill -- badminton, how to drive a steamroller, chainsaw operation, and so
on -- and the grateful tribe rewards you with favor coins. However, each
tribe has an enemy tribe who becomes unhappy when you help out its
rival; that tribe will demand coins from you.
As coins come and go from each player, monkeys come up for auction. Players
use their favor coins as money to bid for these monkeys and place them on their
spaceships back to Earth. At the end of the game, the player who has freed the
most monkeys from the most learned tribes wins
Game Contents
- 42 Monkey Cards
- 36 Civilization Cards
- 6 Tribe Cards
- 6 Scorn Cards
- 18 Ship Cards
- 1 Tribe Track
- 6 Wooden Tribe Stones
- 42 Wooden Favor Coins
- Rules Sheet
- 2 Rules Reminder Cards
Updated English Rules
You can download the
latest English rules that incorporate some rules clarifications.
Rule
Clarification
Launching unfilled ships at game end
At game end, the rules say to "launch all
unfilled ships." This does
include empty ones. Why launch an empty ship? Because
it can still help you get rid of scorn.
Of course, if you want scorn to have a bit
more bite to it in your games, feel free to vary
the rules such that you must have at least one
monkey on board to launch a ship at game end.
Rule Variants
Lingering Resentment!
Start each player with a Scorn Card from a random tribe.
Valet Parking!
Instead of assigning each player a random Ship Card at game start,
deal each player 2 cards. Each player chooses one of the two cards
to start the game with and places the other at the bottom of the Ship
Card deck.
When you play Civilization Cards, don't put them in a stack next to the
draw pile. Instead, put them next to the Tribe Card of the tribe you are
helping, on the outside of the tribe circle. Place later cards so that you
can still read the earlier ones.
This doesn't change the game at all, but it can be funny to read later on.
Plus, it allows you to double-check the position of every Tribe Stone, in
case someone forgot to move a stone.
Monkey Buffet!
You can reduce the randomness of the game by enlarging the Monkey Pool
by one or two cards, or allowing player to have an extra one or two cards in
their hands.
Blake Crawford gave us this intriguing idea: deal ALL of the Civilization Cards
out to the players at the start of the game. Everyone still plays one card per turn,
but does not draw any new ones.
Shaky Alliances!
You can make Civilization choices more involved by saying that a card played
for an Allied Tribe is worth 1 less space on the Tribe Track. For instance, Duct
Tape is worth 5 spaces when played for the Blue Tribe (because the card is blue)
but only 4 spaces when played for one of its allies.
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