Welcome to the Moon
Choose numbers and actions simultaneously to plan a journey into space. Eight adventures can be played separately or linked through a replayable branching campaign, with ASTRA available as a solo opponent.
Welcome to the Moon supports 1–6 players; community best: 2–4 players; playing time: 25–30 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Welcome to the Moon presents everyone with the same revealed numbers and actions, then lets each player mark their own erasable adventure sheet. Placement must preserve ascending numbers while making useful actions possible. The same cards serve different purposes across the adventures, so learning one sheet does not replace reading the next.
Each adventure has its own missions, scoring and exceptions. The first turns action symbols into restrictions on rocket-floor placement; later sheets change how areas and actions work. Play an adventure independently or follow the campaign, always giving its specific rules priority over conflicting standard rules.
The campaign records results, stars and chapter progress without destroying or permanently altering components. In solo play you draw three cards, use two separately for number and action, and give the remaining card to ASTRA. The opponent’s difficulty and the chosen adventure determine what those cards are worth.
Core rules & scoring
Choose a common adventure sheet and one matching A, B and C mission. Multiplayer uses 63 shuffled Starship cards divided into three equal piles, number side up. Adventures work separately or through the campaign; apply each adventure’s exceptions alongside these standard rules.
In multiplayer reveal three number-action combinations each turn. Everyone independently chooses one, and several players may choose the same combination. Do not mix a number from one combination with another’s action. When piles run out, reshuffle each discard pile separately.
Write the chosen number in an empty legal space. Numbers ascend within each zone without duplicates, but gaps and skipped values are allowed. If none of the three choices can be written, mark a System Error and take no action; do not voluntarily reject a legal number.
Normally write first, then optionally use the paired action. Astronaut can adjust the value by zero, one or two before writing, in either direction but never below zero. Planning adds an X; multiple Xs are legal in one zone, and Xs count as filled spaces.
Robot, Energy, Water and Plant work as specified by the adventure. Water and Plant normally require writing in an appropriate position to use that action; otherwise you may still write a legal number. Ordinary actions are optional, with specific adventures such as the first changing this procedure.
Resolve incidents after actions and before missions. Claiming a qualifying mission is optional. All players first claiming it in the same turn receive its higher value; later turns receive the lower value. Each player completes each mission only once and keeps its award even if its condition later ceases to hold.
Standard end conditions are checked at turn end: all three missions completed, all System Error boxes used, or the marking area filled. Apply the adventure’s scoring and error penalty. Standard ties favor fewer crossed-off System Errors, then share victory.
Adventure one uses action symbols to restrict rocket floors rather than performing the six normal actions; its bottom floor is wild. The official FAQ requires crossing all rockets below the 150 box before clearing circled System Errors. Circling every error triggers the finish. Launching requires clearing every circled error too; simultaneous launches compare extra rockets.
ASTRA solo draws three Starship cards and uses two different cards for number and action, giving the third to ASTRA even after a failed placement. Resolve drawn effect cards immediately and replace them until you have three Starship cards. Solo bonuses can permanently discard a card instead of giving it to ASTRA.
On the first exhaustion reshuffle only your own discards and effect cards, leaving ASTRA’s cards out. Failure to draw three cards on the second exhaustion ends play immediately; other endings follow the adventure. ASTRA normally scores received action types plus fixed and difficulty values, but adventure one uses its special launch track instead.
Rules & gameplay questions
Can several players choose the same combination?
Yes. Choices are simultaneous and independent. In ordinary multiplayer, however, the number and action must come from the same combination.
Can I take an action without writing a number?
Normally no. A legal number placement enables the paired action, which is usually optional. Mark an error only when none of the three choices is legal; do not deliberately reject a usable number.
Can Planning create consecutive Xs?
Yes. The official FAQ allows multiple Xs in a zone, even filling an entire zone with them. Numerical entries still obey their ascending restrictions.
Can I clear System Errors after finishing just one rocket line in adventure one?
No. The designer FAQ requires crossing all rocket lines up to the 150 box first. Then Active Rockets can clear circled errors. Circling every System Error already triggers the finish; do not wait until another error would be required.
How is a tied campaign star total resolved?
The official FAQ awards the campaign to the player who won its final adventure. Captain replacement also waits until the campaign asks you to save progress, after resolving that game’s campaign consequences.
Rules & introduction sources
- Edition
- Original shared procedures, an ASTRA solo overview and first-adventure introduction, incorporating the designer’s 2022 official FAQ. Other adventures require their own action, scoring and solo chapters. The current publisher link remains the 2021 manual; the FAQ was checked through its two actual designer-posted images. Campaign plot branches, chapter solutions and unlocked-card details are excluded.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #215 |
| Complexity Weight | 2.46 / 5 |
| Best player count (community) | 2–4 |
| Player range | 1–6 |
| Playing time (minutes) | 25–30 |
| Core mechanisms | Area Majority / Influence · Bingo · Narrative Choice / Paragraph · Paper-and-Pencil · Pattern Building · Race · Scenario / Mission / Campaign Game · Simultaneous Action Selection · Solo / Solitaire Game |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2021 |
| Suggested age | 10+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Welcome to the Moon, and can I play online?
Welcome to the Moon supports 1–6 players; community best: 2–4 players; playing time: 25–30 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.
How complex is Welcome to the Moon, and which mechanisms does it use?
Weight: 2.46 / 5. Mechanisms: Area Majority / Influence · Bingo · Narrative Choice / Paragraph · Paper-and-Pencil · Pattern Building · Race · Scenario / Mission / Campaign Game · Simultaneous Action Selection · Solo / Solitaire Game. Chinese publication: Unconfirmed.
Where can I learn Welcome to the Moon?
No rule guide, strategy article or WANGO trial has been confirmed for this record.