Shackleton Base: A Journey to the Moon

Shackleton Base: A Journey to the Moon

Shackleton Base: A Journey to the Moon is a lunar-base strategy game. Players lead space agencies, draft shuttle tiles to choose astronaut types and turn order, then spend three rounds building structures, funding corporate projects, and exploiting crater sectors. Three corporations are selected each game to change resources, actions, and scoring; solo play uses the AstroBot automated opponent.

Shackleton Base: A Journey to the Moon supports 1–4 players; community best: 3 players; playing time: 60–120 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

A permanent human base is being built in Shackleton crater at the Moon’s south pole. Each player leads a space agency, developing its facilities while responding to goals set by three corporate sponsors. Shackleton Base: A Journey to the Moon uses a modular setup: three of seven corporations are chosen for each game, changing available projects, resources, special actions, and scoring opportunities. The corporations add variety, while players still compete for space and value on the shared lunar surface.

The game lasts three rounds, each with a Shuttle, Action, and Maintenance phase. During the Shuttle phase, players draft from an open display, choosing which engineers, technicians, or scientists they can use and which resources they receive; the choice also affects turn order. In the Action phase, players deploy those astronaut types to their bases and the crater to build, collect, fund projects, or perform corporate actions. Each placement asks players to coordinate worker type, credits, energy, and corporate requirements.

Four structures serve different roles: Domes, Workshops, Laboratories, and Headquarters occupy different sizes of space and provide immediate effects, income, or endgame points. Solar panels add to the shared energy supply, while corporate projects grant continuing abilities and rewards. Astronauts deployed in crater sectors may activate several areas in a row. Your own structures make those areas easier to use; entering a sector controlled by another player requires a credit payment. Structure placement also affects later resource access, astronaut recovery, and the costs other players face.

During Maintenance, crater astronauts are assigned back to bases according to structure size in each row. Players then collect income from Domes, Headquarters, and corporate effects and pay structure and reputation maintenance costs. After the third round, final scoring includes funded projects, matching astronauts in Laboratories, Reputation, and endgame bonuses from the three corporations. Solo play uses AstroBot, an automated agency driven by solo action cards and corporation cards; multiplayer remains a competitive building race over shared lunar space and individual victory points.

Core rules & scoring

  1. Objective and setup: Build a lunar base, fund corporate projects, and develop Reputation; the player with the most victory points after three rounds wins. The base game contains seven corporations, and three are selected for each game. They determine projects, available resources, actions, and scoring. Players take an agency board and leader, then prepare astronauts, Credits, Titanium, Rare Earth, Solar Panels, structures, and corporation projects. The official recommended corporation combinations can simplify a first game.

  2. Three rounds and phases: Each game lasts three rounds, each played in Shuttle, Action, and Maintenance order. Shuttle tiles are sorted by round and revealed for selection. In the Shuttle phase, each player chooses available astronauts, resources, and an action order. During Action, players deploy astronauts in turn until they have used their available actions. Maintenance resolves corporate effects, distributes crater astronauts, collects income, and pays upkeep.

  3. Drafting a Shuttle: Choose an available Shuttle tile according to the current round’s procedure. It indicates which astronaut types and quantities you may use, what resources you receive, and its order number. Players then arrange the next action order according to the chosen tiles. Another player may need the same type of worker, so drafting is both a resource plan and a way to seek a more useful position in turn order.

  4. Action deployment: In the Action phase, take turns deploying the astronauts from your Shuttle tile. Main actions include exploiting crater sectors, building a structure, funding a visible corporate project, performing a corporation action, or visiting the Lunar Gateway. Each deployment must satisfy the available worker type, Credits, resources, and energy requirements. Check the global energy marker if a structure or project consumes energy. Visible projects are limited, so earlier players may claim a useful card while others pursue a different corporation strategy.

  5. Crater and sector control: Place an astronaut on an action position around the central crater to activate sectors and structures in that row. You can use sectors controlled by your own structures for free; if another player controls a sector, pay the listed Credits to that player. The total size of structures in a row also affects who recovers its astronauts during Maintenance. Solar Panels placed around the central area increase shared energy and may grant Reputation, but the energy supply can constrain further construction.

  6. Structures and resources: Each agency can build Domes, Workshops, Laboratories, and a Headquarters. To build, choose a legal powered sector and pay the resources, Credits, and sometimes Energy shown on your player board. Structures provide immediate effects and determine how many astronauts your base can house. Different worker types in Domes, Laboratories, or Headquarters can produce Titanium, Credits, victory points, or Reputation. Laboratories and Headquarters also consume energy to build, so coordinate them with Solar Panels and corporate abilities.

  7. Projects and corporations: To fund a project, choose a visible card from any corporation in play, check the corporation slot’s Credit cost, minimum Energy requirement and Energy consumption (which can differ), satisfy the requirement and pay, and place it by your base. Projects may provide immediate rewards, continuing abilities, or endgame victory points. Astronaut deployments can also perform actions printed on corporation boards or advance goals. Each corporation has its own scoring, and the three corporations selected for a game determine final bonuses; do not treat one game’s corporate ability as a universal rule.

  8. Goals and Reputation: At the end of a turn, a player may claim available corporate goals whose requirements they meet, at most one per corporation on that turn. Each corporation offers limited goal spaces, with some reserved for higher player counts. Goals usually reward a certain development state and score according to the indicated space and the player’s Reputation. Reputation can be a final scoring source and unlock corporate actions, but higher levels may increase maintenance costs. Budget Credits for later upkeep before moving up the track.

  9. Maintenance and income: Resolve maintenance effects for the three corporations in order, then retrieve astronauts from the crater. For each row, the player with the greatest total structure size generally gains the astronaut; ties are resolved using nearby structures. Players may reorganize astronauts in their bases and collect income from corporations, Domes, and Headquarters. Finally, pay building and Reputation maintenance. A shortage of Credits can reduce Reputation and, if further costs remain, may also cost victory points.

  10. Endgame and solo mode: After Maintenance in round three, score funded projects, matching astronauts in Laboratories, Reputation, and final points from the three corporations. The highest victory-point total wins; Reputation breaks a tie, and any remaining tied players share the victory. Solo rules pit the player against AstroBot, using three corporation solo cards and difficulty sides to make the automated agency choose actions, deploy workers, and score. The Below. Within. Above. expansion is outside the base-game rules.

Rules & gameplay questions

How does a game of Shackleton Base work?

The game lasts three rounds, each with a Shuttle draft, astronaut actions, and Maintenance. Players use Engineers, Technicians, and Scientists to collect resources, build structures, fund projects, and perform corporate actions. Three corporations are selected for each game, changing its projects and scoring routes. After Maintenance in round three, add points from projects, Laboratories, Reputation, and corporate endgame bonuses; the highest total wins.

What does the Shuttle tile affect?

Each round’s open Shuttle tiles determine which astronaut types and quantities you can use, which resources you receive, and part of the order for the Action phase. Taking the worker type you need may help you build a structure or complete a project, but acting later can leave fewer visible projects and sectors. Consider your plan, available resources, and the other players’ choices before selecting a tile.

Are all seven corporations used every game?

No. The base box includes seven different corporations, but only three are selected for a game. Each corporation introduces its own projects, resources or actions, and scoring opportunities. The combination determines the focus of that game. The rulebook suggests combinations for early plays; later, players can use random combinations for more variety rather than assuming the same resource and scoring rules apply every time.

Where can astronauts take actions?

A deployment can exploit a crater sector, build a structure, fund a project, perform a corporation action, or visit the Lunar Gateway, among other actions in the selected corporations. The available worker type, base structures, resources, and corporations determine which actions are legal. Sectors controlled by your own structures can be used at no cost; a sector controlled by another player requires a Credit payment and may affect later astronaut recovery.

How are the four structures different?

Domes, Workshops, Laboratories, and Headquarters have different costs, sizes, and roles. Building requires a legal powered sector and the resources or Energy shown on your board. Structures provide immediate effects and determine the astronauts your base can hold. Workers in Domes may produce Titanium, Credits, or victory points depending on type; Headquarters workers grant Reputation, while Laboratories score at the end for matching astronauts.

How do projects and corporation actions score?

To fund a project, choose a visible card from a corporation in play and check the corporation board’s minimum Energy requirement, then pay Credits and consume the specified Energy; the threshold and consumption can differ. Projects may give an immediate effect, a continuing ability, or endgame points. Astronaut deployments may also activate a corporation action printed on its board. Each game uses only three corporations, and their goals and final scoring differ, so check the corporation boards and visible projects instead of relying on a single universal formula.

Why is Reputation important?

Reputation counts toward final victory points and can unlock additional corporation actions, but higher levels may also increase maintenance costs. If you gain Reputation without enough Credits for upkeep, the Maintenance phase can force you to lose Reputation and potentially victory points. Include future payments in your plan and weigh an immediate increase against the cost of keeping that position through the next rounds.

What happens during Maintenance?

Resolve any maintenance effects from the three corporations, then assign astronauts from crater rows back to bases according to structure size, with nearby structures breaking ties. Players collect income from corporations, Domes, and Headquarters, and can rearrange astronauts in their base. Finally, pay the maintenance costs of buildings and Reputation. Keep Credits available during the Action phase so an unpaid cost does not reduce your score.

Does Shackleton Base have a solo mode?

Yes. The official rules include AstroBot, an automated agency opponent. The player follows the solo setup while AstroBot uses action cards, dedicated solo corporation cards, and a development track to select actions and score. Solo corporation cards have Easy and Hard sides, allowing difficulty adjustment. It is not simply a multiplayer game with an empty seat, so use the separate solo chapter to run the automated opponent correctly.

How is the winner determined after the third round?

After Maintenance in round three, score funded projects, matching astronauts in each Laboratory, your Reputation, and endgame points from the three corporations. The player with the most victory points wins. If players tie, higher Reputation wins; if that is still tied, those players share the victory. Projects or corporation effects from an expansion apply only when that expansion is included in the game.

Rules & introduction sources
Edition
This entry covers the Sorry We Are French base game, excluding the Below. Within. Above. expansion. The publisher’s English rules list 1–4 players, ages 14+, and 60–120 minutes. Three of seven corporations are selected per game, played across three rounds. The official AstroBot solo mode is included at a high level; corporation boards and project cards vary by setup, so this entry does not catalog every corporate effect.
Introduction source
BoardGameGeek

WANGO editorial

Shackleton Base: A Journey to the Moon · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#365
Complexity Weight3.93 / 5
Best player count (community)3
Player range1–4
Playing time (minutes)60–120
Core mechanismsArea Majority / Influence · Contracts · Income · Solo / Solitaire Game · Variable Player Powers · Variable Set-up · Worker Placement, Different Worker Types
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2024
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Shackleton Base: A Journey to the Moon, and can I play online?

Shackleton Base: A Journey to the Moon supports 1–4 players; community best: 3 players; playing time: 60–120 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is Shackleton Base: A Journey to the Moon, and which mechanisms does it use?

Weight: 3.93 / 5. Mechanisms: Area Majority / Influence · Contracts · Income · Solo / Solitaire Game · Variable Player Powers · Variable Set-up · Worker Placement, Different Worker Types. Chinese publication: Unconfirmed.

Where can I learn Shackleton Base: A Journey to the Moon?

No rule guide, strategy article or WANGO trial has been confirmed for this record.