Typically when playing with moons, each player draws two moons and places them in their system. Players may look at moons in their own system at any time. Moons are challenged like planets with the following exceptions:
Moon bases do not count toward the win.
Once a player occupies a moon, they may look at it, and follow the instructions. If it is a Play Now moon, they must reveal it and comply with the moon's effects. Secret moons need only be revealed when the player who occupies the moon desires. Some Secret moons are worthless, and have no effects.
Moons do not count as bases toward the win.
See also Eon Moon list and Mayfair Moon list.
Below are some variations on play with moons.
Folland's Moons
Pick a number of moons to play with (usually 2 to 6). Each player gets an equal number of moons. Players then take turns putting a moon where they like (without looking at the moons). There are three possibilities - in the Warp, free in a system, or bound to a planet.
A free moon can be attacked whenever attacking in the system where it resides. To attack a moon bound to a planet, however, you first point the cone at the moon - the player of that system (if they have tokens on the planet) can then choose to have you attack them on the planet instead (it is not a given that you can just attack a moon). In cases where the player whose system the moon is in doesn't have tokens on the planet, the player with the most tokens is considered to be "in control of the planet", and may opt for the attacking player to challenge the planet rather than the moon. If there is a tie for the most tokens, then the player to the left of the offensive player is "in control".
When tokens go to the Warp, you must land on a Warp moon if there are any unoccupied. The Warp moon is immediately activated following normal moon rules (eg: Secret moons can remain secret until desired). If it is a multi-power moon (ie: more than one moon can be combined into one), then the effects are resolved in this order: 1/4, 1/2, full, cheese. If there are two or more moons of the same level (eg: 1/4), then the player chooses the order most beneficial to themself. If multiple players go to the Warp at the "same time", they will actually go in standard CE order (ie: non-main players, starting to left of offensive player, offensive, defensive). Moons are activated and resolved before the next player lands on their moon. A player may only occupy one unoccupied moon at a time when going to the Warp (ie. if you have four tokens going to the warp, and there are two unoccupied moons, you may only land on one of them with all four tokens. On a subsequent trip to the Warp, you must occupy the other, if it is still unoccupied). The following moons cannot be played in the Warp:
These are marked as "W-" or "Not in Warp":
Nova Moon (blows up a planet in the system where moon is located)
Implosion Moon (blows up all tokens not belonging to owner of system)
Warp Worm Moon (3x) (All tokens go to Warp - recursion?)
This is marked as "Warp done separately":
Revolve moon (All tokens on moons move one moon clockwise)
This is marked "Do not play with Warp Moons":
Color Blind Moon (Flip over all tokens in the Warp and mix 'em up)
If more than one moon effect is invoked at once, play them in the following order: 1/4, 1/2, full, cheese. If there are two of the same (eg: two 1/4 moons) the landing player gets to choose the order most beneficial to them.
From Lawrence Folland, Dave Calvert,
Bob Berno, and ellen@folland.com
Gardner's Group
I thought I'd post here the rules for the variation in play our group
has devised for Moons. This is the first time I've tried to write them
up formally, so please forgive any unclarities. There are bound to be
situations I haven't thought of. I've thought of a few just as I've
been writing this. Comments welcome.
1. At setup, place 1-5 Moons in each system (the same number in each
system), with each Moon covering a planetary base. No player looks at
any of the Moons. [A variant we haven't tried yet is allowing each
player to look at the Moons in their own system.] Obviously, the more
Moons you use, the more random and chaotic the effects will be.
We've played with 5 (ie every base covered by a Moon), and found it
to be amusing, and quite playable. We're now experimenting with 2,
which adds a strategic element, since you can decide whether or not
to attack a Moon or an ordinary base.
2. Place four tokens on each base, including the Moons, as per normal
setup. Moons counts for all purposes as ordinary bases, both home and
foreign. At the start of the game, no Moon is occupied (as defined
below), despite having tokens on it.
3. 'Occupation' of a Moon is redefined as follows: in a challenge
against a Moon in which the offensive side is successful, the
offensive player becomes the occupier of the Moon. Allies join the
offensive player on the Moon as normal (assuming, of course, it's a
normal challenge), but only the offensive player is said to 'occupy'
the Moon. In a challenge against a Moon in which the defensive side
is successful, the defensive player becomes the occupier of the Moon.
In a reverse challenge in which the defensive side is successful,
defensive allies join the defensive player on the Moon, but only the
defensive player is said to occupy the Moon. When a player's tokens
land on a Moon as the result of a deal or the effects of Flares or
Edicts, that player becomes the occupier of the Moon. (If more than
one player's tokens are landing on a Moon simultaneously as part of a
deal, say because of the Diplomat, then the player in whose system
the Moon is located gets to specify as part of the deal who the
occupier of the Moon shall be. If more than one player's tokens are
landing on a Moon as the result of a Flare which does not involve
making a deal, then the tokens of the player playing the Flare occupy
the Moon. If none of the players played the Flare, the system owner
decides as above.) If the occupier of a Moon loses that base, then no
player occupies the Moon even if other tokens remain there. (So, if
the Moon's effects are Continuing, they cease as of that time.)
4. The occupier of a Moon is the player who gets to look at what it
says, read it out if its says 'Play Now' or keep it hidden if its
says 'Secret'. If the Moon has effects which refer specifically to
the player landing on the Moon, these affect only the occupier of the
Moon. E.g. only the occupier of the Moon gains the advantage of the
Four/Forty Moon. If the Moon has more general effects, these may
apply to allies or to other tokens on the Moon as well. E.g. the Warp
Worm Moon sends all tokens landing on it, including allies', to the
warp, and the Cone Size Variable Moon varies the number of tokens
which can be placed in the cone according to all the tokens on the
Moon, not just those of the occupier.
5. The occupier of a Moon which has been revealed signifies her
occupation of the Moon by keeping her tokens stacked over the Moon
phase icon. The occupier of a Secret Moon which has not been revealed
has to find some other way of signifying her occupation, say by placing
one of her tokens next to the Moon. Or you can just use your memory.
6. If a Moon (generally a Cheese Moon) is revealed whose effects are
considered by the collected players to be too random and chaotic to
bear contemplating (you can't be bothered speaking in rhyme, or
humming when you're not speaking or breathing in, or saying the
opposite of what you mean, or dealing the challenge deck or the
discard pile out to all players), discard the Moon and draw another
from the unused Moons until one is drawn whose effects are more
agreeable to those assembled.
From Steve Gardner
Note from Jack Reda: Blue Moons would work very well with this variant, since they are specifically designed to be occupied by multiple players (and you wouldn't need to have "owners" to determine who gets the moon effects).
From Jack Reda
Moon-Incarnater
Deal out two moons per player. Throughout the game, play normally, but
whenever a player vacates a moon completely, all moons in the game
"reincarnate": replace every moon in the game with unused moons. Moons that
were occupied are still occupied by the same player. Those moons are
immediately "activated". Any Play Now effects are immediately complied with
(starting with the offensive player, and moving clockwise). Play continues
once all moon effects subside.
Moon Escalation
Each player starts the game with one moon in their system Whenever a player
occupies a moon anywhere, they immediately draw an additional moon and place
it in their own system. Players may look at any moons in their own system
at anytime.
Moon-Plant
Each player has two moons in their system, and has two powers. Throughout
the game, no player may use his or her own power, unless they occupy the
corresponding moon (left or right)- in which case, they may use that power,
regardless of whose it is.
Example: If Red has Virus (on the left) and Wrack (on the right) and blue
occupies the Left moon in Red's system, then Blue may use the Virus power.
Since no two players may occupy a base at once, no power can be used by two
players at once. Players may end up having use of more than two powers,
depending on how many moons they occupy.
During set up, players may decide which moon will correspond to which power
(it should be obvious to all players which moon is with which power).
It is recommended that no player be allowed to challenge a moon on their
first challenge.
From Rick Heilberg (first appeared in Encounter 1.3)
“In Your Face” Moon(s) - Upon winning your fifth
planet (you must have 5), reveal this Moon and state “In your
face” to all players trying to alter the outcome of the game by
use of Flairs, Edicts, Moons, or Powers, thereby securing victory
for yourself.
“Moon Zap II” Moon(s) - Like #73 except you discard
this Moon and the zapped Moon. Draw replacements.
“Wild Moon” - Choose which type of Moon you want
from the list and play as described. If a secret Moon, secretly
write down the Moon number. Other players may take the
Moon and make their own choices.
“Flare This” Moon(s) - When someone uses a Flare card
against you, you may reveal this and state “Flare This” and
appropriate the Flaer.
“Bankrupt” Moon (c) - Your opponents cannot add their
Lucre to their total.
From Donny Cherf (first appeared in Encounter 1.3)
6. Curtain (C) While this moon is occupied, all other
moons lose their effects.
7. Armageddon (S) Upon revealing this moon, all tokens
are lost and the game is over. There are no winners. Discard
after use.
8. BLACK HOLE (C) While occupying this moon, you lose
one token to the void each challenge. Take one token to void
immediately though.
9. SUPER NOVA (I) Upon occupying this moon, this
system has been blown to smithereens. All tokens currently in
this system are out of the game.
10. QUIET (C) While this moon is occupied, no player may
say a word. All communication must be by gestures or writing.
Any utterance (except coughing and clearing throats) is penalized
one token to the void.
11. NOTHING TO HIDE (C) While occupying this moon,
you must reveal everything. Consolation cards must be laid
face-up on the table, your power must be shown, the number of
lucres separated and the card you play in a challenge must be
played face-up.
14. ANNIHILATE (C) While this moon is occupied, any
tokens lost to the warp are out of the game.
15. VICE VERSA 6) When you revgal this moon, all compromise
cards become Attack 4 and all attack cards become
Compromise. Play as a continuing moon once revealed.
23. TOTAL NULL (C) While occupying this moon, all
players lose their power(s).
37. HAYWIRE (I) Upon occupying this moon, each player
randomly draws-another moon to add to his system and must
immediately, but one at a time, occupy the new moon drawn by
the player to his left. Discard moon after use.
55. APPARITION (C) Upon occupying this moon, as an
attacking or defending player your opponent ‘seems’ to be
fighting with more tokens than he actually has. Because you
feel you’re going to lose anyway, you must play only Compromise
cards, even if you have asked for and/or received allies. If
you have no Compromise cards, then whatever Attack card
you play is a Compromise card.
56. GUEST (C) While occupying this moon, you lose your
turns, but at the start of each other player’s turn (not their
challenge) you may move one of your tokens onto one of his
bases, even if he is attacking you.
71. SERVITUDE (I) Upon occupying this moon, you must
get each other player one item of their choosing, if feasible,
(i.e., a coke, a bag of chips, etc.).
96. SUPER MOON (I) Upon occupying this moon, you
automatically receive your flare. First, ask all players if any
have your flare. If any do, you may “search” their hand for it. If
none do, then look through the discard pile for it. If it still isn’t
found, search the deck. Iastly, if you still haven’t got it, search
through the flares.
97. DWINDLE (C) While occupying this moon, at the
start of each challenge the attacking player must pick, at random,
one card from your hand.
98. UN-FORTUNE-8 (I) Upon occupying this moon,
write down a digit from zero to nine and keep it hidden. All
other players (except the seventh and eighth, if any) must
guess once what number you chose. As soon as anyone guesses
correctly, you must give him, from your hand, 1 flare, 1 edict,
1 attack card, 1 compromise card and 1 kicker. You must also
give him 1 base on your system by moving all your tokens off
one to your other bases. If no one guesses your number, nothing
happens.
99. ROYALTY (C) While occupying this moon, all other
players, when speaking to you, must address you as “your
highness” or “your royalness” or “your majesty” or lose one
token, their choice, to the warp each utterance.
100. STAY PUT (I) Upon landing on this moon, no token(
s) may be removed from any moon(s) the remainder of
the game except as a result of a challenge or by the revelation
of a *vanish’ moon.
See also: Moon Powers, and Blue Moons