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21Moon

Designer: Jonas Jones, Scott Petersen

Lunar mining in the year 2117, with temporary permits and an end-of-game fixed by the calendar.

21Moon: The Race to Exploit Space — Summary


Capitalization type


Floating percentage and per-player share limits


Starting cash by player count


End game triggers


Number of phases


Train list and prices


List of private companies


List of corporations


Game-specific mechanics

Comparison with 1830

1. Setting: lunar mining in the year 2117
1830 covers the northeastern US in the 19th century. 21Moon moves the same game skeleton into the future: companies don't transport passengers or classic goods, but instead mine critical minerals on the lunar surface during the year 2117.

2. End of game by calendar, not by bank or by trains
In 1830 the game ends when the bank runs out or the last available train is bought. In 21Moon the end is set by a strict deadline of 11 operating rounds in total, so there's no "dead queue" of passive turns waiting for something to happen: the game always closes at the same point on the calendar.

3. Hex value depends on minerals, which change with each tile
In 1830 a hex's value comes from the city it contains and doesn't change in nature. In 21Moon, the minerals present determine the hex's value, just like cities in classic 18xx games, but with a twist: when the tile changes (when it's upgraded), the mineral's value also changes, and depending on the mineral type, that change can be upward or downward.

4. Trains (transports) with their own progression: T2 to T6 and then T10
In 1830 trains follow a well-known 2-3-4-5-6-D progression. In 21Moon the "transports" go from T2 to T6 and jump straight to T10, and on top of that, T2s become obsolete when T5s appear (not T4s, as the intuitive equivalent would suggest) — a different obsolescence pace than you'd expect by analogy with 1830.

5. Two map "circuits": home base and shared Space Port
In 1830 all of a company's trains run through the same network connected to its own tokens. In 21Moon every corporation must run trains from both its own home base and the shared Space Port (a single hex used by every corporation), a dual-network structure with no equivalent in 1830.

6. Up to 7 corporations, with one held back until round 3
21Moon allows up to 7 simultaneous corporations mining the lunar surface, but one is deliberately locked out until the third stock round. 1830 never withholds any of its companies this way.

7. Rules engine recognizable from 1830 and 1846
Despite the science-fiction setting, players experienced in 18xx usually quickly recognize how 21Moon works, since its basic rules closely resemble those of 1830 and 1846: stock rounds, operating rounds, share and train purchases.

8. A pure science-fiction theme, with no precedent in 1830
While 1830 recreates the real history of the North American railway boom, 21Moon invents a near future of lunar resource exploitation, with no direct historical basis at all.