by Erik Andersson Sundén & Christopher Stenseth.

You want to become the new leader of Lunar Nexus. With the game's Kalaha-inspired worker placement mechanic, you cannot gather support for yourself without also letting your opponents take beneficial actions.

Presentation

  • Time: 60-120 minutes (30 min/player) + 15 minutes of rules explanations
  • Players: 2 – 4
  • Language: English

The residents of the oldest colony on the moon, Lunar Nexus, are in search of a new leader, and you are one of the prospective candidates. To ascend to leadership, you must garner the support of the three prominent Families— Moles (miners), Foxes (ecologists), and Hawks (upper class). Achieve this by outmaneuvering your opponents on the game's Kalaha-like worker placement board, where your choices will determine various actions for both you AND your opponents.

In Craters, black and white influence meeples are positioned on the action spaces of the circular board. On your turn, you pick up all influence meeples from one action space and place them one by one in a clockwise fashion around the board. In each action space where you placed an influence, you act once per white influence, and all other players act once per black influence. The action selection mechanism is designed to force players to give good actions to others. In other words, it's all about the tension between taking the best actions and not giving away too much good stuff to your opponents.

To win the game, you'll need to earn prestige among the three families. Each family grants prestige for different actions, such as building structures, utilizing rare alloys, or specific research. As the game progresses, these actions become increasingly impactful. Your strategy will evolve, heavily influenced by your opponents' moves on the Kalaha board.

If you enjoy games where each action influences your fellow players - why not join me for a game of Craters at Fastaval?

About the designers

I'm Erik Andersson Sundén, the designer behind Craters. This game marks my third entry for the Fastaval competition, following my previous creations, Whirling Witchcraft and Collectors. My passion lies in crafting streamlined games, often ensuring they don't exceed an hour in playtime. Craters is a larger project compared to my usual designs, yet I think I've made use of my knack for streamlining to create an accessible, yet crunchy game. I'm excited to show it to you at Fastaval!

Christopher Stenseth, concept art and layout for Craters. Starting my journey in 1992 as an Art Director for web and games, I was the first employee and game designer at King.com, currently leading marketing tech at The Absolut Group and managing an energetic TTRPG group. Previously, I contributed art and design to 18xx board games 21Moon and 18Svea, published by All Aboard Games.