Welcome To... vs Welcome to the Moon: Which Should You Buy?
If you're shopping for one of these, you've probably already noticed they're siblings. Benoit Turpin designed Welcome To... in 2018, then teamed up with Alexis Allard for Welcome to the Moon in 2021, and both run on the same clever engine. Cards flip up, everyone picks from the same options at the same time, and you write numbers in ascending order on your own sheet while quietly ruining your own plans. No downtime, teaches fast, and both land at a light-medium weight with a 3.7 rating from me. So yes, they cross-shop hard.
The real difference is shape. Welcome To... is one puzzle, polished to a shine, that you can hand to almost anyone and play forever on refillable pads. Welcome to the Moon is eight different puzzles chained into a branching campaign about fleeing a dying Earth, with dry-erase boards and rules that shift every time you change maps. One game asks you to master it. The other keeps moving the target on purpose. Which of those sounds like fun to you is basically the whole answer.
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Welcome To...
2018 · Benoit Turpin
One of the smartest light games you can hand almost anyone, as long as nobody at the table needs to mess with their neighbors. Quick, clever, and quietly cutthroat against your own pencil.
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Welcome to the Moon
2021 · Benoit Turpin and Alexis Allard
It's the most generous box in the whole Welcome To series, and if you want a flip-and-write you can grow into over weeks, this is the one. Just budget five bucks for better pens and accept that some nights you'll be reading rules instead of relaxing.
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Welcome To...
- Everyone plays off the same flipped cards, so there's no downtime and no rules to relearn per person
- Teaches in about two minutes and the tough choices start on turn one
- Genuinely scales solo, with a couple, or with a crowd, and the solo mode holds up
- Almost zero player interaction, you're really racing a shared deck
- The card flips can hand someone a luckier run than you
Welcome to the Moon
- Eight genuinely different puzzles plus a branching campaign, so the box keeps giving for a long time
- Dry-erase boards and a real solo mode with scaling AI make it great as a one-player or two-player game
- Each chapter only takes 25-45 minutes, so you can play a slice without committing to the whole arc
- The included markers have nibs too fat for the tiny spaces, so you'll smudge over things you need to read
- Rules shift with every map, and players say the rulebook flipping pulls you out of the flow
Welcome To... and Welcome to the Moon both sit in our Family list. See the full Family ranking to find where each one lands and what else is worth a spot on your shelf.
How they actually play
In Welcome To..., you're a 1950s suburb planner with a pencil and a street of empty houses. Three cards flip each round, pairing a house number with a perk like a pool, a park, or a fence, and everyone picks from the same three combos at once. You're building rising number sequences down three streets, and every number you write closes a door somewhere else. The choices are usually binary, but they never let up. It's quietly cutthroat, except the person you're cutting is yourself. There's a race for City Plan bonus cards, but mostly you're heads-down on your own sheet.
Welcome to the Moon keeps that same core (shared flips, ascending numbers, racing for common missions) and then swaps the scenery under your feet. The box holds eight different boards, each with its own scoring quirk, chained into a replayable campaign. One chapter takes 25-45 minutes, so you can play a slice without committing to the whole arc. You write on dry-erase boards instead of paper pads, which sounds great until you meet the included markers. Their nibs are too fat for the tiny spaces, so grab thin whiteboard pens on day one. Trust me on the pens.
Complexity and learning curve
This is where they split cleanly. Welcome To... teaches in about two minutes and the tough choices start on turn one. There's exactly one ruleset, so once anyone at the table has it, they have it for good. It's the version I'd hand to a family gathering or a friend who claims they don't like board games, because there's nothing to relearn and nothing to look up.
Welcome to the Moon asks more of you. The rules shift with every map, and players consistently say the rulebook flipping pulls you out of the flow. Some nights you'll be reading rules instead of relaxing, and that's just the deal you're signing. If you enjoy learning a fresh wrinkle each session, that's a feature. If you want one clean ruleset you internalize and play on autopilot, the constant resets will genuinely bug you.
Replayability and table presence
On paper, Welcome To... says 1-100 players, and while real players cap it around 5-6 before the pace drags, that flexibility is real. It scales from solo (the solo mode holds up) to a couple to a crowd, with everyone playing off the same flips so there's no downtime. The catch is interaction: there's almost none. You're really racing a shared deck, so it can feel like quiet parallel solitaire, and a lucky run of flips can favor someone else. But as a 25-minute puzzle you can pull out anytime, with anyone, it's hard to beat.
Welcome to the Moon is the more generous box over the long haul. Eight genuinely different puzzles plus a branching campaign means it keeps giving for weeks, and the solo mode comes with AI opponents at scaling difficulties. That said, it shines brightest small. Solo and two-player folks get the most out of it, and plenty of reviewers say they wouldn't bother gathering a big group for it. So the trade is roughly this: Welcome To... has more range in who it fits, the Moon has more range in what it does.
Honestly, you can't pick wrong here, you can only pick wrong for you. Get Welcome To... if you want the flexible crowd-pleaser: it teaches in two minutes, plays a crisp 25 minutes, works from solo to a full table, and never makes you open a rulebook twice. Get Welcome to the Moon if you're mostly playing solo or as a couple and you want a box that keeps surprising you, because eight boards and a branching campaign is a ridiculous amount of game for the money. If you're torn, start with Welcome To... to learn the engine, then graduate to the Moon when you're hungry for more. And if the Moon wins, budget five bucks for thin pens.
Welcome To... is one perfect puzzle for anyone; Welcome to the Moon is eight evolving puzzles for the solo and two-player crowd.