City of Six Moons is a radical new board game that requires players to decode an alien language to learn how to play

The tabletop gaming industry has long been defined by the clarity of its rulebooks. Publishers typically spend months refining instructional texts, hiring professional editors, and playtesting manuals to ensure that every edge case is addressed and every mechanic is explained with clinical precision. However, an upcoming solo board game titled City of Six Moons is set to disrupt this convention by effectively abandoning the concept of a readable rulebook. Instead, designer Amabel Holland has authored the game’s instructions in an entirely alien language, forcing players to decipher the manual before they can even begin to understand the mechanics of the game itself.
This experimental project, published by Hollandspiele, challenges the fundamental relationship between a game’s documentation and its player base. By creating a product that is, in essence, a puzzle wrapped in a mystery, Holland is testing the limits of player patience and cognitive engagement within the medium of tabletop gaming.
The Philosophy of Alien Design
Amabel Holland, a prominent figure in the board game design space, has described City of Six Moons as more than just a game about guiding an alien civilization; it is a conceptual piece designed to simulate the experience of interacting with an artifact of a genuinely extraterrestrial culture. The rulebook is composed entirely of symbols, glyphs, and non-standard iconography. There is no Rosetta Stone provided in the box, nor is there a supplemental English translation waiting to be discovered.
The challenge presented to the player is twofold. First, they must interpret the visual lexicon provided in the manual, which requires a departure from terrestrial linguistic structures and cultural assumptions. Second, they must accept that the internal logic of the game may not align with the traditional mechanical tropes found in modern hobbyist board games. Holland has made it clear that she will not provide guidance or clarification, intentionally leaving the player to navigate the "alien" ruleset in total isolation.
Chronology and Development
The development of City of Six Moons follows a trajectory of increasing complexity in solo-player design. While the game is slated for an official release in the coming month, the concept has been circulating within niche enthusiast circles via designer updates on social media platforms like Bluesky and industry blogs such as BoardGameGeek.
- Initial Conceptualization: Holland began the design process with the premise that a "true" alien game should feel inaccessible to human intuition.
- Iconographic Development: The construction of the language involved creating a consistent visual syntax that could represent abstract concepts of governance, resource management, and social evolution without relying on the Latin alphabet or standard Arabic numerals.
- Final Polish: The current phase involves the transition from digital prototyping to physical production by Hollandspiele, the boutique publishing label co-owned by Amabel and Mary Holland.
- Release Window: The game is scheduled to hit the market in late 2024, marking a high-risk, high-reward entry in the Hollandspiele catalog.
Implications for the Tabletop Industry
The decision to obfuscate rules in a commercial product is a bold departure from current market trends, which prioritize "accessibility" and "ease of entry." In recent years, the board game industry has moved toward streamlining rulebooks, often including "learn to play" guides and video tutorials to minimize the barrier to entry. City of Six Moons functions as an antithesis to this movement.
From a design analysis perspective, this project represents an intersection between ludology and semiotics. By forcing the player to learn a language, the designer is creating an "earned" experience. Once a player successfully decodes a specific mechanic, the sense of accomplishment is theoretically higher than it would be if the rule had been explained in a standard, didactic format.
However, this design philosophy carries inherent risks. A game that cannot be easily understood may face significant hurdles in market penetration and reviews. If the barrier to entry is perceived as insurmountable, the player experience risks shifting from "intriguing mystery" to "frustrating chore."

The "Loss" of Discovery
One of the most profound aspects of Holland’s vision is the ephemeral nature of the game’s primary challenge. Once a player has decoded the language and internalized the mechanics, the mystery is gone. The game effectively transitions from a linguistic puzzle into a traditional, albeit complex, strategic simulation.
Holland has addressed this transition openly, noting on social media that the "loss" of the puzzle is a deliberate part of the emotional arc she intends for the player. She suggests that the transition from confusion to mastery is a journey that should be felt, and the eventual clarity of the rules should feel like a "lingering" realization. This suggests that the game is designed to be a transformative experience—one that changes its identity the more it is played.
Technical and Physical Components
While the specifics of the components remain largely under wraps, industry observers anticipate that the game’s physical assets will mirror the cryptic nature of the rulebook. It is highly probable that the game pieces, boards, and cards will lack any traditional text, instead utilizing the same glyphs found in the manual. This creates a cohesive environment where the player is never forced to leave the "alien" reality of the game.
The cover art, which has been partially revealed, provides the only immediate window into the aesthetic of the title. The visual style leans toward the abstract, suggesting a high-concept, perhaps melancholy, theme rather than the high-fantasy or sci-fi combat tropes typically found in mainstream tabletop games.
Market Positioning and Reception
Hollandspiele has established a reputation for releasing deeply researched, complex, and often niche historical or conceptual games. City of Six Moons fits firmly within this portfolio, appealing to a demographic of "hardcore" gamers who prioritize intellectual challenge over mass-market appeal.
The lack of official support or rules clarification from the designer is not a sign of neglect, but a core feature of the product. This approach effectively sets a boundary: the game is a closed system. The designer’s refusal to answer questions ensures that the player’s interpretation of the rules—correct or incorrect—remains their own. In a modern era where "crowdsourced" rules and community-led FAQs are the norm, this level of authorial control is both rare and intellectually provocative.
Conclusion: A Test of Player Agency
As the release date approaches, the board gaming community is watching City of Six Moons with a mixture of skepticism and curiosity. It challenges the conventional wisdom that a product must be accessible to be successful. Instead, it posits that the value of a game can reside in the labor of the player.
Whether this title will be viewed as a masterpiece of avant-garde design or an inaccessible academic exercise remains to be seen. What is certain, however, is that Amabel Holland has initiated a conversation about the nature of instruction and the role of the player as an active participant in creating the meaning of the game. For those who enjoy the process of unraveling complex puzzles, the city of six moons may prove to be one of the most rewarding—and taxing—experiences of the year. The success of the project will ultimately hinge on whether the "alien" experience proves to be as satisfying to play as it is fascinating to contemplate.







