Blog Archives
Space-Cast! #50. City of Six Amabels
Not many board games are as mysterious as City of Six Moons. Is it a puzzle? A working board game? A grift? To answer those questions and many more, today we’re joined by Amabel Holland to discuss her oddest title yet, the joys and perils of translation, and her recent efforts to preserve board games that have fallen out of fashion.
Listen over here or download here. Timestamps can be found after the jump.
Three Phases of Six Moons
The past is not a foreign country but an act of imagination, one that can have greater or lesser fidelity to something that once happened, but one that also remains forever out of reach. The best we can do is stretch and maybe, just maybe, graze fingers with the unnameable.
Like true history or old starlight, City of Six Moons is an unrecoverable thing. Created by Amabel Holland, this is a radical design from a designer known for pushing boundaries. By now you may have heard of the game’s conceit: in a medium defined by its attempts to crystallize authorial intent as perfectly as possible, City of Six Moons is instead presented in a foreign language, offered to Holland by alien visitors and then transmitted to us as a signal garbled over the airwaves. Somewhere underneath the static is a playable game. On our plane, the designer refuses to clarify any rules or offer correction.
Over the past four months, I have grappled with City of Six Moons. I have studied its rulebook by lamplight and fallen asleep with its symbols dancing under my eyelids. This is the story of how I translated the game — or, perhaps, how I didn’t.

