On the 1st of July, people all over Quebec pack up their homes and move, all at once. It’s a long-standing tradition known as Moving Day. Originally tied to lease agreements ending on the same date, it’s now just something people keep doing, voluntarily or not.
Someone took that slightly chaotic real-world event and turned it into a board game.
Moving Day puts you in charge of fitting everything into your moving vans without smashing your fragile items, while also dealing with some rather questionable helpers. It’s a game about packing, balancing, and hoping things don’t get ruined along the way. Which, to be fair, feels quite true to life.
The result is a light, puzzle-style game that doesn’t take itself too seriously. Easy to get into, good for mixed groups, and with just enough to think about that you don’t fall asleep mid-turn. So, does it deliver? Here’s how it plays.
👥 2-4 players, ages 10+
⌛ Playing time: 30 minutes
📝 Designer: Mads Fløe
🎨 Artwork: Natalia Kordowska
🏢 Publisher: Piatnik (review copy provided)

What’s going on in this game?
Each player controls a team with three moving vehicles, each with a different layout of storage spaces and seats for helpers. Over the course of eight rounds, you’re trying to score as many points as possible by packing your vans efficiently, matching box types and colours, using your helpers wisely, and avoiding damage to fragile items.
On your turn, you choose a group of two box tiles and one helper card from the display. Then you place snack tokens next to the groups you didn’t take. These tokens can be collected later and are worth points, so your choices don’t just affect you but also the people sitting next to you.
Once you’ve picked your group, you load the boxes onto your vehicles and assign the helper to one of them. Boxes have to be placed from the bottom up, one per space, and helpers are limited by the number of seats on the truck. You can’t rearrange things afterwards, which might feel restrictive, but that’s part of the challenge.
Boxes come in different types, colours, weights, and some are marked as fragile. Each has a weight value from 1 to 7, and also shows how many points it’s worth if it survives the move. Helpers vary in strength, from +1 to +4, and some come with a crash symbol, which means they’re more likely to damage your fragile items. So you’ll often find yourself taking someone who’s strong but clumsy, which feels very on brand for real-life moving day.
After eight rounds, the real fun begins: checking what’s broken.
First, you go through your vans to see if any boxes are supporting a heavier box directly on top. If they are, they’re flipped over and considered damaged. Then you check for clumsy helpers. Each one damages a fragile box in their van. And finally, if the combined strength of your helpers isn’t enough to lift the boxes they’re supposed to be carrying, those boxes also take damage.
Scoring is fairly simple. You get points based on the value of your undamaged boxes. You also get one point for each box placed next to another of the same type, and another point for boxes placed next to the same colour. Finally, you count up your snack tokens.
The person with the most points wins, and presumably settles into their new home without too many broken plates.


Artwork and components
The art style is cheerful and cartoonish, clearly aimed at families or lighter groups. It suits the game and doesn’t get in the way. There’s a bit of personality in the characters like helpers with wild hair, old relatives, students, but it never overwhelms the gameplay. Everything is easy to read, which is probably more important here than having fancy art prints.
The vehicle boards are shaped like the backs of moving vans, with compartments that help you visualise where your boxes should go. It’s a nice touch and does make things easier when you’re teaching the game. Helper cards use simple, clear icons to show strength, clumsiness, and how many helpers are on each card. The iconography works well overall, and we didn’t run into any confusion after the first round.
The snack tokens are a bit silly in a fun way, with bold illustrations of food items that look like something from a kids’ lunchbox. They don’t quite match the rest of the artwork, but they’re easy to spot and score with, which works in their favour.
Component quality is what you’d expect for a game like this: cardboard, cards, nothing fancy, but all functional. The layout and colours do most of the heavy lifting to keep things smooth during play. It’s not a game that’s trying to impress with shiny finishes.

How it played for us
We tried Moving Day at a few different player counts. It’s very easy to teach, which is always a good sign. Even players who don’t play many games were up and running quickly. It’s forgiving in that way, and it helps that the turns are short and the icon system is consistent.
At three and four players, there was a good amount of competition over box-helper groups. That made the decisions a bit tighter and more interesting. You’re often thinking about what you want versus what you don’t want to leave for the next player. The snack placement also became more strategic in these games. You could sometimes bait someone into picking a bad group just to deny snacks to someone else.
At two players, the game is more focused. Less randomness, fewer surprises, and a bit more control over how things unfold. We enjoyed both setups for different reasons. It’s not one of those games that completely falls apart at lower player counts.
There were definitely some laughs. Especially when someone ended up with two clumsy helpers and promptly crushed half their boxes. The theme helps keep things light, even when your score takes a hit. And while the gameplay isn’t deep, it has enough moving parts to keep you paying attention.
That said, after three or four plays, it started feeling a bit repetitive. There’s not a lot of variety in the box types or helper effects, and once you’ve seen most of the combos, you start to figure out the best approaches. It’s not a huge issue if you treat it as a casual game, but if you’re someone who plays the same titles regularly, you might hit that point sooner than expected.


Final thoughts
Moving Day is a light, easy-going game with a solid theme and a few clever mechanics. It’s not aiming to be a deep strategy game, and that’s fine. It does a good job as a family-friendly puzzle where you’re trying to squeeze the most points out of limited space and resources. There’s some risk management, some light blocking, and enough spatial planning to scratch that part of your brain.
Where it falls a bit short is in long-term replayability. There isn’t much variety in what shows up each game, so the puzzle starts to feel familiar quite quickly. That might be perfectly fine if you’re playing it occasionally or introducing it to new players, but it’s something to keep in mind.
Visually, it’s clean and functional. Nothing too flashy, but it all works. The iconography is a strong point, and the components don’t get in the way. It’s the kind of game you can set up quickly, play in under an hour, and not need a rulebook refresher next time.
We’d recommend it to families, casual players, or anyone who enjoys spatial puzzles without needing a full evening to play. It also works nicely as a warm-up or filler between heavier games. If you go into it knowing it’s a smaller game with a specific niche, you’ll probably enjoy it. Just don’t expect it to be the next evergreen classic.
Also, maybe don’t trust Claude with the fragile boxes. Just saying.
📝 We received a copy of Moving Day from Piatnik for review.







