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High Frontier 4 All (Kickstarter Edition)
30m - 240m
1 - 5 Players
Ages 14+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
50.00
€
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Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Bundyman
Now within Mod1, 2 and 3 to play mankind to space in the years 2030 to 2090, which build through the game in 5 Sun cycles and that means 60 turns. The main problem with this game is to teach other players the rules is a very hard task. You must talk around 80 min to 100 min of explanation, and we teach only Module 0,1 and 2 so far. Its the longest rulesset i ever known in my gamers career. But its fun to fly through the sol-system and coast at some sites where you was not in the game before. So better teach this monster via Vassal and module HF4All ver.1.6. two days before the great High Frontier Playday! Another good teach: let them watch the Heavycardboard rule explanation video at Youtube, this tough guys did a great job with my HF4 mind. That could save the group around 60 minutes of teaching this simulation game. And i cannot imagine to play this with 5 or 6 players, therefor are the number of patent cards to short, because you have to manage some outpost with cards left in space and should produce black cards out of your hand cards. So i prefer to play furthermore with 3 to 4 players, and without Mod.3 the sweetspot is 3 plyr. and with the Conflict Mod. surley 4 players; in fact two players as loyalist or separatist. But i dislike the thought of war in space, leave war on earth, mankind!
Binraider666
Impressive and love the setting, but rules accessibility is a problem. It's easier to play than the rules make out.
back2b
Tutorial video: https://m.youtube.com/watch?v=v2BG3gJ-8Rs&list=PLZBdZwoBsEMO5ek7pCfZJN84F2Xm_omQV&index=1