Skip to content
Login / Register
Menu
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
High Frontier 4 All: Module 1 – Terawatt & Futures (Kickstarter Edition)
Expansion of:
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
15.00
€
30 day low:
Out of stock
Search for:
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
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
cfarrell
The modern fan of SMG has to wrestle with Phil and his obvious talents for game design as well as his toxic ideology. You can maybe argue that games like Neanderthal and High Frontier are great in part because of Phil’s amateurism. But the same narrow, limited, undisciplined thinking that gets you to a place where you believe Ayn Rand has the first idea about ethics, philosophy, or economics also gets you to a place where you think that because High Frontier was a genius game you can just do some more of that and it’ll be fine. I think the Freighters are really the only part of this module that basically work. The Terawatt thrusters are enormously destabilizing and also done in a way that is uninteresting. The Futures just make the game long; one of the great things about High Frontier was that it ended before the game lost interest. Neither this nor Colonies really extends the interesting part of the game - they both in fact arguably make the interesting part of the game shorter - they just extend it well past the point where it runs out of gas. Some people have been calling for a boycott of Phil’s games for his toxic ideas; I’m not there yet. I’ll stop buying his games when they stop being interesting. Part of the nice thing about Pax Emancipation and Bios Origins is that while it’s true they are littered with intellectual garbage, there is interesting stuff in there to serve as a counterweight. Unfortunately, we are getting to a point with some Phil and Phil-adjacent games that counterweight is either absent or clearly not enough to save the game (Pax Transhumanity, some of the High Frontier modules). And that will be death for the label.
Hlorridi
Phil Eklund is right with his statements regarding the climate. I respect him for his courage to speak up. As you can see from many people here, other opinions are no longer desired. Now to his game. High Frontier is an absolute masterpiece!
mduke
Fleshes out a few abstractions in the core game, adds some much more speculative tech, and makes the game a bit longer. There is nothing super-objectionable here but I am not sure this is a better experience than the core game. - Freighters allow you to literally move cargo around rather than do an abstracted "delivery operation". This is more satisfying, but part of their power is that they give you an extra move, overcoming a purely game-oriented limitation on operations. The later development of turning factories into "freighter fleets" feels very speculative if not downright silly. If it were me, I would just fix the Delivery rules to allow multiple cards and delivery to places other than LEO, and do away with this. - Gigawatt and Terawatt thrusters are also speculative, but are fun to gawk at. In my experience, their limitations make it not very useful unless you are playing the 84 turn game -- but why would you do that? - Space elevators are also cool, but there is not much stopping you from building one by the 2050s or so (on Mars!), which seems insanely aggressive.