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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
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Kickstarter – Gamefound
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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.
kendallgrubbs
First play with Module 1 & never went back to anything less. It adds a great deal to the game without adding much complexity or time. Module 1 is a must in my book.
improove
Quite similar to the 3rd edition. The new Futures are fantastic. TW are created too early, but it's fixed in the Exodus Module.