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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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Luds
(([url=www.boardgamebliss.com]Boardgamebliss.com[/url], 2022-03-17) 2nd copy orderd by mistake. (Sold on 2022-10-11)
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.
Luds
([url=https://www.kickstarter.com/projects/684398802/high-frontier-4-all]www.kickstarter.com[/url], 2021-05-20) Module 1 – Terrawatt & Futures adds 2 patent decks to the game: Freighters, ships that carry content for you back to LEO, and GW Thrusters, powerful thrusters that run on isotope fuel. Futures (part of the promoted TW thruster and Freighter cards) add long term objectives for more scoring when combining with Modules 0 and 2.