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High Frontier 4 All: Module 2 – Colonization (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
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
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mduke
A mix of sensible extensions and truly goofy ideas, played only once so far. - "Bernals" (orbiting space colonies.) The core game has some minor rules that serve to provide much more incentives to send humans on missions, and module 2 amplifies this hugely. This could have just been a new tech card that you could boost for VPs or minor production advantages, but instead there a bunch of gamey additional rules (additional income and more) that make them absolutely critical to launch. - Colonist cards come with bernals and really double down on the idea of poorly justified and often silly faction abilities from the core game. - Futures (which also requires Module 1) gives you more stuff to do when you play and 84-turn game. The long game turns a 1-session game into 2, which is a big step change, but I suppose it gives you a reason to get out into the outer solar system that taunts you in the core game. I am still getting a ton of enjoyment out of the core game, but at some point will probably max out on it and try this out to see if these conclusions hold.
Luds
([url=https://www.kickstarter.com/projects/684398802/high-frontier-4-all]www.kickstarter.com[/url], 2021-05-20) Module 2 – Colonization adds Bernals for having a home outside of LEO, Labs, Specialty colonists, and combines with Modules 0 and 2 for Futures in Module 1. (Sold on 2024-04-21)
cfarrell
I really think the Bernal and colonists stuff is, while super-flavorful, problematic from both a gameplay and simulation perspective. This stuff has never worked super-well and while it works much better now, it still makes the game strategically a bit of a railroad. The extra actions from the colonists are just crazy powerful as well, and if you can get one that helps you do something you need to do, then you're in great shape; if you get one you can't take advantage of for whatever reason it's pretty painful. It also makes the game long and can inflict super-uneven engagement. If one player gets "over the hump" and has a Bernal on a remote site and a couple good colonists they can do a lot of stuff on their turn and consume a disproportionately huge amount of the gaming time while everyone else kinda watches and waits and then takes a mini-turn to just refuel or do one auction or whatever. At the best of times it's not great, and it doesn't take much to become really painful. And it's *long*. This all isn't to say that this module can't be fun. I think it's great to play a couple times for the fun of setting up colonies on the moons of Saturn or whatever and seeing what wacky and wildly improbable colonists and futures Phil has come up with (the Terawatt thrusters and Freighters future, while fantastic, do have a tenuous connection to what might be possible. The colonists, not so much). I honestly don't think there is serious replay value here though. -- Just a quick strategy comment: it appears that, like HF3 and HF2, you just have to get your Bernal in place as your first order of business. There might possibly be a strategy for NASA involving grabbing Glory chips and politics, but I am skeptical. The advantages of having a Bernal in place - 1 Aqua income per turn, getting your faction privilege, extra actions from colonists - are just huge. So you’ve pretty much got to fundraise by churning patents and then launch your Bernal before doing anything else. So as a corollary, you probably should use the QuickStart rules. This is all fine (although churning patents for money is one of the dumber aspects of the game), but you just kind of have to know it.