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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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Kickstarter – Gamefound
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Jerppa
This along with module 1 pushes HF far beyond the Core game. The futures give the game some much needed long term goals for players to reach for and make every session exciting.
SpaceWeasel29
A must have. Adds so much to the game, I will never play without it. The true HF4 experience is with module 1,2 and 4 together. It really feels like a gigantic sandbox this way. This one adds space stations (bernals), colonists and tons of new strategies !
logopolys
[microbadge=1966][microbadge=4143][microbadge=18088][microbadge=50101][microbadge=5191] [b]NOTE:[/b] Much of what I've written about [person=174]Phil Eklund[/person] in the past was written with the understanding that I had a fundamental difference of opinion with him in as far as the ethics of economic systems, the role of government and community in the lives of individuals, and the human-originated negative impact on climate. After his public remarks in early 2021, I have to take a stronger stand and say that Eklund is absolutely wrong in his political, historical, and scientific assessment of the world. I personally am dissuaded from purchasing any of his future titles, and I would encourage any discerning board game purchasers or players to make a careful read of his public remarks, manual footnotes, and essays. The idea that a harmful or problematic statement is useful because it encourages discussion and research is flawed; some perspectives are wrong and should not be further engaged or platformed. My existing comments and ratings will remain the same as they were, as changing them now would be as disingenuous as the type of thinking that I am protesting. [microbadge=5389] Colonists are the core part of this expansion, and they tend to affect everything. They modify operations, they change the political environment, and they grant access to powerful Futures. They do a lot of everything but require some critical setup to get there. Generally, colonists are a powerful tool that can be difficult to learn to use correctly, but amazing once you do. Bernals are the other addition in this expansion. I got to say, I like them way more than how they were introduced in HF3. Instead of faction specific bernals and orbits, there's a lot more flexibility and customization. Like freighters, the floor for the usefulness of bernals is high if only because it's another stack you can move each turn. Combined with colonist access and promotion opportunities, bernals can define your broader strategy. From what I can see of Conflict (module 3), bernals will have a huge impact in the wars. As always, skip the footnotes.