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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)
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!