High Frontier 4 All: Module 1 – Terawatt & Futures

2020 · Expansion for Base-game

High Frontier 4 All: Module 1 – Terawatt & Futures

Adds two patent decks to the space exploration game: Freighters transport valuable factory goods back to Low Earth Orbit, while more powerful and efficient GW Thrusters help spacecraft reach the outer planets. An optional Futures system introduces special game goals that award victory points.

Players
1–5 best 2
Playing time
30–240 min
Age
14+
Complexity
4.2 / 5
7.4 on Ludoyafrom $28.26Science FictionIndustry / ManufacturingPoint to Point MovementDeck, Bag, and Pool BuildingVariable Player Powers

On Ludoya's tables

Full stats in Ludoya
17
Plays logged
5
Players
2h 33m
Average play
32
In collections

7.4/10

from 4 Ludoya reviews

  • Balleflass6.5

    Added more downtime between turns in a game that already has plenty of it. I really do like the game, AND I see why this expansion will help speed up the gameplay itself as you have more spaceships to move ET produced parts with instead of just 1, but it made player turns just a bit too long for me.

    No plays logged

  • kesulin7.0

    Indispensable.

    No plays logged

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Does my Freighter need fuel, and how far can it move?

A Freighter Stack does not track or burn fuel: it moves 1 Burn Space per turn, or can move 2 if pushed by a Powersat. It still follows the normal rules for hazards and cannot double-move (pp. 7–9).

Does the Freighter’s own mass count against its Load Limit?

No. The Load Limit counts the mass of the cards it carries, not the Freighter card itself; cards may be loaded only at a Factory or Anchored Bernal, though cargo can be unloaded anywhere (p. 8).

What changes when I promote my Freighter?

Promotion is permanent and turns all your map cubes—big and small—into Mobile Factories that can move using the promoted Freighter’s listed capacities. Small cubes cannot carry cargo or use the Freighter’s Future (pp. 5, 10).

Can my GW thruster refuel with water, or use any isotope fuel?

No: a GW thruster uses only isotope fuel matching its Spectral Type, obtained by cargo transfer or refueling at a matching-type Factory. Your one GW thruster also determines the type of all isotope fuel you can produce, carry, or store (pp. 14–15).

What happens if I fail an Epic Hazard roll while attempting a Future?

A roll of 1 fails the attempt and Decommissions the unit; for a Future, the Crew or Colonist attempting it dies, but the Future card remains. You can avoid the roll by paying FINAO (p. 6).

Can we play with Futures using only this module, and does it change the game length?

No. Futures require Modules 0, 1, and 2 together, and playing with Futures extends the game to 7 Solar Cycles (pp. 18–19; setup, p. 4).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.