New Frontiers

2018 · Исследование космоса

New Frontiers

New Frontiers is a board game for 2–5 players. It plays in 45–75 minutes and is meant for ages 14 and up. Ludoya players call it best with 4. It is rated 6,5 out of 10 by 17 Ludoya reviewers. The cheapest copy in stock is 51,49 $ (Россия).

Players build competing galactic empires by selecting a shared action each round that everyone may take while only the selector gains a bonus for choosing it. Setup determines which developments are available, letting players plan strategies around a mix of fixed and randomly selected small and large developments. Worlds are drawn from a bag during the Explore phase and must be settled with colonists, sometimes requiring payment or conquest. Settled worlds and developments provide special powers, goods, or immediate windfall benefits. Goods are produced, traded for credits, or consumed for victory points, and play ends when one of several game-ending conditions is met; the highest victory point total wins.

Игроки
2–5 лучше всего 4
Время игры
45–75 мин
Возраст
14+
Сложность
3 / 5
6,5 в Ludoyaот 51,49 $Научная фантастикаВыбор действийПеременный порядок фазГонка
87
Записано партий
123
Игроки
1h 17m
Средняя партия
26
В коллекциях
11
В списках желаний

6,5/10

по 17 отзывам в Ludoya

  • Веселье8,0
  • Взаимодействие8,0
  • Реиграбельность10,0
  • Уникальность8,0
  • Внешний вид8,0
  • Доступность8,0
  • Balleflass6,0

    Very cool economic action selection game like Race/Roll for the Galaxy. Every possible tech is displayed from the start which takes a few minutes for every player to get an overview of. After that, it's smooth sailing. Low downtime because everyone takes part of every action selected by every player. The trick here is to choose the right tech, right planets and try to exploit the various orders the actions gets selected.

  • Evan4,6

    This is a quick playing role selection game where one player picks a tile, then each player follows and does the same action, and then the player who chose the action gets some special benefit. You draw planet tiles, adding them to your board, activate those tiles by placing meeples on them, use those tiles to produce cubes, then sell those cubes for points, and you buy technology tiles that improve your engine in various ways. The game is much smoother to play than it's design cousins of Race for the Galaxy and Roll for the Galaxy. There's nothing really new here, but what's here is smooth and refined. I like how the tiles have both iconography and text, so it's clear what things do when you draw them, and then as the game goes on you get used to the icons and can tell what your things do at a glance. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ★ Low or mitigatable luck elements ★☆☆☆☆ Raw enjoyment

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Вопросы по правилам

Ответы по книге правил от помощника Ludoya по правилам.

How does action selection and the priority track work — who goes first when an action is resolved?

The selecting player chooses an action tile and moves their turn disk partway; then players resolve that action in priority-track order starting with the selecting player (who also gets the selecting bonus), wrapping around the track as needed — not in clockwise order (p.3).

When I Explore, do explored worlds count toward my limit and where do I place them?

Draw seven, each player picks one in priority order and the selecting player then takes a second; place explored (gray-side) worlds on the right end of your mat, they count toward your maximum of nine total explored+settled worlds, and their powers are inactive until you settle them (p.5).

When I settle a world can I pay part with Military and part with credits?

No — to settle you must have the listed colonists and either pay the world's credit cost (non‑military) or have Military equal/greater than its defense (military); you may not combine Military and payments (p.6).

What happens if Produce wasn't selected in previous rounds — how does production work?

If Produce wasn't selected in prior rounds, it accumulates credits; the selecting player collects those credits, then every production colony without a good gets a matching good and the selector also produces a good on one windfall colony if possible; at round end add 1 credit to Produce if it wasn't selected (p.7).

Do I have to consume goods when I do the Trade/Consume action, or can I keep them?

Selling one good (Trade) is optional, but if you have Consume powers and goods you must use each applicable Consume power — in any order — until you've used them all or have no applicable goods left; some Consume powers are explicitly optional (p.8).

Is there a limit to how many credits I can have or can I give credits to other players?

There is no limit to how many credit chips a player may hold (credits are public information), and players may not give away or exchange credits (or tiles, goods, colonists, or VP) with each other (p.10).

Открывает помощника Ludoya по правилам, который читает правила этой игры.

Сведения об игре (игроки, время партии, возраст, авторы) взяты с BoardGameGeek.