High Frontier 4 All: Module 1 – Terawatt & Futures

2020 · Expansion till grundspelet

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.

Spelare
1–5 bäst 2
Speltid
30–240 min
Ålder
14+
Komplexitet
4,2 / 5
7,4 på Ludoyafrån 249,00 krScience fictionIndustri / tillverkningPunkt-till-punkt-rörelseByggande av kortlek, påse och pottVariabla spelarmakter

På Ludoyas bord

All statistik i Ludoya
17
Registrerade spelomgångar
5
Spelare
2h 33m
Genomsnittlig speltid
32
I samlingar

7,4/10

från 4 recensioner på Ludoya

  • 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.

    Inga spelomgångar registrerade

  • kesulin7,0

    Indispensable.

    Inga spelomgångar registrerade

Läs recensionerna och betygsätt det

Regelfrågor

Besvarat ur regelboken av Ludoyas regelassistent.

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).

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