High Frontier 4 All

2020 · Keşif

High Frontier 4 All

Players run competing space companies that design rockets, develop technology, and establish industry across the solar system using realistic rocketry and delta-v calculations. Gameplay uses a large delta-v map of the solar system, technology and event cards, and modular rulesets that scale from a beginner scenario to full advanced play, including politics and solitaire/cooperative variants. Players plan missions, build and upgrade launch systems, transport resources and colonists, and balance profit, research, and political factors as they race to access and exploit different orbital and planetary destinations.

Oyuncular
1–5 en iyi 3
Oyun süresi
30–240 dk
Yaş
14+
Karmaşıklık
4,8 / 5
8,3 Ludoya'da₺3.804,75 başlayan fiyatlarlaEkonomiBilim KurguNoktadan Noktaya HareketDeğişken Oyuncu GüçleriEl Yönetimi

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Ludoya masalarında

Ludoya'da tüm istatistikler
231
Kaydedilen oyunlar
189
Oyuncular
2h 57m
Ortalama oyun
76
Koleksiyonlarda
20
İstek listelerinde
1
Ön sipariş verildi

8,3/10

28 Ludoya incelemesinden

  • xTo9,0

    As an aerospace engineer I can spend hours playing in this inmmersive solar system (NOTE: I've been a rocket designer of the MIURA launcher, which is included in the promo cards, that makes me laugh every time the rocket explodes, hehe)

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Kural soruları

Ludoya kural asistanı tarafından kural kitabından yanıtlandı.

When do I use wet mass vs dry mass, and how do I track fuel/Wet Mass chits?

Wet mass includes all fuel and is used for thrust and movement calculations; dry mass is the spacecraft without fuel or jettisonable tanks. Track fuel and Wet Mass chits per the mass rules and adjust wet mass when fuel is spent or tanks are jettisoned (Rulebook pp. 15–16; p.54).

Can I mix different fuel grades together and will any thruster use mixed fuel?

You may mix fuel grades in a tank but each thruster requires a compatible fuel grade to fire; mixing doesn’t make an incompatible thruster usable (see Fuel grades, mixing rules and thruster compatibility) (Rulebook p.17).

How do I create a valid stack (LEO, Rocket, Outpost) and what are the permitted stack rules?

Follow the permitted Stacks rules when assembling components, create LEO and Rocket stacks using the step-by-step stack creation rules and checks, and obey load/mass and tankage constraints shown in the examples; Outposts have their own creation steps (Rulebook pp.11–13).

Do aerobrake and factory-assist landings/liftoffs use fuel, and how do hazards apply to them?

Aerobrake or factory-assist landings/liftoffs use the special aerobrake/factory rules instead of or in addition to burn fuel as specified, and hazards (belt rolls, CME, etc.) still apply per the aerobrake and factory-assist procedures and examples (Rulebook pp.24–25).

How exactly does prospecting/industrialize work — what are the steps to claim an exploitation track or build a factory?

Prospecting is a five-step operation (survey, prospect roll, place cubes, etc.) with raygun/buggy/missile variants; Industrialize and placing exploitation track cubes follow the prospect/industrialize operation rules and examples (Rulebook pp.31–32).

What happens on a Glitch or Solar Flare during the sunspot cycle?

Sunspot events list specific effects—Glitch causes hand/hazard issues and Solar Flare can damage stacks or cause CME-like effects—apply the event outcomes and remedies as described in the sunspot cycle table and examples (Rulebook p.37; example CME on p.14).

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