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High Frontier 4 All: Module 1 – Terawatt & Futures box art

Expansion for High Frontier 4 All

High Frontier 4 All: Module 1 – Terawatt & Futures

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Published
2020
Reach
Known (via base game)
Players
1–5
Play time
30–240 min
Weight
Not enough ratings yet
Ratings
0

How it plays

No rules summary yet for this game.

Main mechanics

  • Auction & bidding
  • Deck / bag building
  • Hand management
  • Tile laying
  • Auction & bidding: Value is set by what players are willing to pay.
  • Deck / bag building: You shape your own deck or bag of resources as you play.
  • Hand management: Timing which card to spend is the core puzzle.
  • Tile laying: You build a shared or personal board tile by tile.
Full publisher description

Module 1 - Terawatt introduces two new patent decks: Freighters and GW Thrusters. Freighters are a new type of patent card allowing the transport of valuable factory goods back to Low Earth Orbit. GW Thrusters are more powerful and efficient versions of the MW Thrusters of the core game, allowing your Spacecraft to reach the outer planets more easily. This module also optionally introduces Futures which are special game goals to earn victory points.

How this expansion changes the base game

ComplexityNo change
Much lighterNo changeMuch heavier
DepthNo change
Much shallowerNo changeMuch deeper
SkillNo change
Much more luckNo changeMuch more skill
InteractionNo change
Much lessNo changeMuch more
Table ExpNo change
Much worseNo changeMuch better
Integration / RefinementNot rated yet
Makes it worseNo changeEssential
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Base vs with this expansion

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ComplexityDepthSkillInteractionTable ExpProduction

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