Hi,
since in numerous Threads, some confusion exists about what is part of High Frontier 4, here an overview. Quotes from "HF4 - Read Me First" document. As a playtester, I am of course biased, but I provide some insights in how the "feel of the game" changed.
High Frontier 4 Overview
High Frontier 4 is a game about space exploration and feels absolutely unique. It is essentially "Kerbal Space Program" the boardgame, both with the frequent explosions as well as the realism and strong theme. It is a very thematic, competitive, low-luck game with different game modes spanning all the way from short & easy (60 min, BGG weight about 2 (think 7 Wonders)) to super-complex & long (7 hours, BGG weight about 4.7 (more than Twilight Imperium (Fourth Edition))). You can start easy and slowly work your way up (if so desired). Here are the modes and expansions in detail:
I Tutorials and Simplified Games:
1. Space Diamonds
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Space Diamonds is a lightweight family-friendly race through the solar system. It is a standalone game. It uses the standard map from High Frontier, but has its own set of rocket cards, and special objective tokens.
This game mode is new to HF4 and did not exist in HF3.
It is a new introduction to ease the learning curve of High Frontier.
2. Race for Glory
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Race for Glory is the "essentials only" High Frontier, excluding Events and Supports. It is equivalent to Basic in previous versions of High Frontier. It contains five scenarios, including two cooperative scenarios and the scenario used in the tutorial. It is not a rulebook, but instead references the Core Rulebook. It uses a unique set of cards.
Equivalent to HF3 Basic Game:
- Flying around in Space (flybys and hazards, no radiation)
- Industrialize Planets, Asteroids and Comets
- Simple Rockets (no Supports)
- No Events
However, in HF3 you had the top-right corner of each card with HF3 Base Game information and top-left corner of the card for HF3 Colinization. Now these are seperate decks (i.e. the Basic Game has its own cards) and the two game modes have been balanced separately, for a much better Basic Game experience.
3. Race to Mars
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The Race to Mars tutorial is a walkthrough of a game played using Race for Glory game. It teaches the essentials of the High Frontier Core rules, excluding Events and Supports.
This is a tutorial scenario in the basic game (Race for Glory) new to HF4 and did not exist in HF3. It is supposed to ease the transition of players from Basic Game to Core Game.
II Core Game:
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High Frontier Core Rulebook, the standard version of High Frontier. It includes deeper simulation layers than Race for Glory, with rules for thermal control, power requirements, solar flares & Radiation Belts, Glitches, hazardous operations, LEO debris, budget cuts, and more.
Technically, this game mode did not exist in HF3, but you could play something similar with house rules.
Equivalent to a subset of HF3 Colonization. HF3 colonization was a single expansion with many features (Supports, Politics, Colonists, Bernals, etc.) and this game mode uses THREE of them: Complex Flying on the Map, Supports and Events.
Gameplay:
- Flying around in Space with full complexity (Radiation Belts, Hazards on the Map, Gravity Assists (Flybys), etc.)
- Industrialize Planets, Asteroids and Comets
- Complex Rockets (Parts now require Supports: Reactors, Generators, Radiators)
- Events (Solar Flare, Glitch, Pad Explosion, etc.)
III Expansion Modules:
These are independent modules, which mimic the additional content of High Frontier 3 Colonization beyond Supports, Events and complex flying. Each expansion module introduces new concepts to the core game of HF4. You can play with multiple modules at a time and mix and match them as desired. For some modes, playing with a specific set of modules is required.
Module 0 - Politics
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Module 0 - Politics is included in the box, and includes Faction delegates who vote on rule changing laws and provide alternate end-game scoring conditions
It is an early stretch goal, but you can assume it as part of the game box.
In short it introduces:
- A political assembly with delegates (area control and area majority mechanisms )
- Laws (changing the game rules) based on which ideology is current "active" (equivalent to "in power" in HF3)
- You need to balance politics with production (delagates are factory cubes)
There was a politics ruleset part of HF3 Colinization, but HF4 politics work radically different. HF3 had no area majority, politics was this side-game, never fully integrated into the game with weird side-effects.
Now its both fun and integrates well within the game, without taking up too much attention and thus distracting from the main game. It also works really well, as a self-balance/catch-up mechanism in the game, as strong players with lots of factories cannot influence politics as much.
Module 1 - Terawatt Thrusters + Freighters
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Module 1 - Terawatt adds thrusters in the trillions of watts, and flexible high-technology (and low-technology) Freighters. Sold separately.
This is the first expansion module you can buy. It is part of the "all-in" pledge, but not part of the base game pledge and can be bought as an add-on.
This is updated version of Terawatt/Gigawatt Thrusters and Freighters, which was part of HF3 Colonization and it introduces:
- High-Thrust Thrusters (Fly to Uranus, Neptune, Pluto and Beyond)
- Isotope Fuel (Fuel of a Spectral Type for TW/GW Thrusters)
- Freighters (move stuff with something different than your Rocket)
- Mobile Factories (fly around with factories and industrialize by landing on a claim)
These cards did exist in HF3 Colonization and rules-wise relatively little has changed. However, the cards (Freighters especially) themselves are now radically different, improving this module significantly.
Module 2 - Colonists + Bernals
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Module 2 - Colonization adds orbital habitats and oddball space Colonists who may come into conflict with Earth. Sold separately.
This is the second expansion module you can buy. It is part of the "all-in" pledge, but not part of the base game pledge and can be bought as an add-on.
It adds to the game:
- Space Stations (Bernals) at Earth
- Space Stations (Bernals) in Deep Space
- Fly, Produce and Research in Space Stations
- Colonists, which provide benefits where they are (build faster at a factory with an engineer, scan asteroids easier with prospector, etc.)
- Upgrade cards tech level 2 (max. level in core game (black cards)) to tech level 3 (purple cards), mainly: Colonists, Bernals, Freighters and GW Thrusters (last two from Module 1)
Colonists and Bernals were part of HF3 Colonization, but this is radically different in rules, with the following most notable changes:
- Colonists do not provide extra OPs (works differently, see above)
- Number of Colonists do not depend on dirtside hydration
- Bernals near Earth provide new Benefits in HF4
- Promotion of Cards to Purple Side (lab rules in HF3) is now colony-based with different types (astrobiology colony, atmospheric colony, spectral type colony, etc.) instead of space lab based
Essentially this module is a complete re-design and feels much better than the original rules in HF3.
Futures (Requires Module 0 + 1 + 2)
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Modules 1 and 2 together add the Futures, with mega-engineering missions involving the farthest reaches of the map.
This was an optional rule in HF3 Colonization. You need Module 0 (Politics), Module 1 (TW Thrusters) and Module 2 (Colonists) to play with futures. If you buy base game + module 1 + module 2 you can play the futures game, this is not an additional purchase beyond these modules.
See it as the "epic game" mode of High Frontier:
- Complete very hard, but epic achievements (futures) in the game (build a dyson sphere, smash an asteroid into venus, terraform planets, create super powerful AI, etc.)
- Almost double the game length to provide time for these epic quests of humankind
- Utilize the advanced concepts of Module 1 and 2 to its full capabilities (e.g., build a space station to ease the exploration of deep space, use the powerful TW thrusters with special fuel to fly back and forth to Pluto, fly to hard to reach synodic comets)
I always enjoyed the futures game in HF3, but HF4 improves it further:
- Way less luck-dependent success
- Futures now provide different Victory Points (VP)
- Easy futures -> Low VP, Hard futures -> High VP, so choose your own challenge/difficulty
3 Future Modules (Module 3, 4, 5...)
Combat: HF3 Colonization featured combat, which is not part of HF4 with Modules 0 + 1 + 2, as it will be likely module 3. Combat was always very problematic in HF3, but if you played with Colonization you had to play with Combat rules as well.
Combat will be completely re-designed and now with the modular expansions, you can play without combat if you like!
Interstellar: Interstellar is also not part of HF4 with Modules 0 + 1 + 2, but will likely be available as a module in the future. In HF3 it was its completely own game (different board, different rules, different cards (essentially)) and thus is very special (as mentioned: its own game)
These modules will be part of another expansion wave, not part of the current kickstarter.
IV Conclusion
I think the decision to split HF3 into individual modules was a very good idea. It is not about money or greed, it is about tweaking the experience of your game and not paying for stuff you do not need. I hated combat in HF3, but if I wanted to play with TW Thrusters and Colonists, I had to play with it. Politics in HF3 was also a necessary evil, but I still had to play with it if I wanted to play HF3 colonization.
The game is now limited to number of turns, i.e. the game duration is much more consistent compared to HF3 (which could drag on forever). You now can pick and choose length and complexity (barely possible in HF3):
Easy Game
Short Game (1 hour): Space Diamonds
Medium Game (2 hours): Basic Game - Race for Glory or Race for Mars (Tutorial Scenario)
Complex Game
Short game (2 hours): Core or Core + Module 0
Medium Game (3-3.5 hours): Core + Module 1 or Core + Module 2
Long Game (6-8 hours): Futures (i.e. Core + Module 0 + 1 + 2)
If you dislike any Module, just play without it. If you really like one, so you can never play without it, also fine.
As a playtester of the game, I can really say that the modular system works fine. The modules do not depend on each other, i.e. you can really pick and choose. Yet, where integration is necessary (e.g., futures), you play with a set of modules, so that things do not feel "disconnected". This way, you get the best of both worlds, choice where its possible and integration where its necessary.
Final Thoughts: High Frontier is one of the most unique games I know and most people like the concept (popularity of Kerbal Space Program, space in general, NASA, SpaceX, etc.). In this new edition, you can start easy, with a simple 1 hour game and slowly grow together with game all the way to the epic futures game. In my opinion, playing with futures is one of the most-complex but also most rewarding games on the market. The biggest obstacle for players of HF3 was its learning curve and breaking the game up into these modes and modules, made exactly that much much better. At the same time, as a HF3 veteran, I still can crush my brain in a 8 hour game and crash asteroids into planets.