Quantcast
Channel: Science Fiction | BoardGameGeek
Viewing all articles
Browse latest Browse all 463845

Thread: High Frontier Colonization:: General:: A few more details

$
0
0

by ricottma

Sent off an e-mail to the Sierra Marde folks and got this back...excitement is rising!

The expected release for the 2nd edition expansion, called High Frontier Colonization, is June 2013.
The new expansion will contain everything the old expansion had: an updated expansion map, updated expansion cards.
Below is a copy from the High Frontier Colonization rules outlining what is new.


14.2 WHAT'S NEW?
This game contains the second edition High Frontier expansion, and also adds four new modules, five new operations, and two new movements.
• Megawatt Era. The High Frontier game initially plays per the legacy expanded rules, except that more card types are available to research, more operations and moves are available, and a new Sunspot Cycle is used to generate events instead of the triangle burns. This phase of the game is called the Megawatt (MW) Era.
• Gigawatt Era. When the number of factories specified in 7.3 are built, score and record victory points per 7.1 and 7.2. This ends the Megawatt Era, and starts the Gigawatt (GW) Era.

A. FOUR COLONIZATION MODULES. Each module contains its own card type: Freighters, Bernals, Colonists, and GW Thrusters. Each forms its own deck during Set-Up, allowing you to operate ever more independently from Earth. You can add one or more of these modules to your High Frontier expanded game.
• The Megawatt and the Gigawatt Eras play using the same rules, depending on which modules you select. The only special rules for the Gigawatt Era are listed in 14.7.
• Freighter Module. These give you a second spacecraft for hauling cargo and allowing your factories to move or be digitally transported.
• Bernal Module. This is an orbiting space colony, a mobile upgraded version of orbiting water depots where your wealth and colonists are accommodated.
• Colonist Module. These hardy pioneers allow you to perform additional operations each turn, according to their specialization.
Note: If you use this module without the Bernal Module, then instead of dirtside hydration use combined factory hydration to determine colonist limits per 2f0.4.
• Gigawatt Thruster Module. GW Thrusters are 1000x more powerful than the legacy megawatt thrusters, allowing rapid transport of colonists to sites as distant as the TNO's (Trans-Neptunian Objects).
B. FOUR NEW OPERATIONS. Recruit (16.2), Activism (16.3), Suffrage (16.4), and Tax Collection (16.5).
C. TWO NEW MOVES. Digital Swapping (17.2) and Beam-Rider Pushing (17.3).

Additionally, there will be likely a set of new glory cards.

Also they had one request:
Be sure and rate Pax Porfiriana on BGG as this game remains under the Radar.

Which I did...

Viewing all articles
Browse latest Browse all 463845

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>