How to play High Frontier 4 in 16 minutes (plus example turns)

Описание к видео How to play High Frontier 4 in 16 minutes (plus example turns)

A quick and thorough instructional video for High Frontier 4, which serves both as an introduction to new players and a refresher for those who have played before. Expand this description for more info including contents and errata.

Errata
- At 06:03 I say the robonaut needs another therm of cooling, but actually you'll never be using the thruster and the robonaut at the same time, so the same therm of cooling can support both. (Thanks Domfluff.)
- at 11:04 I imply that you can pay aqua (from LEO) to perform a delivery, but actually you spend fuel that is located at the site doing the delivery. That usually means you first need to do site refuel there. (Thanks Jose Miguel Gallas.)
- At 16:01 I say that a lander burn costs one step of fuel, but it costs one burn. (Thanks
José Cunha.)
- At 21:13 and 22:09 I load a glory chit onto a crew that's already carrying a glory chit, but a crew can only carry one glory chit at a time (core rules G5). (Thanks Geoff Watson.)
- At 24:47 a net thrust of 1 is not enough to launch from a size 1 site. I would have had to launch a new mission from Earth to get the glory home. (Thanks Sani Fakhouri.) During the example turns I made a couple of other small errors, but the narrative is correct so you'll only notice if you've got eagle eyes.
- During research auctions, extra supports should not be moved from their deck until the auction is won (so you can't see underneath them during the auction, although you can inspect and see underneath the main card being auctioned). (Thanks Per Fischer and ltfiend.)

Stuff I missed
- Buggy roads: if you have a buggy ISRU icon, it's a free action to move crew along buggy roads (core rules H9b). Also, when prospecting with a buggy ISRU icon, you prospect all sites connected by buggy roads at once, as part of the same action (core rules I6b), and you get one free re-roll.
- Lobby: As a once-per-turn free action, pay 1 aqua and discard 1 factory cube from an inactive ideology to use its law.
- Note that the space elevators on the map only apply to expansion modules.

Quick reference
- Hazard roll (skull or aerobrake): Pay FINAO (4 aqua) or roll dice and decommission entire stack on a 1.
- Belt roll (radiation): Roll dice, subtract net thrust, add 2 if season red, decommission all cards with lower rad hardness.
- Glitch roll: Roll dice, decommission all cards in the stack with exactly that rad hardness.
- CME roll (solar flare event): Roll dice, apply result to all stacks in space (except LEO/cycler and non-sol belt spaces), modified by Heliocentric Zone, decommission all cards with lower rad hardness.
- To move: Check mass, activate a supported thrust triangle, calculate net thrust.
- Thrust triangle: left number = number of burns you can do per turn, and you can do a free powered landing (without expending fuel) on any site smaller than the number. Right number = steps of fuel per burn.
- Prospect: Need ISRU equal to or less than the site's hydration, roll a dice, claim is successful if result is equal to or smaller than site's size.
- Site refuel: Hydration minus ISRU + 1. OR, if you have a factory, just add seven fuel (no ISRU required).
- Delivery: (of an ET produced card from a factory to LEO) pay fuel (FTs) 2x the number of zones from Earth, plus one if site is size 8+.

00:00 Introduction
00:15 Setup
01:37 Game objectives
02:56 Flow of play
05:15 Cards
07:58 Operations in detail
11:07 Free actions in detail
13:01 Glitches
13:26 The map & moving
16:27 Example turns (first five turns)

Комментарии

Информация по комментариям в разработке