# High Frontier 4 All: Module 1 – Terawatt & Futures ## General Info - **Year Published**: 2020 - **BGG Rating**: 8.6 - **BGG Rank**: — - **Players**: 1-5 (Best with: 3, 5) - **Duration**: 30-240 min - **Weight**: 4.17 / 5 - **Designers**: Jeffrey Chamberlain, Phil Eklund - **Artists**: Josefin Strand - **Publishers**: 500 Nuances de Geek, Ediciones MasQueOca, Ion Game Design, Sierra Madre Games - **Categories**: Civilization, Economic, Expansion for Base-game, Exploration, Industry / Manufacturing, Science Fiction, Space Exploration - **Mechanics**: Auction / Bidding, Deck, Bag, and Pool Building, Hand Management, Network and Route Building, Point to Point Movement, Simulation, Variable Player Powers ## Verdict The essential upgrade for those looking to master the solar system with cutting-edge logistics.Enhanced space logisticsLong-range explorationNew strategic layersDeep technical simulationRequires base gameLanguage dependency (English)FOR GENRE FANS ## Description If you are already a High Frontier enthusiast and feel that space is still too vast to be fully mastered, Module 1 – Terawatt & Futures is exactly the upgrade your spacecraft needs. Get ready for an extra layer of technical complexity that will make your brain work as hard as a next-gen starship engine. This module isn't just extra seasoning; it brings fundamental tools for anyone looking to optimize space logistics and long-range exploration. The big news revolves around new patent decks that change the game. First, we have the Freighters, which solve a classic logistical headache: how to bring those valuable industrial goods back to Low Earth Orbit without breaking a sweat? Now you have an option to move your production more efficiently. Next, we have the GW Thrusters, which are the natural evolution of the core game's MW thrusters. If you always felt that reaching the outer planets was a Herculean task, these more powerful and efficient thrusters will shorten that journey, allowing for much more ambitious exploration. Additionally, the module introduces 'Futures,' which act as optional strategic objectives. They add a layer of long-term planning, where you aren't just reacting to the board but actively seeking to fulfill specific goals to secure those crucial victory points at the end of the game. It is the kind of content that rewards players who can look beyond the immediate turn. However, a word of caution: this module is intended for those who have already mastered the core system and aren't afraid of heavy information density. It expands the possibilities of simulation and resource management, making the race for solar system dominance even more intense and detailed. ## How to Play Game Objective In High Frontier 4 All: Module 1 – Terawatt & Futures, players expand their reach into the solar system using advanced propulsion and logistics. The primary goal is to research and produce powerful GW Thrusters to reach outer planets more easily and utilize Freighters to transport valuable factory goods back to LEO. Players strive to earn victory points through industrialization and by completing Futures—epic, high-risk achievements that grant permanent bonuses and endgame points. Setup Setup follows the core game rules, with the following additions and modifications: Patent Decks: Include Freighter cards and GW Thruster cards as two extra patent decks. These are placed with the Black-Side faceup. Player Components: Each player receives one Big Wooden Cube (12mm) to represent their Freighter Figure and one black/yellow Wet Mass Chit added to their Reserve. Game Length: During Seniority Disk placement, choose the game length: Short: 4 disks (48-year game). Medium: 5 disks (60-year game). Futures: 7 disks (84-year game) — this is mandatory if playing with Futures. Quick Start: The Quick Start Variant (V1) is recommended for games of 60 years or longer, or when playing with more than 3 players. Game Flow The Sequence Of Play remains unchanged from the core game. However, the module modifies the number of Spacecraft Stacks a player can manage: Players can now have up to two stacks: the Rocket (driven by MW, GW, or TW thrusters) and a Freighter. If a player Promotes their Freighter, all their cubes become Mobile Factories. In this case, the player may move each of these Spacecraft once during their turn, in any order, alongside their Operation and any free actions. Actions and How to Play Freighters and Mobile Factories Freighters are represented by the Big Wooden Cube. They are researched via research auction and produced via ET production. They do not track fuel and move 1 Burn Space per turn (plus flybys, pushes, and coasting). Load Limit: The mass limit of cargo the Freighter Stack can carry (excluding the Freighter's own mass). Loading: Cards can only be added to a Freighter at a Factory or Anchored Bernal. Removing cards via cargo transfer is allowed anywhere. Promotion: By performing a promote operation at a valid Promotion Colony or Lab, the Freighter card flips to its Purple-Side. This converts all the player's cubes into Mobile Factories. Mobile Factories: These cubes move with the same capacities as the Promoted Freighter. They become a Factory only when landing on one of the player's Claims. Big Cube Swap: As a free action, if the Promoted Freighter is not carrying cards, the player can swap the big cube with any small cube. GW and TW Thrusters GW Thrusters are more efficient than MW thrusters but have strict fueling requirements: Fueling: They only fuel via cargo transfer using isotope FTs (yellow beads) or factory refueling at a Site matching the thruster's Spectral Type. GW Afterburning: Some thrusters can GW afterburn during activation, expending one step of fuel to increase net thrust and provide one Therm of cooling. Terawatt (TW) Thrusters: These are the Purple-Side version of GW Thrusters, achieved via promotion. They provide massive thrust and allow a Rocket to enter or exit a Synodic Comet during any season. Special Operations Promotion: Flips a card (Bernal, Colonist, Freighter, or GW thruster) to its Purple-Side. This requires the card to be at a Promotion Colony (Spectral, Submarine, Astrobiology, Atmospheric, or Push) or a Lab. Epic Hazard: Required to build a Space Elevator or accomplish a Future. It requires a Hazard Roll (failure results in involuntary Decommission of the unit), though the roll can be avoided by paying FINAO. Nanofacture: (Requires Module 2) An Anchored Bernal can produce a Mobile Factory (small cube) by Decommissioning an operational robonaut, refinery, and their supports. Space Elevators Built between two map spaces where one is industrialized and the other has a cube. Requires an epic hazard operation. Benefits: Owners of a connected Factory can move Humans and Cargo between connected spaces as a free action. Endgame: A Factory connected by a Space Elevator has its factory stock price doubled. Futures Futures are quests found on the Purple-Side of cards. To complete one, a Human and the Future card must be colocated at the specified Site. A successful epic hazard operation grants an orange star and permanent effects/VP. End of Game and Scoring The game ends when the final Seniority Disk is taken. This occurs after 48 years (short), 60 years (medium), or 84 years (if playing with Futures). Scoring: Factory Cubes: Mobile Factories (including the Freighter Figure) count as Factory Cubes, scoring 1 VP each, even if not on a Claim. Futures: Add the VP listed on each orange star earned. Endgame Effects: Certain Future effects (e.g., Exoplanet Hunt or Beanstalk Future) are checked and scored only at the end of the game. If requirements are no longer fulfilled, the effect is canceled and the star is returned. Tips for Winning Utilize Mobile Factories: Once you Promote your Freighter, use the Big Cube Swap to quickly reposition your cargo-carrying capacity across the map without using the Freighter's movement for the turn. Strategic Fueling: Since you can only own one GW thruster and one Freighter, ensure your GW thruster's Spectral Type matches the Sites where you have established Factories to ensure a steady supply of isotope FTs. Manage Hazard Risks: When attempting a Future or building a Space Elevator, pay FINAO to avoid the Epic Hazard Roll if you cannot afford to lose a Crew or Colonist to involuntary Decommission. ## FAQ ### Can I play this module standalone? No, you absolutely need the High Frontier base game to play this module. ### Does the game get much harder with this module? It adds complexity and new strategic options, which might increase the learning curve, but it's an expansion of depth rather than just difficulty. ### Do I need to be fluent in English? Yes, the module has heavy language dependency, so you'll need a good grasp of English to read the new patents and objectives. ### How long does a game take with the module? Time may vary depending on how many 'Futures' are chosen, but it generally follows the core game's scale. ### Who is this module for? For experienced High Frontier players looking for more control over logistics and planetary exploration. ### Are the 'Futures' mandatory? No, they are introduced as an optional way to add new scoring objectives to your game. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 15.12 (https://boardgameprices.com/item/go?source=A&storeitemid=3436170&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 17.47 (https://boardgameprices.com/item/go?source=A&storeitemid=4813931&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 20.79 (https://boardgameprices.com/item/go?source=A&storeitemid=2925316&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 22.23 (https://boardgameprices.com/item/go?source=A&storeitemid=6721426&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 25.50 (https://boardgameprices.com/item/go?source=A&storeitemid=4449720&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 25.95 (https://boardgameprices.com/item/go?source=A&storeitemid=2923969&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 29.42 (https://boardgameprices.com/item/go?source=A&storeitemid=2769184&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 30.57 (https://boardgameprices.com/item/go?source=A&storeitemid=4779703&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 31.22 (https://boardgameprices.com/item/go?source=A&storeitemid=6787666&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 32.07 (https://boardgameprices.com/item/go?source=A&storeitemid=2088415&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/35223/high-frontier-4-all-module-1-terawatt?utm_source=boardgamesbot.com