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.