1 , 2  Next »  

User Rating Comment Status
United States
Ohio
flag msg tools
We are not now that strength which in old days Moved earth and heaven, that which we are, we are; One equal temper of heroic hearts, Made weak by time and fate, but strong in will To strive, to seek, to find, and not to yield.
badge
There is hope.
mbmbmbmbmb
10
Apr 2013
Update: With some additional playtesting, depending on the final rule set of the game, I will be modifying some of the rules to the modules. There is some potentially restrictive rules in play that don't seem to flow well thematically, considering that this expansion is to supplement and augment the original game. It is certainly still a 10, and with a few house rules it will stay that way.

This game takes High Frontier, a game which is already running at full throttle at level 10....to the next level. It takes it to the next 50 levels.
--------------------------------------------

Where the original High Frontier is mankind's first foray into solar system exploration, the first steps toward economizing it, and the initial attempts at calling somewhere other than Earth home...Colonization is everything that happens afterwards.

This expansion allows players to explore this 'High Frontier' in all its glory, and in such a variety of ways that the original game will seem small in comparison. There are several new modules that the players can either add to the original game, or combine them for the entire Colonization experience.

Colonization will turn the Solar System into a living, breathing, entity as players will have more than just their rocket to move around. They will have a rocket, up to two outposts, up to two orbiting Bernals, a freighter stack, and multiple mobile factories. If players wish they may attempt to terraform an atmospheric world, crash an asteroid into Earth, emancipate the robotic intelligence, or even move to make an interstellar voyage to a distant star (solo game coming soon). The players themselves will decide what the future holds for our solar system.

Bernal Module
Players will begin the game with large, orbiting colonies called 'Bernals' where they may store water for fuel, colonists, and even equipment. These Bernals are mankinds first step toward colonizing Sol. They provide players with a number of bonuses including the ability to create labs in order to further promote their equipment and colonists. As mentioned above, Bernals house colonists and dictate how many additional Colonist cards a player may have in space. Bernals will also be used as centers of industry, trade, and economic gain.

Colonist Module
Mankind will be the limiting factor, and most valuable resource, for space travel and colonization. With the addition of the Colonist module players will be able to take more operations, influence the political seat of power, and explore the deep reaches of our system. Each colonist provides a special ability, and extra operations to allow for player specialization.

Freighter Module
Gone are the days of instant factory product/freighter cube production. Instead players will be able to customize their freighters, ship factory products between Bernals, perform interplanetary trade, and turn their factories into mobile facilities in order to maximize their economic output.

- I will be allowing players to continue to use their Legacy Freighters. We will be able to augment our existing freighters with those from the deck.

GigaWatt Thruster Module
For those who are looking at going deep into the black, there will be a new stack of GW Thrusters, providing players with new exploration opportunities by allowing them to fly farther, faster. Players will also be able to tow their orbiting colonies, thereby setting up distant trading points, terraforming, or slamming an asteroid into Venus to create a new Earth. The GW module adds power to High Frontier.

New End-Game Module
Instead of the focus being on factory creation, and using space as the spring-board for an economic empire, Colonization places the focus on the potential Futures of mankind. Players are presented with a large variety of Futures that can be pursued for victory points, and that will trigger the end of the game.

Technology, manpower, politics, these are the tools of the High Frontier: Colonization player, and the solar system itself will be the battleground. Players will be presented with so many options that each game will offer its own unique narrative as well as it's own incredible experience.

--------------------------------------------------

Some caveats:

If using all the modules the game will likely take much longer than a typical High Frontier game. Likely in the arena of 5-6 hours. This may be reduced with familiarity though.

The games options are increased five or six-fold, so learning Colonization is best done in stages. Pick a few of the modules and try out one or two of them, before adding another. I would suggest learning them in the following order:

Bernal (this module will be mandatory for extensive Colonization play)
Colonist
Freighter
TW Thruster
End-Game

2014-04-22
Prev. Owned
Joakim Schön
Sweden
Huskvarna
Sverige
flag msg tools
mbmbmbmbmb
10
Mar 2013
Preorder
2013-03-27
Owned
Want To Play
Jorge Rodriguez
Spain
Madrid
Madrid
flag msg tools
mbmbmb
10
Oct 2013
I just love this game
Even if it is difficult to convince people to play it.
Enjoying very much the Interstellar Solo version.
2013-10-15
Owned
Want To Play
David Ells
United States
Baltimore
Maryland
flag msg tools
Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
badge
Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
mbmbmbmbmb
10
Oct 2013
WINNING!
2012-06-07
Owned
Preordered
Matty Totonchy
United States
Portland
Oregon
flag msg tools
mbmbmbmbmb
10
Nov 2013
This expansion really changes the game up quite a bit. The rules overhead is challenging and this is after I've played several of the prior expanded game. The new colonization features radically change the pace and strategy in a lot of ways. I get the rules, now it is more a matter of figuring out how to actually do well and what choices are better than others.

This is the only non-light or party game I play for fun, not to win. Thanks Phil.

Played some solitaire variant. I love many of Phil's games but this is probably his masterpiece.
2013-11-07
Prev. Owned
Charlie Mote
United States
Decatur
Georgia
flag msg tools
mbmbmbmbmb
10
Oct 2013
Second-half of High Frontier - more everything and showing hopefully eventual future of our species in space.
2014-10-10
Owned
Want In Trade
Want To Buy
Want To Play
Chris Farrell
United States
Cupertino
California
flag msg tools
mbmbmbmbmb
10
May 2015
One play, but this is about as good as you could expect. It's long though - budget 6 hours, maybe more depending on your pace, if you play to the Futures endgame. It's also more or less unplayable with more than 3 players; the downtime and net game time with 4 or (god forbid) 5 becomes excruciating. 3 moves at a decent enough clip though.

I think the way to play this is probably just to go all-in and use all the modules. Unless you play to the Futures, the most interesting elements of the game (colonists, bernals, distant locations) aren't going to have much impact; it's just the usual race to 7 factories (or whatever), with maybe an assist from a single expansion card. Skilled players can get to the factory endgame without ever accessing the expansion stacks. But if you're going to play to Futures, you'll want as many of those options available as possible, and that means including transports, GW thrusters, and colonists.

The new politics/event model is much better than the old one, and is actually useable, although I think there is a strong case for turning the pad explosion/debris into no event, and maybe just getting rid of the glitch also (although that's less certain).

I think I also may try to come up with a fix for Shimzu. Their ability to sit on hoards of cards forever is a pain. I think increasing their limit to 6 or even 8 would be fine, and prevent some annoying and abusive strategies. In the expanded game, their ISRU 4 raygun is very nice, as are their bernal powers; I don't know they need to be able to hoard half the cards in the game also, especially since the free market action can now be quite lucrative and everyone has some incentive to keep the politics disk on their homespace (since it means everyone can generate a lot of revenue).
2015-02-21
Owned
Want To Play
Dom Rougier
United Kingdom
Bristol
flag msg tools
mbmbmb
10
Sep 2013
Just awesome.

Completes the base game, with the original expansion components. Improves the base game with more fluid, faster and less restrictive rules, which lose none of their simulation value.

Then adds a ton of extra stuff, which pushes this even higher in my estimation. The optional additions add to the already-high complexity and lengthen the game, but they don't make it unmanageable.

High Frontier is an incredible and unique game, and Colonization somehow improves it in all regards. The Interstellar sub-game is a very welcome addition as well.
2013-09-06
Owned
Abe
Spain
flag msg tools
mbmbmb
10
Oct 2013
HFC adds a lot of new rules and modules that improve an already great game. Highly recommended for everyone, including solo players.
2013-10-16
Owned
Want To Play
David Ells
United States
Baltimore
Maryland
flag msg tools
Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
badge
Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
mbmbmbmbmb
10
Oct 2013
2nd copy
2013-10-20
Owned
Preordered
David Ells
United States
Baltimore
Maryland
flag msg tools
Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
badge
Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
mbmbmbmbmb
10
Oct 2013
3rd copy
2013-10-20
Owned
Preordered
David Ells
United States
Baltimore
Maryland
flag msg tools
Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
badge
Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
mbmbmbmbmb
10
Oct 2013
4th copy
2013-10-20
Owned
David Ells
United States
Baltimore
Maryland
flag msg tools
Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
badge
Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
mbmbmbmbmb
10
Oct 2013
5th copy
2013-10-20
Owned
Preordered
Michael Johnson
United States
Kalamazoo
Michigan
flag msg tools
mbmb
10
Nov 2013
I was a bit concerned that this expansion could weigh down High Frontier with too much detail, but fortunately this expansion makes the game better.
Being a modular design, allowing you the player to add whatever parts you would like is brilliant and i love the new victory conditions.

And, there is a chance that Kyle will not have his rocket explode every turn with this version.
2013-11-04
Owned
Daniel Länsimies
Finland
Kokkola
flag msg tools
mbmbmbmbmb
10
Dec 2014
Only yet expanded with the support modules. Still this is a must to expand the high frontier base game and the expanded map and support module is enough to get this rating. I also don't foresee ever getting much more than a few expansion modules into play. The game becomes a vast space experience with this.
2014-12-01
Owned
B
United States
Kittanning
Pennsylvania
flag msg tools
mbmbmbmbmb
10
Feb 2014
Improves the rules for the base game. Also some fantastic new modules. The futures are particularly awesome and you can do ridiculously crazy stuff, emancipated robot colonists etc etc- reminds of the cool stuff like sentient flying T-Rex's in Bios Megafauna. Just fantastic. One of the best expansions to any board game. Some updated player mats would have been nice though ;-)
2014-02-28
Owned
Igor Radic
Croatia
Zagreb
flag msg tools
mbmbmbmbmb
10
Mar 2014
--> Overall playing experience
--> Component quality
--> Replayability
--> Tactical Level
--> Strategic Level
2014-10-15
Owned
Calavera Soñando
United States
Tucson
Arizona
flag msg tools
mb
9.9
Oct 2013
Rating is tentative after a play through of the beta version. So far, this expansion seems as if it will only add to and improve the legacy game. I am especially looking forward to exploring how Bernals, colonists, and the new gigwatt thrusters will affect the experience of the game.
===========================
After first play of the final rules... it's glorious. Absolutely glorious. There is no game I'd rather play.
2013-10-18
Owned
Samuel Williams
United States
Gahanna
43230
flag msg tools
mbmbmbmbmb
9.8
Oct 2013
Before playing Colonization, either a basic high frontier and/or legacy expansion should be completed first.
2013-06-18
Owned
Jordi
Spain
Castellon
flag msg tools
mbmbmbmbmb
9.5
Mar 2015
Ampliación INDISPENSABLE para poder jugar al HF
2015-03-16
Owned
Michael Debije
Netherlands
Eindhoven
The Netherlands
flag msg tools
9.5
Jan 2014
Makes a great simulation even better. Marvellous stuff but I absolutely suck at this. I cannot build a reasonable ship to save my life. The damn behemoths are too big to get off the ground and I end up unable to land on barren rocks and starting all over again. Argh! But I will figure it out! Need to try some solo ventures first before I try flying with the big boys.
2014-01-18
Owned
Rich James
United States
Plano
Texas
flag msg tools
mbmbmbmbmb
9.5
Oct 2014
This is such a fascinating game. Colonization deepens High Frontier by adding more detail, more possibilities and more complexity. For example, it expands the Supports model to include radiators, generators and reactors. And, optionally, it adds in colonists, bernals, giga/tera-watt thrusters, combat and a more complex freighter model. It also expands the solar system destinations you can reach, including sites out to Pluto.

This is currently my favorite game. It is so immersive. It requires long term planning, it can frustrate when those plans suffer setbacks, but is so rewarding when it finally comes together and you have technology that just "sings". It's like a race where everyone takes off from the start line at a very slow acceleration but the pace gradually, steadily increases until the later game when you can accomplish so much with far less effort.
2014-10-22
Owned
Want To Play
Kyle W.
United States
Up Nort' Der
Wisconsin
flag msg tools
Now appearing in Jurassic World! (Not really)
badge
How Me Grimlock get geekgold?
mbmbmbmbmb
9
Aug 2014
Finally here!

The support cards and second half of the board alone make this expansion worth it, but all the extra stuff makes it even better. This adds multiple layers on top of the already expansive "expanded" version of the game, and while it can be overwhelming, it still all works together very nicely.

The many small changes to the basic rules are all great and help speed things up. Among others, income now gets you 2 WT instead of 1 WT, Free Market sales are worth a little more (usually), triangle burns let you cycle cards instead of triggering events, with 3D printer technology you can now build multiple black cards from a single factory with no need to retool, and the extra claim disc plus outpost markers provide more freedom to explore.

The not-insignificant downside to all of this extra stuff is that it drastically increases the length of the game, so much so that's it outside the realm of possibility most of the time. Even with highly-experienced players, you're looking at a game that's going to go far past the 3-hour mark, and easily double that.

Still, this expansion is absolutely worth it for the support cards and would rate at least a 9 even if it was that part alone.
2014-08-11
Owned
Preordered
Juan Bascuñana
Spain
Barcelona
Catalonia
flag msg tools
designer
mbmbmbmbmb
9
Oct 2013
Great great expansion! makes High Frontier a really hard game but more intense and never give up to play it again and again.

The only point I dislike is the Freighter's Module, but as optional rule you can play with it or not, although with my play colegues we try to fix this with some house rules
2013-12-22
Owned
Björn Hansson
Sweden
Bromma
Stockholm
flag msg tools
mbmbmbmbmb
9
Aug 2015
Gives High Frontier a proper ending. This expansion turns the game from grand to epic.
2013-10-06
Owned
Jens Hoppe
Denmark
Frederiksberg
flag msg tools
What are you, like 80?
badge
It's not the years, honey, it's the mileage.
mbmb
9
Sep 2013
Update: Played a two-player game, using bernals, colonists, endgame (sort of), and terawatt thrusters, but NO politics! It played a lot like a slightly advanced version of legacy, and it was great fun.
-------------
Update: Downtime is horrendous, especially when players get more actions per turn. Also, compared with the way we used to play the legacy game, HF:C seems to place a lot more emphasis on politics, which is not a part of the game which really interests me.
-------------

One four-player game using Zazzle map and playtest materials. Fun, very fascinating, but the total playing time, as well as the downtime, was horrendous. Hopefully we will be able to get that down with more experience.

But, it's High Frontier, now with even more exotic options! What's not to like.

I was particularly excited about; being able to boost directly to your bernal instead of LEO. Not having dedicated ET factory products; in essence, once you've made, say, a "C" factory, it can produce the black side of all the "C" cards you have. Also, having colonists which allow you to take extra operations in your turn seems great.
2013-09-11
Owned
Dr. Adam
United States
Sumner
Washington
flag msg tools
mb
9
Jan 2015
Exciting stuff - will need to arrange another slog session to add in modules.
2014-09-29
Owned
Alexander Portland
Germany
Worms
flag msg tools
mbmbmbmbmb
9
Mar 2015
A journey to the Moons of Uranus or Neptun and the edge of our Sol system is on the planning schedule! Now with radiators, reactors and Bernal Space stations and much more stuff. I dislike the war actions, but who wants that rule module can play with it with Star Wars atmosphere.
A complex game you must explore, you can´t much understand the rules only from reading them!
2015-04-02
Owned
Tom W -
United States
West Virginia
flag msg tools
mb
9
Feb 2015
Played at least 8 times or so. Yes, this game kicks you in the nuts, and yes, it is more of a simulation vs a 'game.' But the sense of accomplishment when you get a manned colony up and running around Saturn is awesome. The colonist card themes with the evolution of a "belter" society living in the outer solar system is a level above all other games. A nice learning curve, and every game I play I enjoy it more and more. Dont be intimidated by the scary looking board. It actually only has 4 different types of spaces (pink thrust spaces, radiation hazards, Flyby orbital 'boost' spaces, and planets/asteroids)
2015-02-13
Owned
Chris Tannhauser
United States
San Diego
California
flag msg tools
The Cathedral is vast, as are you.
mbmbmbmbmb
8.5
Jul 2015
* TERAWATT THRUSTER POPS BERNAL *


10,000 DEAD

So, dipping the tippy-toes in with our first game using all the new expansion rules but no modules—yet. We'll add those in one after another for an experience snowball—Bernals & colonists, freighters, GW thrusters, Futures—to get both the full effect of each and to prolong the experience. That means, what, like 12 plays before we're spun up to the full game? Shucks, I guess we better get crackin'.

Some notes from the first play:

• With the Income op at 2 and white cards selling for 4 out of the gate the economic system—so tight and shavey in the previous incarnation—is kinda bloated. WT is easy to come by, speeding up the game and mitigating the effects of crap-blowin'-up but at the cost of tension. I'm imagining that this will tighten back up with all modules on. (?)

Extropy Inspiration via Events and triangle burns is genius—definitely speeds things up. It's cool to move, cycle a deck and then Research the next card.

• Having single factories poot out multiple black tech cards is TREMENDOUS.

• The new Solar Cycle is kinda brutal, with events kicking off every other round like clockwork. I had a Martian resupply/rescue mission* get a hole punched in it three times in a row from back-to-back CMEs and Space Debris.

That's High Frontier!

UPDATE: I really like the Idea Turns to get things started quickly, though I'm still suspicious of how much bloat the full game will add—our Legacy games never went more than two hours, even with 5p and all Expansion modules on—and it would be a huge bummer if this tight, tense experience became an all-day sucker.

UP-UPDATE: (6 plays) Though it's been a rough start, I really like what Colonization does. It's got a ton story built into it, with an exponential arc of explore-industrialize-colonize-ascend. There are real reasons to push politics, as well as to go to war. (Operation Scrub the Space Pope, anyone?)

It's ponderous and clumsy until you get the process of establishing dirtside Bernals down, but once you're there, it should sing. (Much in the same way getting factories was initially so daunting in the base game, but once you got that down the game rolled hot.)

I get the impression that this might fit into a three-hour timeframe with experienced players and all modules on; at least I hope that things radically snowball once labs get built and everyone's promoting cards. We shall see...


*Yeah, people still get stranded on Mars in this one. Sigh.**


**I know you're scratching your head and thinking, "But Chris, that's a total rookie mistake—how the hell did that happen after 30-some-odd games?" And all I can say is that when you're the UN, your first patent is a solar sail, and Mars is open for business, you just kinda go for it. It's not until you slide your Corvette into the valet lane at Chez Valles Marineris that you realize your hot date is just a blow-up doll filled with hydrazine.
2015-08-03
Owned
Nicolai Broen Thorning
Denmark
Ebeltoft
flag msg tools
mbmbmbmbmb
8.5
Jan 2013
Tentative rating based on rules reading and playing the Colonization/ Bernal module.
2013-02-16
Owned
Rel Lor
New Zealand
Christchurch
flag msg tools
8.5
Sep 2013
A tremendous improvement on the original, adds a huge amount to this game in terms of both scope and strategy.
2013-09-10
Owned
Bogdan Alexandru Barbu
Romania
Bucuresti
Bucuresti
flag msg tools
mbmbmbmbmb
8.5
Oct 2014
+ enlarged enhanced map for both base game and expansions
2014-11-09
Owned
Keith Plymale
United States
Winston Salem
North Carolina
flag msg tools
mbmbmbmbmb
8
Sep 2013
Outstanding expansion to High Frontier. Recommended.
2013-09-23
Owned
Want To Play
David Florit Serra
Spain
Palma de mallorca
Baleares
flag msg tools
mbmbmbmbmb
8
Oct 2014
expansión
2014-10-28
Owned
Jonathan C
United States
Iowa
flag msg tools
"He is no fool who gives what he cannot keep, to gain what he cannot lose."
mbmbmbmbmb
8
May 2015
More interactive and rules-heavy expansion for High Frontier.
2014-04-17
Adrian Hague
United Kingdom
Bristol
Bristol
flag msg tools
mbmbmbmbmb
8
Dec 2013
New rules turn what was a very interesting simulation into a very interesting game.
2013-12-09
Owned
Simon DeSmet
United Kingdom
Leeds
North Yorkshire
flag msg tools
mbmbmbmbmb
8
Dec 2013
lots of extra options and detail, not sure it really makes the game much smarter but variety is always valued.
2015-06-26
Owned
Silvestar Mileta
Croatia
Zagreb
flag msg tools
mbmbmb
8
Aug 2014
Much needed in some aspects (endgame, goals), but almost unplayable as a whole (with all modules included).
2015-02-25
Owned
Nick Hart
United Kingdom
Ripon
North Yorkshire
flag msg tools
mbmb
8
Jan 2015
Provisional opinion.
2015-01-01
Owned
Dave Peters
United States
Belmont
California
flag msg tools
Powers:Coleridge:Milton: Faith...must be, if anything, a clear-eyed recognition of the patterns and tendencies, to be found in every piece of the world's fabric, which are the lineaments of God.
badge
That's Tim Powers' fictional Samuel Coleridge "quoting" John Milton in _The Anubis Gates_.
mbmbmbmbmb
7.3
Oct 2013
--Oct2013-- A cool mutation of the base game; on very limited observation, it looks like a uniform set of improvements.
2013-10-27
Federico Galeotti
Italy
Firenze
flag msg tools
http://www.gruppoludico.it/
badge
I believe you find life such a problem because you think there are the good people and the bad people. You're wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.
mbmbmbmbmb
7
Nov 2013
Expansion for "High Frontier". Complicates more the gameplay, but also enhances the epic feel of the game (e.g. the Futures, which for me are the best part of the expansion).
2013-11-19
Owned
Will H.
United States
Washington
flag msg tools
mbmbmbmbmb
7
Oct 2014
Jan '14 -$44
2014-04-18
Owned
Reinhard Mueller
Germany
Gauting
flag msg tools
mbmbmbmbmb
6
Aug 2014
Not sure yet about all these new modules and the added complexity. Also the fiction part of science fiction is much more stressed now with all these weird colonists.I think I also prefer the purity and restrictive nature of the original game, like only one product per factory, only one outpost, etc.. Or other little aspects, like that a glitch can happen only if you actually move, not anytime to anyone.
2013-10-13
Owned
I legally own hundreds of polyhedral assault dice!
United States
Austin
Texas
flag msg tools
mbmbmbmbmb
6
Sep 2013
Not for the feint of heart. If you're a big fan of the base game, this will offer all new challenges and really push you to try and reach the big prizes at the edge of the solar system.

But three years out with both the core and expansion rules notably revised from the first edition, my credulity is being strained.

My last game ended with me as the ESA far behind. The two other players were far ahead with three factories apiece. All I had managed to do was to claim a Phaeton for the Science and Any Site Glories after the crew returned safely to Earth. After six hours of play, I managed to put a real cramp in the players' game by winning a couple elections and put the kabosh on Reactors as the ESA won the political struggle on earth. The lead player really hated that! He was on the way to winning futures around the moons of Jupiter when I effectively ended the game.
2013-09-21
Owned
5
Oct 2014
This expansion is required to fully enjoy the base game but half of it is necessary (only the parts of the old expansion module with the supports and the other half of the map). The other half of the game (Bernals,Colonists,Futures,Freighters,GW Thrusters) is downright broken, adds too much complication for what is worth and too much game-time (at least +3 hours).

I like the ideas contained in it but seriously changing the rules every three months or so only betrays that the game is not ready/not playtested.
2014-10-28
Owned
Lloyd
United Kingdom
Sidcup
Kent
flag msg tools
This game is bullshit.
mbmbmbmbmb
5
Apr 2014
To date, I've only used the legacy expansion parts; the reactors, generators and radiators, along with the expanded map and the politics track.

Firstly; I think the politics might be terrible. In part through bad play perhaps and in part through fortuitous timing for the NASA player, I got locked out of the game, unable to put cards up for research and without a refinery. That meant for the last hour all I could do was prospect for solitary points and perhaps aim for Ventures. That was distinctly un fun.

The solar track doesn't seem to add much of anything other than making it harder to accomplish anything, with things blowing up at LEO fairly frequently. I quite enjoyed the idea of now needing crew to be present to fix things, but semi-random explosions stopped being fun pretty quickly.

The extra tech was fine and added an element of timing to research actions.

I'm cautiously optimistic for some other parts of the expansion, but I'm not keen to use the sun track or the politics again.
2014-04-30
Owned
Chad Marlett
United States
Plymouth
Michigan
flag msg tools
Wherever You Go, There You Are
badge
With no certain future, and no purpose other than to prevail
mbmbmbmbmb
4
Jul 2015
well, now we know Colonization was actually a playtest kit for HF 3.0. Extremely annoyed that I payed for this and an expensive zazzle map to go along with it. I'll stick with Legacy HF while Eklund tinkers HF into a game that only the total fans will ever play more than once.

--------------------------------------------------------

Ratings dropping with new rule proposals and card errata. If changes are made, they need to be made in the interest of making the game shorter, not longer. I am not looking for a 10+ hour game that no one but a grognard wants to play.

----------------------------------------------------------
While the coolness factor of this game would almost dictate a '10', I think the play-time, mind-bending puzzleness, and a few rules/balance weakpoints somewhat hurt it as a game.

The epic story it tells is just awesome though.

The Legacy game was actually not too bad to teach and it wasn't too hard to get people involved. A full Colonization experience will be interesting to a much smaller section of the gamers I know. They will be handsomely rewarded though.
2015-07-13
Chris B
United States
Oxford
Mississippi
flag msg tools
Hotty Toddy Rebels!
badge
Lets go Blues!
mbmbmbmbmb
3
Jul 2014
This changed High Frontier in ways that I did not enjoy. I prefer the puzzle of exploration of space using the blueprints and cards of the expanded game on the big map, but I don't like the bernals and the people and the politics that were added to the game.

I might try it again, but I think I'm pretty sure I like this game much much more without this expansion than with.
2014-07-21
David Hammond
United States
Tucson
Arizona
flag msg tools
mbmbmbmbmb
2
Nov 2013
I've got a few plays of this under my belt now, and feel like I can really give my two cents on what I think of it.

First, the positive:

This game adds a lot of narrative to High Frontier. There are all kinds of little things that you can now do essentially after the base game ends.

Now, the rest:

This game is more or less unplayable with the rules as written. The colonization modules don't really come into play until you already have your supply chain from the base game up and running. There isn't anything inherently wrong with that, however the base game is a four or five hour ordeal as is. At this point, Colonization takes over and you can start doing the neat new stuff like creating Bernals with dirt sides and going for futures and whatnot.

Further, I feel that this game has now trended towards the dreaded realm of "too random." In the base game, you had certain things that could happen to you randomly, and you could generally have contingencies for those situations. You would send your crew to prevent a random glitch, you would keep things in LEO instead of your hand to prevent budget cuts, etc. Now there are so many events that you feel you're at the mercy of the dice. Additionally, since Bernals generally require more hydration than is available from one hydrated site, you have the problem of the dice coming even more into play on whether or not you bust some needed claims. Couple that with the type-matching game of your black cards (that are needed to match your factories to even THINK about winning the game) and it becomes a tricky endeavor indeed. You have so many stacks of cards - Hand, non-hand owned cards, outpost, freighter, rocket - and events that can happen to each of them that it's just unweildy now.

The advanced game was amazing because it was hard, but was bordering on being too fiddly to have any sort of wide appeal. This expansion ups the difficulty as much as it should for an experienced player, but pushes it over the fiddly cliff, to where it's unplayable. I hate to drop my rating (from an already low 5 to something lower) but the fact is, I just don't want to play it anymore.

The game tries to be somewhat scientifically accurate, but it's drifted into the world of sci-fi - and not clever sci fi, but the kind where you're hand-waving that things "just work." This would be alright (I love SciFi), but at many times playability is sacrificed in the name of "accuracy".

The game clocks in at somewhere between 5-7 hours now. The gross fact-of-the-matter is, if I can get a group to commit to a 7 hour game, I'm going to play Twilight Imperium. At least those rules can be explained with a crib sheet.
2013-11-12

1 , 2  Next »  

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.