$10.00

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User Rating Comment Status
David Ells
United States
Baltimore
Maryland
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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, /
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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?
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10
Nov 2010
This is the expansion to Phil Eklund's masterpiece, _High Frontier_, some 30 years in the making. It also marks the arrival of Sierra Madre Games into the professional level of game components, which began with an earlier & equally groundbreaking design, Origins. There is a lot of detail & interplay of game mechanics, participation between players, strategy and overall a lot of replayability. The game is supported at Boardgamegeek.com and also at the Yahoo Groups listed above.

I am a big fan of SMG's Origins, and it took me a little while to become thoroughly acquainted with it, but this one is now my favorite of the 2.

You can play _High Frontier_ with the basic game map board, but having & playing with the Expansion Game board & cards greatly improves the 'deep experience' that the designer intended for this game, so if you like _High Frontier_, definitely give the Expansion Game kit a try. Bravo, Phil!
2010-12-03
Owned
Preordered
Sylvester M. Wrzesinski
Canada
Unspecified
British Columbia
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10
Dec 2010
Owned
Want To Play
我爱桌面游戏像老鼠爱大米
Spain
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10
Nov 2013
Owned
Sean McQ
United States
Mechanicsburg
Pennsylvania
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I don't want happiness by halves, nor is half of sorrow what I want. Yet there's a pillow I would share, where gently pressed against a cheek like a helpless star, a falling star, a ring glimmers on the finger of a hand.
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10
Aug 2011
Owned
Ove Hillep
Estonia
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10
Jun 2013
Owned
Joe Norris
United States
Dublin
Ohio
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There is a road, no simple highway, between the dawn and the dark of night, and if you go no one may follow, that path is for your steps alone. Ripple in still water, when there is no pebble tossed, nor wind to blow.
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To seek the sacred river Alph, to walk the caves of ice, to break my fast on honey dew and drink the milk of paradise... I had heard the whispered tales of immortality, the deepest mystery, from an ancient book I took a clue.
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10
Nov 2013
Owned
Jens Hoppe
Denmark
Frederiksberg
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What are you, like 80?
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It's not the years, honey, it's the mileage.
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10
Feb 2012
Necessary expansion for the 1st edition of High Frontier. Superceded by High Frontier: Colonization now, of course.
2014-04-15
Owned
Duffy Carter
United States
McKinney
Texas
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10
Dec 2010
Owned
Chris Tannhauser
United States
San Diego
California
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GET OUT
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10
Dec 2011
After bending your head far enough around the flagpole to be able to grok the base game, this one comes along and ties it in a knot. And I mean that in the good way.

Nothing short of amazing, though the initial experience replaced the frustration of lack of funds with the frustration of a lack of tech that all worked nicely together. Adding in supports—and the supports of the supports, as well as the need to radiate the increasing heat-load of those support-supports—was akin to buying pants by winning a pie-eating contest; eat enough pies and you win the pants... That now don't fit. So you eat more pies to get some new pants and you see where this is going.

Once you do manage to cobble together a rocket that works you just go with it—the only thing I ever optimized on my Frankenship was the robonaut. I was afraid to monkey with anything else lest the whole thing bloat out and bust the seams in an undulating cascade of stuff needing more stuff.

All the tech that is magical and game-breaking in the base game (Zubrin, anyone?) is brutally balanced in the full game. That thing burns hot and even after dumping fuel through it as coolant you're gonna have to come up with four more therms of cooling. Also, the Metastable Helium thruster has a rad-hardness of zero, as in "nope". Suck it!

Fantastic, recommended, head-spinning—though only after the base game becomes too easy. You really oughta play that five or so times before diving into this.

[After one play without Politics, Combat or Events (though we did keep Solar Flares/CMEs because watching the angry Sun decommission someone's thruster is hilarious).]

Play time still hovered around two hours, even with all the extra doohickeys. Nice.

UPDATE: Gets better and better with each play. We bust Luna as a matter of course and don't use Politics, Combat or Events (we do, however, execute Solar Flares/CMEs). At some point I think I'll push for a "full game" with all options... and the Chinese.

UP-UPDATE: Playing the full game now, with all rules on—Politics, Combat & Events. On paper it looks like it would make the game longer (losing cards from Glitch, Space Debris and Budget Cuts... as if Solar Flares weren't bad enough) but in actual play these things only happen a couple of times per game. The rules overhead for all the extras is minimal and really pretty simple, with the end result being a tasty slathering of narrative. (When a spanner going 30,000 kph scrubs someone's crew module out of LEO, well, what's not to like?)

I am glad we stair-stepped it, though:

- Base game to
- Expansion without Politics, Combat, or Events to
- Full game with all rules,

waiting until we were all comfortable (and eager for a little something extra) before adding the next bit. For the life of me I can't imagine trying to learn Everything At Once as a n00b in a starter game. HF is truly a "deep experience" that requires familiarity and comfort with all the various details to realize its potential.

Rush it & play once... have patience & play for life!

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Live the adventure!

Portraits of the Stupid-Brave: Drunk in Mission Control

CUBES OF DOOM

"My God, it's full of stars!" and Other Things Screamed Out the Bunghole

WHY THIS GAME IS HOPELESSLY BROKEN
2014-04-22
Owned
Darren Webber
United Kingdom
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10
Feb 2011
Owned
Brian Hurrel
United States
Livingston
New Jersey
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10
Jan 2011
Ever guided a ship into Jupiter's atmosphere to scoop fuel or thread your way through the moons of Saturn in search of rare metals?

Enough said.
2011-01-11
Owned
Neal Sofge
United States
Silver Spring
Maryland
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designer
publisher
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10
Mar 2011
Owned
Xaime Recio
Spain
Manzanares el Real
Madrid
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10
Feb 2011
Owned
Want To Play
Light User
United States
Washington
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10
Apr 2011
Owned
Jordi Cairol
Australia
Brisbane
QLD
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10
Dec 2011
Owned
William Dixon
Australia
Perth
Western Australia
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10
Mar 2011
Jules Garside
England
Lyng
Norfolk
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No Pain No Gain
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10
Apr 2011
Owned
Jack Bennett
United States
Rougemont
North Carolina
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designer
Play. Always.
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10
Nov 2012
Owned
Charlie Mote
United States
Decatur
Georgia
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10
Feb 2012
More map, more rules, most importantly, more tech. Essential for HF.
2012-01-17
Owned
Jason Krozel
United States
Oak Park
Illinois
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10
Feb 2012
Owned
Jeff Perrella
United States
Anoka
Minnesota
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with a purposeful grimace
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and a terrible sound
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10
May 2012
Owned
Josh
United States
Rohnert Park
California
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10
Nov 2013
Owned
James Lin
United States
Spring
Texas
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10
Nov 2011
Owned
Nicholas Kinsman
Canada
Halifax
Nova Scotia
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10
Oct 2013
Owned
Ryan Hendricks
United States
San Antonio
Texas
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10
Apr 2012
In my opinion, the expansion is a must have in order to get the full effect of High Frontier. High Frontier without the expansion is just the learner game to get you excited to play the full game with the expansion.
2012-04-16
Owned

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