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Getting Started
Setting Up the Game
Unpack the game, grab a pair of scissors and do the following:
1) Place the Game Map on the table. (You may need to buy a larger table.)
Figure 1.1 - What an astrophysicist's daydream looks like - the High Frontier basic and expanded maps.
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High Frontier Walkthrough Part 1: Getting Started Phirax 10/13/2010
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High Frontier Walkthrough Part 1: Getting Started Phirax 10/13/2010
Crew Cards
The Mass box in the upper left hand corner of the card tells you how much your crew ship
weighs. (All the crews weigh 1, except the United Nations crew which weighs 0.) In case
you were interested, each mass point represents a quadecaton. Wow! I have no idea what
that means, but it seems really, really heavy. (There is a section towards the end of the
rulebook that explains game scale conversions.) As a general rule less weight is better in
space flight as the heavier your ship gets the more propellant you will need to move it, and
consequently the more money you will need for purchasing propellant.
Three of the player factions have Thruster Triangles on the bottom of their cards. This means
that the Crew vehicle has an engine capable of moving this ship through space without the
need to purchase a separate Thruster unit. That is the good news. The bad news is that the
propulsion systems on the Crew cards are a terribly inefficient and costly way to move
through space. Much better technologies await you in the Thruster stack on the Placeholder
sheet.
Finally, Each player card has a special ability listed in the horizontal color strip along the
middle of the card that adds variety and personality to the different factions. NASA earns
money for launching payloads into low Earth orbit - important in the early game. The
Shimizu Corporation can hoard new technologies without the limits imposed on other
factions. The European Space Agency has a powerful beam technology that can allow ships
to move faster in space. The Chinese and United nations have technologies that come into
play later in the game, when factions begin to establish outposts on sites throughout the solar
system.
Player Mat
I have a cousin named Matt. He considers himself a "playah" but I think he is a bit spacey.
Why am I talking about my cousin? What does this have to do with High Frontier? Why do I
keep going off on tangents instead of just telling you about the game components? As it turns
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High Frontier Walkthrough Part 1: Getting Started Phirax 10/13/2010
out both my cousin and the High Frontier player mat are a bit
hard to get used to at first, but if you give them a chance, you
will find that they will reward your effort. How about that for
a segue? Here is a scoring update: Segue King 1 - Pesky
Readers 0.
And when it was finished cramming as much information as humanly possible into a single
sheet of paper did it stop to admire itself like one of those snooty perfume adds you find in
glossy magazines? You know, the ones with lots of white space and a little strip that you
unfold to smear perfume all over yourself so that you smell pretty. Let me clue you in on
something, this is an astrophysicist's player mat. Astrophysicists never smell pretty. They
don't look nice and they are always crammed full of information - just like this player mat.
But how does that help you? The player mat will be explained in detail
in later parts of the walkthrough, but for now you just need to know
that you have four 40 ton water tanks stored on your mat.
Lets recap what we have learned so far: 1) The game has lots of bits, 2) Spaceships are
heavy, 3) Steve Jobs is rich, 4) My cousin Matt has a bladder, 5) When astrophysicists design
a square, it has 20 sides, and finally, 6) Your hand is not connected to your body. Also, you
should have learned that the basic setup of the game is pretty straightforward. But how does
the game actually play? To answer that question, see the High Frontier Walkthrough Part 2:
Your First Turns (An Introduction to LEO Operations).