High frontier takes place in our own solar system in a not too far advanced future. The real appeal to this game for me is that it's been written by a real rocket scientist (or at least a hardcore physicist). The bad quarter of the rulebook is filled with brief writeups on the technology present in the game, and it really makes you realize just how smart and clever some of the people are out there. Also, advanced math is hard.
Anyway, the point of the game is to get to various sites in the solar system and set up factories to take advantage of the 4 types of comet/mineral resources out there (such as nickel or carbonaceous). Low/Now gravity processes should allow for some amazing technologies to be realized. The Victory points are scored by the number of sites you create, but also by the relative number of each factory type. A monopoly on a given factory is worth far more than if multiple players have built one.
The real trick is that, like real life, it's dead slow to move a massive spaceship and you need reaction mass. The space ships end up being attempts at optimizing thrust, water tanks (for reaction mass), the type of robonaut/factory you need to survey an area, and planning on what site you could actually get to. My friend Robert (a big space buff, and a physics major) and I spent some brain sweat playing our first game. As the perfidous chinese threat, he was able to claim jump and stop supporting his astronauts in space when the mission was 'done'. I never really had a chance, also his dice rolls were way better than mine. It's definitely a game that will not make much sense for first time or three (I'm suspecting the second time will start revealing more depths to certain cards and strategies).
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We managed to pop the door on all three of the buildings during the second, yellow level, while we all moved to a good location in the streets. Given our early luck equipping ourselves with extra ammo and various shotguns, we were able to clear out the masses of zombies quite quickly.
It was actually the black 'X' objective markers that ended up sending us over to the next experience level into orange. By this point we only had 1 X to grab, and all the food water and rice cards we needed had been located. We were moving quickly to keep ahead of a mass of zombies, while clearing out the last group from the top left house.
By this point the game is basically ours. Even with a terrible spawn in the top most spawn location, we had enough people and weapons in the local area to clear it.
The dash down the alley and for freedom was trivial. The game was fairly fun, especially for the newer folks, but I think the few of us who had played numerous times were a bit surprised with how easy it had gone.
It's quite tough to say if card luck was the largest contributor, or if number of people made the difference.
You might be surprised that with a group I game with, Zombicide is popular and many of the "tactics" you describe are also attempted. Our last game had us ( definitely a group effort ) sacrificing one of us to fend off the horde and by doing so NOT to go into the Orange!
ReplyDeleteThe game ended with only two of us getting away off table with the car-full of supplies to win the scenario and my character giving the driver a high-five.... just as a huge zombie hand reaches into the car to drag my body to be disembowelled!
Good fun!
It's amazing when you end up with emergent stories from games you don't really expect to see stories arising from.
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