In the near future, nanofacturing techniques will allow incredible new materials to be built atom by atom. But they can only be built in the zero-gravity and high-vacuum conditions in space. Various private and government enterprises race to establish a buckytube mechanosynthesis factory on a suitable carbonaceous asteroid. To do so, they accumulate tanks of water in orbiting fuel depots, to be used as rocket propellant. Also needed are remote-controlled robonauts to do the grunt work.
The key to success is water in LEO (low Earth orbit). At first, water will be expensively supported out of the deep gravity well of Earth. But for a third the fuel and energy, water can be supplied from Luna, the moons of Mars, or other nearby hydrated objects. Extracting resources at the work site is called In-Situ Resource Utilization (ISRU). Whoever develops ISRU technology able to glean water from space rather than Earth will gain the strategic high ground to make money through exoglobalization.
In High Frontier, players are Earth governments which are racing to put together a functioning space program to extract resources and colonize the other planets, moons, and asteroids in our solar system. Players use water in LEO as currency to bid on space-related patents for thrusters, refineries, and robotics. Putting together a functional craft is not easy, as the heavier the craft becomes, the less maneuverable it is and the more fuel (also water in LEO) the craft will require, so players have to balance useful heavy parts with lighter, less functional parts. Victory points are awarded for successful mineral extractions, and for being the first to reach key technologies and exploration points in the solar system.
Now in its second edition.
- Gifted copy from a patron
- Opaque and difficult to learn
- Designer's social media behavior
- Redundant with other space games owned
- Space exploration and racing.
- Space
- Space Corp
- Leaving Earth
Mechanics (from transcript analysis)
- Complex ruleset — The game has a complex ruleset that can be difficult to grasp.
Video topics + discussion points
Quotes (from this video)
- role players are deeply frustrating game for me uh for many reasons
- the thing that sort of causes me a bit of I don't know dissonance with the game is the whole narrative that it's about making up a character because for me the important part of making up a character are you know who they are their identity their motivations their drive it's not the six stats they get and that's what this focuses on
- to me that's not character creation uh that's just rolling numbers
- Santa Monica is another pretty yet ultimately forgettable game that I just kind of got rid of because didn't really do much to justify its existence
- I found this a very cynical and very tepid game
- very very forgettable and just totally uninspiring
- Thunderbirds danger zone is a game that makes me a bit sad because Thunderbirds 50th anniversary is one of my all-time favorite games
- with parts it's just not good it's just not a good game
- it's just a waste of a really cool IP
- there were just models were backing up
- most of them are pretty pretty average
- weights Knights post-apocalyptic game it's got some really good writing in it too
- the problem is the mechanics are really arbitrary
- weight nights in particular it just felt so arbitrary who was having a good game and doing well and who wasn't
- core mechanics of the game were just a crap shoot and not that much fun if you ended up on the bad side of it
- and the final game on here is welcome to the Moon the big sequel to welcome to which is like a 10 part rolling right game with a whole bunch of different games in it
- if I'm not enjoying a rolling right game
- was I too harsh on some games uh I probably was but you know this is my opinion
- if you did hear me talk about something and go actually I think you would like this game really interested to know about that sort of stuff
References (from this video)
- Space exploration/colonization
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- There's no way to be I I can't I can't even get people to tell me their schedule two weeks in advance so it's very much a week to week thing
- I hold it to a higher level than that and so on the downside it doesn't allow us to stream games as quickly as I would like sometimes
- if if if the expansion for oath were included in that I would I would put that above arcs okay wow okay
- universally okay
- don't I think it's great the way it is just get more maps which they're doing so honestly that's my answer
- a reprint of ground floor would be great so I can get a copy of it
References (from this video)
- Space
- Space Exploration
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- my only fear is that it runs too long
- it's so much but now I am
- it is the most feudum stress biotics looks at feudum says ha hold my beer it's a lot but it is about as heavy of a Euro as you're ever going to get in your life and if you want just an insane theme and the kitchen sink it's a lot of fun and I cannot wait to play it more
- heaviest game I've ever played non war game
- my take on nucleum was it's fine um I don't think it was as good as it seems a lot of the critical world out there thought um I don't think nucleum is going to be uh played in five years
- perfectly forgettable in a sense that it's just the same old
- the lack of respect is staggering to me but I welcome it because I guarantee Dan Lanning is going to find a way to use this and I cannot wait till tomorrow and I think Oregon houses them
- The Bear oh my God that is the most stressful I've ever or most stressed I've ever felt watching the show
- if you've ever wanted to watch me cry yes 100% I cry at the end of Great British baking show almost every episode it is wonderful
- it's a lot of work and a lot of fun
- I would love to have you over maybe in the summer when you're up at at the cottage over on the cape I would love that
- it's the most surreal place I've ever been to weatherwise and if you ever get a chance it's worth making a drive
- half y'all still don't subscribe I don't I I just don't get it
- my Cowboys are atrocious but good God do do I have everything riding on my ducks tomorrow
- it is a lot but it is about as heavy of a Euro as you're ever going to get in your life
- I'll tell you what I don't drink beer and I'm still down to make that bet that's fine that works done book it
- I think the concept in the theme of Cerebria is fantastic
- Nemo's War that's a great way to end the year
- The Colonist that's a game I could get back into I miss that
- stress biotics Odyssey somebody make one so I don't have to try and help design it I would love that You' be my best friend ever
- stress spox Odyssey heaviest game I've played n war game honestly it might be the heaviest game I've played
- Three Kingdoms Redux bought and got it to the table this year Hidden Gem needs more awareness
- just a fantastic great game that if you play with three players and you enjoy heav your it's a game that should be in your collection
- Mount Washington is the weirdest place on Earth weatherwise that I've ever experienced
- happy New Year everybody I hope everyone H uh be safe if you go out on amateur night tonight be safe don't drink a drive please
References (from this video)
- Highly thematic and immersive space exploration experience.
- Deep and complex gameplay with significant strategic depth.
- Offers a unique 'sandbox' feel with immense player agency.
- The modular design allows for varied gameplay experiences and replayability.
- Incorporates realistic scientific concepts, enhancing the thematic realism.
- Player negotiation and economic simulation add interactive layers.
- The game continues to evolve with new modules and expansions.
- Very long playtime, especially for the 'long game' scenarios (8-12 hours).
- Steep learning curve and complexity can be intimidating for new players.
- Component limitations (e.g., 'dirt' fuel) in earlier editions were addressed in expansions.
- Dice rolls can lead to frustrating failures despite strategic planning.
- Potential for card scarcity in the decks with higher player counts.
- Some changes in later modules (e.g., Module 4 changes for Module 5 compatibility) were debated.
- Space exploration, colonization, industrialization, economics, resource management, and conflict
- Space, Solar System
- Car Wars
- Illuminati
- Cosmic Encounter
- Katan
- Power Grid
- Puerto Rico
- Cerebria
- Space Porn
- Interstellar
- 18xx
- Steam in Space
- The Expanse
- Terraforming Mars
- Age of Steam
- Station Fall
- Stressbiotics Odyssey
Mechanics (from transcript analysis)
- Auction — Auctions are a key interactive element, particularly for acquiring resources and patents, and their speed can vary significantly with player count.
- Deck Building — Contract decks are used, and the availability of cards can become a limiting factor, especially in games with higher player counts.
- Dice Rolling — Dice are used for resolving certain actions, and while mitigation strategies exist, failure on rolls is a common occurrence.
- economic simulation — The game features complex economic systems, including stock markets, companies, and the commoditization of patents, influencing player strategies and company success.
- modular design — The game has a modular structure (Modules 0-5), allowing for varied gameplay experiences and expansions with different focuses like combat, economy, and exploration.
- Negotiation — The game includes rules for negotiation, allowing players to make deals and trade resources or abilities.
- Resource Management — Players must manage various resources like water, isotopes, and 'dirt' (a fuel source) to power their rockets and operations.
- Variable player powers — Players start with asymmetric faction powers that can be used from the beginning of the game or later, depending on module and player choice.
Video topics + discussion points
Quotes (from this video)
- if you look at the High Frontier map you will either know it's not the game for you or you will be like I need to play this game
- High Frontier is the biggest game I've ever played it might be the biggest game that isn't a war game
- it is not like other games
- in a game that's pretty thematic it's a thematic inconsistency okay so it's nice to see that sort of balanced out
- it's it's a really good combination of theme and good gameplay
- it doesn't seem less thematic the more I play it um if anything it probably seems more thematic the fact that all the cards are built using like real science
- there's always that challenge of how can we make it easier to understand you know more approachable
- you can play a very risk averse game of High Frontier
- it is not a game of High Frontier until someone busts Hera
References (from this video)
- Played during HeavyCon
- Too long for some people
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- And everything from the gang was played on up to High Frontier.
- Orville was probably the game of the convention. I would argue.
- Yeah, I think they were playing the full Monty, but they only played one um whatever you call the how it delineates the the chapters, if you will.
- You know, a game's long when people are saying, 'Yeah, I love High Frontier, but the game's just too long for me.'
- The joy I get from running the convention isn't, 'Oh, what games did you play?' Cuz let's face it, as the convention runner, I don't get to play a lot of games during Heavy Con.
- And without those discussions, um Ryan Courtney the designer never happens.
- Whoa. Okay.
- If you weren't running a board gaming channel on YouTube, how often would you play epic games like High Frontier 1822, Mega Civ, etc.?
- It's not a space issue. It's a when I cut things off, I cut things off.
- My answer is going to be a lot different than probably most.
- And so, yeah, usually Saturday morning, that moment is is pretty cool.
- It is the most stressful thing I do every year, but as long as people keep enjoying it, I will keep putting on the convention.
- Um, like dude, settle on a design and develop it.
- It's it's it's not worth talking about at this point.
- There's there's a pacing there's to the to the to the story of the hand.
- Bro, you know exactly what you did. Just just don't do that. That's all I said.
- You have an absolute maniac.
- Bro, what are we even doing here?
- If you're not betting your hands with these hands, you're why are you playing poker? Because you can't win money this way.
- Staggering negligent play on his part.
References (from this video)
- Pax Renaissance
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Secret Hitler to me is essentially social deduction at its most baby. It's a baby game.
- I absolutely detest it. I think it's one of the most uh maybe the sin of our uh decade. You know, the 2020s is a decade of FOMO.
- Yeah. I hate the fact that we're that we're uh essentially manipulated into giving an interestfree loan and build as somehow saving money or getting the thing that nobody will ever be able to get. All of it feels bad.
- Zombicide to me is flavorless. like the core game is essentially like the most generic unimagin uh uninteresting kind of gameplay and then you stack things on until uh it appeals to you by some uh crossmarket appeal like you know I think there's a DC or a Marvel zombicide I can't remember which one now there's you know zombicide uh white death or white plague or something like that and you just keep stacking things on until you find something you like and then the person's like oh I like Danny Tjo let me buy Jasicide so I can play as Danny Treyo. And I'm like, it's it's just functionless or formless. There's no interest in mechanics behind it. It's just like here's product after product after product and it's like Funko Pops. It's like you're collecting Funko Pops with your goddamn board games. I'm like, I don't want to collect any more Funko Pops for this [ ] board game, you know? Like that's how I feel.
- Earth to me is like the ultimate ultimate feelgood game. Like you are going to find success in Earth no matter what you do.
- Um, and to me, uh, the feeling of progress without any kind of uh counterbalance to any kind of like feeling of uh impediments, it's ultimately hollow. It feels like there's no actual thought being put into my actions as much as there is just actions being taken for the sake of an action being taken to hit my little dopamine in my head and then I walk away feeling like, "Oh, I did something with my little [ ] Sahara Desert and I put [ ] bamboo leaves in here and now I feel good because I have this environment." There's it's it's just literally it's numbers in a spreadsheet that you're just playing with until you get an output that makes you feel good. And to me, that's not really an enjoyable experience.
- >> Phil Uckland is a [ ] idiot for some of his uh political beliefs and you know his anti- u uh uh uh climate change uh positions that man-made climate change isn't uh real I believe and also his essay on uh British imperialism that was in the first PAX uh premiere if I remember correctly. Uh those are [ ] idiotic things to say uh and I disagree with them vehemently. Um, but he's a [ ] genius when it comes to game design. Like he might be like one of the greatest minds of game design of our time.
- I I think the the thing is like I care more about people thinking about like the process of religion being created. That's what I care about. I don't care about what the end result is necessarily. Like I don't care about like the the the morality of religious doctrine. I care about how it's been implemented and created and used as a tool. You know, that's what I care about.
- It is. It's the Wikipedia of board games
- You can't be afraid to like say something that's going to make people mad.
- It's not going to be a game that you're going to be able to play with your grandpa and your like, you know, your whole family around the table after a nice Christmas dinner.
- I I don't want to collect any more Funko Pops for this board game.
- I I feel like those ones are like kind of like they're indicators of quality again, you know, like I'm like when I see an AI thumbnail, I'm like I I get like a little icky, you know?
- I I think thumbnails are like an art of itself and I'm trying to perfect it.
References (from this video)
- interplanetary development and resource management
- Space exploration and settlement
- stretch goals discussion and sponsorship context
- North Africa
- Panamax
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is going to be an absolute [ __ ] show for me today.
- I am incredibly fortunate and grateful to be able to host Heavy Cardboard full-time.
- Every dollar matters. I am grateful for every single one.
- The gofundme takes 2.9% and 30 cents per donation.
- The higher ceiling is a massive improvement.
- We met the baseline goal and GoFundMe will adjust automatically.