High Frontier 4 All: Module 1 – Terawatt & Futures
BGG rating
8.6

Expansion for High Frontier 4 All

High Frontier 4 All: Module 1 – Terawatt & Futures

2020

Rules assistance for High Frontier 4 All: Module 1 – Terawatt & Futures

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–5 players
  • 30–240 min
  • 14+
  • Complexity 4.2/5

Rules assistant for High Frontier 4 All: Module 1 – Terawatt & Futures

What would you like to know?

Answers come from the official rulebook, with the page to check.

High Frontier 4 All: Module 1 – Terawatt & Futures is an expansion for High Frontier 4 All released in 2020 for 1–5 players, 30–240 minutes per game, and ages 14 and up. It was designed by Phil Eklund and Jeffrey Chamberlain and its main mechanics are Variable Player Powers, Hand Management, and Auction / Bidding.

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About the game

Module 1 - Terawatt introduces two new patent decks: Freighters and GW Thrusters. Freighters are a new type of patent card allowing the transport of valuable factory goods back to Low Earth Orbit. GW Thrusters are more powerful and efficient versions of the MW Thrusters of the core game, allowing your Spacecraft to reach the outer planets more easily. This module also optionally introduces Futures which are special game goals to earn victory points.

Questions and answers

High Frontier 4 All: Module 1 – Terawatt & Futures supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.