It’s been ages since I played High Frontier! A friend is leaving the area soon and wanted to get a game in before she left, so I did a teaching game for her and another friend. I learned this from the 1st edition rules back in 2010, and it wasn’t easy for sure, but actually wasn’t *that* complicated. So I had underestimated a bit how daunting the 3rd edition rules are, between bad layout, presentation, and ordering; too much included complexity from Colonization modules that is unnecessary and confusing; and the additional (slight, but not trivial) general complexity bloat. It’s a hard game to teach, but now it’s even harder to learn from the rules. But! It was still really fun to go back to this classic, and the basic game is both still good, and playable in a totally reasonable amount of time (3hr). Do keep the player count down though. Our game was bonkers, with the first three prospect die rolls on 1-size worlds (including Deimos) all succeeding. I warned them that next time they play they’ll be driving around the solar system blowing prospecting die rolls for a couple hours. Anyway, High Frontier is absolutely a niche game, but I also think it’s a total classic, and the 3rd edition modules (colonists, epic goals, freighters) all dramatically extend the replayability of the game by giving it a lot of variability. Looking forward to seeing what the upcoming 4th edition holds. #sierramadregames #phileklund #highfrontier #epicboardgames https://www.instagram.com/p/B7PLmYQhfPc/?igshid=1xy5gvr86k7ma









