Alright, so after some discussion in this thread, I think there’s enough interest to start a game. We will be playing using Vassal, with all communication in this thread.
How to set up Vassal:
1: Download version 3.2.15 from this site and install it.
2: Download the High Frontier module (2.7.0) as well as all 4 extensions from here, and put them in the Vassal modules folder.
3: Open Vassal and select Load Module from the file menu bar, then navigate to the High Frontier module and select it.
4: In Vassal, right-click the module and select add extension, then add the first of the 4 extensions you downloaded. Do this for all of the extensions.
5: That’s it, you can now play High Frontier in Vassal.
How to take your turn summary (shamelessly stolen/modified from this thread on BGG):
1 SUMMARY: On your turn (see below for more details)
1.1 Load and step through previous logfile (.vlog)
1.2 At prompt at end of logfile, select no and close the game
1.3 Re-open game and open save file (.vsav)
1.4 Start a new log
1.5 If doing research operation (auction), move card from patent deck to research op. card slot
1.5.1 Right click the pile from which you took the card and select shuffle
1.5.2 End logfile, put in dropbox
1.5.3 Post in this thread about auction
1.5.4 after auction, current player
1.5.4.1 Load and step through previous logfile (.vlog)
1.5.4.2 at prompt at end of logfile, start new logfile
1.5.4.3 give winner cards, adjust WTs
1.6 Post your movement at least up to the lagrange point containing a aerobreak/radiation/hazard before doing the roll*
1.7 do all die rolls using this website. You’ll need to register an account (free) and send me the registration email, after which I’ll add you to the game log. All dice rolls must include an explanation of why the roll was made.
1.7.1 after a die roll, NO alterations of parts of your turn before the die roll are possible unless a rules violation was made
1.8 update your VP table if necessary
1.9.1 advance turn tracker to the next year/player
1.9.2 if last player
1.9.2.1 update sunspot, use the website posted above to do the random event roll, then update the board as necessary
1.10.3 end log, then save the game, put both files in dropbox, post a description of your turn in this thread
*Note that you can move before, after or in between your operations as you choose (but you can’t do operations mid-move), and you don’t have to move your rocket, bernal and freighter all at once.
Rules:
Each player should aim to check this thread at least once a day, to participate in auctions and conduct diplomacy, if necessary. When your turn comes up, try to get it in reasonably fast to keep the game moving. We can of course take breaks on request.
All communication and diplomacy should be open, so no PM’ing.
We’ll use the latest version of the living rules (august 29 2014). It’s available from the Yahoo group, and will be in the dropbox folder.
Logfile format: We’ll be using the following naming convention for logfiles: L(year)(faction)-(part number). The part number is irrelevant if you’re able to your whole turn in one go (no auctions, elections and/or diplomacy). Example: PRC just did an action on his third turn, so he’s now doing the second part of his turn: L3PRC-2. If he had chosen to boost instead of an auction, he would have been able to do his whole turn in one go, so: L3PRC. The savegame format is the same, but without the L.
Auctions:
When any player initiates a Research Operation (an ‘auction’), all eligible (less than 4 cards, not including the Crew card) players may bid or pass as they see fit- no turn order is needed. Players are free to negotiate and to discuss an auction in any way they see fit. All auctions will run until all eligible players have bid/pass. If you initiate an auction on your turn, end the logfile after initiating the auction, then save the game, then post both files to the dropbox, then announce the auction in this thread (please mention the card(s) in question, including any support cards). After the auction has been resolved, re-open the savegame, give the card(s) to the winner and subtract the cost from his water supply, then complete your turn.
Movement:
Please show movement in vassal log as detailed as possible stopping at each hohmann and lagrange point along the way. You must include a description of your movement at least up to the lagrange point containing a aerobreak/radiation/hazard in the die roller log.
Operations:
Indicate which crew/colonist is making each operation.
Example: PRC crew does Research Operation
Inspiration/Auction/Recruitment
After drawing a card from any patent deck (or the colonist deck), or making an inspiration burn, be sure to right click that deck and select shuffle. This is to avoid peeking, but the downside is that you can no longer be sure that a given card will ever come up (although the more players we have, the less of an issue this is). An exception is the Exotropy event (because it’s hard to plan for) where you just select the exotropy button on the patent mat, then right click it and select exotropy.
Glory/ventures
Note that the glory and ventures track on the score board is wrong, so we’ll have to use the ones on the map board itself, and add those points manually at the end (so instead of one any site glory spot, there is one for any site in the jupiter zone and beyond and one in the uranus zone and beyond. Each glory disk is worth 2 points, each venture disk is worth 3).
Elections: Elections require blind bidding, which is a little fiddly. The vassal module has a built in feature that can be used for this, though. Click the notes button and choose the “delayed” tab. You can then write a hidden note with your bid (don’t include colonist votes), which comes with a time stamp, that can later be revealed. When initiating an election:
1 -The current player calls for an election and submits his turn with a hidden note. He/she also posts here about the election.
2 -Then, all players have 24h to PM the original player their bids. This doesn’t need turn order, and we can use the forum logs for proof if needed (I’m sure we are a trusty bunch, anyways). The original player’s bid is checked via the hidden message function as proposed, so no cheating either.
3- The player who called the election tallies the votes, and adjusts WT for all participating players.
Rejected idea
The player who rolled the event (in case of an election event), or the player who did activism operation does this before posting the file to the dropbox (the file name should be prefaced with “election”), and all players will then do the same in turn order. Once everyone has done so, we’ll have to go through one more round where everybody clicks reveal on their note. The current player then tallies the votes (including colonist votes), deduct WT from all participating players, and moves the political marker according to the wishes of the winner. Then he ends his turn. (if anyone has any ideas for a more convenient way of doing this, please let me know).
Game Specific Rules:
As a starting point, I imagine we’ll be playing the advanced game with all modules. If anyone has a suggestion for one or more house rules, post them here and we’ll take a vote when all suggestions have been made.
Accepted house rules:
Not accepted
1: I’d prefer to leave out the combat module, partly because I haven’t played with it before, so I’m not too familiar with the rules, but also because I don’t think this game was ever really meant to be about combat. If someone attempts a Footfall or New Venus future combat is back in from that point on.
2: I propose to leave out the glitch and pad explosion/space debris events. It’s true that those events add an extra dimension in terms of risk-taking and hand management, but it comes at a cost of a (potentially significantly) longer game, not to mention much gnashing of teeth. Solar flares and budget cuts are still in.
3: Instead of the bust rules from the manual, I suggest we bust Luna (4 players), Mars (3 players), Ceres (2 players). I think the rule about busting the subsurface ocean of Callisto is outdated, since it’s no longer a particularly attractive site.
4: I suggest that all players start with 12 WT and that we start the game with a faction auction, then move on to a round of Idea Turns as per section C1 of the rulebook. The starting player will be randomly determined.
Players:
1: UN - Grunden
2: NASA - Juan Ragaida
3: PRC - Sharaleo
4: Shimizu - Nikolaj
5: ESA - JoshL