Great video. ESA and solar sails are a favorite of mine also. Well done explaining this leviathan. 1:08 -Interesting note, the living rules changed since you made the video regarding solo auction V4c: Take top card with bonus supports and cost is number of cards taken. (Academia limit is still < 4 cards to start a research action.) Few other minor errors, but nothing major and each were good teaching opportunities. 7:01 Glitches work differently. A. Glitch tokens are created by event roles of 3 a stack without humans. B. Later a glitched stack encountering a trigger (like a flyby or cargo transfer) makes a Glitch Roll (p48) and decommissions all matching rad hardness cards. or C. Colocated humans remove glitch token for free. 10:10 Ray guns can even prospect through hazard sites, so you could've shot it from the green/brown pivot before the hazard. Pretty cool way to teach how hazards work. 12:34 Event rolls aren't modified by heliocentric zones, only solar flare rolls if you had event rolled a 5 or 6. The 3 would've created a glitch (above) if you didn't have crew on your rocket. 13:24 Good timing... err bad timing! That Red zone radiation event. But good explaination! It would be fun to play this on TTS or to play leaving earth and see your thoughts.
Thank you so much for clarifying! The rules are sometimes hard to keep straight, which is why I'm doing these videos - hopefully they can help a newer player to learn the game, as I am!
Why does Phil think that putting 'see Glossary' for the adjacency in Prospecting-a term that is _only_ referred to by the Raygun rules-is a sensible way to write rules? He does this in other games as well.
@@majkus I validate your frustration and agree with your point that the rules structure is usually complicated and I add a shrug? Although, adjacent it is also used for buggies, dirt-sides, and synodic comets. Having seen the process rules are developed for Eklund games, there are times a glossary term's usage changes and it gets orphaned. I've written 5 different reasons why, and deleted the reason I'm just going to say, his rules are have engineering manual, old school war game rules structure, and thematic and language introduction of concepts. But for some reason I keep coming back and wrestling with them again and again.
I may not know the rule book by heart, but I'm pretty sure that's not how the glitch rules work. Glitch tokens are added to a stack when the glitch event is rolled on the sunspot cycle, not when performing a glitch trigger action. Glitch trigger actions force a glitch roll only when a stack is already glitched, decommissioning a card with the matching radiation hardness. Additionally, you add to the event die based on the heliocentric zones one time. This is also incorrect, you roll as normal and if a flare event occurs then you roll and add the heliocentric zone effect.
Ok! Thanks for the clarifications! All of us newer players appreciate it! I thought I had the rules down for glitches, but they are kind of scattered around the rulebook. Oh well, I'll get back to studying :)
I actually played and followed this video step by step for my first ever game since the first thruster available on the market was that same solar sail. Learning as fast as i can, i appreciate any videos you could share. Thank you for your videos and take care out there!
One more correction in a really good video. Crash hazards are ignored for adjacency, meaning you could have prospected from where the ship initially stopped instead of taking the income action.
Which version is this on TTS workshop? I am looking at the High Frontier 4 All Official which is only 4 stars, and is heavily scripted. Please let me know when you have a chance, and thank You. As always liked, and shared.
Hi there! I am using the official module. I haven't had any problems with it - don't know how it lost the one star from its rating. The scripting is generally good in 2 ways: 1) it is helpful to speed up gameplay once you know how it works (ie the inspiration event) 2) It shows that the module has been really worked on and will be of good quality.
I felt the same about one of Arthur C. Clarke's stories about solar sailing. Thanks for making this.
You're welcome!
Great video. ESA and solar sails are a favorite of mine also. Well done explaining this leviathan.
1:08 -Interesting note, the living rules changed since you made the video regarding solo auction V4c: Take top card with bonus supports and cost is number of cards taken. (Academia limit is still < 4 cards to start a research action.)
Few other minor errors, but nothing major and each were good teaching opportunities.
7:01 Glitches work differently. A. Glitch tokens are created by event roles of 3 a stack without humans. B. Later a glitched stack encountering a trigger (like a flyby or cargo transfer) makes a Glitch Roll (p48) and decommissions all matching rad hardness cards. or C. Colocated humans remove glitch token for free.
10:10 Ray guns can even prospect through hazard sites, so you could've shot it from the green/brown pivot before the hazard. Pretty cool way to teach how hazards work.
12:34 Event rolls aren't modified by heliocentric zones, only solar flare rolls if you had event rolled a 5 or 6. The 3 would've created a glitch (above) if you didn't have crew on your rocket.
13:24 Good timing... err bad timing! That Red zone radiation event. But good explaination!
It would be fun to play this on TTS or to play leaving earth and see your thoughts.
Thank you so much for clarifying! The rules are sometimes hard to keep straight, which is why I'm doing these videos - hopefully they can help a newer player to learn the game, as I am!
@@LegendaryTactics I agree. Even after years I’m still learning and adapting to changes.
Why does Phil think that putting 'see Glossary' for the adjacency in Prospecting-a term that is _only_ referred to by the Raygun rules-is a sensible way to write rules? He does this in other games as well.
@@majkus I validate your frustration and agree with your point that the rules structure is usually complicated and I add a shrug? Although, adjacent it is also used for buggies, dirt-sides, and synodic comets. Having seen the process rules are developed for Eklund games, there are times a glossary term's usage changes and it gets orphaned. I've written 5 different reasons why, and deleted the reason I'm just going to say, his rules are have engineering manual, old school war game rules structure, and thematic and language introduction of concepts. But for some reason I keep coming back and wrestling with them again and again.
I may not know the rule book by heart, but I'm pretty sure that's not how the glitch rules work. Glitch tokens are added to a stack when the glitch event is rolled on the sunspot cycle, not when performing a glitch trigger action. Glitch trigger actions force a glitch roll only when a stack is already glitched, decommissioning a card with the matching radiation hardness. Additionally, you add to the event die based on the heliocentric zones one time. This is also incorrect, you roll as normal and if a flare event occurs then you roll and add the heliocentric zone effect.
Ok! Thanks for the clarifications! All of us newer players appreciate it!
I thought I had the rules down for glitches, but they are kind of scattered around the rulebook. Oh well, I'll get back to studying :)
I actually played and followed this video step by step for my first ever game since the first thruster available on the market was that same solar sail. Learning as fast as i can, i appreciate any videos you could share.
Thank you for your videos and take care out there!
Glad it helped! I would like to do more on this game when I can!
I wasn't familiar with this game and as a big fan of solar sails, you've really piqued my interest. Thanks for a quick but thorough look!
I think High Frontier is a neat game that hasn't been noticed by a lot of people. It deserves some recognition! Thanks for watching!
One more correction in a really good video. Crash hazards are ignored for adjacency, meaning you could have prospected from where the ship initially stopped instead of taking the income action.
Lovely Video! More of thus please! :-) This game is fantastic.
Great! Thank you for saying so! I figure that if I'm learning the game, might as well share it with others!
At approximately the 4:25 mark you forgot to account for the -1 thrust modifier caused by your generator.
Never mind - I was wrong on that per example on page 36 of living rules.
That's ok! The rules are tricky - that's why I'm doing this series, to make it as accessible as possible
Which version is this on TTS workshop? I am looking at the High Frontier 4 All Official which is only 4 stars, and is heavily scripted. Please let me know when you have a chance, and thank You. As always liked, and shared.
Hi there! I am using the official module. I haven't had any problems with it - don't know how it lost the one star from its rating. The scripting is generally good in 2 ways: 1) it is helpful to speed up gameplay once you know how it works (ie the inspiration event) 2) It shows that the module has been really worked on and will be of good quality.
@@LegendaryTactics Thank You Legendary, I appreciate it very much.
@@JustAllinOneResource Glad you enjoyed my TTS Module. :-D
@@samuelw3 Very much, thank You.
A flyby is only a Glitch *Trigger*, it shouldn't give you a glitch.
Yes, I realize that now... It was an early game of mine
Sad ending :.(