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Gaming Blog

New Frontiers

6/9/2021

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5th September 2021

Sunday night gaming on Board Game Arena continued with New Frontiers.

Galaxies: The New Frontier, these are the games of the website of 3 Spellcaster and a Dwarf.
Dodgy puns aside, New Frontiers is a sibling-game to Race for the Galaxy and Roll for the Galaxy and shares the same universe. Players will find many similarities between the 3.

Caveat: We have only ever played the digital version of New Frontiers

What's in a game?
Unlike the previously mentioned games, while New Frontiers is a board game, players of the other games will recognise many elements here.
  • Player boards: Each player gets one of these double-sided, strangely shaped player boards. Roughly in the centre of each side of the board is a starting planet.
    Beneath the starting planet is a 3x4 grid with 12 spaces, but not a normal square spaces, instead each space on the grid is a sort of sideways chevron space.
    Finally, 3 of the 4 sides are lined with semi-circular indents, 8 in total. This is what gives the player boards their strange shape.
  • Planet tiles: Planet tiles are double-sided and round - like planets and obviously slot into the indentations on the player boards. One side is grey and represents an explored planet, the other is coloured and represents a settled planet.
    Planets have a victory point value as well as a cost in money or military strength and colonists. Some planets are 'grey but most come in 1 of 4 colours which represents the type of goods they produce, most planets have some sort of special ability or bonus of some kind.
    Planets come in 3 types.
    Production worlds: These planets have a solid colour around their cost.
    Windfall worlds: These planets have a coloured nimbus around their cost. Windfall worlds start with 1 good in their respective colour when they enter the game.
    Military worlds: Military worlds can also be production and windfall worlds, however a military world are marked out by red lettering for the cost. Unlike the other types of planet which are paid for with money. Military worlds are settled by having military strength equal or greater than the planet's cost.
  • Development tiles: These chevron shaped tiles are designed to fit on the player board's grid, all development tiles have a cost and confer some sort of benefit. Like planets, they are double-sided with different abilities on each side.
    Developments come in 2 types.
    Normal sized: Take up 1 space on the grid.
    Double width: These tiles take up 2 spaces on the grid and are more expensive but confer stronger abilities than the usual tiles.
  • Goods: There are 4 types of good in New Frontiers, each type is pertinent to it's similarly coloured planets. Players of the earlier games will recognise them.
    Blue: Novelty goods.
    Tan: Rare elements.
    Green: Genes.
    Yellow: Alien artefacts.
  • Action tiles: There are 7 action tiles, these determine player actions, more on them below.
  • Priority tile: Used to determine player order.
  • Player disks: Used in conjunction with the priority tile.
  • Victory point tokens: These cards are made of card and are common to all Galaxies games
  • Colonists meeples: These are one of the game's types of currency
  • Credit tokens: The game's other type of currency.
  • Bag: Used with planet tiles.
The art in New Frontiers is all of a good quality, I'm sure some of it has been reused from the previous games, as have the names of developments and planets. But that's no bad thing, since it gives all 3 games a unified look.
Like its siblings, New Frontiers uses an abundance of symbols and icons which can be daunting for new or inexperienced players.

How's it play?
Setup
  • Action tiles: Set out the action tiles.
  • Development tiles: Set out the 2 sets of development tiles.
  • Victory points: Put out 12 VP per player.
  • Colonists: Put out 12 colonist meeples per player.
  • Planet tiles: Put the planet tiles into the bag and give it a good shake.
  • ​Player order: Determine the player order and then set up the disks with the priority board accordingly.
  • Player board: Randomly deal a player board to each player.
    Then, in turn order, each player choose a side and thus their starting planet.
    Give each player their starting credits.
    Finally give each player a colonist meeple.
On to play
In New Frontiers, turns are carried out according to the turn order as shown on the priority board. Actions are not simultaneous.
On their turn, the active player chooses a single action tile and performs the action on it, all other players may follow, in other words also perform that action. However, there is a bonus that only the active player gets for triggering a tile.
Each tile can only be used once per round, thus only 1 player benefits from the bonus a tile may confer. Furthermore, actions are actually performed in the order they are selected, there are no numbered phases in New Frontiers.
There are 7 actions that can be chosen, most of these will be familiar to players of Race for the Galaxy or Roll for the Galaxy.
  • Explore: The active player draws 7 planet tiles and keeps 1, then in turn order, each other player also colonist takes a planet tile.
    Bonus: Once all other players have chosen their planets, the active player takes a 2nd planet. Remaining planets are returned to the bag.
    When acquired, planet tiles are placed grey-side-up in a circular indentation on the player's board. This planet has been explored but not colonised.
  • Develop: The active player may purchase one of the available developments, then in turn order, so may the remaining players. Purchasing developments requires spending credits.
    Bonus: The active player pays 1 less credit when purchasing a development.
    Bonus tiles are placed on the grid on the player's board.
  • Settle: The active player must either add 2 colonists to their reserve or settle on one of their explored planets. Other plays also must either take 2 colonists or settle a planet.
    Bonus: The active player gains a colonist before performing their action.
    Settling a planet requires a player to spend both relevant credits and also colonist meeples.
    Once a planet has been settled, it is flipped to the colour-side-up. The credits spent are returned to the supply, but colonist are placed on the planet they colonised and never returned to the supply. If it's a windfall world, it immediately acquires a goods token in its colour.
  • Trade, Consume: Each player does the following 2 actions.
    Trade: Players may sell a single good on one of their planets for credits, the amount of credits gained depends on which one of the 4 types of good it is.
    Consume: If a player has goods in their tableau, they must use any and all consume powers they have at their disposal.
    Bonus: The player who triggered this action acquires 1 victory point.
  • Produce: Players produce goods on all their production worlds.
    Bonus: There are 2 bonuses a play may get for triggering the Produce action. Firstly, the active player may produce a good on a windfall world. Secondly; in every round that Produce is not triggered, it acquire a credit, the active play may take all those credits when choosing Produce.
  • Retreat Into Isolation: When this action is selected, nothing happens, no one gets anything!
    Bonus: This is the first of 2 actions 'unique' to New Frontiers.
    The player who activates this action gets 2 credits! Score!
    I guess a player may want to select this action to ensure other players don't benefit from their action... Or they really need 2 credits?
  • Send Diplomatic Envoys: This is the other action unique to New Frontiers.
    Again, nobody gets anything when this action is selected.
    Bonus: Again this action has 2 bonuses, the active player acquires a victory point and then moves to the front of the priority board, this means they go first in the next round.
Round end: Once all players have had their turn, the round is over. If the Produce action wasn't selected this round, then add a credit to it.
Now a new round begins, possibly with a new player order and all the action tiles are now selectable again.
Rounds continue until the endgame conditions are met.

Endgame
Once the endgame is triggered, the current round ends and points are scored.
There are 4 ways to trigger the game end.
Settlements: A player adds a 7th settled worlds to the game board.
Developments: When the 11th or 12th development space on a player's board has been filled with a development.
Victory points: When the supply of victory points is depleted.
Colonists: When the supply of colonist meeples drops lower than 5.

Points come from settled planets and developments bought, some developments offer additional routes to earn point and finally, victory points are counted.
Points are tallied, highest score wins!

Overall
Players of the previous 2 games will find a lot here instantly familiar.
New Frontiers contains the same mix of intricate and mechanical interdependencies between planets and developments that feature in the other two games which allow players to create varied combinations of engine building and combinations.

There are a couple of mechanics New Frontiers does differently, particularly the action mechanic, firstly there's no set action order for actions to occur and more importantly, only 1 player can benefit from an action's bonus per round. If a player really needs a bonus action, it can make turn order very important. The existence of a turn order is new as well.

When playing New Frontiers, there are a couple of approaches always available to players, building their tableau or acquiring victory point tokens, or maybe getting one of the 9-point developments and working towards exploiting for points in the endgame. However, players will need to adapt to which planets become available to the, as unlike developments which use a drafting mechanic, planet acquisition will be to some degree, random.

But here's the thing; the additions New Frontiers brings to the table don't add anything to the game other than extra complexity, there's no extra depth or strategy, just extra resources to manage in place of the hand-as-money mechanic that makes Race for the Galaxy such a good game. ​Yet somehow, it even seems to have a shorter, less engaging play time?
You see, in Race for the Galaxy and Roll for the Galaxy, there are 2 ways to end a game; a player can complete their tableau or deplete the supply of victory tokens, both of which require players to play well or at least fast/better than other players. But in New Frontiers, it's possible to end the game by simply triggering the Settle action multiple times. It felt hugely unsatisfying way for the game to end.

Ultimately, New Frontiers is a good game, it has the pedigree of its predecessors, but it's also too familiar and too similar to Race for the Galaxy, which is in my opinion, hands down the better game. I would choose it over New Frontiers every time.
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