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Subject: Getting started on learning this? rss

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John Reynolds
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I noticed there aren't any how to play videos for HF - How would one get started, given the incredibly dense ruelset?
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Will H.
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Hard to be Rhado's video at https://boardgamegeek.com/video/38024/high-frontier/rahdo-ru...

There is also a really good 8-page PDF guide, but I can't seem to find a link to it at this time.

Go slow, focus on learning one thing, and don't be afraid to play a few turns to learn a concept then take a break or start over. When I was learning the rules, I read somewhere that it takes about 20 games to really understand the game.
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Marc Maier
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It's not exactly a how-to video, but I found Rahdo's playthrough to be very helpful. He makes some errors, but it helps to see him go through a few turns and run over options and what various choices mean.
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Rus
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I would start with this:

https://www.amazon.com/Introduction-Rocket-Science-Engineeri...
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Brett Christensen
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You can also play the Hermes Fall scenario solitaire until you solve it with a couple of different factions.
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Tom W -
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+1 to advice of playing Hermes Fall solo scenario to learn the rules.

Second advice - try to keep in mind that the game itself is very simple. Match set of cards. Burn fuel to go past triangles. Compare total thrust to size if target to determine if you need to spend lander fuel.

The only reason this game is intimidating is the board and the business of the cards and rule book. It's actually much simpler than most Euros.
 
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Isaac Shalev
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You second advice sounds very 2nd edition.

The rulebook doesn't help, it's true, but what makes the game intimidating, imo, is that you start with the most choices at the beginning, with the least capabilities. You can ostensibly plan a mission to anywhere, but actually planning a useful mission, that brings the right techs to the right world with a risk-mitigated mission plan and sufficient fuel is rather more challenging with only white techs. There isn't a sense of continual achievement, of crossing off small goals and reaching milestones. It's a real slog in the first part of the game, especially when you don't know which cards are suitable for which purposes. And every new player I've played with trips up on the 'thruster larger than site size to land, robonaut equal to or less than site hydration, roll against site size for successful prospecting.' It's not simple to keep all that straight, and there isn't a nice little player aid to remind you of it, so you just have to keep it in your head.
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