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High Frontier (3rd edition)» Forums » General

Subject: Errata rss

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Drake Immortalis
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Cards (card list: https://www.boardgamegeek.com/filepage/118909/high-frontier-...):
-Doomsayer of the Gods: missing text [SERIOUS, card should be replaced. See https://www.dropbox.com/sh/p160a1n1w5csf6l/AAC4pdS4j1ZfKqn6b...]
-Search for CUDOS: missing text, cloud layering messed up [SERIOUS, card should be replaced. See https://www.dropbox.com/sh/p160a1n1w5csf6l/AAC4pdS4j1ZfKqn6b...]
-UTILITY FOG HALBANAUT: missing "engineering icon" (wrench icon) in upper right corner. missing "gear icon" left of thruster triangle. [SERIOUS, card should be replaced. See https://www.dropbox.com/sh/p160a1n1w5csf6l/AAC4pdS4j1ZfKqn6b...]
-multinational POLITICAL BERNAL: bernal icon displaced northwest somewhat obscuring card text [MINOR]
-a few cards where stuff was unnecessarily moved around or the clipping was messed up (eg Free Electron Laser, Magnetoshell Plasma Parachute, Rankine Solar Dynamic, etc), but the card is not unusable
-finished checking

Basic fuel strip:
-under outpost "yellow ring" should be "ring". [MINOR]
-all red arrowheads missing. [MAJOR, annoying. Solution: add arrowheads. see https://www.dropbox.com/sh/p160a1n1w5csf6l/AAAcwJJVY9Zx_gyq6...]
-finished checking

Colonization fuel strip:
-under outpost "yellow disk" should be "ring". [MINOR]
-all red arrowheads missing. [MAJOR, annoying. Solution: add arrowheads. see https://www.dropbox.com/sh/p160a1n1w5csf6l/AAAcwJJVY9Zx_gyq6...]
-finished checking

Solar system chart:
-no errors found
-finished checking

Rulebooks:
-Colonization: checked A-S. i am updating Phil Eklund's High Frontier living rules (https://docs.google.com/document/d/19bQZOUoxtxNM__Yo4xWf6sPD...) to reflect corrections.
--To date:
---Rule clarifications:
----Section K1, add missing third bullet: "The free burns from slingshots and moon boosts cannot be used to enter lander burns."
---Minor errors unimportant for gameplay but may be irritating or hinder understanding in A1, C0.2, C0.8, D2, E2, E4 example image, E6 limit, E6 example 1, F1, G4 example 2, H6 Note 2, I1, I2 bullet 2, J2 note, M1, M4 exception, O5 example, Q0, Q2 example, Q7, Q7 note, Q8 example 1, Q8 example 2, R5, S2, S4 image
-Reference: no plans to check
-Interstellar: no plans to check
-Training: no plans to check

Solar system map:
-Venus flyby note: "expanded game" should be "Colonization" or "Advanced game". I don't think the term "expanded game" is used anymore.
-Visible elements from poster map on other side of board are distracting.
-finished checking

Poster map:
-Map:
--Venus flyby note: "expanded game" should be "Colonization" or "Advanced game". I don't think the term "expanded game" is used anymore.
-Future stars area:
--game ends after 2 more events, not 1.
--failing an epic hazard is not worth vp.
-Sol event table:
--uses an old version of the text of this table (wording has changed somewhat).
-Overall, seems like they used an older version of the Solar system chart for the items on the bottom of map [SOLUTION: use "solar system charts" board instead of charts on map]
-finished checking

Interstellar map:
-no plans to check

Box:
- 1-5 players, not 2-5
-"exploration" probably should be "exoglobalization"
-"Ecklund" should be "Eklund
-finished checking
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Andrew Doull
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Hermes Fall solitaire scenario should have an event roll at the start of every year.
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Drake Immortalis
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Errata reports welcome.

You can check what probably should be correct (with some exceptions) using:
Phil's dropbox (materials submitted to OSS, I guess): https://www.dropbox.com/sh/p160a1n1w5csf6l/AAB-HfQoAg0wk_axF...
3rd edition vassal module (made from Phil's dropbox files in Oct 2015): https://www.dropbox.com/sh/yx04l0yl1wquzek/AACzSW0w5eKPIClXr...
Living rules: https://docs.google.com/document/d/19bQZOUoxtxNM__Yo4xWf6sPD...
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Andrew Doull
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Thanks heaps for this. I suspect most of the card errors were introduced at some point after Panda Games requested the cards be resized.
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Mary-Lorraine Cox

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DrakeImmortalis wrote:

Box:
-"Ecklund" should be "Eklund"
Now, that is just sad.
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Donald Cleary
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MaryLorraineCox wrote:
DrakeImmortalis wrote:

Box:
-"Ecklund" should be "Eklund"
Now, that is just sad.:(


Almost criminal. It's the simplest thing to get right.
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Thanks for doing this!

When you say "I am updating living rules to reflect corrections", are you talking about the ones on the yahoo group or the current OSS ones? In any case, are you planning on posting errata that you find here as well?

Possible erratum: in the training guide, on p. 3 there is a statement "The later missions in the Training Guide incorporate these optional modules in an order intended to minimize the number of additional rules you have to learn for each new mission". I have not seen this mission progression that incorporates progressively more optional modules.
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Mike Hoyt

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Dear God. Please, only ONE set of living rules. Please
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Colin Taylor
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I think I found a couple in the rule book last night:

E4 - The location of the rocket in the E4 image does not match the location in the E4 Example text.

E6 - In the Limit section, it refers to keeping track of yellow discs, which I think should be rings of your color instead.

Neither of these were marked in the Living Rules on the SMG website, but I may be looking in the wrong place.

This is my first copy of High Frontier, and I'm a little disappointed in the errors I've found so far (There are a couple in the Training Guide as well).

Thanks,

Colin
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Juan Valdez
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ColintheFlea wrote:
I think I found a couple in the rule book last night:

E4 - The location of the rocket in the E4 image does not match the location in the E4 Example text.

E6 - In the Limit section, it refers to keeping track of yellow discs, which I think should be rings of your color instead.

Neither of these were marked in the Living Rules on the SMG website, but I may be looking in the wrong place.

This is my first copy of High Frontier, and I'm a little disappointed in the errors I've found so far (There are a couple in the Training Guide as well).

Thanks,

Colin


I noticed those as well, Colin.

As you may infer from this comment, my copy of HF arrived shortly after you emailed me your FitL flowcharts. I got a bit distracted by HF.

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Colin Taylor
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mtngrown wrote:


I noticed those as well, Colin.

As you may infer from this comment, my copy of HF arrived shortly after you emailed me your FitL flowcharts. I got a bit distracted by HF.



No worries. I've been reading HF as well.

As for the Training Guide, there is an error there also, I believe:

Route Signposts - When explaining the black landing module icons, it says that the number is the size of the location, and one less than the thrust you need to land/take off. In reality, I believe it already accounts for the additional requirement, and the number = thrust needed.

Colin
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André Silveira
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ColintheFlea wrote:
This is my first copy of High Frontier, and I'm a little disappointed in the errors I've found so far (There are a couple in the Training Guide as well).

Thanks,

Colin


It IS disapointing. Mine won't arrive until May and I'm already pumped to play the game (it appears to be really difficult!), but I'm kind of sad that there is THIS MUCH problems with the components.
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Drake Coker
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laucion wrote:
ColintheFlea wrote:
This is my first copy of High Frontier, and I'm a little disappointed in the errors I've found so far (There are a couple in the Training Guide as well).

Thanks,

Colin


It IS disapointing. Mine won't arrive until May and I'm already pumped to play the game (it appears to be really difficult!), but I'm kind of sad that there is THIS MUCH problems with the components.


Don't be too disappointed. The components are really quite nice and most of the issues are minor, as long as you know about them.

Kudos to the OP for the thorough checking!
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Scott Muldoon (silentdibs)
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laucion wrote:
ColintheFlea wrote:
This is my first copy of High Frontier, and I'm a little disappointed in the errors I've found so far (There are a couple in the Training Guide as well).

Thanks,

Colin


It IS disapointing. Mine won't arrive until May and I'm already pumped to play the game (it appears to be really difficult!), but I'm kind of sad that there is THIS MUCH problems with the components.


Once you see the full scope of the game in all its glory, you'll be amazed there the errors are this few.
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Matt Watkins
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The MAJOR problems are really just annoyances. The only SERIOUS problem that isn't easily fixable is the robot colonist, which only has a problem on its promoted side. The gear icon is redundant, since it says "Promoted Robot Colonist" right next to the thruster triangle. So, you just have to remember that the promoted HALbonaut has the engineering specialization. The glory cards never need to be shuffled or stacked during play, so you could either print out new ones or just tape a banner with the missing information on the bottom of the card.
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Jeff Chamberlain
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Two very minor rulebook errors:

Colonization, section A1: it says the yellow disks are used for outposts. Later in the same section it correctly says that the rings are for outposts.

Training Guide, in the Setup section under point 15. It says there is only 1 die (there are 4), and then in its explanation of why there is only 1 die, the grammar is wrong when it says "you'll only be rolling 1 dice at a time".
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Jordan S.
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Matt_W wrote:
The MAJOR problems are really just annoyances. The only SERIOUS problem that isn't easily fixable is the robot colonist, which only has a problem on its promoted side. The gear icon is redundant, since it says "Promoted Robot Colonist" right next to the thruster triangle. So, you just have to remember that the promoted HALbonaut has the engineering specialization. The glory cards never need to be shuffled or stacked during play, so you could either print out new ones or just tape a banner with the missing information on the bottom of the card.


Agreed. Actually, compared to hodgepodging earlier versions together and keeping up on the various rules changes (and card erratas), this version is quite refreshing to play. It's mostly accurate, and entirely playable!

Glory card discussion in the other thread has lots of good ideas about fixing it, here was my solution: https://boardgamegeek.com/article/25465443#25465443
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Colin Taylor
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metaridley18 wrote:
Matt_W wrote:
The MAJOR problems are really just annoyances. The only SERIOUS problem that isn't easily fixable is the robot colonist, which only has a problem on its promoted side. The gear icon is redundant, since it says "Promoted Robot Colonist" right next to the thruster triangle. So, you just have to remember that the promoted HALbonaut has the engineering specialization. The glory cards never need to be shuffled or stacked during play, so you could either print out new ones or just tape a banner with the missing information on the bottom of the card.


Agreed. Actually, compared to hodgepodging earlier versions together and keeping up on the various rules changes (and card erratas), this version is quite refreshing to play. It's mostly accurate, and entirely playable!

Glory card discussion in the other thread has lots of good ideas about fixing it, here was my solution: https://boardgamegeek.com/article/25465443#25465443


I think it could come down to whether you have played before or not. Being new to the game, things like references to pieces that have changed usage during playtesting, but that were not updated in the rules (yellow discs for outposts), or having examples not be correct (E4 and Route Signposts in the Training Guide) make learning more difficult than it needs to be.

Colin
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Andrew Doull
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It's worth noting that none of the (non-map, non-card) component changes were play tested (including, in my defence the addition of 3 extra dice). I think that's why so many inconsistencies exist around these: they didn't get the same level of scrutiny everything else did.

A similar problem exists with the description of the other rule books in the Training Guide: what the rule books were was never finalised until the publisher had the rules.
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Steve Carey
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Colonization rule book, J2 (Victory Points) shouldn't the Endgame Example (grey box) be 18 VP (3 + 8 + 3 + 1 +3), not 15 VP?
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Matt Stephans
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Steve Carey wrote:
Colonization rule book, J2 (Victory Points) shouldn't the Endgame Example (grey box) be 18 VP (3 + 8 + 3 + 1 +3), not 15 VP?


The three claims are restated as three disks, so the rulebook is correct.
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It would be super-duper helpful if the first post on this thread could be edited now and then (and dated) to include all the errata as it is uncovered in the subsequent comments!
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Isaac Shalev
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andrewdoull wrote:
It's worth noting that none of the (non-map, non-card) component changes were play tested (including, in my defence the addition of 3 extra dice). I think that's why so many inconsistencies exist around these: they didn't get the same level of scrutiny everything else did.

A similar problem exists with the description of the other rule books in the Training Guide: what the rule books were was never finalised until the publisher had the rules.


It shows. Frankly, it's unforgivable to me that the training guide, the book that we're supposed to use to teach us to play the game, is so poorly suited for its stated purpose. It is impossible to use that book to learn to play without referring to the main rules repeatedly.
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Scott Krebbeks
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Reference Guide: V0d. Static politics: The politics disk remains on start
which fixes the free market value at 5 WT.


Isn't the Free Market value at the start position 4 WT?

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Drake Immortalis
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Updated 3e printed colonization manual errata list through rules section G which have been corrected in living rules. Thanks for errata submissions.
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