Does Module 3 make High Frontier into the most comprehensive wargame ever, without changing its core mercantile character? The High Frontier legacy of simulating personal and human gains allows a vision of a War of Independence based on the ideological and economic issues motivating each soldier, issues far more long-lasting than resources or territory. Unlike a traditional wargame in which you dutifully fight for an assigned side, here you are thrown into a dark forest of centralized regulations and corrupt bureaucrats, rife with heroic battles, capitulation, blackmail, cowardice, treachery, or treasonous negotiations with the enemy for personal gain. Will you execute your POWs, drop really big rocks on civilian targets, or become Benedict Arnold? The War's outcome will permanently change the future course of humanity in space.
Components (preliminary) are the ...
- player loyalty placards
- player loyalty meeples
- black cubes representing secessionists in the assembly
- leverage disks for negotiations
- punchout Medals of Honor, awarded for winning battles and skirmishes.
Good reads and links:Board Game Geek on Module 3
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