HF4 Player Aid
HF4 Player Aid
BY GEOFF SPEARE
4 ALL BY PHIL EKLUND
Player Turn: Move Spacecraft, any # of Free Actions, 1 Operation, in any order.
Anchored Home Bernal: Gain 1 Aqua at start of Turn.
Operations Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.
Prospecting
1) Check Site Hydration and robonaut ISRU on below table to see if prospecting is possible.
2) Roll less than or equal to Site Size on 1d6 to establish a Claim (Size > 5 = automatic success).
Felonies
Felony Event Defense
Claim Jump Replace opponent’s Claim disk with yours or claim Luna. Opposing Humans present
(Free Action) (Futures) Always allowed for Sites specified on Futures you own.
Factory Hijack Refuel, factory-assist landing/liftoff, or Promotion using opponent’s Factory. Opposing Humans present
Murder / Suicide Decommission your Humans (once / Turn) or colonize the kreutz sungrazer. N/A
(Politics/Colonists) If this Decommissions a Colonist, remove a delegate.
You must have a Human present to commit any Felony.
Promotion: indicates
Thrust Colony type required
for promotion op.
Dry Mass: total Mass of all
3
Afterburn: spend X steps of fuel for +1 thrust
Rocket components/Cargo Pac-Man: Can perform or 1 step of isotope fuel for +X thrust (once / Turn).
Wet Mass: Dry Mass plus fuel air-eater refuel operation
(cannot be less than Dry Mass) Fuel Grade: water (blue), dirt (gray),
Ballerina: Each icon
Fueling or adjusting Mass: use isotope (yellow)
provides 1 Bonus Pivot.
red arrows.
Consuming fuel: move fuel Solar Power: Heliocentric modifiers
marker on black arrows. apply to this Spacecraft.
3 1
Isotope Fuel (GW): Fuel
matches Spectral Type of GW
Thruster. If thruster is lost, Fuel Consumption: # of
Isotope Fuel reverts to fuel steps used per Burn
water FTs.
Spacecraft Movement Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.
Freighter Movement
Movement steps Details
1. Use Freighter Movement Rules Freighter Stacks cannot use other thrusters.
2. Starting Net Thrust = 1 All Freighters have a base thrust of 1.
3. +1 for any type of beamed power Only if player has beamed power / Powersat.
4. Result is Net Thrust This will be 1 (+1 if using beamed power), may be modified by Abilities.
5. Note Bonus Pivots Pivots which can be performed without requiring Burns.
6. Move Move through Pivots and Burns until # of Burns is reached; then coast as far as desired (inclu-
ding landing).
Freighters do not track Fuel –
Promoted Factories move as Freighters If Mobile Factories enter/leave a Claim, add/remove a Factory. They can't leave a Colony..)
Freighter Landing / Liftoff 1. Land or liftoff of Size 1 Sites.
2. Land or liftoff of Size 1-5 Sites with factory-assist / rocketplane (H6c).
(Mobile Factories can use themselves for factory-assist).
3. Land via aerobrake.
Freighter Radiation and Flares If card in Stack would be Decommssioned from Radiation, Stack is Glitched instead (no effect if
Stack is already glitched).
Solar System Map Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.
Site (Land and Liftoff) Free to land or liftoff if net thrust > Site Size
( using opponent’s with the following exceptions:
Factory) 1. Aerobrake path landing: Hazard Roll required.
2. Factory-assist landing or liftoff: Hazard Roll required (unless you have
Powersat) and cannot move to/from lander burns.
3. R ocketplane liftoff (H6c), can use factory-assist as above for Atmospheric
liftoff (pay 2 * Wet Mass in FTs).
Synodic Comet Site As above for Sites; additionally, cannot enter or exit unless Sunspot Cube is
(Land and Liftoff ) in matching-colored season.
(GW: TW Thrusters can enter/exit in any season.)
Flyby • Gain Bonus Burns which don’t use fuel (can't be used for lander burns).
+1 +2 +4 • Must have activated, operational thruster.
Threats
Threat Triggers FINAO Roll Effect
Hazard Aerobrake Hazard Spaces; Yes 1d6: Decommission Stack on a .
Crash Hazard Spaces;
Factory-Assist Landing/Liftoff
Glitch Flybys; Cargo Transfer; Site No 1d6: Decommission collocated cards with matching
Refuel; Prospect; Industrialize rad-hardness; roll before triggering event occurs.
Belt Radiation Belt Spaces No 1d6, subtract net thrust, +2 if in Sunspot Cycle in red:
Decommission cards with lower rad-hardness
(Freighter Cargo: Stack receives a Glitch token instead).
CME Solar Flare Event (roll of or during red No 1d6 + Heliocentric Zone modifier:
Sunspot Cycle) Decommission cards with lower rad-hardness
(LEO, Cycler, non-Sol Belt Spaces, Sites,
Home Bernals unaffected).
Epic Hazard Epic Hazard Operation Yes 1d6: Decommission all Crew/Colonists present and
(Futures) Future is not attained on a .
FINAO = Failure Is Not An Option; spend 4 Aqua before roll to ignore Hazard.
Events
Roll Event Effect
or Inspiration Put top card of each deck & Colonist queue on bottom of that deck.
Glitch Each player places Glitch token on glitch-free non-LEO Stack with most cards.
Pad Explosion / Space Debris Each player Decommissions heaviest card in LEO.
(Crew, Black-Side, Purple-Side, Bernal, Colonist cards and Mobile Factories
are immune.)
or Anarchy (Blue) • All Faction privileges lost, all players have Felonious for rest of blue season.
• Politics: Roll 1d6, remove 1 delegate of each player from area rolled;
no Law is Active (marker still moves, all Laws may be lobbied).
Budget Cuts (Yellow) Each player Discards a card from Hand.
Solar Flare (Red) Make a global CME Roll (see CME Threat above).
Game Setup Glitch Trigger Felony Blue text indicates rules from Modules 0, 1, and/or 2.
Scoring Points
Token VP 1 VP for each wooden/plastic Token (Rocket, Claim disk, Factory cube, Colony dome, Bernal) on map or assembly (Politics).
Bonus VP Factory: +8 / +5 / +4 VP each, according to Exploitation Track or 2 VP if in War in non-solo game (Futures)
(Freighters: x2 VP if Factory is at a Space Elevator).
Colonies: +1 VP on Astrobiology; +2 VP on Submarine or Bernal.
Glory chits: VP per chit based on which side is faceup.
Dirtside Hydration (Bernals): 1 VP for each Dirtside Hydration (include other players’ Factories).
(Bernals in Home Orbit have +6 Dirtside Hydration.)
Futures: VP as listed on each completed Future.
Politics VP Freedom: +1 VP per Factory cube.
(use Active Law Honor: +1 VP per glory chit.
after Final Vote)
Unity: 1 VP per Ideology you have a delegate in.
Authority: +1 VP per Claim disk.
Equality: +1 VP per Colony dome.
Individuality: +1 VP per wood/plastic token on Sites with Hazardous lander burns.
Bernal VP Cancer Hospital Bernal (Promoted): +1 VP per Colony dome.
(for Anchored/ Climate Control Bernal (Promoted): +2 VP per Dirtside for this Bernal.
Promoted
Bernals) SSO Diplomatic Bernal: +1 VP per delegate in your color Ideology.
SSO Diplomatic Bernal (Promoted): +1 VP per delegate.
Tourism Cycler (Promoted): +2 VP per Dirtside for this Bernal.
Module 0 – Politics
Summary
• Delegates vote for an Ideology, each of which has a Law which creates a different game effect.
• Place and/or move delegates with the fundraise operation, which can change the Active Law.
• Use the lobby free action to remove a delegate and get an inactive Law’s benefit once.
• Receive VP for delegates and for bonuses based on the Active Law at game end.
Colonist Queue: Colonists are not a patent deck and enter play via a Bernal Special Exceptions:
new mechanism (exomigration). Decommissioned Colonists go back • Bernals must land on Synodic Comet Sites to use them as Dirtsides.
to the queue. You must Exomigrate if below Colonist Limit. • Bernals cannot use Luna Sites as Dirtsides.
• Bernal Abilities are not active until Anchored.
Promotion: Purple-side cards must be Promoted at specific Colony
Sites or a Promoted, Anchored Bernal as listed below. Bernal Colonist Limit:
• 1 Colonist per Bernal, +1 if Anchored. Add or lose Colonists when-
ever a player’s limit changes.
Sunbelt
TW Thruster, Freighter, and Colonist cards can always be Promoted at
an Anchored & Promoted Bernal