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New Frontiers

New Frontiers

Rio Grande Games · 2018
2–545–75 min14+ yrs3.0/5 complexity7.4 BGG#898 BGG5,9 K
short answer

How do you play New Frontiers?

The game ends at the end of the round if any player colonizes their 8th world (including their home colony), if a player covers one of the two red development spaces on their empire mat, or if the general supply of colonists or victory point chips drops to 4 or fewer. The player with the highest total victory points at the end of the game wins.

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FromRON 221· 4 shops
All-time low-9% vs 90-day avg
New Frontiers box art
official art · Rio Grande Games
the rules in 60 seconds▶ auto · 1/6
🧩
01

Setup

Place development tiles, action tiles, and general supplies; each player chooses an empire mat, home colony, and receives starting colonists and credits.

The rules, step by step

Setup
First, place the small and large development tiles on the game board according to the player count (1 for 2 players, 2 for 3-4 players, 3 for 5 players), using the recommended sides for the first game. Arrange the action tiles above the development board, ensuring space to slide them down. Create general supplies of colonists (12 per player) and victory points (12 per player, using smaller denominations). Each player chooses an empire mat (recommended side with a number in a white square for the first game) and a home colony. Place one colonist from the general supply onto the pre-printed colonist space on your home colony. If your home colony has a halo around its number, place a corresponding good token on it. Each player receives 3 credits, with the last player(s) receiving an additional credit in 3+ player games. Randomly determine player order and place discs on the priority track, leaving the first spot empty.
Objective
The game ends at the end of the round if any player colonizes their 8th world (including their home colony), if a player covers one of the two red development spaces on their empire mat, or if the general supply of colonists or victory point chips drops to 4 or fewer. The player with the highest total victory points at the end of the game wins.
On your turn
The game is played in rounds, each consisting of several turns (equal to the number of players). At the start of each turn, the first player chooses one of the available action tiles and slides it down, gaining the bonus associated with that action. Then, in player order, all other players perform the same action, but without the bonus. Once all players have performed the action, the first player's disc is slid fully forward on the priority track. For subsequent turns in the round, the next player in order selects a different action tile, slides their disc halfway forward, and gains the bonus. Other players then perform that action without the bonus. At the end of each turn, the active player's disc is slid fully forward. At the end of the round, all discs are reset to their starting positions, and action tiles are slid back up.
Scoring
At the end of the game, remove all explored but uncolonized worlds. Players then sum their victory points from several sources: the white hexagons on all colonized worlds (including the home colony), the white hexagons on all development tiles, and any accumulated victory point chips. If playing with goals, add victory points from fulfilled goal tiles. The player with the highest total victory points is the winner. In case of a tie, the tied player with the most remaining credits wins. If still tied, the tied player with the most remaining goods wins. If still tied, the tied player with the most remaining colonists wins.
Game end
The game ends at the end of the current round if any player colonizes their 8th world (including their home colony), if a player covers one of the two red development spaces on their empire mat, or if the general supply of colonists or victory point chips drops to 4 or fewer. If the 'Produce' action tile was not selected during the round, one credit is added to it at the end of the round. All action tiles are then slid back to their original positions, and player discs are moved one position backward on the priority track, with the first spot remaining empty. The new round then begins with the player whose disc is now in the first position.
Tips
When developing, you pay credits equal to the number in the diamond on the tile, with a 1-credit discount if you selected the 'Develop' action. You cannot buy a development you already own. When exploring, draw 7 world tiles, keep one (or two if you selected the 'Explore' action), and return the rest to the bag. Explored worlds are placed face-down on your empire mat. When settling, you can either take 2 colonists or colonize an explored world by paying credits or military power. Non-military worlds require credits, military worlds require military power. You cannot combine credits and military power. Production colonies produce goods, which can be traded for credits or consumed for victory points. Windfall colonies do not produce goods but can be stocked with goods if you selected the 'Produce' action. The 'Retreat into Isolation' action grants 2 credits and ends your turn. The 'Send Diplomatic Envoys' action grants top priority for the next turn and 1 victory point. If playing with goals, you can choose to reveal a face-down goal by selecting the 'Chart Galactic Goals' action, gaining +1 priority and 1 credit. Stockpiling goals allow you to store items on a separate mat for end-game scoring.
game anatomy
Complexity3.0 / 5
BGG rating7.4 / 10
Language dependence
Moderate text — a crib sheet helps
Play time
45–75 min
Players
2–5
Recommended age
14+ yrs
BGG rank
#898
from Trișache · verified

Frequently asked questions

Q1What is the goal of the game?
The game ends at the end of the round if any player colonizes their 8th world (including their home colony), if a player covers one of the two red development spaces on their empire mat, or if the general supply of colonists or victory point chips drops to 4 or fewer. The player with the highest total victory points at the end of the game wins.
Q2How do you set up the game?
First, place the small and large development tiles on the game board according to the player count (1 for 2 players, 2 for 3-4 players, 3 for 5 players), using the recommended sides for the first game. Arrange the action tiles above the development board, ensuring space to slide them down. Create general supplies of colonists (12 per player) and victory points (12 per player, using smaller denominations). Each player chooses an empire mat (recommended side with a number in a white square for the first game) and a home colony. Place one colonist from the general supply onto the pre-printed colonist space on your home colony. If your home colony has a halo around its number, place a corresponding good token on it. Each player receives 3 credits, with the last player(s) receiving an additional credit in 3+ player games. Randomly determine player order and place discs on the priority track, leaving the first spot empty.
Q3How does a turn work?
The game is played in rounds, each consisting of several turns (equal to the number of players). At the start of each turn, the first player chooses one of the available action tiles and slides it down, gaining the bonus associated with that action. Then, in player order, all other players perform the same action, but without the bonus. Once all players have performed the action, the first player's disc is slid fully forward on the priority track. For subsequent turns in the round, the next player in order selects a different action tile, slides their disc halfway forward, and gains the bonus. Other players then perform that action without the bonus. At the end of each turn, the active player's disc is slid fully forward. At the end of the round, all discs are reset to their starting positions, and action tiles are slid back up.
Q4How is scoring calculated?
At the end of the game, remove all explored but uncolonized worlds. Players then sum their victory points from several sources: the white hexagons on all colonized worlds (including the home colony), the white hexagons on all development tiles, and any accumulated victory point chips. If playing with goals, add victory points from fulfilled goal tiles. The player with the highest total victory points is the winner. In case of a tie, the tied player with the most remaining credits wins. If still tied, the tied player with the most remaining goods wins. If still tied, the tied player with the most remaining colonists wins.
Q5When and how does the game end?
The game ends at the end of the current round if any player colonizes their 8th world (including their home colony), if a player covers one of the two red development spaces on their empire mat, or if the general supply of colonists or victory point chips drops to 4 or fewer. If the 'Produce' action tile was not selected during the round, one credit is added to it at the end of the round. All action tiles are then slid back to their original positions, and player discs are moved one position backward on the priority track, with the first spot remaining empty. The new round then begins with the player whose disc is now in the first position.
Q6What tips are there for beginners?
When developing, you pay credits equal to the number in the diamond on the tile, with a 1-credit discount if you selected the 'Develop' action. You cannot buy a development you already own. When exploring, draw 7 world tiles, keep one (or two if you selected the 'Explore' action), and return the rest to the bag. Explored worlds are placed face-down on your empire mat. When settling, you can either take 2 colonists or colonize an explored world by paying credits or military power. Non-military worlds require credits, military worlds require military power. You cannot combine credits and military power. Production colonies produce goods, which can be traded for credits or consumed for victory points. Windfall colonies do not produce goods but can be stocked with goods if you selected the 'Produce' action. The 'Retreat into Isolation' action grants 2 credits and ends your turn. The 'Send Diplomatic Envoys' action grants top priority for the next turn and 1 victory point. If playing with goals, you can choose to reveal a face-down goal by selecting the 'Chart Galactic Goals' action, gaining +1 priority and 1 credit. Stockpiling goals allow you to store items on a separate mat for end-game scoring.
Q7How much does New Frontiers cost?
New Frontiers costs between 221 and 309 RON across Romanian stores.
Q8Where can I buy New Frontiers cheapest?
The lowest price for New Frontiers right now is 221 RON at LexShop. The Prices tab lists every store currently tracking it.
Q9How do you play New Frontiers?
New Frontiers is a science fiction game, for 2–5 players, taking ~45–75 minutes, featuring action drafting. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about New Frontiers — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does New Frontiers support?
New Frontiers is played by 2–5 players.
6 shops

All prices

All-time low-9% vs 90-day avgHow we compute this
6 shops · sorted by priceupdated today
LexShopCHEAPESTGerman editioneasyboxFANbox
New Frontiers - limba germana
free over RON 250
RON 221
Pionul.roeasybox
New Frontiers
free over RON 250
RON 249
Checkpoint
New Frontiers
free over RON 300
RON 285
Gameology English editionaffiliateeasybox
New Frontiers (EN)
free over RON 250
RON 309
Regatul JocuriloreasyboxCultural voucher
New Frontiers
RON 339
Buyout of stock
The Guild HallEnglish editionGLS Locker
New Frontiers - EN
RON 359
Buyout of stock
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Second-hand · from €28 · 2 listings · 46% below avg new price
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Price history

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Price trend over the last 90 days: minimum 108 lei, maximum 339 lei, now 145 lei.

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