How to Play

New Frontiers

2-5 players 45-75 min 7.4 Board Game Geek Rating

Players construct galactic civilizations by choosing actions that benefit everyone, though only the selector receives bonus advantages. Strategic planning begins during setup when development cards are selected. During exploration, worlds are drawn from bags and require colonists plus payment or conquest to settle. Windfall worlds provide immediate goods while production worlds generate resources when triggered. Victory comes from accumulating the most points through worlds, developments, and consumed goods.

Published 2018

New Frontiers

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Set up human player
Follow the same instructions as a normal 2 player game
2
Prepare Automa mat
Use any player mat on any side for the Automa player
3
Give Automa starting credits
The Automa player begins with 2 credits (earned and spent on a 1-by-1 basis)
4
Assign Automa home planet
Give 1 random unexplored planet to the Automa player and put it on their mat
5
Place Automa colonist
Take 1 colonist from the supply and put it on the Automa's home planet
6
Add stockpile mat
Put one stockpile mat near the Automa player mat
7
Set up developments
Use your preferred method for setting development tiles, placing only one of each on the mats
8
Create development draw pile
Take remaining 1-sided developments (fixed ones), shuffle them and put them in a face-down pile
9
Prepare goals
Use optional goals and the advanced side of "retreat into isolation" tile with "Chart galactic goals" face up on top of the shuffled goals pile
10
Gather action tiles
Pick the remaining 6 action tiles to start

On Your Turn

What you can do during your turn.

1
Round structure
Each round consists of 4 turns: Player turn - Automa turn - Player turn - Automa turn
2
Human player first
Human player always takes the first turn each round
3
Select action tile
Pick any of the action tiles to perform both the action and bonus action on that tile
4
Second turn selection
In your second turn, choose from the yet unused tiles
5
Automa action selection
For Automa turns, pick up unused action tiles and select one at random
6
Gain credit
Receive 1 credit
7
Chart goals
Draw 3 goals and keep one of them (priority changes not used)
8
Bonus - Collect goal
Pick one Goal tile from the pile and put it on Automa's stockpile mat (worth 3 VPs at game end)
9
Action
No normal action
10
Draw planets
Draw 7 planets and pick 2 of them, then follow Automa rules
11
Action - Random planet
Pick one random planet from the bag and put it unexplored on Automa's mat
12
Bonus - Select best planet
Draw 3 random planets, pick the highest VP value, discard the rest, then place on mat following the same limit rules
13
Overflow planets
Planets returned due to exceeding 9 planet limit go to stockpile mat (worth 3 VPs each at game end)
14
Action - Build development
If Automa has at least 1 credit, remove 1 credit and draw the first development tile from the face-down pile to build (powers ignored, only VP value counts)
15
Bonus - Free development
Draw the first development tile from the pile and build it
16
Bonus - Gain colonist
Take one colonist from the supply and put it on Automa's home planet
17
Action - Explore planet
If Automa has at least 1 credit and at least 1 unexplored planet, flip the highest VP unexplored planet to explored and pay 1 credit
18
Check colonist supply
If fewer than 5 colonists remain in supply, the game ends this round
19
Action - Produce good
Put 1 good on Automa's stockpile mat (type not relevant)
20
Bonus - Produce and earn
Put 1 good on stockpile mat, then take 1 credit
21
Bonus - Gain VP
Put 1 VP from the supply on Automa's mat
22
Action - Convert goods
Automa gains VPs equal to goods on stockpile mat, then remove one good to supply

Winning

How to claim victory.

1
Standard end conditions
The game ends when any of the usual conditions is reached (including fewer than 5 colonists in supply)
2
Human player scoring
Calculate score the same as the base game
3
Automa scoring - VP chips
Count VP chips gained during play
4
Automa scoring - Tiles
Add VP values of explored colonies and built developments (variable values calculated normally)
5
Automa scoring - Stockpile
Each goal or planet in the stockpile mat is worth 3 VPs
6
Tiebreaker
In case of a tie, Automa player wins

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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