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Playing the Game

How it works on the day...

Frontier Lands takes place in turns over the course of the day with each turn being broken down into certain phases. The phases ensure the smooth running of the game, built in opportunities for players to go to the toilet/grab a drink and for those running the game to check in with each other and carry out any admin required.

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Each turn represents a week in Frontier A2 which means that each phase represents a bit more than a day for the crews. There will also be breaks incorporated for players to eat, get some air and chill out for a bit if they wish. 

 

More in-depth rules will be provided closer to the event, but this should give you an overview of what to expect and how the game "works".

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The Phases of Play

(1)
Keep Flying!

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(2)
Planet Actions

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(3)
Special Actions

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(4)
Keep Flying!

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(5)
Planet Actions

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(6)
Break Bread

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Keep Flying!

During this phase the crew must remain in their ships (aside from the captain who can spend time at the System Map in the middle of the room). This is a chance for the crew to discuss plans, touch base with each other and catch a breath! The captain may freely talk with other captains stood at the System Map. This represents radio contact and so no physical goods can change hands.

Planet Actions

During this phase any or all of the crew may spend time on the planet or moon they have landed on. They may interact freely in person with other crews on the same planet and can invite other crew members to their ship for discussion if they wish.

Special Actions

Certain actions in the game can only be carried out once per turn, such as attempting to confront a bounty or some inter-crew confrontations. With these only available once per turn, crews need to be more careful with their planning.

Break Bread

During this phase the crews return to their ships to plan for the next turn. This may include destinations, action priorities and crew needs.

Importantly this is also when budgets are decided for research, supplies, fuel and so on. While each crew mate can argue for that they need it is down to the captain to distribute credits to their crew.

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