High Frontier 4 All: Module 4 – Exodus

This is a Expansion for:
Box cover for High Frontier 4 All
High Frontier 4 All
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€23,99
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Everything about High Frontier 4 All: Module 4 – Exodus

Play Time Play Time
30′ - 240′
Min. Age Min. Age
14+
Num. of Players Num. of Players
1 - 6
Complexity Complexity
High
Publisher Ion Game Design
Complexity High
Language(s) English
Language Dependency High
Minimum Age 14
Play Time 30 mins - 240 mins
Number of Players 1 - 6

Prepare to elevate your gaming experience with the Module 4: Exodus, a thrilling expansion that seamlessly connects the High Frontier universe with the next chapter: Interstellar.

This expansion introduces a unique twist with contracts that form new decks linked to pairs of ideologies, adding a fresh layer to your strategy. Engage in a special auction as part of the Fundraise Operation—players bid in years to complete their contracts, with the lowest bid winning the prize! Keep track of your bids on the Sunspot Cycle with a dedicated timepiece chit.

Winning a contract not only secures a cash advance but also opens the door to ongoing rewards upon delivering the contract to its designated destination. However, beware! If you're late, you may face late fees and the risk of default, hindering your ability to bid on future contracts until your advance is repaid. Discarding a contract comes with a VP penalty, so manage your choices wisely!

Watch the contract deck flip to its gold side when any player produces an Isotope, leading to exciting Isotope monetization opportunities.

With this expansion, players gain access to a second Colonist queue (spaceborn) once a Colony Beyond Earth Orbit (BEO) is established. However, remember that spaceborn Colonists cannot coexist with earthborn Colonists, the Humans introduced in Module 2. All Robots from Module 2 will also join the spaceborn queue.

Cybernetics icons featured on contracts are crucial for implanting augmentations that enhance the abilities of your Colonists. These augmentation chits attach to Colonists and remain in place until they are decommissioned or removed. An augmented Colonist becomes a powerful asset in your strategy, and a colocated augmented Colonist is essential for the promotion Operation.

Establishing an isobank is simpler than ever! Anchor a Bernal with a Dirtside that matches your isostandard to activate the Exodus contracts. You can even transfer Isotope to the isobank to boost your isototal, which can greatly assist with a starshot—whether it’s out of sheer desperation during the game or at its conclusion. Earn VP for your contributions, but tread carefully! A desperation starshot wraps up the game at the end of the current cycle, and your starship must launch before the end, or risk penalties for the commander.

The cosmos awaits your strategic mastery. Dive into the intricacies of Module 4: Exodus and shape your fate in the expanding universe of High Frontier!