If you've already dived deep into High Frontier 4 All and crave more complexity and strategic options, the Exodus module is a treat! It introduces fascinating contracts and new ways to engage with space.
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Highlights
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Innovative contracts and auctions
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New colonist options
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Augmentations and cybernetics
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Added strategic depth
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Keep in mind
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Even more complex
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Steep learning curve
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Requires solid base
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About the game
What you do in a play session
Get ready to expand your horizons in High Frontier 4 All with the Exodus module! This expansion acts as a bridge to the next game in the series, Interstellar, introducing a brand-new contract system. These contracts, which are not patents, arise from pairs of ideologies and go up for auction in a special dynamic during the Fundraise Operation. Whoever bids the lowest number of years to complete the contract wins, with a timepiece marker placed on the Sunspot Cycle to record the bid. Winning a contract grants an advance payment, with even greater rewards upon fulfilling the objective, such as ongoing abilities. But beware: delivery delays incur penalties and can even make you default, preventing new bids until the advance is repaid. Discarding a contract incurs a VP penalty and prevents you from bidding on manned contracts. Isotope monetization comes into play when someone produces one, flipping the contract deck to its gold side. A second Colonist queue, the 'spaceborn', becomes available after establishing a Colony Beyond Earth Orbit (BEO). These colonists do not mix with the faction's 'earthborn'. All robots, including those from Module 2, enter this queue. Contracts with Cybernetic icons allow the implantation of Augmentations onto colonists, granting new permanent abilities. Colonists with these enhancements are essential for the Promotion Operation. Founding the isobank by anchoring a Bernal with a Dirtside matching your isostandard activates the Exodus contracts. Isotope can be transferred to the isobank to assist with a 'starshot', either in desperation during the game or at the end. Contributions to the starshot yield VPs. A desperate starshot can end the game, but the ship must exit before the end of the cycle, or the commander suffers VP penalties.
businessPublisherIon Game Design, Sierra Madre Games, Ediciones MasQueOca
editDesignerGeoff Speare, Justin Grey, Paweł Garycki, Phil Eklund
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Frequently Asked Questions
Quick answers before you buy
6 questions
Do I need the base game High Frontier 4 All to play with the Exodus module? expand_more
Yes, absolutely! Exodus is an expansion and requires the High Frontier 4 All base game to be played.
How much more complex does the game become with this expansion? expand_more
Considerably! Exodus adds new layers of rules and strategies, especially with the contract and auction system. Expect an even steeper learning curve.
Does the Exodus module introduce new physical components? expand_more
Yes, it adds contract cards, specific markers for auctions, and potentially new colonist markers and components related to the new mechanics.
How many players can enjoy the Exodus module? expand_more
The expansion maintains the player count of the base game, which ranges from 1 to 6 players. However, the complexity might make it more suitable for groups that have already mastered the game.
Does the gameplay experience change significantly with Exodus? expand_more
Yes, the introduction of contracts and how they are obtained and fulfilled significantly alter the game's dynamics, adding more interactivity and long-term planning.
Is it recommended for players new to High Frontier? expand_more
Definitely not. Exodus is for players who are already comfortable with the rules and complexity of High Frontier 4 All and are seeking an even greater challenge.
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