
- BGG rank
- BGG #2,218
- BGG rating
- 7.3
High Frontier
- 2–5 players
- 180 min
- Complexity 4.4/5
- 2010

Rules assistance for High Frontier 4 All: Module 2 – Colonization
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
High Frontier 4 All: Module 2 – Colonization is an expansion for High Frontier 4 All released in 2020 for 1–5 players, 30–240 minutes per game, and ages 14 and up. It was designed by Phil Eklund and Jeffrey Chamberlain and its main mechanics are Variable Player Powers, Hand Management, and Auction / Bidding.
Module 2 - Colonization introduces orbital space colonies called Bernals and space pioneers called Colonists. These two types of cards extend the core game to go beyond industrializing and exploiting the resources of the solar system to colonizing and settling the solar system. Bernals upgrade your Colonies to give you extra Victory Points, according to the Hydration of nearby Factories. They also award Colonists, which you can take to Sites to perform extra Operations there.
High Frontier 4 All: Module 2 – Colonization supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for High Frontier 4 All: Module 2 – Colonization is 30–240 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists High Frontier 4 All: Module 2 – Colonization for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
High Frontier 4 All: Module 2 – Colonization has a complexity rating of 4.4 out of 5 from BoardGameGeek players, which makes it a heavy game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
High Frontier 4 All: Module 2 – Colonization belongs to these categories: Economic, Exploration, and Science Fiction. Its main mechanics are Variable Player Powers, Hand Management, and Auction / Bidding. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of High Frontier 4 All: Module 2 – Colonization are: Phil Eklund and Jeffrey Chamberlain. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists High Frontier 4 All: Module 2 – Colonization as an expansion for High Frontier 4 All. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need High Frontier 4 All to use it. Check that your edition of High Frontier 4 All is compatible, as some expansions were revised between editions.