High Frontier 4 All: Module 4 – Exodus
BGG rating
8.7

Expansion for High Frontier 4 All

High Frontier 4 All: Module 4 – Exodus

2023

Rules assistance for High Frontier 4 All: Module 4 – Exodus

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–6 players
  • 30–240 min
  • 14+
  • Complexity 4.2/5

Rules assistant for High Frontier 4 All: Module 4 – Exodus

What would you like to know?

Answers come from the official rulebook, with the page to check.

High Frontier 4 All: Module 4 – Exodus is an expansion for High Frontier 4 All released in 2023 for 1–6 players, 30–240 minutes per game, and ages 14 and up. It was designed by Phil Eklund, Justin Grey, Geoff Speare, and Paweł Garycki.

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About the game

This expansion is used to bridge High Frontier with the next game in the series, Interstellar. Module 4: Exodus introduces contracts that form new decks (not patents) tied to pairs of ideologies. Contracts are auctioned in a special auction (as part of the Fundraise Operation); players bid in years to complete (lowest bid wins). A timepiece chit is placed on the Sunspot Cycle to mark the bid. Winning a contract grants a cash advance, and further rewards upon fulfillment (bringing the contract to the specified destination), including ongoing abilities. If late for delivery, players owe late fees and/or may default (inability to bid on contracts until the advance is repaid). Discarding a contract gives a player the default chit - this gives them a VP penalty and the inability to bid on manned contracts. The contract deck flips to gold-side when any player produces an Isotope, causing Isotope monetization. A second Colonist queue (spaceborn) is available once you have a Colony Beyond Earth Orbit (BEO). Within your Faction, they cannot co-exist with earthborn Colonists (the Humans from Module 2). All Robots (including those from Module 2), are placed in the spaceborn queue. Cybernetics icons on contracts are required to implant augmentations, which grant abilities to the Colonist they are implanted on. Augmentation chits are implanted onto Colonists and remain attached to that Colonist until Decommissioned or removed. A Colonist with one or more augmentations is an augmented Colonist. An Colocated augmented Colonist is required for the promotion Operation. Anchoring a Bernal with a Dirtside matching your isostandard founds the isobank: Exodus contracts are activated. Isotope may be transfered to the isobank (adding to the isototal) to assist with a starshot, either during the game (desperation) or at game end. VP are given for contributions. A desperation starshot ends the game at the end of the current cycle; the starship must exit before game end or the commander suffers VP penalties. —description from the designer

Questions and answers

High Frontier 4 All: Module 4 – Exodus supports 1–6 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.