
- BGG rank
- BGG #2,862
- BGG rating
- 8.1
High Frontier (Third Edition)
- 1–5 players
- 120–240 min
- Complexity 4.7/5
- 2017

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.

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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.
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
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.
The listed playing time for High Frontier 4 All: Module 4 – Exodus 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 4 – Exodus 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 4 – Exodus has a complexity rating of 4.2 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 4 – Exodus belongs to these categories: Economic, Exploration, and Political. Categories describe the theme, setting and style of a game rather than its rules. Filter the catalogue by the same category to find similar games when you enjoyed High Frontier 4 All: Module 4 – Exodus and want something comparable for your next game night.
The credited designers of High Frontier 4 All: Module 4 – Exodus are: Phil Eklund, Justin Grey, Geoff Speare, and Paweł Garycki. 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 4 – Exodus 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.