High Frontier Colonization
BGG rating
8.2

Expansion for High Frontier

High Frontier Colonization

2013

Rules assistance for High Frontier Colonization

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

  • 2–5 players
  • 180 min
  • 12+
  • Complexity 4.4/5

Rules assistant for High Frontier Colonization

What would you like to know?

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

High Frontier Colonization is an expansion for High Frontier released in 2013 for 2–5 players, 180 minutes per game, and ages 12 and up. It was designed by Phil Eklund and its main mechanics are Variable Player Powers, Auction / Bidding, and Point to Point Movement.

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About the game

High Frontier Colonization, an expansion to both the first and second editions of High Frontier, includes all the elements of the first edition expansion (now out of print), but adds maps, cards, and playing pieces. The thriving space infrastructure has hundreds of specialists working in space colonies orbiting Earth. These provide services such as antimatter manufacture, beamed solar energy, cycler satellites, space telescopes, the space elevator, and of course the local tax office. New Bernal, Colonist, Freighter, and GW Thruster modules allow you to move your base of operations further afield in the High Frontier. The promoted side of the cards in the last two modules include new paths to victory called Futures.

Questions and answers

High Frontier Colonization supports 2–5 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.