High Frontier 4 All: Module 4 - Exodus

25,95 €

Para pedir

ARTÍCULO PARA PEDIR

Compra este artículo y se lo encargamos exclusivamente para ti, al proveedor. El tiempo estimado de llegada a nuestro almacén puede oscilar entre 1 semana y 2 meses.

Un pedido que contiene al menos un artículo "Para Pedir" sólo se enviará cuando esté completo, porque solo se incluye un envío.

Para recibir ahora otros artículos que tenemos en stock, te recomendamos realizar un pedido por separado.

Editorial Ion Game Design

Idioma b_english.png

Dependencia del idioma (0-4) ?


Núm. jugadores 1 2 3 4 5 6

Tiempo de juego Entre 2 a 3 horas

Autor Geoff Speare, Justin Grey, Pawel Garycki, Phil Eklund

Edad mínima 14

Temas Civilization, Economic, Expansion for Base-game, Exploration, Industry / Manufacturing, Political, Science Fiction, Space Exploration


Núm. Cartas 64

Fundas 57.5x89


Cantidad

Te enviaremos un correo electrónico tan pronto como el artículo esté disponible.

Descripción

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


Link BGG

Artículos relacionados

High Frontier 4 All

High Frontier 4 All

Precio 79,95 €

Última unidad

Última unidad

High Frontier 4 All

This is the 4th ed of Phil Eklund's signature game High Frontier. It started with Rocket Flight (1999), a game with the vision to let "Each player start as a spacefaring company in the year 2020 trying to make a profit in trade and technology development." Now that we are at that year, High Frontier has evolved into a modular system open to...
79,95 €

Última unidad en stock

High Frontier 4 All: Module...

Para pedir

High Frontier 4 All: Module 1 - Terawatt & Futures

Module 1 - Terawatt introduces two new patent decks: Freighters and GW Thrusters. Freighters are a new type of patent card allowing the transport of valuable factory goods back to Low Earth Orbit. GW Thrusters are more powerful and efficient versions of the MW Thrusters of the core game, allowing your Spacecraft to reach the outer planets more easily....
27,95 €

Para pedir

High Frontier 4 All: Module...

High Frontier 4 All: Module 2 - Colonization

Precio 31,95 €

Para pedir

Para pedir

High Frontier 4 All: Module 2 - Colonization

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...
31,95 €

Para pedir

High Frontier 4 All: Module...

High Frontier 4 All: Module 3 - Conflict

Precio 18,95 €

Para pedir

Para pedir

High Frontier 4 All: Module 3 - Conflict

As factions inevitably expand into the solar system and become less dependent on Earth and its resources, Loyalty changes and conflict can erupt.<br/><br/></br><p><p><p><b><a href="https://boardgamegeek.com/boardgame/305726" target="_blank" class="btn btn-default">Link BGG</a></b></p></p></p><p></p><p style="position: relative; padding: 30px 0px 57%...
18,95 €

Para pedir

High Frontier 4 All:...

High Frontier 4 All: Neoprene Mat

Precio 59,95 €

Para pedir

Para pedir

High Frontier 4 All: Neoprene Mat

The High Frontier 4 All map in neoprene, size 900mm x 1350mm (double the regular size board included in the core box: 900x600mm). 1,5mm thickness with edge sewing.<br/><br/></br><p><p><p><b><a href="https://boardgamegeek.com/boardgame/326244" target="_blank" class="btn btn-default">Link BGG</a></b></p></p></p>
59,95 €

Para pedir