boardgamevideo
  • Trending
  • Videos
  • Games
  • Channels
  • Lists
  • Shorts

Explore

  • Home
  • Trending
  • Channels
  • Videos
  • Games
  • Lists
  • Shorts
  • Conventions
  • Year in Review

Browse by type

  • Reviews
  • How to play
  • Playthroughs
  • Unboxing
  • Top 100 lists
  • Featured videos
  • Trending this week
  • Rising games
  • Games with fresh review perspectives

Information

  • About
  • Contact
  • Terms & Conditions
  • Privacy Policy

© 2022–2026 BoardGameVideo.com

Powered by BGG
  • Videos
  • Trending
  • Shorts
  • Channels
  • Games
  • Lists
High Frontier 4 All: Module 4 – Exodus

High Frontier 4 All: Module 4 – Exodus

Expansion

2023·Phil Eklund, Paweł Garycki, Justin Grey, Geoff Speare

1 - 6 players
30 - 240 min
Very heavy weight: Rules-dense, long sessions

From BoardGameGeek

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

Which High Frontier 4 All: Module 4 – Exodus video should I watch?

High Frontier 4 All: Module 4 – Exodus has 2 videos from 2 creators: 1 playthrough and 1 unboxing. They date from 2023 to February 2024.

If you like it, try High Frontier 4 All, Pax Renaissance: 2nd Edition, Pax Hispanica and Bios: Origins (Second Edition), also by Phil Eklund.

All videos

High Frontier 4 All with Modules 0124 on Tabletopsim - 2players Altruism scenario Cooperation - RawPlaythrough2:36:06

High Frontier 4 All with Modules 0124 on Tabletopsim - 2players Altruism scenario Cooperation - Raw

JeuxRéfléchis

JeuxRéfléchis

HIGH FRONTIER M4: ÉXODO (+ promos de MQO) - En la cajaUnboxing1:30

HIGH FRONTIER M4: ÉXODO (+ promos de MQO) - En la caja

Pax Aeterna

Pax Aeterna

Creators who cover this

All channels
JeuxRéfléchis
JeuxRéfléchis
1 video of this game
Pax Aeterna
Pax Aeterna
1 video of this game

Games like this

All games

High Frontier 4 All

2020·Phil Eklund, Justin Grey, Jon Manker, Dom Rougier

Videos
99
Creators
37
Mainly how-to-play

1 - 5 players·30 - 240 min·Very heavy weight

Pax Renaissance: 2nd Edition

2021·Phil Eklund, Matt Eklund

Videos
46
Creators
24
Mostly how-to-play and playthroughs

1 - 4 players·60 - 120 min·Very heavy weight

Pax Hispanica

2025·Phil Eklund

Videos
32
Creators
10
Mostly playthroughs and how-to-play

1 - 5 players·60 - 150 min·Very heavy weight

Bios: Origins (Second Edition)

2019·Phil Eklund, Jon Manker

Videos
29
Creators
5
Mainly reviews and how-to-play

1 - 4 players·120 - 240 min·Very heavy weight

About High Frontier 4 All: Module 4 – Exodus

From BoardGameGeek:

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

Designers

Phil Eklund, Paweł Garycki, Justin Grey, Geoff Speare

Publisher

Ion Game Design

Categories

CivilizationEconomicExplorationIndustry / Manufacturing
View on BoardGameGeek ›
Home
Games
High Frontier 4 All: Module 4 – Exodus
cached: 333517