Boardgames

High Frontier 4 All: Module 4 – Exodus

Bridge High Frontier to Interstellar with timed contracts, spaceborn Colonists, cybernetic augmentations, isotope funding, and starshots.

240
minutes

1 - 6
player(s)

Heavy

High Frontier 4 All: Module 4 – Exodus board game cover

About this expansion

High Frontier 4 All: Module 4 – Exodus is an expansion for 1–6 players, with a playing time of about 240 minutes, designed to bridge High Frontier with the next game in the series, Interstellar.

Exodus introduces contracts linked to pairs of ideologies. These contracts form new decks rather than patents and are auctioned during the Fundraise Operation. Players bid in years to complete them, with the lowest bid winning; a timepiece chit records the commitment on the Sunspot Cycle.

A successful bidder receives a cash advance, followed by additional rewards when the contract is fulfilled at its specified destination. Contracts can also grant ongoing abilities. Missing a delivery deadline may create late fees or lead to default, which prevents further contract bids until the advance is repaid. Discarding a contract gives the default chit, imposing a VP penalty and preventing bids on manned contracts.

  • The contract deck flips to its gold side when any player produces an Isotope, beginning Isotope monetization.
  • A second, spaceborn Colonist queue becomes available after establishing a Colony Beyond Earth Orbit.
  • Cybernetics icons enable augmentations that grant abilities to the Colonist carrying them.
  • Anchoring a Bernal with a matching Dirtside founds the isobank and activates Exodus contracts.

Spaceborn and earthborn Colonists cannot coexist within the same Faction, while all Robots enter the spaceborn queue. Augmentation chits remain attached until the Colonist is decommissioned or the augmentation is removed, and a colocated augmented Colonist is required for the promotion Operation.

Isotope can be transferred to the isobank to support a starshot during the game or at its end, with VP awarded for contributions. A desperation starshot ends the game at the close of the current cycle, but its starship must exit before then or its commander suffers VP penalties. Exodus adds contracts, biological and cybernetic development, and a high-stakes route toward interstellar play.