High Frontier 4 All: Module 4 – Exodus

2023 · Space Exploration

High Frontier 4 All: Module 4 – Exodus

Foster scientific breakthroughs as you prepare humanity’s exodus from Sol. Auction contracts tied to pairs of ideologies, race to deliver them to distant destinations, and manage deadlines, advances, and rewards. Establish colonies beyond Earth orbit, recruit spaceborn Colonists and Robots, and implant cybernetic augmentations that grant new abilities. Produce and monetize isotopes, found an isobank, and contribute to a starshot that can determine the game’s end. This expansion bridges the spacefaring campaign with humanity’s journey to the stars.

Players
1–6 best 6
Playing time
30–240 min
Age
14+
Complexity
4.2 / 5
8.4 on Ludoyafrom $26.99Industry / ManufacturingPolitical

On Ludoya's tables

Full stats in Ludoya
10
Plays logged
5
Players
2h 37m
Average play
24
In collections
2
On wishlists
1
Pre-ordered

8.4/10

from 3 Ludoya reviews

  • kesulin7.0

    Mete contratos y cambia la política. Interesante pero en solitario se me hace pesado gestionar tantos mazos.

    No plays logged

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I auction any contract deck I want?

No. After the fundraise vote, choose a deck whose ideology pair includes the Active Law; if the law is centrist, no regular deck qualifies. Once the isobank is built, you may choose the Exodus deck regardless of the Active Law (p. 13).

When I reach a contract’s destination, is it fulfilled automatically?

No—you must announce each destination step and take the Contract Fulfillment free action. A contract that says “enter” requires entering the listed location that turn; “return” means bringing it to your Bank or LEO, and fulfillment triggers a Glitch roll before the contract is completed (p. 14).

What happens if I miss my contract deadline?

Your timepiece flips to its deadbeat side, and at the start of each turn you may pay the contract’s late fee. If you fail to pay the full fee for a turn, the contract defaults and can never be fulfilled; paying the advance in full clears the debt and removes the contract, but you claim the default chit (pp. 15–16).

Can I draw spaceborn Colonists before I have a colony in space?

No. You must have owned a BEO Colony since the start of the turn to draw from the spaceborn queue. If you put a spaceborn into play, you join the Spacer Union and discard all your earthborn Colonists; while in the Union, you cannot draw earthborns (pp. 18–19).

What do I need to implant an augmentation?

You need to perform the Implant Operation at an Anchored Bernal, have had a BEO Colony since the start of your turn, and have a fulfilled-contract portfolio icon matching each chit you implant. Each player may use only one chit of each shape (p. 21).

What do we need to launch a desperation starship?

The isobank must be a Bernal with an operational TW thruster, an augmented Colonist aboard, and at least the player-count threshold in the “Desperation Min” row of the fueling table; normally, someone must also have completed an Exodus contract. War or Anarchy waives that contract requirement (pp. 26, 29).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.