Vendor: Ion Game Design
Type: Board Games
Price:
12.95
Designer |
Phil Eklund Justin Grey Geoff Speare |
Publisher | Ion Game Design |
Players | 1-5 |
High Frontier Promo Pack 1 - The Station Pack features an optional event deck that merges the science-fiction of the Stationfall board game with your High Frontier experience!
"The Station" mini-expansion includes an added bonus ability for the Cycler space on the map, but be careful..... you may not want to see what could be released as Project X. Additionally, an optional replacement Bernal patent card that works great with longer Module 0 games. Finally, 3 optional Colonist cards are included that can replace existing cards in High Frontier, for players that love our other space games as much as we do!
Promo pack for High Frontier 4 All includes
8 optional Stationfall event cards "The Station" mini-expansion
1 optional replacement Bernal patent card that works great with longer Module 0 games
2 optional replacement Colonist cards (reskin of images/names/fluff only, no other changes)
Vendor: Ion Game Design
Type: Board Games
Price:
24.95
Designer |
Justin Grey Geoff Speare |
Publisher | Ion Game Design |
Players | 1-5 |
Expansion For |
High Frontier 4 All |
Tools 1 is a player aid pack.
It includes;
72 Cards for Tracking Futures and other things (for M1-4)
Jump Start Rulebook with 48 technology cards
Extensive Card and Map Quick Guides
Extra Aqua & Isotope counter tokens
Vendor: Ion Game Design
Type: Board Games
Price:
27.95
Designers |
Phil Eklund Paweł Garycki Justin Grey Geoff Speare |
Publisher | Ion Game Design |
Players | 1-6 |
Playing Time | 30-240 mins |
Suggested Age | 14 and up |
Expansion For |
High Frontier 4 All |
Module 4 introduces 5 new decks to the HF experience. As Factions settle the Solar System and adopt a commodity economy based upon isotope rocket fuel, humanity itself changes and augments to adapt to the space environment of low gravity and high radiation. The science of cybernetics allows human-machine hybrids to flourish. Terawatt technology makes it possible to build a starship and augmented humanity makes it possible to expand to the stars. Module 4 Exodus plays with multiplayer and solitaire scenarios and only needs the Core High Frontier 4 game to play, but can be combined with any Module. It extends High Frontier in the following ways:
- Contracts (All Games). Enhance the early to mid-game, granting early Aqua and mission goals.
- Enterprises (Module 0) create a radical new dynamic for all games: solo, 4-cycle, and extended. In 6- and 7-cycle games, enterprises become a path to augmentations, as humanity alters itself and its machines to better colonize the solar system and reach the stars
- New Colonist Deck & Augmentations (Modules 1 & 2) represent Humans whose bodies are so atrophied that they are largely mechanical. Augmentation chits are played on the Colonists to upgrade them.
- New Solitaire Political Diagram (Module 0) to integrate the CEO variant with contracts.
- An Isobank, founded by one player and holding the game's repository of isotope fusion fuel, becomes the center of starship construction. With Module 3, the isobank can be raided and potentially robbed! If a starshot occurs, either in the spirit of expansion or to escape from bondage, a combination game into Interstellar is possible.
—description from the designer