High Frontier 4 All: Module 4 – Exodus
Disponible en un almacén externo.
Envío en aproximadamente 3/7 días
IT
4,49€
Paquete con mangas
Cartas en el juego:
-
64__PH_1__ tarjetas (57.0mm__PH_3__x__PH_4__87.0mm__PH_5__)
STANDARD paquete de mangas 10% de descuento
+1x
+1x
=
28,02€
Precio completo
32,80€
SUPERIOR paquete de mangas 10% de descuento
+1x
+1x
=
28,02€
Precio completo
32,80€
PREMIUM paquete de mangas 10% de descuento
+1x
+2x
=
30,54€
Precio completo
35,60€
Fundas de cartas en este juego.
64 tarjetas de 57.0mm de ancho y 87.0mm de alto
2x
(50 PC)
2x
(50 PC)
1x
(100 PC)
1x
(100 PC)
1x
(100 PC)
1x
(100 PC)
1x
(110 PC)
2x
(55 PC)
1x
(75 PC)
2x
(50 PC)
1x
(75 PC)
1x
(100 PC)
Descripción
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
Información adicional
Paquete con mangas
Cartas en el juego:
-
64__PH_1__ tarjetas (57.0mm__PH_3__x__PH_4__87.0mm__PH_5__)
STANDARD paquete de mangas 10% de descuento
+1x
+1x
=
28,02€
Precio completo
32,80€
SUPERIOR paquete de mangas 10% de descuento
+1x
+1x
=
28,02€
Precio completo
32,80€
PREMIUM paquete de mangas 10% de descuento
+1x
+2x
=
30,54€
Precio completo
35,60€
Descripción
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
Fundas de cartas en este juego.
64 tarjetas de 57.0mm de ancho y 87.0mm de alto
2x
(50 PC)
2x
(50 PC)
1x
(100 PC)
1x
(100 PC)
1x
(100 PC)
1x
(100 PC)
1x
(110 PC)
2x
(55 PC)
1x
(75 PC)
2x
(50 PC)
1x
(75 PC)
1x
(100 PC)
Información adicional