High Frontier 4 All: Module 4 – Exodus
Disponible dans un entrepôt externe.
Expédition sous environ 3/7 jours
IT
4,49€
Bundle avec manches
Cartes dans le jeu:
-
Cartes 64__PH_1__ (57.0mm__PH_3__x__PH_4__87.0mm__PH_5__)
Lot de pochettes STANDARD 10% de réduction
+1x
+1x
=
28,02€
Plein tarif
32,80€
Lot de pochettes SUPERIOR 10% de réduction
+1x
+1x
=
28,02€
Plein tarif
32,80€
Lot de pochettes PREMIUM 10% de réduction
+1x
+2x
=
30,54€
Plein tarif
35,60€
Pochettes de cartes dans ce jeu
64 cartes de 57.0mm de largeur et 87.0mm de hauteur
2x
(50 Pièces)
2x
(50 Pièces)
1x
(100 Pièces)
1x
(100 Pièces)
1x
(100 Pièces)
1x
(100 Pièces)
1x
(110 Pièces)
2x
(55 Pièces)
1x
(75 Pièces)
2x
(50 Pièces)
1x
(75 Pièces)
1x
(100 Pièces)
Descriptif
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
Informations supplémentaires
Bundle avec manches
Cartes dans le jeu:
-
Cartes 64__PH_1__ (57.0mm__PH_3__x__PH_4__87.0mm__PH_5__)
Lot de pochettes STANDARD 10% de réduction
+1x
+1x
=
28,02€
Plein tarif
32,80€
Lot de pochettes SUPERIOR 10% de réduction
+1x
+1x
=
28,02€
Plein tarif
32,80€
Lot de pochettes PREMIUM 10% de réduction
+1x
+2x
=
30,54€
Plein tarif
35,60€
Descriptif
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
Pochettes de cartes dans ce jeu
64 cartes de 57.0mm de largeur et 87.0mm de hauteur
2x
(50 Pièces)
2x
(50 Pièces)
1x
(100 Pièces)
1x
(100 Pièces)
1x
(100 Pièces)
1x
(100 Pièces)
1x
(110 Pièces)
2x
(55 Pièces)
1x
(75 Pièces)
2x
(50 Pièces)
1x
(75 Pièces)
1x
(100 Pièces)
Informations supplémentaires