High Frontier 4 All: Module 4 – Exodus
Disponible en un almacén externo.
Envío en aproximadamente 3/7 días
IT
4,49€
Pacote com mangas
Cartas do jogo:
-
64__PH_1__ cartões (57.0mm__PH_3__x__PH_4__87.0mm__PH_5__)
STANDARD pacote de mangas 10% de desconto
+1x
+1x
=
28,02€
Preço total
32,80€
SUPERIOR pacote de mangas 10% de desconto
+1x
+1x
=
28,02€
Preço total
32,80€
PREMIUM pacote de mangas 10% de desconto
+1x
+2x
=
30,54€
Preço total
35,60€
Mangas de cartas neste jogo
64 cartões de 57.0mm largura e 87.0mm de altura
2x
(50 Peças)
2x
(50 Peças)
1x
(100 Peças)
1x
(100 Peças)
1x
(100 Peças)
1x
(100 Peças)
1x
(110 Peças)
2x
(55 Peças)
1x
(75 Peças)
2x
(50 Peças)
1x
(75 Peças)
1x
(100 Peças)
Descrição
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
Informações adicionais
Pacote com mangas
Cartas do jogo:
-
64__PH_1__ cartões (57.0mm__PH_3__x__PH_4__87.0mm__PH_5__)
STANDARD pacote de mangas 10% de desconto
+1x
+1x
=
28,02€
Preço total
32,80€
SUPERIOR pacote de mangas 10% de desconto
+1x
+1x
=
28,02€
Preço total
32,80€
PREMIUM pacote de mangas 10% de desconto
+1x
+2x
=
30,54€
Preço total
35,60€
Descrição
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
Mangas de cartas neste jogo
64 cartões de 57.0mm largura e 87.0mm de altura
2x
(50 Peças)
2x
(50 Peças)
1x
(100 Peças)
1x
(100 Peças)
1x
(100 Peças)
1x
(100 Peças)
1x
(110 Peças)
2x
(55 Peças)
1x
(75 Peças)
2x
(50 Peças)
1x
(75 Peças)
1x
(100 Peças)
Informações adicionais