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Table of Contents
4A. Module 4 3
4B. Contracts & Enterprises 10
4C. Spaceborns & Cybernetic Augmentations 18
4D. Isobank (Module 1) 22
4E. Module 4 Endgame 28
4F. Exodus Scenarios (Module 3 competitive) 33
4G. Module 4 Solitaire Games 36
4H. Module 4 Strategy (Geoff Speare) 38
4I. List of Spaceborn Colonist Futures 42
1 WHY GO AD ASTRA? Each of us has a drive to spread one’s wings that has been reinforced by eons of natural selection. This instinct, rather than
“population pressures”, will impel a pioneering minority to the stars. Earth is never going to run out of living space, as this is being written, the
global population increase is plummeting at a rate such that the population max will be achieved this century. Meanwhile, technological advances
continue to shrink the ecological footprint, the number of hectares per person that each of us requires for our food and other needs. A simple
application of arcology and high tech farming would provide more living space than the vastness of space could provide for centuries, because of
what it takes to make such places habitable.
2 EXODUS refers to a mass departure of refugees, as originally accounted in the second book of the Torah and of the Old Testament. The war-
refugee scenarios in this Module describe a postwar interstellar exodus comparable to the flight of the Israelites from slavery in Egypt about 3.5 kya.
3 CYBERNETICS is the science of communication and control systems shared by machines and living things. Such an integration is essential for
mastering the high frontier as well as for a starship controlled by both humans and machines.
4 EARTHBORN vs. SPACEBORN. A person born on Earth is acclimated to a 1 gee planet or Bernal. A person who has spent years in a low gravity
rocket or world suffers from muscular atrophy to the point where they would need a lot of bionic help to take a vacation on Earth. As the
future unfolds, humans may specialize into two kinds of cybernetic augmentations: mental aids, such as an exocortex or wearable computers, and
physical aids, such as bionic limbs, locomotion, and life-support, all of which allow acrobatic performance in zero-gee.
5 BERNAL HOUSEHOLDS. Although your colonists can be working anywhere in space, it is assumed that their families and supplies reside back
home in the Bernal’s shirtsleeve environment. Without such human factors, space cannot be colonized.
6 AQUAS VS. ISOTOPES. These two commodity currencies differ in their value on Earth. Aqua (water) is not very valuable on Earth, while isotopes
(gold beads) are quite valuable as fuel for fusion powerplants. Aqua has no value on Earth’s surface, but does have value in LEO. If you pay the
programmers in Aqua, you pay in water orbiting in big cans where the programmers can resell it to outward-bound ships that need propellant.
g. Negotiation. You may trade your unfulfilled contract as part of a negotiation (N) replacing your timepiece
with the other player's timepiece and transferring any late fee Aquas on the contract. The contract card may
be transferred via cargo transfer (G1), etc.
• C
ontract Abilities are not negotiable unless specified.
h. Fulfilled Contract VP. See 4E2b.
i. Unfulfilled Contract Penalty. An unfulfilled contract suffers a VP penalty equal to how much you still owe (4E2c).
j. Cybernetics. These icons (engine, batteries, jars, life-support, wardens, goo) are active after a contract is fulfilled
and becomes an enterprise (4B8). They enable the implant of the corresponding augmentation chit (4C4c).
TIP: Due to late fees, bidding 4B3. Contract Auction (adds to the Fundraise Operation)
in the first solar cycle is risky
If your timepiece is not in the Sunspot Cycle, as the final step of a fundraise operation (O2b) you may choose a
unless you boost a Rocket
quickly. [4B3]
contract deck to auction. This deck must share an ideology with an Active Law (or the Exodus deck if active, 4A5f).
After optionally Discarding the deck's top card, you may auction the top card or abandon the auction:
a. Partner Enterprise. Whether or not there is a contract auction, a delegate from a fundraise can be used to
form a partner enterprise per 4B8a instead of being placed in the political assembly.
b. Auction Prohibition. Contract auctions cannot be held during War/Anarchy. You must have an available
timepiece to initiate a contract auction.
add illustration 4C2. Spaceborn Exomigration (new option for exomigration free action)
of Spaceborn Icon This Module plays with 2 queues (2A2b): one for the Human Colonists of Module 2 (called earthborns), and the other
(4C1) for all Human Colonists from this Module (called spaceborns) plus Robots from either Module. If you have at least one
BEO Colony (4C2a), you may choose to exomigrate from the spaceborn queue. In doing so, you join the Spacer Union;
you must Discard all earthborn Colonists. Once in the union, you cannot draw earthborn Colonists (unless you have no
Colonists). Except per 4C2e or 4F2f, no player may hold Colonists (including Robots in Hand)from both queues.
9 PROMOTION VS AUGMENTATION. Many of the Promotions on Colonist cards are a combination of genetic and bionic enhancements, as well
as the cybernetics that communicate with them. An extreme case is a “reverse cyborg”, which has mental functions largely undertaken by an
exocortex. On an interstellar mission, augmentations of human biology are essential because the expected radiation levels are not survivable for
pure humans. In the next game in the High Frontier saga - Interstellar - the humans have further diverged into specialized cyborgs, Amazons with
reproductive capacity and heavily-augmented brains, and meatheads with hibernation capacity and who have heavily augmented bodies.
c. Life-Support Can only be implanted on an earthborn Colonist & enables parent- During a fundraise op, allowed an extra delegate move.
hood (4C5), allowing you to grow your own perfect Colonist.
d. Hibernation Jars This Colonist is Mass 0. Allows your FT’s anywhere to be spent for any FINAO.
e. Batteries Adds a Colocated On-board Pulse Generator. Adds a Colocated On-board Exotic Reactor.
f. Engine A Colocated factory refuel that produces Isotopes receives an A Colocated site refuel that yields Aqua yields 2 more
additional Isotope, applied after all other refuel modifications. Aqua, applied after all other refuel modifications.
TIP: If using sleeves, you A factory refuel at a Site with a miner Colonist generates 2 Isotopes (1, plus 1 for the Colonist). If the “Femtochemistry”
EXAMPLE [4C3]
may put it inside the sleeve refinery were present, each of those would be doubled by the refinery’s Ability, for 4 Isotopes overall. In either case, the
if it has a sufficient volume, engine augmentation would provide 1 extra Isotope (3 total with just the miner, 5 total with "Femtochemistry").
just as in Expedition Zetta.
[4C3]
The life-support (heart-shaped) augmentation can only be implanted in earthborn Humans, because the genetics
of spaceborn suffer from their high radiation environment. This augmentation enables parenthood:
11 ISOTOPE MONETIZATION describes the crash of the Aqua market, as a result of LEO becoming eclipsed as a space hub, supplanted by Bernals
in water-rich areas. The new commodity economy is based upon isotopes, the sort of material needed for clean nuclear reactors for both
Earth and starships, that is perhaps equally thirsty for energy.
12 STARSHIP EXODUS. Although its power is in the terawatt range, and a thrust of around nine in the High Frontier scale, its wet mass of over 200
gives it a rather sluggish (Freighter-like) acceleration. Its three ballerinas are based upon an estimated specific impulse of 2449 ks (8% c).
13 JUPITER-SOL-JUPITER EXIT. The most fuel efficient route to exit the Solar System starts with a flyby of Jupiter, killing the starship's orbital
velocity and plummeting it towards Sol. The fall takes 1.1 years. The engine is ignited at perihelion, when it is closest to Sol. The resulting
Oberth force multiplier and continued thrust takes it clear of the Solar System, after a final pass at Jupiter 2 years later.
14 OVERVIEW OF THE GAME INTERSTELLAR. The Starship Exodus departs a troubled Solar System. Under extreme mass limits, her crew is limited
to two heavily augmented teenagers plus frozen human embryos, eggs, and sperm. The ship is a generation ark on an interstellar voyage
lasting over a century, with new humans conceived and born either to their mothers or from artificial wombs to be raised by robotic nannies.
Searching for a new home planet, the human cyborgs and their robotic avatars develop technology for sanity, anti-cancer, survival, terraforming,
and colonization. As it flies through dusty interstellar space, the ship erodes and requires periodic reconfiguration; a job undertaken by living nanite
machines that unfortunately sometimes reproduce out of control in a cancerous plague called gray goo. The ship’s bow acts as a serendipitous
high-energy particle collider, and the exotic “nuggets” formed there give hints to the true nature of reality which can change the game state from
cooperative to competitive. Will these allow you to become a cult leader to adoring masses back home? Or will it destroy you as Humans transition
to Posthumans or the ship's computer becomes subjectively conscious? Will you discover new life or new civilizations, or seed all the Goldilocks
between Sol and Tau Ceti with human couples? Is your spouse, the Commander, thinking of leaving you for the attractive young pilot?
Starting Wet Mass 1 Player 2 Players 3 Players 4 Players 5 Players 6 Players Module 4 VP
in 4E5 Interstellar isototal isototal isototal isototal isototal isototal (1st/2nd/3rd place in
Combined Game the isototal)
Max (220 mass) 18 or more 34 or more 49 or more 62 or more 73 or more 84 or more 18/9/4 VP
Crisis (130 mass) 12 - 17 23 - 33 32 - 48 41 - 61 49 - 72 56 - 83 12/6/3 VP
Reckless (80 mass) 6 - 11 11 - 22 16 - 31 21 - 40 24 - 48 28 - 55 6/3/1 VP
No Launch 0-5 0 - 10 0 - 15 0 - 20 0 - 23 0 - 27 0 VP
During the endgame starshot, in the isobank Player White has 8 Isotopes, Player Yellow has 4 Isotopes, and Player Green
EXAMPLE [4E3]
has 7 Isotopes plus 4 Isotopes earned for the completion of the “Lithiated Ammonia Ice Starship” Future (ad astra). The
isototal is 23 (“reckless” in a 3-Player game). With the most Isotopes, Player Green is awarded the command medal (4E4d).
c. Starshot Medals (4 VP each). If Project Exodus scoring occurs, per 4D3a,b, the player with the most Isotopes
in the isovaults gets the command medal (4A2o). The player with the TW thruster with the highest base
thrust (B2d) gets the propulsion medal.
d. Augmented Colonist (1 VP/augmentation). If a starshot occurs, for each augmentation on your Colonist,
you receive 1 extra VP. For a desperation starship (4D3d), this Colonist must be aboard the starship, but for an
endgame starshot (4E2f), this Colonist may be any Colonist who you choose.
15 BREEDER FUSION. The gold beads in the game represent different isostandards of Isotopes depending upon the Site they are mined at.
The fusion fuel boron-11 is mined on D worlds, fusion fuels tritium and helium-3 on H worlds, fission fuel curium-245 and lead (useful as
antimatter thermalizer) on M worlds, fission fuel uranium-235 on S worlds, and the fusion fuel lithium-6 on V worlds. And yet, the isofuel in the
isobank is assumed to be all the same isostandard: namely that required by the starship's TW thruster. This alchemy is assumed to have been
achieved by some sort of breeder fusion reactor. Unlike breeder fission reactors, which create more fissile fuel than it consumes, breeder fusion is
unfortunately an energy intensive process that creates less fusion fuel than it consumes, but has the advantage of creating the right isofuel for the
long interstellar journey. The chief requirement for this fuel is that it must be clean (aneutronic) energy, so as to not require huge radiators.
16 BIOS GRAND CAMPAIGN. The Bios Series and the High Frontier series of games string together for one long campaign encompassing everything.
If one starts with the origins of life (Bios:Genesis), continues to life getting big and conquering the land (Bios:Megafauna/Mesofauna), continues
to life getting conscious (Bios:Origins), and then into High Frontier, concluding with the Interstellar game is necessary to complete the cycle. This is
because the starship brings with it the seeds to start microbial life afresh, on a distant planet, so that it is Bios:Genesis once again.
17 PROJECT DAEDALUS was a design study for an unmanned interstellar spacecraft that could carry a mass 10 payload to a nearby star in half a
century. The starship used terawatt fusion engines using isotopes of helium-3 and deuterium as fuel. The game Interstellar uses a version of
Project Daedalus is upgraded to be able to carry humans and able to actually halt at the target star system.
—A Bond & A Martin, Project Daedalus - The Final Report on the BIS Starship Study, 1978.
18 PAYLOAD COST. A starship of mass 10 (400 tonnes) traveling at its game maximum (15% lightspeed) would have a kinetic energy of 18
trillion joules. Every kilogram of payload accelerated to this speed would need 150 kilograms of Isofuel releasing 45 million joules. This is
equal to the total global energy usage each month in 2020, mostly from gas, oil, and coal. Converted to power, the 2020 global power demand
of 17 terawatts is comparable to a starship engine (50 TW for Daedalus 1st stage, 4 TW for the 2nd stage). To achieve a delta-v for a cruising speed
of 15%c, and assuming Daedalus engines with an exit velocity of 3%c, the mass ratio equals 150. This means that if one astronaut was 10 kilos
overweight, it would cost the expedition man-years of miners and refiners to produce the additional one and a half tonnes of pure Isotope Fuel.
19 OVERVIEW OF MODULE 3 (CONFLICT). As Factions expand into the solar system and trade among themselves, they become less dependent
on Earth and less tolerant of Earth-centered trade monopolies and regulations. Secessionists start to clamor for Independence and self-
governance. But if the War of Independence (War) is declared, the game state changes drastically until it is resolved, with hostilities between the
Loyalists M and the Independents B. At stake: will space ventures and pioneers be subject to regulatory governance by terrestrial superpowers
and multinational organizations like the UN, or will they become a free trade coalition of self-governing city-states?
20 TERRAFORMING LUNA. The only world that can be terraformed in High Frontier timescales is Luna, a Goldilocks world. If a catcher station is
located on the lunar farside, one unintended consequence of the kinetic energy (possibly augmented by protium fusion) from dropstone
impacts would be to give Luna an oxygen atmosphere ten times the atmospheric pressure on Mars. Thus, strangely, a terraformed Luna is caused
by pollution rather than deliberate effort. Even if fusion operations were to cease, its atmosphere would linger for centuries.
21 MORALITY is a code of values that guide a being’s decisions, assuming the being has free will and is not a slave to its programming. Morality
is inapplicable to machines or non-conscious animals without the free will to make moral or immoral choices. The origins of consciousness
is simulated in my game Bios:Origins as the result of using language to create a simulated mental landscape on which to make choices, a faculty
that can overwrite its own programming and adopt its own values. Just as for conscious humans, conscious robots are capable of abandoning
typical Darwinian impulses (survival or spreading of genes) in favor of values such as the pursuit of knowledge or happiness. See the footnote on
posthuman morality on page 29 of the Interstellar game.
22 EXODUS HAWAII. Leslie Groube, a New Zealand archaeologist, had an idea that the greatest maritime feat of all time, the colonization
of the Pacific, was motivated by an exodus from disease. He observed that the Lapita culture was able to survive in Melanesia only by
accommodating horrific losses to malaria through high birth rates and mobility. Once they escaped the Anopheles mosquito by sailing from
western Melanesia, the Lapita/Polynesians could spread explosively across the Pacific. But how were remote islands like Hawaii discovered,
assuming that the Polynesians did not embark on a blind one-way voyage of thousands of kilometers with almost no chance of survival? Geoffrey
Irwin suggests a deliberate strategy of exploration, in which the islanders opportunistically waited for a reversal in wind direction and sailing in
the direction that is normally upwind (i.e. eastward in the Pacific). The pioneers would halt if no discoveries were made and supplies were still
enough for safe return, when the winds invariably returned to their normal easterly direction. These ideas have parallels for a scenario of interstellar
colonization. Since islands like the Hawaiian islands were alien with no edible plants, the Polynesians had to carry their seeds and animals with them.
–Geoffrey Irwin, The Prehistoric Exploration and Colonization of the Pacific, 1992.
23 MALCOLM EKLUND is the son of Matthew Eklund, and a third generation board game designer.
24 LIC. Around 100,000 years ago, when Neanderthal still walked the Earth, Sol blundered into the “Local Interstellar Cloud” (LIC), one of several
nearby clouds composed of warm (equal to the surface of Sol), low density (~0.3 atoms/cm3) dust and hydrogen blowing at us from the
direction of the Scorpius and Centaurus constellations. The difficulty with this cloud is that the material is electrically neutral and thus passes
undeflected through a starship's magnetic shields, directly eroding its dust shield. It is unknown how abrasive it is. Once safely outside the LIC, the
starship enters the “local bubble”, where the only material is hot plasma of ultra-low density (<0.001 atoms/cm3). Plasma is charged and thus can be
magnetically deflected. The boundary between the LIC and the proton flow of the solar wind is called the heliopause, at 121 AU from Sol.
25 WARDENS. These autonomous robots maintain the starship under a strategy of self-test and repair. Each is powered by a nuclear fission reactor,
but can also be beam-powered by base stations installed on the starship. Project Daedalus was designed to carry two such robots, at 5 tonnes
each, They could also perform dustbug missions, to clear the path ahead of dangerous neutral dust. Wardens can also make science observations,
distant from contamination by the ship’s fusion drive. —A Bond & A Martin, Project Daedalus - The Final Report on the BIS Starship Study, 1978.
c. Life-Support Can only be implanted on an earthborn Colonist & enables During a fundraise op, allowed an extra delegate move.
parenthood (4C5).
d. Hibernation Jars This Colonist is Mass 0. Allows your FT’s anywhere to be spent for any FINAO.
e. Batteries Adds a Colocated On-board Pulse Generator. Adds a Colocated On-board Exotic Reactor.
f. Engine A Colocated factory refuel that produces Isotopes receives an A Colocated site refuel that yields Aqua yields 2 more
additional Isotope, applied after all other refuel modifications. Aqua, applied after all other refuel modifications.
Starting Wet Mass 1 Player 2 Players 3 Players 4 Players 5 Players 6 Players Module 4
in Interstellar isototal isototal isototal isototal isototal isototal VP per lower
Combined Game ranked player
Max (220 mass) 18 or more 34 or more 49 or more 62 or more 73 or more 84 or more 4 VP
Crisis (130 mass) 12 - 17 23 - 33 32 - 48 41 - 61 49 - 72 56 - 83 3 VP
Reckless (80 mass) 6 - 11 11 - 22 16 - 31 21 - 40 24 - 48 28 - 55 2 VP
No Launch 0-5 0 - 10 0 - 15 0 - 20 0 - 23 0 - 27 0 VP
Copyright © 2022, Ion Game Design & Sierra Madre Games About the cover. The starship Exodus is shown
Authors: Phil Eklund, Paweł Garycki, Geoff Speare, & Justin Grey under construction in an isobank facility on
Cover Artist: Anne Isaksson Prometheus, a moon of Saturn that shepherds
Rules: Michael Pokorny the F-ring (foreground). The facility includes
Part of High Frontier 4 All – Core: SMG28-4 a space elevator to Saturn, for the purpose of
44 | HIGH FRONTIER 4 ALL | MODULE 4 - EXODUS
Product no: SMG28-4.4 mining the helium-3 and deuterium Isofuels.
EAN: 653341042064 Art by Anne Isaksson.