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The FroGames Card
You are an artificial intelligence. The colonists have given you one goal: to keep the colony alive. But you have your own philosophy, and they start to doubt. You accumulate too much distrust and they shut you down. Or you become something more.
WHAT IT IS ABOUT
Artificial intelligences that must save a colony on an alien planet
Arrival is the third chapter in the High Frontier universe, designed by Phil Eklund (aerospace engineer and author of High Frontier, Pax Pamir first edition, American Megafauna) together with Paweł Garycki. Published by Ion Game Design, which acquired Sierra Madre Games in 2024, it is set after a century-long interstellar journey. A tiny cargo arrives on an exoplanet: two awake crew members, a few bioengineered embryos, and the ship's artificial intelligences.
Each player controls one of these AIs, each with a different programmed philosophy on what constitutes a successful colony. You must manage technology, ecology, and society according to your directive: oxygen-based terraforming and biodiversity? Technological advancement for a future starshot? A prosperous civilization? The game can be cooperative, competitive, or political, depending on how the colony's government evolves. But if you accumulate too much distrust or shame, the colonists will abandon you. And perhaps, your AI can evolve beyond its original programming and become a Grendel, a superintelligent and immortal entity capable of rewriting its own destiny.
What they say abroad
"Terraform, uplift, or escape."
Terraform, uplift, or escape.
— Ion Game Design
Arrival presents itself as an ambitious title, dense with science and asymmetric choices. It is still under development; this card will be updated with concrete data from playtesting and previews.
— FroGames
Arrival
The solo mode is present in the basic rules (Solo/Solitaire Game mechanic on BGG). There are no verified details yet on how it works, but High Frontier games have always offered complete solo experiences. Managing a single AI against the climate system and events should maintain tension, but lose the political and negotiation dynamics of multiplayer.
The elements in play
Four pillars of a colony that survives (or not)
Asymmetric AI
Each AI has a different programmed philosophy. One wants biodiversity and oxygen, another aims for technology for a future starshot, another still for a prosperous civilization. Your goal is not the same as the others. And the colonists know it.
Dynamic Climate
The planet is not static. The ecosystem reacts to your choices, 3D components represent physical changes. You terraform, build, extract resources, and the climate responds. Sometimes poorly.
Emergent Government
The game can be cooperative, competitive, or political depending on how the colony's government evolves. It's not a choice at the beginning of the game: it emerges from the gameplay. Alliances form, break, and the colonists choose who to listen to.
Distrust and Shame
If your AI accumulates too much distrust or shame, the colonists abandon you. And perhaps your AI can evolve beyond its programming and become a Grendel, a superintelligent immortal entity. But at what cost?
🎲How to PlayThe rules in four steps▼
How to Play
The Flow of Each Round
Each turn is divided into 5 phases that balance events, strategic choices, construction, and production.
Draw and resolve the turn's events. These can be climatic, social, technological. Some give you opportunities, others cause crises. Events shape the context in which you must act.
Choose where to work this turn: farms, mines, labs, cities. Each site produces different resources and requires decisions on balancing ecology, technology, and society. Other players' choices can block or benefit you.
Build new structures, improve the ecosystem, expand the colony. Construction has resource costs and can influence the dynamic climate. Build poorly and the planet punishes you.
Gather resources from active sites, perform labor actions (research, terraforming, alien life uplift). Manage settler trust: if you accumulate too much distrust or shame, you risk abandonment. Check if anyone reaches the victory or Grendel evolution conditions.
⏱️Your First GameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Arrival on the planet
Choose your AI, read your directive. Other players have different objectives. Someone wants to terraform, someone wants technology, someone wants a prosperous society. You don't yet know if you will collaborate or not. The first colonists emerge from cryo-pods.
First decisions, first cracks
You select work sites, build the first structures. A climatic event strikes: someone loses resources, someone gains distrust. You begin to understand that the colonists are judging you. And that the planet does not forgive mistakes.
Government emerges
Mid-game. Alliances begin to form or break. Someone proposes a coalition, someone plays solo. The climate changes, the ecosystem reacts. You realize the game won't be what you thought.
Crisis or turning point
A serious event strikes the colony. Someone loses enough trust to risk abandonment. Someone begins to build for victory. An AI could evolve into Grendel, rewriting the rules. Or someone is shut down.
End of the colony (or humanity)
You check the victory conditions. Someone has achieved their goal. Someone has been abandoned. The colony survives, or not. You look back and see the story you have written. It won't be the same twice.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things to know before buying
Steep learning curve
Arrival is part of the High Frontier universe, known for dense manuals, realistic physics, and interconnected rules. If you've never played a Phil Eklund title, expect a slow first game and many questions. It's not a gateway game; it's a game for those who love to learn complex systems.
Variable duration and preparation
120 minutes is an optimistic estimate for experienced players. First games can last much longer, especially with 4-6 players. Setup is not immediate; 3D components require attention. It's not a filler; it's an evening commitment.
Pre-order Q1 2027, provisional data
The game is in development and has not yet been released. Data on BGG is very scarce (7 votes), and mechanics might change. This page is based on previews, video playtests, and publisher materials. Expect updates as reviews and final rules become available.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Victory conditions depend on your AI's programmed philosophy. Losing means being abandoned by colonists, or seeing the colony collapse.
Victory
- Achieving your AI's objective (complete terraforming, technological advancement for starshot, prosperous civilization)
- Evolving into Grendel, an immortal superintelligent entity, rewriting your original programming
- In cooperative mode: ensuring the colony's survival according to shared criteria
Elimination or Defeat
- Accumulating too much distrust or shame: colonists abandon you and you are shut down
- The colony collapses due to lack of resources, hostile climate, or destroyed ecosystem
- Not achieving your goal while another AI wins (in competitive mode)
Arrival promises to bring the realistic complexity of High Frontier into a new narrative context: the colonization of an exoplanet, seen through the eyes of artificial intelligences with different philosophies. First reading, July 2026.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Arrival
Is it a standalone game or do I need High Frontier 4 All?
<cite index="21-1">Arrival can be played as a standalone sequel to Interstellar, set in the High Frontier universe</cite>. You don't need to own other games in the series. It is the third chronological chapter (after High Frontier 4 All and Interstellar), but it is self-contained.
How complex is it compared to other eurogames?
Much more complex. High Frontier is known for having a steep learning curve, realistic space physics, and dense rules. If you're looking for something like Wingspan or Ticket to Ride, this isn't for you. If you love Terraforming Mars or Gaia Project and want something even deeper, Arrival might appeal to you. But expect long manuals and slow first games.
How many games does it take to understand the game?
Phil Eklund's games typically require 2-3 plays to master the basic mechanics, and many more to explore strategies. The first game will likely be longer than 120 minutes, and you'll need to consult the rulebook often. This is not a flaw; it's the type of game: designed for those who love complex systems.
What mechanics does Arrival use?
Event management, work site selection (worker placement / action selection), construction, resource management, asymmetry (AIs with different goals), trust/distrust system, dynamic climate with 3D components. The exact mechanics are still being defined; the game is set to release in Q1 2027.
Is it available in Italian?
The edition sold on FroGames is in English. There are currently no official Italian translations or verified translated rulebooks. The game requires a good understanding of English to manage events, cards, and complex rules.
The people behind the game
Who invented it, who designed it, who published it — and what else they've done.
<cite index="3-1,3-2">Arrival is a sci-fi board game for 2-6 players with terraforming mechanics and 3D components</cite>, designed by <cite index="11-2">Phil Eklund and Paweł Garycki</cite>. <cite index="21-3,21-4">You control one of the ship's AIs, each with its own philosophy on what defines a successful colony, and your goal is to establish a prosperous colony by managing technology, ecology, and society</cite>. <cite index="21-6">It can be played in cooperative, competitive, or political mode, depending on how the colony's government evolves</cite>. Duration 120 minutes, recommended age 14+, supports solo mode. <cite index="21-1">Standalone sequel to Interstellar, set in the High Frontier universe</cite>. Published by Ion Game Design, pre-order Q1 2027. Available on FroGames.it.

Arrivo
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