Frostgrave Review: Entering The Frozen City
August 10, 2015 by brennon
I recently got my hands on the Frostgrave rulebook, a joint effort between Northstar and Osprey Publishing by Joseph A. McCullough. I was immediately drawn in by the thought of a campaign/scenario driven game where warbands gather outside a ruined city to plunder it for its treasures...
Background
The game of Frostgrave has you playing as Wizards and their Apprentices gathering a motley crew of mercenaries and cutthroats together to go raid the ancient city of Felstad, once a jewel in the crown of a mighty empire.
When the city was destroyed by a magical cataclysm it was turned into an icy wasteland. Now it has been uncovered and the locals call it Frostgrave. All of the secrets of this ancient empire remain within its vast sprawling ruins. Treasures, monsters and more lie in wait for you.
While it's not a lot to go on in terms of world building it does set the scene for all manner of adventures. Already there is a story available for you to buy which delves into the background a bit more called Tales Of The Frozen City and a campaign is planned for later this year, Thaw of the Lich Lord.
Making A Warband
We'll kick things with a look at how you gather your warband. The first step is to make yourself a Wizard. There are ten schools of magic to choose from including regulars like Elementalists, Witches, Necromancers and Summoners but then others you might not expect like Soothsayers and Chronomancers. You have a lot to work your way through right from the beginning.
The Wizard
Once you've chosen your main school of magic you then choose spells for your Wizard to learn. Three of these come from your own school, three come from aligned schools, and the final two come from a neutral school. I will explain the mechanics of the game later but it is important to know at creation that any spell not of your own school is harder to cast.
You should bear this in mind because the way magic works can have an adverse effect on your Wizard if you fail to cast the spell by a significant degree. Spells themselves can be from two spheres. The first are spells that can be cast in game and the second are out of game.
In game is easy enough to understand but out of game spells are used between your play sessions to brew potions, summon zombies or demons or maybe even do a bit of in-depth research. What I like about this that it puts an emphasis on building a Wizard who has something to do in his/her off time. It builds character and provides a running narrative for the game even when it isn't being played.
The next step is to choose who you want to accompany your Wizard into Frostgrave. The first big choice is whether or not you have an Apprentice in tow.
The Apprentice
An apprentice is a loyal retainer of the Wizard, a stalwart ally and hungry to learn from their master. They cost a whopping 200 gold pieces at the beginning of a campaign and know all the spells of their master. However the difference is they are just worse at casting the spells due to the suspicious nature of Wizards closely guarding their secrets.
This does mean that they can cause more problems than you might have planned for but they do offer tactical options and also can step in if your Wizard ever bites the dust. While it might seem like a huge chunk of your starting gold supply (you begin with 500 gold) they are very helpful in-game. I will explain more of their uses later when we go through a game turn.
The Soldiers
Soldiers, mercenaries, cutthroats, valiant knights - all of these kinds of people are drawn to Wizards entering the ruined city with the promise of coin and glory. Your next step in making a warband is that you must fill your ranks with people to protect you in the icy embrace of Frostgrave.
Unlike many other games you will only ever have ten models (including your Wizard and Apprentice) on your side in a game. This strict limit not only helps keep the game running quickly but also means that you have to put real thought into who you take with you into a fight.
Life is also cheap in the world of Frostgrave. Your henchmen will never, ever gain experience throughout the campaign - that is the reserve of the Wizard alone. You should also expect your men to die, a lot, but don't worry - there are plenty of opportunities to pay for new soldiers.
Your choices range from the lowly Warhound and Thug at ten gold and twenty gold a piece to more impressive warriors like the Barbarian, Ranger and Apothecary at 100 gold each. There is no restrictions on what you take either other than your warband limit. If you want to take a warband completely made up of crossbowmen then go for it.
The difference here is that your encouraged not to do that. Games are quick treasure grabbing affairs so you want soldiers who can cover your advance AND pick up treasure to run off with it too.
Since the statistics are fixed throughout campaigns of Frostgrave you shouldn't think that your Knight is going to be a 'take on all comers' kind of hero. If he gets mobbed my a bunch of plucky thugs then he won't be around for long.
The Game & Mechanics
The game of Frostgrave is based around the use of D20 dice rolls. This might seem odd at first, especially for a tabletop miniatures game, but the potential risk and reward values bought on my so many variables makes for a very fun experience.
The Basics
Mechanically the game is very simple. If you want to fight in close combat then you and your opponent roll a D20 and add your FIGHT stat to the roll. Whoever is highest wins the combat. The value of the highest dice (plus modifiers) is compared against the opponents ARMOUR and the difference is taken from their HEALTH. If there are multiple people aiding you in a fight you add +2 for each person. The reason that Knight wouldn't be able to win that easily!
To give you an idea, a standard ARMOUR value is around ten and health fluctuates from around the ten mark up to fourteen for some of the stronger characters. So, a good hit of sixteen against someone with armour ten would do six points of damage and cause a lot of pain.
Shooting is similar with one model rolling SHOOT while the target rolls FIGHT. Intervening terrain and such gives pluses to the defender allowing them to duck out of the way.
Magic is a bit different in that you have a target number to hit with your D20. A simple spell might only need an eight to cast while something devastating might have a harder target number of fourteen or sixteen. A Wizard (or Apprentice) will roll a dice and try to hit that target number.
If they match or exceed the target number you'll then carry on with the effects of the spell. This could be a damaging fireball, a wall crumbling illusion, or maybe to raise a demon from a different plane of existence.
If you fail to cast the spell then the magical energies lash back against you. You will take damage dependent on how badly you failed to cast the spell with a bracket of one to four being no damage and ten to nineteen being a nasty two. This is why I mentioned earlier that when choosing spells at the beginning it is important to bear this mechanic in mind! If all your spells are hard to cast you might end up killing yourself!
You can alter dice rolls after casting if you really need to. At the expense of their own health and essence a Wizard can boost a dice roll. One health point equals one more modifier in your favour and so on. This can be useful for important clutch spell casting or maybe to save yourself from dying to a terrible miscast.
Game Turns
A game turn is broken down into four steps. First off you roll for initiative with the highest value going first. They then get to activate their Wizard and anyone within three inches of him/her. The opposing player then does the same. Following that you have the Apprentice Phase with the same three inch rule, your opponent does the same. You can already see how Apprentices might be a damp squib but can really help tactically.
Lastly you have the Soldier Phase where the rest of your warband activates followed by your opponents. In a turn a model has two actions. One of these must be to move (although you could choose to just stand still). The second could be to fire a missile weapon, pick up treasure, fight in close combat if you are engaged by someone or cast a spell.
Importantly, and something I missed in my first games, you must complete all of the movement with your soldiers and Wizard/Apprentice during a group activation before doing their second actions. This means you CAN gang up on enemies more effectively for that +2 bonus etc.
A group activation is key to playing Frosgrave as it can give you a distinct advantage over an opponent and also help you protect your Wizard. Learning how best to utilise this in your games is the key to strategy in Frostgrave.
Scenarios
Games of Frostgrave are governed by a list of scenarios in the Rulebook. You simply roll on the table to see what your Wizards have stumbled upon. Most games will have a set amount of treasure you're trying to get off the board or some special focus for your warbands to fight over.
Games end when one side has been wiped out or when all the treasure has been removed from the board. There is no turn limit. I have some things to say on this however - some tweaks for my own group, which you might find helpful.
The Campaign
The real meat of Frostgrave is in the campaign system. After every game your Wizard will gain experience for all manner of different things. This experience can then be speny to upgrade your Wizard, learning new spells or making known ones easier to cast. You can also advance their own stat line to make them better fighters etc.
Treasure is also then calculated by rolls on a selection of charts. You could find big caches of gold, magical items, spell grimoires (how you learn new spells) and more.
Lastly but not least you also get to think about building yourself a base of operations. Inns, Treasuries, Breweries and more are available to hole up in and you can then upgrade them too for out of game bonuses.
Final Thoughts & Home Rules
This game is a strong (and I mean really strong) skirmish/warband campaign game. The basic rules are simple enough for anyone to understand and the Wizards and their spells offer the complexity. You should never find that one Wizard is totally outpacing the rest of the ones in your group and there is also an end point worked into the rules (optional) where your striving to achieve Transcendence. I'll let you find out about that for yourselves.
The book itself is also gorgeous. The artwork is superb and really serves to give you an insight into the world providing you with exciting possibilities for the tabletop. The Layout is top notch and the book is very easy to absorb. It gets a big thumbs up from me.
However, there are some things that I have already changed about the game for my group...
- Wizard experience is very much in favour of those who are offensive. Not only do they get experience for casting spells but also for kills. While this sounds great it means someone who made a very backseat Wizard, and cast the same amount of spells, just gets frozen out. To remedy this JUST give experience for casting spells and not for kills (unless its the other Wizard/Apprentice you took out)
- There is no limit on game turns which means games can drag on. We have enforced a Turn Five limit on games with a roll of a 4+ adding another turn. Think of it as your Wizards getting a break in the blizzards ravaging the city to look around before they have to escape - quickly trying to make a grab for treasure before it's too late.
- Warband wipeout rules are silly. When a warband is wiped out the opponent gets all the rest of the treasure on the board. We have moved past that rule I would like to think. Instead only award treasure for what YOUR men are carrying and/or have taken off the board. The rest was 'too risky' to get a hold of.
- Out of game 'trading'. As it stands there is nothing stopping your Wizard dumping all of his treasures on the market and buying what they want. To give the game a bit more of a role-play feel we said that only your Wizard and Apprentice get to go 'shopping' and when they do the shopkeeps/traders are limited in their selection (maybe three or four items) to show the rarity of these magical items. It also puts more joy into the 'what will Bob have today!' at the end of a game.
The ideas above were heavily influenced and originally written by Ian of Bad Karma who has written two pieces on the issues mentioned above - and include much more detail if you want to read more. To be clear discussions I had with my group appear to be linked with these previous article which, at the time, I was not aware of.
Please consider their blog as a good resource for chatter on Frostgrave - they have tactical articles and more.
While that might sound like a big list of complaints it isn't. These house rules work for my group but yours might be happy with the game as it is. It's a credit to the game really that it still works well with these tweaks. As it stands, out of the 'book' so to speak, Frostgrave is a very good game that has a lot of potential to revitalise the campaign style game.
I can't wait to get stuck into a proper campaign with my local store later this year and at home with friends. Keep an eye out for the campaign book later on this year too.
You can grab the Wizard Sheet & Spell Cards from Osprey (Spell Cards are VERY handy). Also don't forget North Star have miniatures for both Wizards & Soldiers too - I'm already painting up my own warband!
Frostgrave Artwork by Dmitry Burmak
Have you played Frostgrave?
"If you fail to cast the spell then the magical energies lash back against you. You will take damage dependent on how badly you failed to cast the spell..."
"As it stands, out of the 'book' so to speak, Frostgrave is a very good game that has a lot of potential to revitalise the campaign style game..."
I’m really considering getting into this game…when AoS didn’t appeal to me, I started looking at this as an alternative and the more I read the more I’m getting drawn to the game.
do it
I received the rulebook a couple of weeks ago. Just waiting for my gaming group to return from their vacations, and we’re starting a campaign. This game already not only looks like a great alternative to Mordheim, but might even surpass it. Originally I was a bit saddened to see that henchmen didn’t gain experience, but the more I think about it, the more I find it fits with the narrative of the game.
Sounds like a good game. How does it compare to Mordheim?
I think it’s a very good alternative. Combat takes a bit of figuring out (if you’re more used to Games Workshop), but I get the feeling you’ll quickly get the hang of it. There’s also more focus on third-party threats (in the form of A.I.) than there was in Mordheim. To date, Mordheim is still my favourite table-top skirmish game, but I’m sure that’s only because I haven’t gotten around to trying Frostgrave yet 😉
Building a one off 4×4 board, don’t have the book yet but will early next month.
The wizards and war-band not too sure of yet as to where I shall source them.
See cha1nzz list of suppliers etc its worthy of many a look.
Sounds a bit mundane to me, just plain roll-off’s in combat? No cards, buffs or anything in play to make the game more than a dice rolling exercise?
The magic adds a lot to proceedings. Spells buff your units and such – they are, effectively, your ‘cards’ that you use in battle.
We have played several games of Frostgrave so far, and are loving it! We used to play a lot of Mordheim back in the day, and this has a very similar feel while very much being it’s own beast. The way the spells work and can interact is very cinematic, and choosing the right mix is a huge part of the game- my Thaumaturge- Ossric the Even-Handed- is very much a ‘buff-er’ and gives his men increased stats rather than focusing on destroying the enemy (though by casting Elemental Hammer and Shield on himself he’s no slouch in combat either!).… Read more »
That was a really good read and sounds like a really good game to play
I might have to give this a try. I have some lovely Scibor Dwarves I brought years ago because I liked the minis. I may have to dust them off and try them as proxies.
I don’t know a great deal about the game yet (mainly only what I’ve read here) so what class of Wizard do you think a Dwarf would be. I was thinking Enchanter (if they can make Constructs?) or Soothsayer. Cronomancer appeals to me as well although it’s less ‘Dwarfy’.
If I remember correctly, Enchanters can indeed make Constructs. I think my own Warband will be led by an Enchanter, and most Dwarf models fit perfectly for this.
There is nothing to say you can’t use fantasy races – the story involves a Dwarf. To fit in with the theme @kjelken is right, Enchanter would fit the most.
Brilliant, thanks both of you. If nothing else it’s inspired me to get some paint on them at last… only been three years since I brought them. For me that’s not bad.
Looks great! Just ordered the book from Amazon at what looks like a great price!
Great review and some sound house rules to make it a bit more rpg/Mordheim like. Definitely something I may pick up in future.
Well this sounds fun. Wasn’t really looking for a fantasy skirmish game but it seems I’ve found one nonetheless.
Good thinking with the house-rules!
The big-brains in our gaming group at bad-karma.net came up with some similar ideas and have been tweaking them quite a bit, fixing some of the perceived “problems” with the campaign rules.
They put the house-rules up on:
http://www.bad-karma.net/frostgrave-campaign-change-recommendations/
Basically it tries to deal with the problems of mages running away with XP and gold and adds more of a build up in power rather than zooming up the power ladder after three games!
Great review, a game that is on the list (How am I going to learn it with out a bootcamp? -hint hint)
Well… It seems like someone made his homework and fill all cons from competitive point of view. What about narrative point? Lets say that non combatant wizards have other means how to get the XP or GP in speciality spells (selling scribed scrolls, or grimoirs, absorb knowledge spell). This game is, in my point of view not about wiping out the oponent or killing everybody, but about loot and survival. Playing for wipeout is very dangerous – you have to get your own characters into danger and you dont know what secret weapon your oponent has. With fickle d20 you… Read more »
I forgott one thing. This game is not Mordheim and in my point of view does not have the ambition to be. Its more narrative – RPG Lite – game then competitive bloodbath. But thats my point of view – others may see that otherwise.
As I mentioned above the rules as written might appeal to your group but after playing a few games we felt we had to tweak things to fit our playstyle as a group. The time limit on turns allowed things to feel like a sprint, a rush before monsters sprang up from the ruins and started ambushing us. The removing of the exp for kills helped out a lot. It also made it less of a slaughter exercise and made people focus on getting treasure rather than killing. I guess different strokes for different folks. Our changes within the group… Read more »
Me and one of my gaming mates wrote up a list of changes we were using and posted them on the Lead adventure forums and frostgrave fb pages shortly after the release day due to a few balance tweaks we wanted to address, funnily enough they sound EXACTLY the same as the ones Brennon mentioned! As for people exclaiming the rules don’t need any tweaks, you forget this is a noncompetitive narrative game, it is there to be a set of rules to build your fun around, and yet we met with EXTREME hostility from certain parties for even suggesting… Read more »
I think thy should rename game rules, as game guides imho. Help the earth be a happier place. 😉
In Chapter 1 of the rule book itself it says “…think of this book and these rules as a starting point. If you think of ways to make your games Frostgrave more fun and interesting, then do it – it is your game, after all.”
It suggests that people ranting about you changing the rules should, erm, read the rules :D.
Right you are – every kind of player has its own approach for gaming and they know what suits them the best.
By the way we played game with Level 12 wizard versus Level 1 Wizard without any problems and any artifical need for balancing. Without a winner.
Sounds like a brilliant game I think the warrior’s should get upgrades if the player wants one or two experienced fighters as core members to beef up the group feel of the game?
Book hopefully in the post. About £10 on amazon with free P&P! 😀
With most of us having enough figures in our collection to field a host of warbands it really is a no brainer
We are planning on getting going on this later in the month. I have read the rules and can see great strength in their simplicity. The possibilities of a great narrative campaign system is what really grabbed me. I know we have only been given the bare bones of a world but I don’t think it would be long before most groups would have fleshed out a world of their own.
I think simple rule sets are here to stay imho. With the plethora of games put these days, any really deep rules are gonna get side lined, as the time investment to learn a game from scratch wont even be considered imho. Ofc the odd few people may like them, but it wont be enough to keep an entire game afloat by themselves. Its exciting times to get those character models for Frostgrave imho. I hope Avatars of War take note! 😉 ive already started the rummaging around to find suitable models. Wish those Hel Dorado mpdels were still available… Read more »
Simple to play but difficult to master works best for me. Well that and a lot of fun.
Played a few games of this recently and it was good fun, though the XP for direct caster kills makes it too tempting for people to just play Elementalists, and Summoners and other less direct builds seemed to be penalised so we might make some tweaks similar to the above. One thing to note is that the game really needs a good density of scenery- the rules specifically say you should never have open LOS of greater than 24″- so make sure there are lots of ruins and stuff to clutter the terrain up. Suggested table sizes are anything from… Read more »
It just so happens a friend of mine is planning on building a larva style board for playing AoS on. Mentioned to him tonight that perhaps making an additional ice themed bpard could work to complement the larva on. Im thinking of perhaps large chunk of ice, with parts of building sticking out. You could even cut ome scenery in half to do this, thereby getting more cenery for your money. Ofc more effort will be required, but thats the fun, right? 🙂
Great review. Thank you. Getting this game asap
Really great review! I hope we see more content like this. Not just on Frostgrave but other new games as well.
Wow, Beasts of War. “Your” thoughts on things that you have changed for your group could have at least credited the original author and originator of those fixes:
http://www.bad-karma.net/some-thoughts-on-frostgrave-mostly-the-campaign-system/
I’m pretty sure that you’re better than plagiarism of community members’ work.
Unless your username is in tribute to the author of the blog, said community member has been a member of the community for 1hr and 4 minutes at the time of this reply. It of course cannot be the case the issues and the fixes are obvious to those play it. It can only be that it took a community member’s genius to spot them…