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9e Frostpunk The Boardgame Rulebook 2
9e Frostpunk The Boardgame Rulebook 2
2
Introduction
Foreword
Frostpunk: The Board Game is a cooperative table- Game is for the City and its Citizens to survive. Each
top game for 1 to 4 players set in a cold, post-apocalyp- scenario has its own objectives that you must fulfill
tic, 19th-century world. Survival is only possible due in order to win the game. The task placed upon your
to advanced steam technology, the pinnacle of which shoulders is not an easy one. The world of Frostpunk
is the Generator, which provides life-giving heat to is a hostile and dangerous place, and if you are unable
what remains of humanity. to manage your city well, you will lose.
As the Advisors of what may be the last city on This board game is a licensed adaptation of the video
Earth, your main objective in Frostpunk: The Board game “Frostpunk” created by 11 bit studios S.A.
3
The things that define
Frostpunk: The Board Game
In Frostpunk: The Board Game, in order to survive, against your own moral code and some laws you enact
you will need to constantly balance your decisions be- may seem strict or even cruel. How far will you go to
tween managing and growing the city, and maintaining ensure the survival of the last city on Earth?
the morale and mood of its citizens. After the apocalyp- To help you in this tremendous task you will re-
tic global cooling, the only heat comes from the Gener- search new technologies, scout the frozen wasteland
ator in the centre of the city. If you neglect it, everyone for extra resources and perhaps more survivors, de-
will freeze to death. The people who rely on your de- velop automatons that can work tirelessly, and push
cisions are all that remains of humanity… Many lost through the all-encompassing winter.
their loved ones, and all of them were ripped from their Optimisation and resource management often clash
previous lives and thrown into this new, harsh reality. with empathy and thoughtful decision-making. While
They are the survivors, the ones that made it, but this managing the city and social order will consume most
does not mean they are dispassionate machines. of your time, at some point exploration of the outside
The decisions you make have consequences, both world is necessary to understand its history and pres-
immediate and long term. Your choices might go ent state.
Main features of
Frostpunk: The Board Game
Make the laws
Establish laws that regulate the existence of your growing society. Decide on your citizens’ working rou-
tine, healthcare, food provision, and other crucial aspects of everyday life. Maintain their hope and con-
tentment – the moral condition of your society is as important as securing the basic means to keeping your
people fed and safe.
4
Components
Supply board
Generator tile
Generator (including drawer) Generator upgrade Generator board Round & Morning board
Population board
Buildings board
Discontent bag
Hope bag
Dusk board 12 Rim board pieces (6 long, 2 long mirrored, 2 short, 2 small)
ACTION DESCRIPTIONS
with Resources or Trees, return the
REMOVE SNOW DEPLOY SCOUTS Resources / Trees to the bank
This action is always cold. This action is always heated. May be
DISMANTLE
performed only if the Beacon is built.
Place an available Meeple on the Remove To Dismantle, choose a Building on the
Snow space of the Supply board, then When you perform this action, take one
map without any Meeples on it and place
choose one of the following options: Meeple (Worker or Engineer only) from
it back onto the Buildings board in the
the supply and place it on an Expedition
• Place two Near tiles (they do not have corresponding space
SOCIALSPECIAL
ADVISOR
stack that doesn’t have a Meeple on it, on
to be adjacent to each other) the first (bottommost) space of that stack
The Meeple you place is now a Scout There ACTIONS
Near tiles must be placed adjacent to
the Generator tile can only be one active Expedition until the This action is heated unless noted
Beacon has been upgraded, at which point otherwise.
• Place one Far tile there can be two active Expeditions During the game, you may reveal Scenario
Far tiles must be placed adjacent to People can endure any hardships as long
cards and Event as contain
cards that they Special
feel there’s hope.
a tile that is connected to the Generator CONSTRUCT Actions that can be used in the Action Phase
tile (directly, or through other adjacent
tiles) Far tiles cannot be placed
As aisSocial
This action Advisor you are them
always heated. responsible
to show this)
for the mood of the society.
(the cards will have ‘ACTION PHASE:’ on
5 Crags tiles
Passive: One Hunting symbol Passive: Upon
backward tothe
1 Expedition
Round may be active Action: Gain 3 Wood
(provides 1 Food in each Weather Phase) 1 UPGRADED
track :
a number of spaces UPGRADED:
Action: Gain 4 Food Passive:
as Up toat2the
indicated Expeditions
bottom may be active Increased Insulation level only
of the Weather card
revealed by the Generator Care Justice Motivation
Advisor
© 2022 11 bit studios S.A. Frostpunk™, 11 bit studios™ and respective logos are trademarks of 11 bit studios S.A. All rights reserved.
© 2022 Glass Cannon Unplugged Sp. z o. o. All rights reserved.
After moving the Storm marker, if it is now
on or before the space with the Round
marker, a Storm hits your settlement When
(4 showing
this happens, tell the Generator Advisor Anger Apathy Greed
to reveal the relevant Storm card for the
chosen scenario and resolve its effects
5
Cards
135 Event cards
Add #D003 to the Dusk deck. Motivation: Take 1 Resource from the Map
and place it in the supply.
2 Expose and investigate.
-1 Hope.
Place 1 Spent Worker / Engineer
2 Stigmatise him.
-1 Discontent.
Then, for each active Motivation,
take another 1 Resource from token in the supply.
the Map and place it in the supply. Add #D001 to the Dusk deck.
Add #D004 to the Dusk deck. For each Resource you cannot take,
M001
D000
D002
SD01
L01 A
Only if you have active Justice. token in the supply.
Justice: For each active Justice, exhaust
Lose 2 Workers and 1 Child. 1 Discontent or activate 1 Hope. Add #D002 to the Dusk deck.
LAW
A New Home
SCENARIO I/01
A Campsite
ARE WE ALONE?
L02
Civilization has fallen. We – the survivors –
travelled in a convoy that split into several
groups to increase the chances of reaching
a functional generator. Our group succeeded.
What fate has befallen the others? Lighting up EXPEDITION WEATHER T02 TECHNOLOGY
X01 W01
a signal to guide the lost souls will help
to answer that question.
{ {
Campsite
Round 4: THE THING WE FOUND
If the Beacon is built: Go to A.
CHILD LABOUR Otherwise: Go to B. Travelling through the endless, white wastes
1 1 1 1
does not fill you with hope, but it does bring
16 Law cards 44 Scenario cards 40 Expedition cards 13 Weather cards 9 Technology cards
SOCIETY I
1. DAWN PHASE
NORMAL
Pass Leadership marker (clockwise)
Move Round marker
Resolve Development and Scenario Trigger tokens
2. MORNING PHASE
Reveal & resolve a Morning card
3. GENERATOR PHASE
Fuel the Generator
Gain sick Citizens based on the Heat and Cold markers
Drop Coal (from the bank) into the top of the Generator
Adele Quapinsky Place any cubes in the Drawer onto the Stress track
Increase Hunger by 3.
Along the way we’ve lost people and
Engineer Check for Generator breakdown and reset the Heat marker
found new companions. We’re a motley
4. WEATHER PHASE
C19 crew, but the hardships of the journey Reveal a Weather card
gave us a sense of unity. There is hope Advance the Cold marker and Heat Range indicators
for us. We even managed to preserve Gain Food (based on the Hunting symbols on Hunter’s Huts)
enough food to be able to feed our Advance Scouts on Expedition stacks
PREPARATION PHASE: children… at least for now. Move Storm marker (and possibly resolve a Storm)
5. PREPARATION PHASE
Only if you exhaust 1 Hope: Choose Advisor (optional)
Remove up to 3 Stress cubes SOCIET Y
Resolve Sickness markers’ effects
6. ACTION PHASE
from the Stress track. Adjust the number of Citizen Meeples in the supply
Place Citizen Meeples on Spent Citizen tokens
Perform Actions
7. DUSK PHASE
22 0 12 0 8 0 0 Resolve Scenario and Event display cards (DUSK PHASE)
[Use a Building]: Workshop Reveal & resolve a Dusk card
PREPARATION PHASE: PREPARATION PHASE: Perform 3 Workshop effects. 2/1 2/2 1 8. HUNGER PHASE
Decrease Hunger by spending Food (as much as possible)
This card may be played independently of your Advisor card.
Only if you exhaust 1 Hope: Resolve & reset Hunger marker
Remove up to 3 Stress cubes Draw 1 / 2 / 3 / 4 Citizen cards SUPPLIES Feed Citizens indicated by the current Round
from the Stress track. if you have at least 1 / 2 / 4 / 6 Hope tokens. 9. NIGHT PHASE
Return Spent Citizen tokens and Meeples
4 Advisor cards 1 Call to Rise card 30 Citizen cards 12 Society cards 1 Phase tracker
(6 different Societies, card
each with 2 difficulties)
6
Outpost Depot
OUTPOST
OUTPOST DEPOT:
Outpost
SOURCE OF COAL
4 Outpost Expedition
OUTPOST
2
10 Steam 30 Trees 3 Steam Hub 7 Starting Wall tiles 15 Spent Citizen tokens 7 Scenario 4 Electrostatic
Cores pieces (3 blank, 2 Wood, 2 Coal) (5 each of Worker, Trigger tokens Discharge
Engineer, Child) Point tokens
9 Hope tokens 9 Discontent 4 Develop- 1 Evacuation 5 Knowledge 1 Seedlings 1 Generator 1 Study 4 Generator
tokens ment tokens marker / Discovery Condition Condition marker Damage
tokens marker marker tokens
7
Game Setup
Choose a scenario to play. The following instructions are for setting up the game
using the ‘A New Home: Crater’ scenario which is recommended for your first game.
Refer to the Scenario Book for instructions on how to set up the other scenarios.
Morning
Round & Morning deck
board Dusk Dusk
Population board deck
Starting Society board
card
Phase Social Dispute
Tracker cards
card
Law cards
Hope & Discontent
board Law
Scenario Consequence
display cards
y
pla
Generator t dis
en
board Ev
Expedition
display Supply
board
Law display
Bank
Weather
deck
Citizen Technology
deck display
Buildings
board
Citizen
Advisor cards
card
The setup steps in this Rulebook are either shown as a number in a circle 1 , or a number on its own 7. The num-
bers in a circle correspond to a number shown in a setup image, whereas the numbers on their own are not shown
in a setup image.
8
6
1 Map setup
2
9
Bank Map tile icons
Place any Wood, Coal, Steam Cores, Trees,
Citizen Meeples, and Automatons not currently being
used beside the board in an area known as the bank. Also
include Steel if the scenario you are playing requires it. 1 Coal 2 Trees 3 Food
2 Expedition display
sen scenario.
2.
Separate the remaining Expedition cards by type
(A, B, C). Shuffle the A, B, and C cards separately to
make 3 decks and place them white side up nearby.
3. Take the top 3 cards from the A deck and place them face up along the right edge of the Map. Each of these cards is
the start of an Expedition stack (Expedition cards may be added to each stack later), and all of the Expedition stacks
form the Expedition display.
3 Technology display
1.
Remove any Technology cards not T02 TECHNOLOGY T01 TECHNOLOGY T06 TECHNOLOGY T05 TECHNOLOGY
Inactive Active
Society card
side side
SOCIETY I
NORMAL
4
10
SOCIETY I
SOCIETY
5 3 4
22 0 12 0 8 0
2/1 2/2 1
Along the way we’ve lost people and
SUPPLIES
found new companions. We’re a motley
1. Place the Population board
crew, but the above
hardships the Map.
of the journey
3 Place the Food marker on the correspond-
gave us a sense of unity. There is hope 8 4 5 0
2 Place the Citizen and Sickness markers on the
for us. We even managed to corre-
preserve ing space of the Food track (the lower
enough food to be able to feed our
sponding spaces children…
of the Population track on the Population board) based on the amount
at least for now.track (the
upper
track on the Population board) as per the Society card. of Food you start with (shown on the Society card).
SOCIET Y For Society I - Normal,
SOCIETY I
NORMAL place the Food marker on space 8.
Supply board
new companions. a motley
6
crew, but the hardships of the journey
gave us a sense of unity. There is hope
SOCIET
for us. We even managed Y to preserve
enough food to be able to feed our
children… at least for now.
1. Place the Supply board to the right of the Map.
2
22 0 12 0
Place the Corpse marker on the SOCIET
cor- Y
8 0 0 2
2/1 track
responding space of the Corpse 2/2 1 SOCIETY I
NORMAL
(shown on the Society card). SUPPLIES 5 6
22 0 12 0 8 0 0
For Society I 8-2/1 4 2/25
Normal, 10 3
place the Corpse marker on space 1. 4
SUPPLIES
3 Place the starting num- Along the way we’ve lost people and
11
Supply
Anything on the Supply board represents what you currently have available to you and is referred to as the
supply. You will spend Wood from the supply to construct Buildings, use Coal from the supply to fuel the
Generator, etc. Players do not have their own individual supply areas; there is just one for the City.
7 Buildings board
1. Place the Buildings board below the Supply board.
2. Sort all of the Buildings by type and place the types
depicted on the Building board on their corre-
sponding spaces as shown. Ensure that the tiles are
placed with their non-upgraded side face up.
SOCIETY I
Non-upgraded side Upgraded side NORMAL
12
9 Round & Morning board
1. Place the Round & Morning board above the Hope
& Discontent board.
2 Place the Round marker on space 1 of the Round
track. 2
3 Shuffle the Morning cards and place them face
down on the indicated space to form the Morning
deck.
4 Place the Storm marker on the appropriate space 4 3
as described in the Scenario Book.
1 From the Law cards, separate out the cards with LAW
13
11 Dusk board
1. Place the Dusk board above the Population board.
2 Place the ‘Inevitable’ Dusk card (D000) face down SOCIAL DISPUTE
2 3
flip 1 Sickness marker.
and shuffle it with the ‘Inevitable’ card to create Then, for each active Motivation,
take another 1 Resource from
the Map and place it in the supply.
SD01
Justice: For each active Justice, exhaust
12 Generator board
14
Adele Quapinsky
Engineer
Each player must choose and dis-
Increase Hunger by 3.
add 1 sick Citizen of the discarded Citizen card type in-
C19
card one of their Citizen cards (plac- stead. See page 30 for the rules on adding sick Citizens.
ing it face up in a discard pile to the For example: In a 3-player game, each player draws 5 Cit-
right of the Citizen deck). A player izen cards. John decides to discard ‘Chrissy Klemowsky’,
must pay the starting cost of the removing 1 coal from each of 2 revealed tiles on the board.
[Use a Building]: Workshop
Perform 3 Workshop effects.
card (shown in the upper-right cor- Elizabeth discards ‘Rafael Curae’, adding 3 Stress cubes to
ner) to discard a card in this way. the Stress track. Luke discards ‘Phillipa Bullsky’, remov-
Exhaust Justice
-1 Hope
A card cannot be discarded if its
-1 Hope
Exhaust Care
-2 Hope ing 1 Wood from the supply. Each player starts the game
starting cost cannot be paid (the with 4 Citizen cards in their hand.
player must choose another card instead).
In the situation where two or more players want to dis-
Chrissy Klemowsky Remove 2 Coal
card Citizen cards of the same starting cost, and the Worker from the Map.
combined starting cost cannot be paid, choose at random C10
which one gets discarded; the other player must choose Rafael Curae Place 3 Stress cubes
a different card. Engineer on the Stress track.
C12
one Citizen card from their hand, ignoring the cost, but C26
[Construct]:
Perform this action as normal except
1. DAWN PHASE
Pass Leadership marker (clockwise)
Move Round marker
Resolve Development and Scenario Trigger tokens
2. MORNING PHASE
Reveal & resolve a Morning card
14 Other setup you may upgrade a Building by paying
its upgrade cost[Use
andausing 2 sub-actions.
Building]:
3. GENERATOR PHASE
Fuel the Generator
Medical Post / Infirmary / Care House
Activate Care. Exhaust Motivation
Gain sick Citizens based on the Heat and Cold markers
Drop Coal (from the bank) into the top of the Generator
Place any cubes in the Drawer onto the Stress track Exhaust Justice
Check for Generator breakdown and reset the Heat marker
4. WEATHER PHASE -1 Hope Perform
-1 Hopethe Building’s
-2 Cure
Hope effect.
[Remove Snow]:
Place the Phase tracker card Place the Stockpile markers near the Sce-
Reveal a Weather card
Advance the Cold marker and Heat Range indicators
Gain Food (based on the Hunting symbols on Hunter’s Huts)
Advance Scouts on Expedition stacks Reveal 3 Far tiles and place each on either
Move Storm marker (and possibly resolve a Storm)
5. PREPARATION PHASE
Choose Advisor (optional)
nearby with the Phase marker on nario display. Exhaust Motivation the top or bottom of the
Activate GreedFar tiles stack.
the Action Phase space.
Resolve Sickness markers’ effects
-1 Hope -1 Hope -2 Hope
6. ACTION PHASE
Adjust the number of Citizen Meeples in the supply
Place Citizen Meeples on Spent Citizen tokens
Give the Leadership marker to
Take the Scenario cards for the a player chosen at random.
Perform Actions
7. DUSK PHASE
Resolve Scenario and Event display cards (DUSK PHASE)
Reveal & resolve a Dusk card
Place any Scenario Trigger tokens on the appropriate spac- Responsibility sheets
es on the Round track, as shown on the Scenario cards.
These sheets divide the HEALTH ADVISOR
1. DAWN PHASE
2. MORNING PHASE
7. DUSK PHASE
8. HUNGER PHASE
Decrease previous Hunger.
At the start of this Phase, if your Hunger
If a Sickness marker is flipped from the
Syringe side to the Skull side, a Citizen is
now gravely ill, but there is no additional
game effect
If a Sickness marker is flipped from the
Place the Storm card for your the game works. This will
Resolve Sickness markers. Feed Citizens.
Feed the Citizens by spending 1 Food for Various game effects allow you to
Resolve the effect of each Sickness marker Cure some of your Citizens
each Citizen you have of the type indicated
on the Population track from lowest to
by the current Round (the position of the These are denoted by the word ‘Cure’
highest For each Sickness marker, resolve
Citizen marker) If you do not have enough followed by a number, or by the Cure icon ,
the effect of each icon in the section the
Food, increase the Hunger by 1 for each preceded by a number The number is
marker is in
Food that you lack how many Cure points you get to use
1
SCENARIO I/08
Place the indicated number of Spent If the Hunger level increases to more than Each Cure point allows you to move any
Citizen tokens of the corresponding 25, flip the Hunger marker over to the 25+ one Sickness marker 1 space to the left
type in the supply side, place it back at the start of the track Any Cure points you cannot immediately
chosen scenario face down to the help players learn the game
and continue to move it from there use are lost
Flip the Sickness marker to its other
1 side a number of times as indicated 9. NIGHT PHASE
Note: A Sickness marker on its Skull side cannot
6. ACTION PHASE At the end of the Night Phase, for each
be moved to space 0 on the Population track (the
Meeple in the supply that is still standing
Check the number of Citizen Meeples. gravely ill Citizen must be Treated (see below)
(has nowhere warm to sleep), gain 1 sick
before the marker is moved to space 0).
Based on the positions of the Citizen Citizen of the matching type
STORM
markers, tell the Foreman Advisor to adjust
the number of Citizen Meeples as needed
ADDITIONAL INFO
Treating Citizens
Sickness
Fuel the Generator. Various game effects allow you
Whenever a Citizen gets sick, move the
If it is Round 7 or earlier:
is cold You should be told if the action is corresponding Citizen marker, instead of death effect Any Treat points you cannot
cold by the Generator Advisor moving that Sickness marker, flip it over immediately use are lost
Go to 1.
If it is Round 8 or later: the rules for the aspects for
Go to 2.
which they have responsibility. It will also help to
1 We’re hit by heavy snowfall. For the ‘A New Home: Cra-
Flip all Tents to their Ruins side
encourage all players to be involved in the game.
(on the Map and the Buildings board).
ter’ scenario, use Scenario
For example: The player with the Generator Ad-
Place the Storm marker on Round 12.
15
How to Win and Lose
You win the game if you complete the goal of the OVERWHELMING SICKNESS
scenario (detailed on the Scenario cards). This occurs if any of the Sickness markers on the
You lose the game if one or more of the following Population track is on space 26 or higher in the
conditions are met: Preparation Phase.
Important Rules
RULES PRIORITY If the type of Citizen or sick Citizen you gain or lose
Any rule from the Scenario Book takes precedence is not specified, you may choose the type of each of
over anything in the Rulebook. those Citizens.
Any text on a card takes precedence over anything in Wood, Coal, Steam Cores, and Steel are known as
the Rulebook or Scenario Book. Resources. When you gain them, take them from the
bank and place them in the supply. When you lose or
DECISION MAKING spend them, move them from the supply to the bank.
In Frostpunk: The Board Game, players need to work The difference between losing and spending is as fol-
together to win. Whenever a decision needs to be lows:
made in the game, if players cannot agree, the player Lose: If you are instructed to lose something that you
with the Leadership marker has the final say. don’t have, just lose what you can and perform the cor-
responding effect as normal.
GAINING, LOSING, AND SPENDING For example: If an effect causes you to lose 3 Wood from
During the game, you will be instructed to gain, lose, the supply, and you only have 1 Wood, just lose the 1 Wood.
or spend certain things. Similarly, if an effect causes you to lose 3 Engineers, and
Food is tracked with the Food marker. Whenever you you only have 2 Engineers, just lose those 2 Engineers.
gain Food, move the marker to the right. Whenever Spend: If an effect requires you to spend something,
you lose or spend Food, move it to the left. you must pay the full amount in order to resolve that
Citizens (Workers, Engineers, and Children) are effect. You cannot choose an effect for which you do not
tracked with the 3 Citizen markers. Whenever you have the full amount to satisfy the spend requirement.
gain Citizens, move the corresponding marker to the For example: If you need to spend 2 Wood to use an ability,
right. Whenever you lose Citizens, move it to the left. and you only have 1 Wood, you cannot use that ability.
Sick Citizens are tracked with the 3 Sickness markers.
Whenever you gain sick Citizens, move the corre- DISCARD PILES
sponding marker to the right. Whenever you lose sick The contents of all discard piles are open information;
Citizens, move it to the left. players may look through them at any time.
16
Hope and Discontent
Understanding and managing Hope and Discontent is INCREASING AND DECREASING
an important aspect of the game. Not only will you HOPE / DISCONTENT
lose the game if you lose all Hope or have too much
During the game, you will sometimes be instructed to
Discontent, but many game effects are modified
increase or decrease your Hope or Discontent.
based on whether you have a certain type of Hope or
Discontent. Whenever you increase Hope or Discontent (and no
specific type is listed), you must choose one of the fol-
Hope and Discontent tokens are double-sided; both
lowing options:
have an active (light) and exhausted (dark) side.
There are 3 types of Hope token and 3 types of Dis- • Draw a random token from the appropriate bag
content token. and place it exhausted side up on the leftmost
empty space on the corresponding track, or
• Activate any one exhausted token from the ap-
propriate track.
Whenever you increase your Hope or Discontent of
Care Justice Motivation a specific token type, perform the following two
steps, in order:
1. Draw a random token from the appropriate
MORNING bag and place it exhausted-side up on the
Anger Apathy Greed
leftmost empty space of the corresponding
MORNING
track. (This token may or may not be of the
COMFOR T THE SICK type specified - it does not matter).
ACTIVATING COMFOR
2. If possible, T one
Activate THE SICKtoken of
exhausted
AND EXHAUSTING
There’s been talk among TOKENS
our people. the indicated type.
They want better conditions for those in need.
Whenever you are instructed to Activate a token, flip
It is probably what helped us survive in the first
There’s been talk among our people.
over oneplace;
exhausted token
we took care of thetoweak
theand
active side.
the sick.
They want better conditions for those in need.
MORNING
It is probably what helped us survive in the first
Whenever you are instructed to Exhaust a token, flip place;
COMFOR T THE SICK we took care of the weak and the sick.
1
over one active token
Promise that to
youthe
take care of it.
willexhausted side.
There’s been talk among our people.
solve an effect, you can only resolve that effect if you ACTION PHASE:
Once per Round.
ACTION PHASE:
are able to Exhaust a token.
take 1 or more Wood and / or
Coal from the supply and place it
Once per Round.
on this card.
Each time you perform this action, ACTION PHASE:
take 1 or more Wood and / or 2
Once per Round.
Coal from the supply and place it take 1 or more Wood and / or
Card effects
on this card. Coal from the supply and place it
on this card.
The shorthand no- For example: This effect instructs you to increase your
2 Ignore this demand.tation used on cards
for increasing and
Care, which is a specific type of Hope. You first draw
a new Hope token from the bag and place it on the
+1 Discontent. Ignore this
2
demand.
M004
shown as + or –, then a number, followed by ei- ken). None of the current Hope tokens are of the Care
ther “Hope” or “Discontent”, or a specific type type, so none of them are flipped over.
of token.
A + symbol means you increase, and a – sym-
bol means you decrease.
The number shown is how many times you re-
peat the process.
For example:
-2 Hope means to decrease Hope twice.
17
1 As long as she speaks our words we can allow it.
We will meet with her mother and make a deal
MORNING
1
1 As long as she speaks our words we can allow it.
We will meet with her mother and make a deal
As long as she speaks our words we can allow it.
about what exactly needs to be said.
A child is having intense visions. Some people
Only if you spend 3 Resources or 6 Food. We will meet with her mother and make a deal
believe that she is a prophet, that her words provide
hope and should guide us in these terrible times –
3
-1 Discontent.
She must be stopped. We will meet with her
not yours. Others say that she is controlled by her
M011
-1 Discontent.
3
pitiful charade.
+1 Anger.
She must be stopped. We will meet with her
mother and order her to put an end to this
2 The impossible is possible. We shall let her
continue for the sake of those who find comfort
2
+1 Hope.
Add #D023 to the Dusk deck.
Add #D022 to the Dusk deck. The impossible is possible. We shall let her
continue for the sake of those who find comfort
3 She must be stopped. We will meet with her
mother and order her to put an end to this
pitiful charade. in her prophecies.
M011
+1 Anger.
+1 Hope.
Add #D023 to the Dusk deck.
For example: This effect instructs you to increase your Add #D022 to the Dusk deck.
Anger, which is a specific type of Discontent. You first
For example: An effect instructs you to decrease Discon-
draw a new Discontent token from the bag and place it
on the track, exhausted-side up (in this case it is a Greed
tent. Because there
mother are 3
She must be stopped. We will meet with her
no active
and order Discontent
her to put an end to thistokens, you
must choose topitiful
remove one
charade. of the exhausted tokens from
token). Then, because there is an exhausted Anger token
the track and +1
place it back in its bag.
M011
already on the track, it is flipped over to its active side. Anger.
Add #D023 to the Dusk deck.
Remember: If your last Hope token is removed from
Note: The maximum amount of Hope is 6. Once you have 6
the Hope track, or you place a 6th Discontent token onto
active Hope tokens, you cannot increase Hope further.
the Discontent track, you lose the game.
Gameplay
A game of Frostpunk: The Board Game is played over several Rounds. Each Round is divided into 9 Phases, carried
out in order. Use the Phase marker to track which Phase you are currently in.
Note: Phases 1-5 are skipped in the first Round of the game.
1. DAWN PHASE: Pass the Leadership marker. Advance the Round marker, triggering any events.
2. MORNING PHASE: Resolve the top card from the Morning deck.
3. GENERATOR PHASE: Citizens may become sick because of the cold. Check for Generator stress.
4. WEATHER PHASE: Resolve the top Weather card (Storm moves closer, Heat Range indicators advance,
Hunter’s Huts provide food, and Expeditions progress).
5. PREPARATION PHASE: Use Advisors, resolve Sickness markers.
6. ACTION PHASE: Perform actions with Meeples.
7. DUSK PHASE: Resolve the top card of the Dusk deck.
8. HUNGER PHASE: Resolve Hunger from the previous Round and then feed Citizens.
9. NIGHT PHASE: Place Meeples in heated Shelters. Citizens with nowhere warm to sleep get sick.
18
1. DAWN PHASE
GENERATOR SAFETY
SYSTEM
STEAMPOWERED MEDICAL
CHAINSAW GENERATOR PHASE: HUNTING TACTICS EDUCATION
Before checking for Generator breakdown,
if there are 2 or fewer Stress cubes on the overflow
As a Gather Resources action, you may place space, remove those cubes without any effect. WEATHER PHASE: Whenever you use a Medical Post,
a Worker or Automaton on an unoccupied Gain an additional 1 Food you may Treat 2 instead
ACTION PHASE:
space that has 1 or more Trees. Whenever you use the Generator Building, for every 2 Hunting symbols. of its normal effect.
Remove 1 Tree from that space remove an additional Stress cube
and gain 2 Wood. from the Stress track.
3 4 4 5
For example: The Round marker moves to Round 6 where there is a Development token. The token is flipped to the ac-
tive side and placed on the ‘Steampowered Chainsaw’ Technology card. Then, you choose to start developing ‘Hunting
Tactics’, removing the token and placing it on Round 10 (4 spaces ahead of the current Round marker).
ARE WE ALONE?
details of these cards, see page 33. Civilization has fallen. We – the survivors –
travelled in a convoy that split into several
groups to increase the chances of reaching
a functional generator. Our group succeeded.
What fate has befallen the others? Lighting up
a signal to guide the lost souls will help
Round 4:
If the Beacon is built: Go to A.
Otherwise: Go to B.
B We have failed...
+1 Apathy. Place #S06 face up
Round 11:
Place #S04 face up in the Scenario display.
S01
If #S07 has not been revealed:
Place #S03 face up in the Scenario display.
Note: If the Round marker moves onto a space with the Storm marker,
this will be resolved in the Weather Phase.
2. MORNING PHASE
MORNING
REVEAL For example: To choose the first option of the card ‘The
organise gambling nights. They bet everything –
personal belongings, food rations, sleeping spots,
and even their work duties.
Activate Greed.
Hope token.
one condition: only personal belongings
can be used for gambling.
may have an instant effect which or place it in the Event display (as stated next to the
3 Gambling will not do any good.
option chosen).
Order them to stop.
M025
+1 Anger.
is resolved immediately. The card
may also have some numbered = Remove the card from the game (place it back
options; if so, choose one of the available options and in the box). Any Resources on the card are
resolve its effects. Some options have a prerequisite placed in the bank. Any Meeples on the card
condition in red text. You can only choose one of these are placed in the supply.
options if you meet its prerequisite condition.
= Place the card in the Event display (along the
top-left edge of the Map).
19
3. GENERATOR PHASE
20
WEATHER
W11
4. WEATHER PHASE
1 1 0 0
1
It gets colder each day, requiring more heat to keep everyone warm.
WEATHER
Reveal the top card from D.2MOVE THE STORM MARKER
W11
the Weather deck, resolve Move the Storm marker backward on
it, and then place it face up the Round track a number of spaces as
A 1 1 0 0
in the Weather card dis- 2 indicated at the bottom of the card.
card pile. Each Weather
card has 4 sections that For example: For the card depicted
B 1 are resolved in order from above, move the Storm marker two spaces backwards.
top to bottom. After moving the Storm marker, if it is now on or before
C 2
A. Move the Heat the space with the Round marker, a Storm hits your set-
Range indicators tlement. When this happens, reveal the relevant Storm
D 2 B. Hunter’s Traps
card for the chosen scenario and
resolve its effects. If the effects do
C. Expedition Progress not include the icon, return the
D. Move the Storm Storm card face down to the left of
marker the Weather deck.
A New Home
21
5. PREPARATION PHASE
CHOOSING AN ADVISOR ply. Each Spent Citizen token means you have
At the start of the Preparation Phase, players discuss one fewer Meeple to use in the next Action
which Advisor to use this Round, if any. You may only Phase (see page 22).
use one Advisor in a Round, but the same Advisor may 1 Flip this Sickness marker to its other side
a number of times as indicated. Whenever you
be chosen each Round. The player with the Leadership
marker has the final word on whose Advisor should be flip a marker from the Syringe side to the Skull
used this Round, if any. side, it represents that a Citizen is now grave-
Immediately after an Advisor has been chosen, the ly ill, but there is no additional game effect.
ability of that Advisor may then be used by exhausting Whenever a token is flipped from the Skull
the indicated Hope token. See page 31 for the full rules side to the Syringe side, one of your Citizens
on Advisors. dies, and the token is moved backwards one
space (see Sickness & Death on page 30).
RESOLVING SICKNESS
After resolving the Advisor’s ability (or choosing not
to), check the Sickness markers. If any of the Sick-
ness markers are on space 26 or higher, you lose the
game due to overwhelming sickness. Otherwise, re-
solve the effect of each Sickness marker on the Pop-
ulation track from lowest to highest. For each Sick-
ness marker, resolve the effect of each icon in the
section the marker is in.
6. ACTION PHASE
At the start of the Action Phase, check that you have Then, if there are any Spent Citizen tokens in the sup-
the correct number of Meeples in the supply based on ply, place a corresponding Meeple from the supply
the position of the corresponding Citizen markers on onto each of them. If there are not enough Meeples of
the Population track. Adjust the number of Meeples of a given type, leave the remaining Spent Citizen tokens
each type in the supply as needed. of that type without a Meeple on.
Note: Meeples placed on Expedition stacks as Scouts still Note: You cannot use a Meeple placed on a Spent Citizen
count towards this total as if they were in your supply. token to perform an action with this Round.
PLAYER TURNS
Beginning with the player with the Leadership mark-
er and going clockwise, each player takes a turn. Play
For example: Here, you have 3 Child Meeples, 4 Engi- continues in this way until you run out of available
neer Meeples, and 5 Worker Meeples. Meeples or do not want to take any more actions.
22
On your turn, you may first choose to fuel the Gener- Each time you take an action, first check whether the
ator (as per the rules on page 20). The Heat marker action is heated or cold. If it is heated, there are no
may be moved onto the Cold marker, but not beyond. additional effects. If it is cold, before resolving the ac-
tion, increase the number of sick Citizens of the Mee-
ple type used for the action by 1. If the Sickness mark-
Note: Do not check for Generator Stress when you fuel
er would move to a space beyond the corresponding
the Generator during this Phase; that only happens
Citizen marker, flip it over instead of moving it (see
in the Generator Phase.
Sickness & Death on page 30).
To determine if the Gather Resources and Use a Build-
ing action is heated or cold, look at the position of the
Heat marker.
For example: Before performing an ac- The symbols on the Heat Range indicators depict either
tion, you spend 2 Coal to fuel the Gen- an Insulation level of a Building or a zone of the map.
erator and move the Heat marker two
spaces up.
Gather Resources
Construct
Use a Building
Deploy Scouts The Generator The Generator tile The Generator tile
Perform a Special Action on a Scenario tile and all tiles and all tiles within
adjacent to it 2 hexes of it
card or Event card
23
If the Generator has not been started (the Heat mark- Additionally,
er is on the first space of the Heat Track), all Gather • If an Insulation level on a Heat Range indica-
Resources and Use a Building actions are cold actions. tor is lower than the level of the Heat marker,
• If a zone symbol on a Heat Range indicator actions in a Building with that Insulation level
is lower than the level of the Heat marker, all are heated, regardless of where that Building
actions in that zone are heated. is on the map.
Either of the conditions above are required for an ac-
tion to be considered heated.
B
A A
B
C
For example: The Heat marker is on space 5; it is above the Red and Orange Heat Range indicators, meaning that all
Red and Orange Buildings are heated, no matter what zone they are in. It is also above the first two zone-specific Heat
Range indicators, meaning that all actions carried out on the Generator tile and all tiles adjacent to it are heated, no
matter what the Insulation level of the Building is.
24
ACTION DESCRIPTIONS
REMOVE SNOW Once all tiles have been placed, flip them face up. On
each space, place the depicted number of Trees or Re-
You must clear the area to find new resources and give sources from the bank. If the tile depicts a Food bonus,
you room to expand. immediately gain that much Food.
This action is always cold.
GATHER RESOURCES
Our supplies are running dangerously low, we need to
gather more resources.
This action may be either heated or cold depend-
ing on the location of the tile selected, and the
Heating provided by the Generator.
To perform this action, place an available Meeple on an
unoccupied space on a Map tile that has Coal, Wood,
or Steam Cores. Take up to 2 Resources from that
space and place them into the supply. You may only use
each space once per Round (i.e., you cannot choose
a space that already has a Meeple on it). This action
may be performed multiple times each Round.
Note: Near and Far Map tiles have 2 spaces. The Genera- For example: You place a Meeple on a space containing
tor tile has 5 spaces. With this action, you place a Meeple 4 Coal and gather 2 of those Coal.
on a specific space and take Resources from that space only.
25
CONSTRUCT DISMANTLE
Buildings are essential for your survival. To Dismantle, choose a Building on the map without
any Meeples on it and place it back onto the Buildings
This action is always heated. board in the corresponding space.
The Construct action
allows you to Build
Notes:
Buildings and/or Dis-
• Buildings with a Red Dismantle icon ( )
mantle Buildings.
cannot be dismantled or destroyed in any way.
To perform this action, place an available Meeple on • If a Ruin is dismantled, remove it from the game.
the Construction space of the Supply board.
Each Construct action allows you to perform up to 3
Construct sub-actions (Build or Dismantle), which USE A BUILDING
may be taken in any order and combination. You will need to utilise the advantages that Buildings
For example: You could build one Building, dismantle provide to ensure that your city functions effectively.
another, and then build a new Building on the space This action is heated or cold depending on the
where you dismantled the previous one. position of the Heat marker, the zone the Build-
This action may be performed multiple times each ing is in, and the Insulation level of the Building.
Round. To perform this action, place an available Meeple on
BUILD (or next to if using the miniatures) any Building on
To Build, choose a Building from the Buildings board the map (a starting Building or one that has been con-
and spend the amount of Wood and/or Steam Cores structed). Each Small Building can only have 1 Meeple
depicted in the circle at the bottom of the column the on it; each Large Building can have up to 2 Meeples on
Building is in. it (placed as two separate actions).
The individual actions of each Building are described
in the Appendix.
Note: If a Building
depicts an Engineer symbol ,
only Engineer Meeples can be sent there
to perform the action.
Alternatively, you may choose a Building below the
Buildings board if it has been unlocked by a card. The
cost to Build the Building is shown on that card. DEPLOY SCOUTS
Place the Building on a space of the Map that does It’s a dangerous journey, but one we must make.
not contain a Meeple or another Building. If you place This action is always heated.
a Building on a space with Resources or Trees, return
You may only perform this action if the Beacon
the Resources / Trees to the bank.
has been built.
When you perform this action, take one Meeple
Spaces Notes: (Worker or Engineer only) from the supply and place
• Buildings with a Red Build icon it on an Expedition stack that doesn’t have a Meeple
( ) cannot be built. on it, on the first (bottommost) space of that stack.
• Large Buildings must be built The Meeple you place is now a Scout.
on two spaces of the same Map
There can only be one active Expedition (an
tile.
Expedition stack with a Scout on it) until
• The Buildings below the Build-
the Beacon has been upgraded, at which
ings board can only be built once
point there can be two active Expeditions.
a certain Law or Event has hap-
Therefore, if you have an upgraded Beacon
pened. The cost to build them is
and currently do not
shown on the corresponding Law
A Campsite have any Expeditions,
/ Event.
this action may be performed
• The Generator tile has 5 spaces.
twice during a Round.
The place where the Generator
drawer goes is not a space.
26
SPECIAL ACTIONS you to place Resources on MORNING
During the game, you may reveal Scenario cards and Night Phase but any Re-
He needs some resources, but perhaps it would
prove worth the investment?
Event cards that contain Special Actions that can be sources placed on the card 1 Give him what he needs.
an Event card is in the Event display, you may use the Each Special Action may 2 We can’t afford to spend our valuable
supplies on something so uncertain.
M015
only be performed once +1 Discontent.
Place your Meeple in the Special Action area on the per Round. Some Special
card. Some cards require you to spend Food or Re- Actions are only once per
sources when you perform the action, others require game (as indicated on the card).
7. DUSK PHASE
As the day draws to a close, you must face the consequences of your actions.
At the start of this Phase, if any cards in the Scenario dis- SOCIAL DISPUTE SOCIAL DISPUTE
play or the Event display have any effects with “DUSK CARDS
UNCER TAINTY
PHASE:” on them, resolve them now, in any order. There will always be exact- “I don’t think we should tell them what we’re
Then, shuffle the Dusk deck, reveal the top card, ly one Social Dispute card going to do in advance. Let them think.
And worry.”
and read its text. The card may have an instant ef- in the Dusk deck. After If you have any active Hope or Discontent: For your
most common active token (or for all tied for most
fect which is resolved immediately. The card may also resolving a Social Dispute common), perform the corresponding effect(s):
Greed: For each active Greed,
have some numbered options; if so, choose one of the card, remove it from the Apathy:
increase Hunger by 3.
For each active Apathy,
available options and resolve its effects. Some options game (place it back in the Anger:
flip 1 Sickness marker.
For each active Anger,
have a prerequisite condition in red text. You can only box). Then take the top gain 2 sick Citizens.
Motivation: Take 1 Resource from the Map
choose one of these options if you meet its prerequi- card from the Social Dis- and place it in the supply.
Then, for each active Motivation,
site condition. pute deck and shuffle it to- take another 1 Resource from
the Map and place it in the supply.
For each Resource you cannot take,
Then either remove the card from the game or place it gether with both the Dusk gain 1 Coal.
Care: For each active Care, Cure 2.
deck and Dusk discard pile
SD01
on the Event display or Dusk discard pile (as instruct- Justice: For each active Justice, exhaust
1 Discontent or activate 1 Hope.
ed by the card). to create a new Dusk deck
(face down).
= Remove the card from the game (place it back in
the box). Any Resources on the card are placed If the Social Dispute deck runs out, do not add a new
in the bank. Any Meeples on the card are placed Social Dispute card.
in the supply.
= Place the card in the Event display. Note: Remember to read the Social Dispute card carefully
[No icon] = Unless instructed otherwise by the card, before shuffling it into the deck so that you can be
place this card on the Dusk discard pile (the leftmost prepared for it.
space on the Dusk board, showing ). It may be re- Cards depicting this red icon can never be discarded
shuffled into the Dusk deck later in the game. due to an effect or placed on the Dusk discard pile.
27
8. HUNGER PHASE
For
e x - For example: It is Round 6 and time for the Workers
am- to be fed. You have 32 Workers but only 24 Food. You
ple: spend all of your Food, and your Hunger level rises to 8.
It is
28
9. NIGHT PHASE
HEATED SHELTERS
Tents, Bunkhouses, and Hous-
es provide shelter for 2 Citi-
zen Meeples during the Night
Phase but only if the Shelter is
heated (unless another game
effect allows it).
For example: You have the following Meeples: 5 Work-
If a Shelter has been flipped to ers, 3 Engineers, 2 Children (10 in total). You have
a Ruin (the side with the 2 Tents, but the first Storm has already hit, so they
icon), it cannot be used as a Shelter during the Night have been flipped over and cannot be used. You also
Phase unless a specific Law has been passed. Even have 3 Bunkhouses and a Child Shelter. You place the
then, it must still be heated to be used. Children in the Child Shelter, but then you must decide
The positions of the Heat marker and the Heat Range which 2 of the other Meeples are left without somewhere
indicators, the Insulation level of the Shelter, and the to sleep. You choose one of each, so 1 Worker and 1
zone the Shelter is in determine whether the Shelter is Engineer get sick; the corresponding Sickness markers
heated or not, just as with other Buildings. are increased by 1.
For example: You can only use the shelter provided by
a Tent (Yellow Insulation level) if the position of the
Heat marker indicates that Yellow Buildings are heat-
ed or if the Tent is in a heated zone.
29
END OF GAME
The game ends when you either lose the game because one of the game lose conditions has been met, or win the
game because you completed the goal of the scenario (detailed on the Scenario cards).
30
Note: A Sickness marker on its Skull side cannot be
TREATING
moved to space 0 on the Population track Various game effects (including some
(the gravely ill Citizen must be Treated before the marker Building actions) allow you to Treat some
is moved to space 0). of your Citizens. These are denoted by the
word “Treat” followed by a number, or by the Treat
icon preceded by a number. The number is how
DUSK many Treat points you then get to use.
Each Treat point allows you to flip a Sickness marker
AN ADEPT OF LIFE on its Skull side to its Syringe side without applying
the death effect. Any Treat points you cannot immedi-
Animals are strong, clever, or swift.
We humans adapt. The transformation that ately use are lost.
took root in the quack’s behaviour and even
attire is astonishing. He looks like a man who
has found his purpose. His newly acquired skills
and dedication have helped a great deal
in the efforts to keep our citizens healthy.
Otherwise:
Cure 2.
D059
Advisors
31
PREPARATION PHASE:
Only if you exhaust Care:
Cure 2.
For example: There are currently 6 sick Workers. During the Preparation Phase, one of them would become gravely
ill (the marker would flip to its Skull side). Therefore, the player with the Health Advisor suggests their ability be used
this Round. The other players agree, so the Health Advisor exhausts a Care token to Cure 2 sick Workers, moving the
Sickness marker from 6 to 4.
Citizen cards
A
1) For its main ability:
B C
Pat O’Bara Remove 1 Wood
C09
Worker from the Map.
When performing an action, immediately before plac-
ing a Meeple, you may play a Citizen card face up in
front of you if it meets the following requirements:
• The Citizen type on the card must match the
type of Meeple to be placed.
• The action you are performing must be listed
[Remove Snow]: on the card. In the case of the ‘Use a Building’
D Perform this action as normal except place
1 Near tile and 1 Far tile. If all Near tiles have action, you must be performing the action in
already been placed, place 2 Far tiles instead. one of the Buildings listed on the card.
E -1 Hope
Exhaust Motivation
-1 Hope
Exhaust Justice
-2 Hope
Note: The Citizen card’s main ability may allow you to use
a Meeple that you would not normally be able to use for the
Citizen cards represent special individuals capable of chosen action.
performing unique and heroic actions. Each Citizen
card consists of: For example: The Mar-
A -– Name
Margaret Ozone Place 1 Spent Worker
Child token in the supply. garet Ozone card lets you
B -– Type of Citizen
C24
perform the ‘Use a Build-
C -– Starting cost ing’ action with a Medical
D -– Main ability Post or Infirmary using
E -– Death effect a Child Meeple, even
Players may share information about their Citizen though Child Meeples
cards with other players, but Citizen cards cannot be cannot normally use these
[Use a Building]: Medical Post / Infirmary
exchanged or used by other players. Cure 2. Buildings.
Note: The starting cost of a Citizen card The ability on the card
only applies during setup.
Exhaust Care
-1 Hope completely replaces the
Exhaust Care
-1 Hope -2 Hope
32
card for its main ability each Round. After resolving 2) For its death effect:
the ability of the card, leave it in front of you as a re- When a Citizen dies, any one player may discard 1 Cit-
minder that you have played a Citizen card for its main izen card of the same type as the Citizen who just died
ability this Round. At the end of the Round, place the and resolve its death effect instead of drawing a ran-
card on the Citizen discard pile. dom Citizen card (see ‘Death’ on page 30).
For example: You play the CITIZEN DECK AND DISCARD PILE
Paolo Feldman
Worker
Spend 1 Coal.
Citizen card ‘Paolo Feld- If the Citizen deck ever runs out, shuffle the Citizen
discard pile and create a new Citizen deck.
C04
man’ and place a Work-
er Meeple on a space on
a Map Tile with a Tree
on it. Paolo’s ability al-
lows you to remove the
Tree and gain 2 Wood in-
[Gather Resources]:
Perform this action on an unoccupied space that stead of the normal effect
has 1 or more Trees. Remove 1 Tree from that space
and gain 2 Wood. Count this action as heated.
of the Gather Resourc-
es Action. This action
-1 Hope
Activate Greed
-1 Hope
Activate Apathy
-2 Hope
counts as heated as stated
on the card.
Scenario cards
The Scenario cards are placed in the Scenario display ANATOMY OF A SCENARIO CARD
at the start of the game. You may read any of the face A -– Scenario & card number
up Scenario cards at any time. Scenario cards affect B -– Edition (base game)
the game in very significant ways. C -– Title
D -– Flavour text
SCENARIO CARD TRIGGERED E -– Effect
EFFECTS F -– Card ID
Some Scenario cards have effects that trigger in spe- See also Card Clarifications on page 34 for an explana-
cific rounds, indicated by the Scenario Trigger symbol tion of some of the more complex card effects.
shown on the card. When a Scenario card showing
this symbol is revealed (including at the start of the
game), place Scenario Trigger tokens on the appropri- A
ate spaces on the Round track.
For example: Scenario card I/01 shows that 2 Scenario
SCENARIO I/01
Trigger tokens should be placed on spaces 4 and 11 of
the ARE
Round track.
WE ALONE?
SCENARIO I/01
B
Civilization has fallen. We – the survivors –
C ARE WE ALONE?
travelled in a convoy that split into several Civilization has fallen. We – the survivors –
groups to increase the chances of reaching travelled in a convoy that split into several
D
a functional generator. Our group succeeded. groups to increase the chances of reaching
What fate has befallen the others? Lighting up a functional generator. Our group succeeded.
a signal to guide the lost souls will help What fate has befallen the others? Lighting up
to answer that question. a signal to guide the lost souls will help
to answer that question.
Round 4:
If the Beacon is built: Go to A. Round 4:
Otherwise: Go to B. If the Beacon is built: Go to A.
Otherwise: Go to B.
A The beacon shines bright!
+1 Hope or -1 Discontent.
Reveal and resolve #S02. A The beacon shines bright!
+1 Hope or -1 Discontent.
Reveal and resolve #S02.
B We have failed...
+1 Apathy. Place #S06 face up
E
in the Scenario display. B We have failed...
+1 Apathy. Place #S06 face up
in the Scenario display.
Round 11:
Place #S04 face up in the Scenario display. Round 11:
S01
F
If #S07 has not been revealed: Place #S04 face up in the Scenario display.
S01
Place #S03 face up in the Scenario display. If #S07 has not been revealed:
Place #S03 face up in the Scenario display.
33
Event cards
The Event cards (Morning cards and Dusk cards) D -– Flavour text
used in a scenario are shuffled into 2 separate decks E -– Instant effect (if any)
at the start of the game but are used in similar ways. Something that happens at the moment of draw-
A Morning card is revealed during every Morning ing the card.
Phase, and a Dusk card is revealed during every F -– Special Action area (if any)
Dusk Phase. G -– Options reacting to the Event (up to 3)
When an Event card is revealed, read its text. The card Each option contains flavour text as well as an
may have an instant effect which is resolved immedi- instant effect. Sometimes an option has a condi-
ately. The card may also have some numbered options; tion/requirement which is shown in red.
if so, choose one of the available options and resolve its H -– Card ID
effects. Some options have a prerequisite condition in
See also Card Clarifications (see below) for an expla-
red text. You can only choose one of these options if
nation of some of the more complex card effects.
you meet its prerequisite condition.
Then either remove the card from the game, or place
it in the appropriate place (as instructed by the card).
Card clarifications
This section clarifies the more complex Citizen, Sce- the bottom right edge of the new Dusk card. Without
nario and Event card effects. reading the new Dusk card, add it to the Dusk deck
and shuffle the Dusk deck.
A (Citizen / Worker / Engineer / Child) dies: See
‘Death’ on page 30. If the type of Citizen is not speci- Build a Building for free: Build a Building following
fied, you may choose the type. the normal restrictions but do not pay its cost.
A Citizen (of the current Round’s type): The type Destroy a Building: Destroy a Building, returning it
of Citizen as depicted at the top of the column for the to the Buildings board or the area below the Buildings
current Round on the Round & Morning board. board. You may not choose to destroy a Building with
the Red Dismantle icon ( ).
Add a card to the Dusk deck: Find the Dusk card
from those in the box using the specified Dusk card Cards depicting this red icon can never be discard-
ID (#D followed by 3 digits). This same code will be on ed due to an effect or placed on the Dusk discard pile.
34
Place a (Near/Far) Map tile: Place a Near or Far action on the Building, space on the Supply board, or
Map tile as if performing a Remove Snow action, plac- space on a Map tile that the Worker Meeple is on (that
ing Trees & Resources and gaining Food as normal. action counts as heated).
Remove an Event card from the game: Find the Note: You may not Reuse a Worker on Scenario cards or
Event card in the Event display using the specified Event cards.
card ID (#M or #D, followed by 3 digits), and remove DUSK PHASE: Follow the given instructions at the
that card from the game. start of each Dusk Phase.
Reuse a Building: Choose any Building with a Citi- ACTION PHASE: If placed in the Event display, you
zen Meeple on it and perform that Building’s normal may use the action on the card as a Special Action
action, modified by any Laws or Technologies that during the Action Phase (see ‘Special Actions’ on
may apply (that action counts as heated). page 27).
Reuse a Worker: Choose a Worker Meeple that has OTHER PHASES: Follow the given instructions at
been used to perform an action this Round. Perform an the relevant time in the stated Phase.
Expeditions
STARTING AN EXPEDITION
1
To start an Expedition, you must have built the Bea-
3
con. Only then can you use the ‘Deploy Scouts’ action.
You can only have 1 active Expedition (an Expedition 0
35
SKIP THE LOCATION B Ruins
For example: You choose to Con-
If you choose to skip a location on an A or B Expedition tinue the Expedition and draw
EXPEDITION
Ruins
a new card from the B deck, plac-
you skip an A location, draw from the B deck; if you
NOT A FAIRY TALE ing it on top of the previous card.
skip a B location, draw from the C deck). Place the card
The landscape must have been beautiful here
before everything froze. Even now, the rows of
thick pine trees still show a speck of green.
You then place the Scout at the
start of the new card.
There was a hut deeper in the woods, a narrow
path leading up to it. A wolf’s pelt welcomed us
so that it covers most of the previous Expedition card, on the doorstep. A red cape hung above the cold
fireplace inside and a dead man lay on a bed
with his woodcutter’s axe held tight.
leaving only the first space visible. Then, place the When these Scouts return, you will
Scout on the first (bottommost) space of the new card. B
Let us forget.
Gain 3 Wood and 2 Food.
resolve the effect shown on the
If you had any remaining movement left over, use it to B
Look for a set of small sized tracks.
Gain 3 Wood and 2 Food.
bottom of the original card (and
move on the new card. any other cards on which you also
chose to Continue) as well as the
B Ruins
current card.
A Ruins
A Campsite
RETURN TO THE CITY
If you choose a Return option, follow these
steps:
1. Return the set-aside Scout to the supply.
2. Resolve the effect of your chosen Return op-
tion on the current card.
3. Resolve the effect of the Continue option on
any other cards in this Expedition stack that
For example: The Weather card indicates that your are black side up.
Scout moves 2 spaces. The first space moves you to the If “New A” is shown under the arrow for the chosen
last space on an A Expedition card. You choose to skip Return option, remove the Expedition stack from the
the location, so you take a card from the next deck (the game and start a new Expedition stack by placing
B deck) and overlay it onto the A card, placing your a new card from the A Expedition deck, white-side up.
Scout onto the first space of the new card. You then use
the leftover movement to advance on the new card. If “B” or “C” is shown below the arrow for the chosen
Return option, follow these steps:
EXPLORE THE LOCATION 1. Take an Expedition card from the deck that
If you choose to explore the location, place the Scout corresponds to the letter depicted and set it
beside the topmost Expedition card in the Expedition aside, white side up.
stack and flip the card over to its black side. Do not flip 2. Flip all cards in this Expedition stack back to
over any other cards in the stack. their white side and stack them so the first
Then resolve the text on the black side of the card. If space of each card is visible.
the card offers a choice, choose one option to resolve. 3. Place the set-aside card so that it covers most
Each option is either to Continue or Return. While all of the previous Expedition card, leaving the
Expedition cards have one or more Return options, first space visible.
only some have a Continue option.
B Ruins
these steps:
Ruins
NOT A FAIRY TALE
1. Leave the Expedition card black side up. before everything froze. Even now, the rows of
thick pine trees still show a speck of green.
There was a hut deeper in the woods, a narrow
path leading up to it. A wolf’s pelt welcomed us
2. Take a new Expedition card from the corre- on the doorstep. A red cape hung above the cold
fireplace inside and a dead man lay on a bed
with his woodcutter’s axe held tight.
36
LAW
NIGHT PHASE:
Each of your heated Shelters provides
1 additional sleeping slot. tent.
E -– Name
L05 F -– Flavour text
DUSK DUSK
G -– Effect (permanent effect)
H -– Card ID + Law Consequence ID
OVERCROWDED LOVE THY
NEIGHBOUR Which Law Consequence should be added
Everyone wants a speck of privacy and
comfort. The crowded quarters have robbed
our people of this. If they have to endure both The overcrowded quarters are the cause
to the Dusk deck at random.
the cold and the lack of this essential comfort, of violence and abuse among the occupants.
they will protest. There are accusations of theft, adultery,
and many others. After all, our decision has
forced people to live with strangers
A B
Place this card on the Crowded Quarters Law card. in a confined space.
Ignore the Crowded Quarters Law card LAW
while this card is covering it. +1 Anger.
Gain 1 sick Citizen.
NIGHT PHASE:
At the end of the Night Phase:
If there are any Citizen Meeples
Then, for each active Anger,
gain another 2 sick Citizens.
L02 C
without a warm place to sleep:
+1 Discontent.
In either case:
Place this card on the Dusk discard pile.
L05 B
L05 A
D { {
CHILD LABOUR E
For example: The ‘Crowded Quarters’ Law card
F
There aren’t enough hands to do
has the Law Consequence cards ‘Overcrowded’ all the work. We’ll allow children
to be employed in certain workplaces.
37
Technology cards
4
ken beyond space 15 on the Round track, place it on GENERATOR SAFETY
place additional Development tokens on the Round track; from the Stress track. and gain 2 Wood.
Note: If all the Workshops on the map get dismantled or T06 TECHNOLOGY T04 TECHNOLOGY
Technologies already developed are unaffected. if there are 2 or fewer Stress cubes on the overflow
space, remove those cubes without any effect. As a Gather Resources action, you may place
a Worker or Automaton on an unoccupied
ACTION PHASE:
If you build another Workshop you will be able to start Whenever you use the Generator Building,
remove an additional Stress cube
space that has 1 or more Trees.
Remove 1 Tree from that space
from the Stress track. and gain 2 Wood.
developing a Technology again, as described above.
4 3
A
ANATOMY OF
A TECHNOLOGY CARD C T06 TECHNOLOGY
B
A -– Card type
B -– Edition (base game)
C -– Card ID
D GENERATOR SAFETY
SYSTEM
D -– C ard name
GENERATOR PHASE:
E -– E ffect (when developed) Before checking for Generator breakdown,
if there are 2 or fewer Stress cubes on the overflow
F -– D
evelopment cost (in Rounds) space, remove those cubes without any effect.
The number of spaces for the De- E ACTION PHASE:
Whenever you use the Generator Building,
velopment token to be placed away remove an additional Stress cube
from the Round marker. from the Stress track.
38
Automatons
Automatons can be created in the Factory or gained Each time you use an Automaton, you must
through other means. spend 1 Coal. Automatons do not count as Citizens,
When you gain an Automaton, take an Automaton do not get sick, and do not need Food or Shelter.
Meeple from the bank and put it in the supply.
During the Action Phase, an Automaton may perform Note: There is a limit of 6 Automatons in a game. If there
an action as if they were a Worker, with the following are no Automatons in the bank, you cannot gain a new one.
exceptions: Also, if an Event card instructs you to place an Automaton
• Automatons cannot go on Expeditions. and there are none left in the bank, you must take one from
the supply instead.
• Automatons cannot be used for Event cards that
specifically require a Worker/Engineer.
You may gain a Child Worker or Child Engineer Meeple during the course of the game, depending on certain Event
cards. These Meeples count as Child Meeples in all respects except that they may be used to perform an action as
if they were a Worker/Engineer Meeple (as appropriate).
Appendix - Buildings
Buildings come in 5 different colours which indicate their Insulation level: [W], [B], [Y], [O], [R]
White Buildings Blue Buildings Yellow Build- Orange Buildings Red Buildings
have either an are only heated if ings have poor have average have very good
immediate or pas- they are in a heat- Insulation levels. Insulation levels. Insulation levels.
sive effect. Their ed zone. They are heated if They are heated if They are heated if
Insulation level is the Heat marker the Heat marker the Heat marker
irrelevant as no is beyond the Yel- is beyond the is beyond the
Building action is low Building icon Orange Building Red Building icon
available on these on the third Heat icon on the sec- on the first Heat
Buildings. Range indicator ond Heat Range Range indicator
(or the Building is indicator (or the (or the Building is
in a heated zone). Building is in in a heated zone).
a heated zone).
Buildings come in two sizes: Small Buildings (S) take one space on a Map tile and can only be used once per Round
(one Meeple placed on them), Large Buildings (L) take both spaces on one Map tile and can be used twice per
Round (two Meeples placed on them).
39
ADJACENT SPACES
Some of the Buildings have effects that refer to adja-
cent spaces.
Generator tile Adjacency
A space on a Map tile is adjacent to: If a Map tile shares a straight edge with the Gen-
• Another space on the same tile. erator tile, there may be 0-2 adjacent spaces on
the Generator tile.
• All spaces on Map tiles that share a straight edge
with this space’s Map tile. For example:
• Spaces on the Generator tile (see box on the right). Gathering Post A is adjacent to two spaces on the
Generator tile.
Gathering Post B is adjacent to one space on the
For example: This Gathering Post 1 is adjacent to all Generator tile.
the spaces indicated here .
Gathering Post C is adjacent to one space on the
Generator tile.
Gathering Post D is adjacent to no spaces on the
Generator tile.
B
A space on the Generator tile is adjacent to all spaces Remember,
on Map tiles that share a straight edge with the 3 edg- C this part
es of the Generator tile closest to the space. of the
Generator
D tile is not
considered
a space.
40
UPGRADING A BUILDING
A Building can be upgraded by using the Workshop
and paying the Building’s Upgrade cost (see ‘Work-
shop’ on page 41). Buildings with a diamond on
For example: both sides of the name on their Building tile cannot
Tile 4 is adjacent be upgraded.
to both Resources.
4
STARTING BUILDINGS
[O] Cookhouse (S) The first time you spend a Steam Core when per-
Action: Spend 3 Food to increase forming the Generator Building action, place the
Hope or decrease Discontent. Generator Upgrade component in the top of the Gen-
erator. This will make it more likely for the Generator
Cannot be upgraded.
(×1)
to retain Coal cubes.
BASIC BUILDINGS
Note: When you build your first Workshop • Move the Development token one space
you start developing a new Technology backward on the Round track. If it reaches
(×2) (see ‘Technology Cards’ on page 38). the Round marker, you immediately develop
that Technology, following the same rules
Action: Choose two of the following effects (you as if the Round marker reached it during the
may choose the same effect twice): Dawn Phase (see page 19).
• Upgrade one Building by paying its upgrade
cost (1 Wood, or 1/2 Steam Cores - as depicted Note: If a Technology was developed as a result of using the
below the Build cost on the Buildings board). first of your two Workshop effect choices, you may choose to
To upgrade a Building, flip it to the other side. use your second effect to move the newly placed Develop-
An upgraded Building cannot be upgraded ment token if you wish.
further. Buildings with a diamond on both
sides of the name on their Building tile cannot Cannot be upgraded.
be upgraded.
41
[O] Charcoal Kiln (S) LARGE BUILDINGS THAT COST
Action: Spend 1 Wood to gain 3 WOOD TO BUILD:
4 Coal.
[W] Beacon (L)
[R] UPGRADED:
Passive: Up to 1 Expedition
(×3) Action: Spend 1 Wood to gain may be active.
5 Coal.
[W] UPGRADED:
Passive: Up to 2 Expeditions
[Y] Hunter’s Hut (S) may be active.
Passive: One Hunting symbol
(provides 1 Food in each Weather [O] Coal Thumper (L)
Phase). (×1) Action: Place up to 3 Coal from the
(×5) Action: Gain 4 Food. bank on each of 3 different adjacent
[R] UPGRADED: spaces (placing up to 9 Coal in total).
Passive: Two Hunting symbols Spaces chosen must either already
(provides 2 Food in each Weather have Coal on them, or have no Re-
Phase). sources, Trees, or Buildings.
Action: Gain 5 Food. Each space has a limit of 5 Coal.
[R] UPGRADED:
[Y] Gathering Post (S) Action: As above, but increase the
number of different adjacent spaces
Action: Take 1 Resource from each
that Coal is placed on from 3 to 4
adjacent space and place them in the
(×2) (placing up to 12 Coal in total).
supply.
(×4) [R] UPGRADED:
LARGE BUILDINGS THAT COST
Increased Insulation level only.
4 WOOD AND 1 STEAM CORE TO BUILD:
(×2)
42
[Y] Wall Drill (L) [O] Bunkhouse (S)
Can only be built on a tile adjacent to Costs 3 Wood to build.
a Wood Deposit on the Rim board. Provides Shelter for 2 Citizen Meeples.
Action: Gain 3 Wood. Cannot be upgraded.
[R] UPGRADED: (×8)
[Y] Tent (S)
Increased Insulation level only.
Costs 2 Wood to build.
Provides Shelter for 2 Citizen Meeples.
(×2) SHELTERS: Cannot be upgraded.
(×4)
[R] House (S) [B] Ruins (S)
Costs 4 Wood to build. Does not provide Shelter in the
Provides Shelter for 2 Citizen Meeples. Night Phase. Cannot be built.
Cannot be upgraded. Cannot be upgraded.
(×8)
43
[O] Propaganda Centre (S) [R] Prison (L)
[Engineer only] Action: Reduce Hunger by 4. A Mee-
Action: Choose any Building with ple who performs this action stays
a Citizen Meeple on it and perform in Prison during the Night Phase
(×1) that Building’s action (that action (using this Building as a Shelter if it’s
counts as heated). heated, and becoming sick if it isn’t).
Cannot be upgraded. Cannot be upgraded.
The effects of the Seedling Arks, Guard Post, Ventilation Plant, Evacuation Centre, Steel Factory, Steam Core
Factory, Library, Electrostatic Precipitators, Repair Station, Steam Hubs, and Outpost Depots will be explained
by certain Scenario cards or in the Scenario book.
Limits
POPULATION RESOURCES
The maximum number of Citizens of each type Wood, Coal, and Steam Cores are unlimited. If you run
(Worker/Engineer/Child) is 50. If you would exceed out of any of them, please use a suitable substitute.
this limit, add Citizens of a different type instead. Steel is limited by the number of components in the
For example: You have 45 Workers and resolve an ef- game. Any Steel gained after reaching the limit is ig-
fect that gains you 7 Workers. You add 5 Workers, put- nored.
ting you at the limit. You may then add 2 Engineers, 2
Children, or 1 of each. TREES
Trees are limited by the number of components in
AUTOMATONS the game. If you need to add a Tree to the board and
There is a limit of 6 Automatons in a game. If there there are none left, do not add any more Trees onto
are no Automatons in the bank, you cannot gain a the board.
new one. If an Event card instructs you to place an
Automaton and there are none left in the bank, you SPACE (ON A MAP TILE):
must take one from the supply instead. Every Map tile consists of 2 spaces. Each space may
hold up to 5 Resources of any one type. No more than
FOOD 1 Building may be placed on a single space.
The maximum amount of Food you can have is 50.
Any Food gained in excess of this is lost.
HUNGER
The maximum amount of Hunger you can have is 50.
Any Hunger gained in excess of this is ignored.
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