How to Play Frostpunk: Game Guide
How to Play Frostpunk: Game Guide
Objective.
We must complete the objective of the scenario described in the scenario cards before fulfilling
one of the following conditions:
- People lose their will to survive: it happens when we reverse the last chip of
hope of the hope gauge board.
- Overwhelming disease: it occurs in case one of the disease markers of
population board is in cell 26 or above 26, in the preparation phase
of the shift.
- Overwhelming deaths: it happens if the corpse marker reaches the last box in its
track.
- People kick us out of the city: it happens when we place the sixth discontent token.
on the discontent meter board.
- Generator explosion: occurs in case the generator breaks down for the second time in the
partda.
- Overwhelming hunger: it occurs if during the hunger phase our level of hunger exceeds or
is equal to 25 after having spent food to reduce hunger.
Rounds.
In each round, we will use the phase marker to indicate which phase of the round we are playing.
Currently. In the first round of the game, we will start in phase 6. The phases of a round
the following are:
Dawn phase: at the beginning of the phase, we will hand over the leadership marker to the next one.
player following the direction of the clock hands. Then we will move the marker of
forward round of a box.
If we reach a development sheet, we will place the said sheet with its face
we will take action on their technology letter and we will select a new technology
what we will develop in the upcoming turns. We will place the development sheet of the
chosen technology on the round board so many spaces ahead of the score of
round as indicated in the technology letter.
In the event of reaching a stage activator card, we will withdraw that card from the
board and we will apply the instructions indicated in the scenario letter.
2. Tomorrow's phase: we will reveal the top card of tomorrow's deck and apply its
consequences.
3. Generator phase: at the beginning of the phase, we can spend coal to raise the score of
heat for each coal used. Then for each icon visible between the cold marker and the one for
heat, we will move one space forward in the corresponding disease marker.
Later we will check the voltage level of the generator by taking the coal number.
indicated by the position of the heat meter and we will enter them into the generator. When
Once all the cubes have fallen, we will carefully remove the drawer from the generator. The cubes that
they are in the drawer will be transferred to the tension meter, we will return the drawer to the
generator and we will reset the heat marker in the first cell of your track.
In case we exceed when placing the charcoal cubes in the tension meter
For the first time in the designated spaces, we will act as follows:
a) We will turn the heat gauge on its overheated side.
b) We will advance the cold marker by one box and the 3 indicators of
isolation of a cell forward.
c) We will return all the cubes present in the tension meter to the bank.
In case we exceed the limit when placing the coal cubes in the tension gauge,
for the second time the dedicated spaces, we would have lost the game.
4. Climate phase: we will reveal the top card of the climate deck and follow the instructions.
stages:
a. We will move the cold and insulation indicators as indicated in the letter.
We will get one food for each hunting symbol in our cabins.
hunters.
c. We will advance as indicated by each of our explorers.
We will move back as indicated by the storm indicator on the taxiway.
In case of reaching or being behind the round score, we will reveal the card of
storm and we will resolve its effects.
5. Preparation phase: in this phase, we will act following these steps:
a. Choose a counselor: we can use the specific competence of one of our
advisors exhausting the appropriate hope card.
b. Resolve disease: we will address the effects of section a where they are located
each disease sheet.
6. Action phase: at the beginning of this phase, we will place a corresponding miniature of our
population registration on each spent citizen card we have on the board of
supply. Then starting with the player who has the leadership marker and
following the direction of the clock hands, each player will take 1 turn until
we exhaust the available miniatures or that we do not wish to perform any more actions. In each of
In our shifts, we will be able to raise the heat score by spending coal in the generator.
Then we will select an available thumbnail to perform one of the following actions:
a. Retrieving snow: we will place a miniature in the snow retrieval area of the board
supply, which will allow us to choose between:
i. Place 2 randomly chosen nearby tiles.
ii. Place 1 distant tile.
b. Collect resources: we will place a thumbnail available in a box
unoccupied from a map tile and we will take up to 2 resources present on it.
what we will have in the warehouse of our supply board.
c. Build: we will place a miniature in the construction area of the board
Supply to activate this action. It allows us to have up to 3 sub-actions of
build or demolish that we can perform in any order and combination:
●Building: it is developed following this order:
We choose a building from the building board.
We will spend the indicated resources.
3) We will place the building in a map cell without a thumbnail or
Building. In case there are resources in the box, we will return them.
to the bank.
Demolish: we will select a building on the map and return it to its site.
from the buildings board. If a ruin is demolished, we will remove it from the part.
instead of returning it to the buildings board. In case the building has
this icon, we will not be able to demolish or destroy it in any way.
d. Use a building: we will place an available miniature that corresponds to the
requirement indicated in the building of the map that we want to use. The small buildings
they can only be handled by 1 citizen and the large ones can be used up to
by 2 citizens. The actions of each building are described in the sheets of
responsibility.
e. Deploy explorers: we will only be able to use this action once the beacon is constructed.
We will place a citizen of our choice who is available in the first box of
an expedition pile that no longer contains an explorer. Until we have not
improved the beacon, we will only be able to dedicate ourselves to a single expedition, but when
once we have improved it, we can have up to 2 active expeditions.
f. Special actions: during the game, we may reveal cards that contain
special actions that we will be able to carry out with the frequency indicated in the letter.
We will place our token in the special action area of the card and continue
the steps of the action.
Every action we take will be affected by warm or cold conditions. The actions
building, deploying explorers or special actions will always be warm. The action
to withdraw snow will always be cold. The actions of collecting resources or using a building, will
They will be affected by the cold depending on whether the generator provides heat to the building or not.
or the tile used in the action. In case of performing a cold action, we will increase in the
population board of one of the sick citizens that we will use in the action.
7. Dusk phase: we will start by resolving the dusk effects of the scenario cards or
events spread out on the table. Then we will shuffle the twilight deck and apply the
consequences of the superior letter thereof. In case a letter has been applied of
social dispute, we will remove her from the party, we will add the top card of the dispute deck
social the twilight deck and we will shuffle together the discard pile and the twilight deck.
8. Hunger phase: this phase develops following these steps:
a. Reduce pre-hunger: we will have to spend food to lower the level of
hunger as we can. Next, we will check the effects of hunger
about our population according to the hunger marker placement on the track
for food. Then, we will move the hunger marker to the beginning of the track.
b. Feed the citizens: next, we will spend one on food for each
Citizen that we have the indicated delto in the current round. If we do not have it.
sufficient food, we will increase by 1 hunger level for each meal that we are missing. In
if we exceed 25 levels, we will reset the hunger meter and it
We will place ourselves at the start of the track to continue advancing from there.
9. Night phase: this phase unfolds following these steps:
a. We will return to the bank all the used citizen chips they have.
miniatures on top. Those that do not have miniatures on top will be used in the next one
shift.
b. We will return all the miniatures used during this turn to the registry.
supply board population, except for the explorers who are
they will remain in their expedition.
c. We will be able to feed the generator to raise the heat in the field.
d. We will count the number of sleeping spaces that are warm. For each one,
we will choose a thumbnail of the population register and we will knock it down.
e. On the population track, we will move up one space for each of the tokens.
sick citizens that correspond to those miniatures that
stand in the population registry.
10. We will start a new round.
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