“We’ve made a couple of runs on the old potion store, grabbing little frozen barrels before the blade-bats wake up. Of course the real fun is when you get them home and you have to figure out what they do. That’s just one more reason to take prisoners…” – Frostgrave
This is very pretty, an intriguing concept, and gets good reviews. So…
In a Nutshell: Fantasy skirmish wargame for two players, requires 10 figures per side maximum and a few random encounters, playable in 1-2 hours. 136 pages, £9-£15 at time of writing, depending on format. Written by Joseph A. McCullough, published by Osprey.
Foreword (2 pages): The premise of the game; Frostgrave is a ruined and icebound city, destroyed by magic gone awry centuries ago. Now it is slowly thawing out, and wizards bent on looting venture into its depths with their minions. There are, of course, guardians for its treasures, and other wizards who dispute your right to take its riches with sword and spell.
Wizards and Warbands (19 pages): What you need to play (figures, dice, tape measure or ruler, table at least two feet square, terrain, an opponent). Building your warband, which consists of one wizard representing the player, an apprentice (optional but highly recommended), and up to eight soldiers (a catch-all term meaning they are not spellcasters; there are 15 different types including dogs, healers, fighters, thieves and whatnot). Your wizard is free, and you have 500 gold with which to hire followers. All figures are human, or at least there are no rules for other playable races.
Wizards are each members of one of the ten schools of magic; they can learn spells from their own or friendly schools, but not opposed schools, and begin with a total of eight spells. Apprentices know the spells their wizard knows, but are not as good at casting them.
Each figure has a statline listing its stats: Move, Fight, Shoot, Armour, Will and Health. Initially, all figures of the same type have the same statline; wizards can improve their stats with experience over a campaign, apprentices improve when their mentor does, soldiers don’t improve. So, you only have one character to track experience for. Figures also have item slots for carrying cool toys; wizards can have a maximum of five items, apprentices four, soldiers one.
As befits a wargame, equipment is basic, defined by the figure’s type, and not detailed in any depth.
Playing the Game (22 pages): Table setup calls for lots of terrain – you’re in a mazelike ruined city, after all. Turns consist of initiative (1d20 roll, high score goes first in each phase); wizard phase (wizard and up to three nearby figures activate); apprentice phase (apprentice and up to three more figures activate – this is why you want an apprentice); soldier phase (any soldiers who haven’t activated yet do so); creature phase (anything else on the board activates). When a figure activates, it gets two actions, one of which must be a move and the other of which can be another move, attack, cast a spell etc.
Combat is brilliantly simple and swingy, combining attack and damage into one roll; when you attack, roll 1d20 and apply modifiers (including adding your Fight or Shoot stat); deduct the target’s armour rating; any positive number left over is the damage taken by the target – since, except for experienced wizards, nobody has more than 12 Armour or 14 Health, you can see they’re not going to last long; the optional critical hits rule, which doubles damage on a natural 20, makes this even more painful. Oh, and if you hit someone you’re allowed to push them back, including off buildings if you’re fighting on the roof. Shooting is much the same, except that you have to beat the target’s Fight roll with your Shoot roll to hit him. Anyone with 4 Health or less loses an action – although the remaining one doesn’t have to be a move.
Spells are cast by rolling 1d20 against a target number; fail by enough and you take damage. You can spend Health to improve your chances, and can do so after the die roll is made. Some spells are opposed by a Will roll (1d20 + stat).
Treasure tokens are why you’re there, and any figure in contact with a treasure token can stagger off with it; if he gets off the table he has escaped intact with it. (Judging by battle reports, the warband’s wizard will often cast the Leap spell on a treasure-carrying figure to move it off-board faster.)
Creatures are figures not under the control of a wizard; they move according to simple rules: If fighting carry on until you or the opponent die; if not and there is a figure in line of sight within 10″ move towards it; otherwise move in a random direction.
The game ends when there is only one player with figures left on the board, at which point he is assumed to have collected all remaining treasure.
The Campaign (24 pages): This is where I think Frostgrave would come into its own; a connected series of games. After the first one you may establish a base in the ruins, with each of the eight types of building giving you different benefits. In the campaign, treasure may be spent to recruit soldiers, buy gear, and upgrade your base with helpful features, while the experience your wizard gained by casting spells and smiting opponents can be used to improve his statline, his chances of casting specific spells, or add a new spell to his repertoire. Those reduced to zero Health may roll to recover, though they may suffer permanent injuries which degrade their statline. Some of your treasure tokens may turn out to have handy magic items as well as gold coins – this is why you need item slots on your figures.
Spells (24 pages): At its heart, this game is all about the spells. Each of the ten schools of magic has eight spells, each of which has a target number for casting and a category, which determines its target type – self, line of sight, area effect, touch or out of game. These last are intriguing as they allow you to adjust the starting conditions of the next game. Optionally, a wizard who learns all the spells of his school may then research Transcendence; if successful he leaves the game for a higher plane of existence, winning the overall campaign.
Scenarios (12 pages): The standard game of Frostgrave places some treasure tokens on the board and then kicks off. This chapter gives ten specific scenarios, which are each intended to be unique in a campaign, each with special rules and a specific location to be explored, or a special monster to be overcome.
Bestiary (12 pages): Random encounter rules, and various sorts of undead, animals, constructs, demons and miscellaneous creatures. These are creatures of sword and sorcery, not high fantasy; you could see Conan squaring off against any of them. There are a couple of dozen in all, each with a brief description and a statline.
Spell Cards (11 pages): Quick reference cards for all the spells. Arguably duplicates the spells chapter, but probably worth it for ease of use during play. Favourites: Time Store, which allows a Chronomancer to save one of his actions for a later turn, giving him three instead of the usual two; Elemental Bolt and Elemental Ball, because who doesn’t like fire spells; Grenade, which does what it says on the tin; Furious Quill, an animated pen which stabs to irritate and distract; Reveal Secret, which lets you start right next to a treasure token.
The Wizard Sheet (3 pages): More of a warband sheet actually; the three pages cover stats and notes for your wizard, apprentice, home base, spellbook and 8 soldiers.
Unusually, this is available as a hardcover book, PDF, Epub file or Kindle file, depending on where you get it from. Cost ranges from £9 to £15 depending on format.
Whichever you pick, you’ll find a full colour cover, single-column black text on white, lots of colour illustrations and photos of better minis and terrain than I ever hope to have. Sob.
Tables and spell cards have an unusually simple and basic layout, but it’s easy on the eye, so I like it.
SUGGESTIONS FOR IMPROVEMENT
I’d like to see layers in the PDF file; the simple layout and frosty page backgrounds are not too bad on the printing front themselves, but the colour illos and photos would use a lot of ink.
Trying to manipulate a tape measure around a lot of dense terrain to measure to the nearest 1/100th of an inch sounds hard to me, so I would round off the fractions caused by half moves of half moves of half moves and lay out a hex grid battlemat. Yes, you could argue I’m just jealous of people with nice terrain pieces, and you could well be right.
It’s inevitable to compare this with Mordheim, Games Workshop’s game of warbands looting a ruined city released in 1999; but Frostgrave has rules that are simple enough I would actually play it, even if it means tracking hit points for all the figures. The setting is likewise simple but inspirational, possibly because of its simplicity.
There are intriguing snippets of in-character quotes from survivors of a skirmish, most of which gave me ideas for scenarios. I see a number of supplements are already available and they could keep releasing those indefinitely.
Although officially for two players, I can see on the web that with larger tables people are successfully playing with three or four warbands. If any of the local wargames clubs met at a time convenient for me, I’d be trying to lure them away from Warhammer 40K and Flames of War into this. I can also see it as a roleplaying resource and a solo game – the setting and scenarios should be doable with any RPG, and all the latter would need is some means of spawning creatures, perhaps rolling every turn for random encounters instead of only when a treasure is picked up. It ought to be easy enough to apply the levelling-up rules to soldiers as well, to use Frostgrave as a very basic RPG. So, like a lot of skirmish wargames, versatile and useful even if you don’t play the Rules As Written.
Overall Rating: 5 out of 5; I want to play this one right now; I even have suitable figures in the form of D&D and Pathfinder minis. Had I but world enough, and time…