Frosthaven
681 questions players ask about Frosthaven, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-25.
681 questions players ask about Frosthaven, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-25.
A publisher-affiliated account answered this directly on BGG in 2022, and the official FAQ agrees.
First printings print the wrong numbers inside those flaps. Envelope 24 uses sticker 10, 37 uses 11 and 13, 44 (the Enhancer) uses 12 and 14, 85 uses 15, and 90 uses 1, 5, 8 and 9. The stickers are on the shared sticker sheets, not inside the envelopes.
The official Frosthaven FAQ answers this in section 1.
Three: the Chaos Demon's Chilling Breath is missing its value and should be Retaliate 2, Range 2; Savvas Icestorm's Frozen Shell should consume Ice, not Earth; and the elite Wind Demon at level 0 should have Move 3.
The official Frosthaven FAQ answers this in section 1.
Town guard cards 1451 and 1452 should give +2 material resources. On winter road event WR-47, the first A outcome should say 'summer road deck', and the B outcome should remove SR-49 from the summer road deck instead of WR-47 from the winter deck.
The official Frosthaven FAQ answers this in section 1.
Yes: item 049 (Cruel Dagger) is missing its spent icon, and item 225 should be a one-hand item, not a body item. Second printings fixed them.
The official Frosthaven FAQ answers this in section 1, consistent with the rulebook's "Recover" section.
Active cards without a lost icon count as discarded for long rests (added to page 30), Recover is not a targeted ability (page 33), and the Wealth favor in Appendix F costs 2 points instead of 1.
The official Frosthaven FAQ answers this in section 1.
No. A few scenarios ask for more than exist, such as Scenario 17's five pressure plates, the barrels in 45 and 120, snow rocks in 52, corridors in 83 and debris in 109. Overlays aren't component-limited, so use a proxy or a functionally identical tile.
The official Frosthaven FAQ answers this in section 1.1.
Three non-errata changes: the Deathwalker's character mat changes noted in the FAQ are now printed on her mat, the Blinkblade's Make It Count bottom has Move 2 instead of Move 1 in its green box, and the Shackles' level 8 Wave of Anguish was renamed Wave of Suffering so it no longer shares a name with a Deathwalker card.
The official Frosthaven FAQ answers this in section 2.
Probably not. If the ones you can't find are 'FF' and 'SD', it will become clear later when you need them.
The official Frosthaven FAQ answers this in section 2.
They belong to an unlockable campaign mechanic, so leave them out of loot decks until the game tells you to use them. You can store them in Envelope 74 without looking at its other contents; second printings already put them there. When they are unlocked, the instructions add them in addition to a scenario's normal money cards.
The official Frosthaven FAQ answers this in section 2.
No. Both belong to campaign mechanics that are unlocked later, and the game makes it clear when to begin using them.
The rulebook answers this in "Conditions", and experienced players agree.
Only for marking traps that bless or curse whoever springs them. Bless and curse themselves are always cards shuffled into an attack modifier deck, never tokens on a figure.
The rulebook answers this in "Character Ability Cards", and experienced players agree.
Enhancement marks. They show where enhancements can go later in the campaign, and their shape limits which kinds fit; they have nothing to do with which effects are optional. Ignore them until enhancing is unlocked.
The official Frosthaven FAQ answers this in section 6, consistent with the rulebook's "Capture" section.
They belong to campaign mechanics that are still locked; you'll learn what they mean when that content opens. One of them marks monsters that can later be captured as pets.
Several experienced players agree; there is no official ruling.
So you can flip a set's token once it has acted. It helps when monsters revealed later in the round still need to act.
Only a single forum answer supports this; treat it as a best reading, not a ruling.
Yes. Monster ability cards aren't spoilers, so you may read them, though some groups prefer not to.
The official Frosthaven FAQ answers this in section 8.3.
Only when granted a move, and then you decide how they move. A banner's move value is '–', so a 'Move X' grant works but a 'Move +X' bonus does nothing, and like other summons a banner can't open doors.
The official Frosthaven FAQ answers this in section 8.3.
Yes. Banners are summons, so you are their ally and get their aura effects, and they count as allies in formation hexes and for cards that need an adjacent ally. Monsters can target them and give them conditions like any summon. A banner never affects itself, since a figure isn't its own ally.
The official Frosthaven FAQ answers this in section 8.3, consistent with the rulebook's "Area of Effect" section.
Yes, like any area pattern: rotate or mirror the whole pattern (so on Combined Effort you can stand on either side of your ally), but you can't move individual hexes or resize it.
A publisher-affiliated account answered this directly on BGG in 2020, and the official FAQ agrees, consistent with the rulebook's "Area of Effect" section.
An ally must actually occupy the blue hex or the attack can't be performed (use the card's basic action instead). You need line of sight to that ally, but it can be on the other side of a wall as long as you can see it. An invisible ally counts, since the ally isn't targeted.
The official Frosthaven FAQ answers this in section 8.3.
No. Any attack with a red-hex area pattern is never a single-target attack for item purposes, however many enemies it hits. For enhancement costs, though, such one-red-hex attacks count as single-target, so they aren't doubled.
A publisher-affiliated account answered this directly on BGG in 2022, and the official FAQ agrees.
In a single scenario, attack at least three enemies with each of three different formation attack actions. The enemies can be the same ones each time, but the three formation actions must be different, and each one has to hit three enemies by itself; spreading hits across several uses doesn't count. It's generally impossible before level 3 unless an item or enhancement helps. The other mastery, about summoning a banner, has no such barrier and can be done early.
The official Frosthaven FAQ answers this in section 8.3.
Yes. Any ability in the action that refers to the formation needs the formation attack to have been performed; if no enemy was attacked in the formation, the heal or bless doesn't happen.
The designer ruled on this directly on BGG in 2020, and the official FAQ agrees.
No. Its Attack and Disarm hit a single enemy of your choice in the depicted area; the pattern is there to show where your allies must stand, and those allies are blessed.
The official Frosthaven FAQ answers this in section 8.3.
Yes, it works with both.
The official Frosthaven FAQ answers this in section 8.3.
Each 1 damage for an ally whose hit points increased is its own source of damage, so it can be negated or reduced separately. It isn't attack damage, so shields don't reduce it, and you may leave allies out of the 'target all' heal.
It's an aura checked when the attack happens: the attacker must be within range 2 of the banner at that moment (for a Deathwalker shadow attack, the shadow must be). It boosts one attack per figure's turn, so only one target of an area attack, chosen by whoever controls that figure, and it works from the moment the banner is summoned.
Several experienced players agree; there is no official ruling.
You choose the order, since both happen at the start of your turn (unlike Regenerate, which always resolves first). It heals allies whose turns start in its range, not objectives (they take no turns) and not the banner itself, and it applies from the round it's summoned for allies who haven't acted yet.
No. It's the banner's ability, so it automatically negates the first damage any ally adjacent to it would suffer each round.
Several experienced players agree; there is no official ruling.
Yes. The requirement applies at all times, so going farther mid-move fails it even if you end within 3.
Several experienced players agree; there is no official ruling.
When the attack is made. The next attack ability that round by you or an ally adjacent to you at that moment uses it up, applying to every target of that one ability.
Whenever the token moves forward onto an experience icon, for whatever reason, even if it earned that icon earlier in the scenario. Moving a token backward never gives experience.
The rulebook answers this in "Active Bonuses", and experienced players agree.
Advancing is mandatory: whenever the trigger happens, the token moves, even with no benefit. Moving tokens back is optional. Once the last slot is used the card is lost when that ability finishes, so another card can't move it back to keep it, and dismissing a lost persistent early still sends it to the lost pile.
Several experienced players agree; there is no official ruling.
No. The printed Drifter mat says these effects only move tokens on ability card use slots, not on items, and never other characters' tokens. A 2020 pre-release designer answer allowing item tokens came before the final mat.
For a red-hex area ability, the first attack sets the range for the whole ability. Otherwise the +1 range is gone as soon as the last charge is used, so later targets don't get it.
Every heal ability the Drifter performs, on anyone: card heals, long rest heals, Regenerate the Drifter has, item heals. It doesn't boost heals other figures perform on the Drifter or healing traps. Since long rest and Regenerate heals are optional, you can skip them to save a charge.
Several experienced players agree; there is no official ruling.
Each charge gives its shield against one damaging attack and ends with it, so two attacks use two charges. You order your shields, and once other shields reduce an attack to 0 it's no longer a source of damage, so no charge is used; a null doesn't use one either.
A publisher-affiliated account answered this directly on BGG in 2022, consistent with the rulebook's "Attack Modification Order" section.
One per target, since each target is a separate attack, and it applies to any melee attack even on non-adjacent hexes of an area. The bonus is added with other attack bonuses before the modifier is drawn, so a null still means 0 and a x2 doubles it.
No. Those quests count only what you get from looting loot tokens; cards gained through a perk aren't looted from tokens. The redraw comes from the scenario's loot deck, so it does nothing once that deck is empty.
Several experienced players agree; there is no official ruling.
It triggers on any attack by an enemy within range 2, melee or ranged. Each such attack uses a charge and gets Retaliate 2 for that attack only; it doesn't build up, though it adds to other retaliate. Moving tokens back with it must target two different persistent abilities.
Several experienced players agree; there is no official ruling.
It's an optional cost: you may advance one of your persistent tokens to give the attack +2 range, which makes it a ranged attack, and if the token moves onto an experience icon you gain that experience as usual. You can decline it.
The rulebook answers this in "Forced Movement", and experienced players agree.
Yes. It is the Banner Spear's own ability teleporting other figures, not a grant, so the banners' conditions don't matter, and each adjacent banner is handled separately, so they can go next to different targets of the attack.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees, consistent with the rulebook's "Line-of-Sight" section.
Everything except retaliate. Range, line of sight, push and pull direction and auras such as a Banner Spear banner all use the shadow's hex, and the Deathwalker herself needs no line of sight to the shadow or the target. Retaliate only hits her if her real figure is within its range. With no range listed the attack is melee; with a range, it is ranged.
The official Frosthaven FAQ answers this in section 8.4.
No. Attacking from a shadow's hex, and removing that shadow afterwards, is part of how the ability works, not an optional extra, so without a shadow the attack can't be made; use the basic Attack 2 instead. Ordinary attacks never reach through shadows.
The official Frosthaven FAQ answers this in section 8.4.
It can't remove a shadow that the action you're boosting uses in any way: as the attack's origin, for a bonus (such as Ritual Sacrifice's count), as a cost, or earlier in the same action. With two shadows you can use one for each. It boosts one attack within an attack ability, chosen before the modifier is drawn, though abilities that grant several separate attack abilities, like Wave of Anguish, can each use it.
The official Frosthaven FAQ answers this in section 8.4.
Yes. Each shadow gives a separate Attack 3 ability performed from that shadow, so if several shadows are adjacent to one enemy, it can be attacked by each of them.
The official Frosthaven FAQ answers this in section 8.4; it replaces an earlier ruling.
No. You can mark an objective, but objectives are destroyed rather than killed, so 'when that enemy dies' never triggers. A 2022 answer on BGG said it did work; the official FAQ later reversed that after checking with the designer.
The official Frosthaven FAQ answers this in section 8.4.
Only one enemy can carry its token at a time; marking a new enemy moves the token. You place it before drawing the modifier, so in a multi-target attack you can mark each target in turn as earlier ones die. The shadow appears whenever the marked enemy dies, whoever or whatever kills it.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees.
Into any hex except walls, closed doors and hexes with another shadow: obstacles, traps, objectives and enemy hexes are all fine, and 'without hindrance' simply means terrain, figures and obstacles don't slow them. Shadows can pass through other shadows but not end on them, and they can't open doors or enter unrevealed rooms.
The official Frosthaven FAQ answers this in section 8.4.
Yes. A shadow counts as adjacent to its own hex for all purposes, so abilities hitting enemies adjacent to a shadow include one standing on it; this is an exception to the usual rule. It doesn't make different shadow hexes adjacent to each other, and newly placed shadows use normal adjacency.
The official Frosthaven FAQ answers this in section 8.4.
Move the shadows the same way, on the Deathwalker's initiative. The FAQ made this a general rule after Scenario 21, whose text should mention character tokens.
The official Frosthaven FAQ answers this in section 8.4.
Any removal by your abilities counts, including shadows you must take off for going over the limit and shadows replaced by Eclipse, and a shadow from Call of the Abyss counts as created even if an ally made the kill.
The designer ruled on this directly on BGG in 2022.
The removed shadow must be adjacent to the Deathwalker (or in her own hex), not anywhere on the map. The summon is then placed in any empty hex adjacent to her as usual, not necessarily where the shadow was.
Several experienced players agree; there is no official ruling.
It negates only the damage, so the attack's conditions, pushes and pulls still apply, with forced movement starting from the shadow you moved to. While stunned you can still use the damage negation, since it's an active bonus, but not the teleport, which is an ability. Moving shadows from a persistent bonus is also an ability, so stun stops it.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
It is ranged: it lists a range, so it needs line of sight from the Deathwalker and has disadvantage adjacent. Moving into or out of a shadow has no direction, so it never causes an icy slide, and a slide can't stop on a shadow to hop to another.
The official Frosthaven FAQ answers this in section 8.4.
Yes, as long as she has a shadow hex to end in. If opening the door makes ending in a shadow impossible, the move ends at once.
Several experienced players agree; there is no official ruling.
No line of sight is needed, since the bottom is a round-long rule rather than a targeted ability. Shadow hexes don't become negative hexes, so monsters path through them normally.
The official Frosthaven FAQ answers this in section 8.5.
Only kills from your own abilities and perk modifiers that explicitly kill a summon, such as Exploding Corpse, all within one scenario. Dismissing a summon, losing it to enemies, or walking it into a trap doesn't count.
The official Frosthaven FAQ answers this in section 8.5.
Always the Boneshaper, whether she or one of her summons draws it. Whoever draws it performs the heal, so a summon needs line of sight to her. A modifier that says 'self' heals whoever drew it.
The official Frosthaven FAQ answers this in section 8.5.
No. Killing the summon is optional; otherwise it's a +1, and if the Boneshaper draws it herself it's just +1. It never applies to Exploding Corpse or Putrid Cloud attacks, because the Boneshaper makes those attacks, so there's no attacking summon.
A publisher-affiliated account answered this directly on BGG in 2023, and the official FAQ agrees.
The Boneshaper does: they are her melee attacks against enemies adjacent to the designated summon, using her line of sight and active bonuses, not the summon's traits. So retaliate only applies if she herself is in range, and the summon can't die mid-ability that way.
The official Frosthaven FAQ answers this in section 8.5.
You perform the chosen summon action before round 1, so you suffer its damage and gain its experience. The summon acts normally in round 1, before you, and an element the card infuses (like Angry Spirits' Dark) is strong at the start of round 1.
The official Frosthaven FAQ answers this in section 8.5.
A skeleton is absorbed only when it ends its movement on the Bone Horde; one passing through can't stop early. On their own turns skeletons follow monster AI, which treats the Horde as a legal end hex, and you choose where they go only with granted moves. You can't summon into its hex or move the Horde onto a skeleton, and a full Horde still kills skeletons that end there.
There's no special cap: the class has six skeleton standees, matching what its cards can summon (one higher-level card summons two). At level 1 the available cards only summon three.
Several experienced players agree; there is no official ruling.
Yes to both. It is ordinary damage, so suffering it removes Regenerate, and Ward or other damage reduction can lower it; negating it entirely keeps Regenerate.
Yes. The boxed self-damage is a separate ability, so you can perform it alone and gain the action's experience; the designer reportedly saw no reason to forbid it.
The official Frosthaven FAQ answers this in section 8.5.
It triggers after each individual attack against a protected figure, so an enemy can die partway through its attack ability. It still applies if the summon dies from the attack, and it can't be skipped; to stop it, remove the card.
Yes. You gain Malicious Conversion's experience and perform the whole summon action, its experience and reduced self-damage included. The summon itself is optional, as it isn't in a mandatory box.
The official Frosthaven FAQ answers this in section 8.2.
An ability that sits wholly inside the box (an added move, attack or suffer-damage) must be performed if you're able: move at least one hex, or attack an enemy in range, though you needn't move into range or hit every possible target. Effects the box adds to another ability must be added, but you can then use that ability normally, such as declining Blurry Jab's wound or pushing 0. If you can't perform it (immobilized, disarmed, no target), it's skipped.
The official Frosthaven FAQ answers this in section 8.2.
No. Paying a cost to trigger something is always optional, even inside a mandatory box; skip the cost and you just don't get that effect. You can also pay it and then not use what it bought, such as Power Leak's extra target.
The official Frosthaven FAQ answers this in section 8.2.
No. A basic action ignores everything printed on that half, fast and slow boxes included. You're still fast or slow for everything else that round, and effects that trigger on taking a fast or slow action still trigger. If you use the card's real ability, you can't ignore the applicable fast or slow modifiers.
The official Frosthaven FAQ answers this in section 8.2.
After an attack action, meaning a card half on which you actually performed at least one attack; choosing an attack card and not attacking doesn't count, and attacks someone grants you aren't your attack action. It triggers once per action, not per attack. The Move 3 itself is optional, but the token still advances each time it triggers.
The official Frosthaven FAQ answers this in section 8.2.
Overdrive's top is an ongoing effect once it's in your active area: in later rounds you gain the matching bonus as soon as you declare fast or slow, before anyone acts, for the whole round. It does nothing in the round you first play it.
The official Frosthaven FAQ answers this in section 8.2.
It's a spawned allied monster, not your summon, so it acts on its own type's initiative (that same round, even if the initiative has already passed). You never control a controlled or allied monster's summons; they're enemies to you and to it.
Basic Attack 2 and Move 2 count, since they are actions you perform. A long rest's heal is an ability, not an action, so it doesn't, and neither does an action where you couldn't perform any ability. It has use slots, so it's mandatory whenever its condition is met, even if unhelpful.
Each fast effect happens twice, separately. A '+2 move' bonus is added twice to the same move (Move 3 becomes Move 7), an effect that grants Loot 1 gives two Loot 1 abilities, and experience in the repeated part is gained each time. Extra targets bought by poisoning yourself usually can only be taken once, since the first payment poisons you.
Several experienced players agree; there is no official ruling.
It's a rolling +0: keep drawing for the current attack and put the card in your active area. Your next attack draws a modifier as usual and adds the +2 as a bonus before discarding the card, even with disadvantage then; a null on that attack wastes it. Drawn during a disadvantaged attack, it's simply discarded.
Several experienced players agree; there is no official ruling.
You play three cards instead of two, one setting initiative, and perform three actions with at least one top and one bottom. Its damage happens during card selection, before anyone's turn. You may still play two cards or long rest; the token advances anyway, and with too few cards the extra benefit is lost.
Yes, she always declares, and can even go fast if she has a time token to spend; slow is the usual choice. Effects like Hit and Run still need an actual attack to trigger.
No. A card only reaches the discard pile once fully resolved, so it can't return itself, though it can return a card that finished earlier that turn. Once active, every remaining card's slow boxes are ignored and fast boxes apply.
The official Frosthaven FAQ answers this in section 8.6.
No. It has one hand of 14 cards with a restriction: you bring exactly 7 of each form and during card selection may only play cards of your current form, even for basic actions. Otherwise it's one hand, so you can lose a card of either form to negate damage, persistent cards keep working after you switch, and each level-up adds just one card.
The official Frosthaven FAQ answers this in section 8.6.
No. Switching isn't an ability, so you must perform at least one ability of that action for the switch to happen, just as with experience or infusions.
The designer ruled on this directly on BGG in 2022.
You may use cards with switch symbols on both actions, but only one switch happens, during the end-of-turn wrap-up. So a card played afterwards in the same turn (for example via an end-of-turn effect) still comes from your current form, and an extra turn granted by another class's card doesn't switch you.
A target must be both in the pattern and at one of the allowed ranges, so you hit the overlap, and that still applies to alternative patterns such as Locust Host's. Items and abilities that change range don't affect precise ranges at all, so range items are poor picks.
The official Frosthaven FAQ answers this in section 8.6.
Yes. Playing a persistent loss card counts as losing a card for the mastery, even though it sits in your active area for a while first.
The official Frosthaven FAQ answers this in section 8.6.
No. The poison refers to the attack's area, so without performing the attack there are no red hexes, nothing else can be done, and with no ability performed there's no switch either.
A publisher-affiliated account answered this directly on BGG in 2024, and the official FAQ agrees.
First. Anything before the colon is a cost paid before the effect, so you're cursed and muddled before the attack, which therefore has disadvantage. It still works if no curse cards are left; the curse just has no effect.
A publisher-affiliated account answered this directly on BGG in 2026.
No. Each 'condition self' clause buys its own bonus, so you can take either, both or neither.
A publisher-affiliated account answered this directly on BGG in 2023.
No. The basic Attack 2 is always a melee attack; the form doesn't change basic actions.
It's left over from an earlier version and does nothing. The action is still a lost action, and the card doesn't stay out until the end of the round.
A publisher-affiliated account answered this directly on BGG in 2023.
The card you discard. The recovered card can't be a higher level than the one you discard for it.
The official Frosthaven FAQ answers this in section 8.6.
No. Their bless, ward, experience and form switch happen once, when played. Only the end-of-turn element conversion is persistent, it works in either form, and it can't use an element infused that same turn.
The designer ruled on this directly on BGG in 2021.
A non-Blinkblade is neither fast nor slow, so no fast or slow effects apply and either initiative may be used. A non-Geminate is in neither form, so the card works normally and its switch icon is ignored.
A publisher-affiliated account answered this directly on BGG in 2025, and the official FAQ agrees.
You consume the listed elements once, when you play the Infusion; its persistent bonus then lasts while the card is in play, and paying again later doesn't re-trigger anything. Its on-infusion ability fires when it's played and again each time you play another Infusion, in any order you like. Spending elements on an ordinary card is just that card's cost and triggers nothing.
It benefits from your active Infusions' persistent effects (as do the other Astral summons, extra hit points included), but not their on-infusion triggers; only the level 8 Spiritbound Falchion gets those. Its 'gain Disarm whenever you don't have it' is mandatory, so a Shackles taking that Disarm just sees it come straight back. You can dismiss the summon at any time outside an ability.
A redirected attack targets the Astral regardless of the attack's range, as though the Astral had briefly swapped places with the original target, so even a melee attack hits a non-adjacent Astral.
The official Frosthaven FAQ answers this in section 8.7.
No: the push is a separate ability, so the move comes right after the attack ability, after every target of something like Slashing Cyclone. A summon getting the extra movement uses its normal monster AI for it.
No. The element comes with the ability, so you must actually perform it at the reduced value. A reduced active bonus such as Gale Barrage's counts once you commit to it, even if you don't attack later that round. A move can't be reduced to 0, but you can step out and back.
The rulebook answers this in "Elements", and experienced players agree.
No to both. If an action shows element consumptions in its upper-left corner, all of them must be consumed to perform any part of it. Gemstone Resonance's bottom only counts as two Infusions for effects that count them; only its top is an Infusion that triggers others.
The official Frosthaven FAQ answers this in section 8.8.
Only in featureless hexes: not on another overlay, an objective or his own existing tile, and creating it under a figure doesn't damage it. All hazardous terrain the Meteor creates, even through an item, uses his class tiles and counts toward his limit.
The official Frosthaven FAQ answers this in section 8.8.
The top's push is Range 1, and 'through' means the enemy both enters and leaves a hazardous hex, so starting or ending in one doesn't count (the same goes for his mastery). If an obstacle can't legally be created, the hazardous terrain is just removed. Brittle doubles the doubled damage again; Ward halves it. On the bottom, three circles are the -1 attacks and the fourth tracks the doubling, which isn't reduced.
The official Frosthaven FAQ answers this in section 8.8.
His persistent cards can't be removed early except at the start of a rest (short or long), and Hardened Spike just lacks its mandatory icon by mistake. A card still leaves as normal once its track runs out. You can't declare a rest with fewer than two discards by counting on removing one.
The official Frosthaven FAQ answers this in section 8.8.
The tiles stay on the map, but the perk works like an active effect and stops once he exhausts, so they then hurt everyone. The perk only covers hazardous terrain the Meteor created, and it protects all his allies, summons included.
Its start-of-turn attack targets an enemy adjacent to any hazardous terrain (not one merely standing on it, since a target's own hex isn't adjacent to it) and in line of sight; it needn't be next to the Meteor, and the token advances every turn even with no target. It can move any one-hex hazardous tile, including one in his own hex, out and back if it moves at least one hex, but not through other overlays. Its bottom's damage comes from the ability, so it hits allies and flyers.
Hexes emptied by a kill or a push count, since the terrain is placed after the attack and its forced movement. But the attack needs at least one enemy target in the pattern; you can't attack empty hexes.
Several experienced players agree; there is no official ruling.
Flyers in the new hazardous hexes take it, since it's direct damage from the card, not terrain damage. Enemies already standing on older hazardous terrain nearby aren't affected. If you perform it, it affects allies too.
The rulebook answers this in "Attack Modification Order", and experienced players agree.
Among the attack's own bonuses, before the modifier card: add bonuses such as a +1 or Poison first (you choose the order), then double, then draw.
Yes, each extra target or attack gets its own terrain, since it's part of the attack. Creating it is optional unless boxed as mandatory; the element is still infused if you attack.
The official Frosthaven FAQ answers this in section 8.9.
Yes to both: basic Move 2 and Attack 2 are abilities. Empowering Note only raises numbers actually printed on an ability, so it can't raise an implied Target 1 or a melee attack's range.
Several experienced players agree; there is no official ruling.
A wave action needs at least one resonance spent, and only if its ability can actually be performed (an attack needs a target, a loot needs something to loot), though you may add targets beyond the enemies present. Unsustainable Wave's extra damage is 'suffer damage', needing no line of sight, and triggers after each target's attack.
Several experienced players agree; there is no official ruling.
Not in the starting room, which isn't a newly revealed room. Gaining a condition you already have still counts as gaining it, unless the effect needs you not to have it.
The official Frosthaven FAQ answers this in section 8.10, consistent with the rulebook's "Traps" section.
Put damage and condition tokens on the trap tile, using damage tokens to show healing on positive traps. Once placed it is an ordinary trap: anyone can spring it, the class's trap abilities also work on scenario traps, and traps don't follow the party when a scenario moves everyone.
The official Frosthaven FAQ answers this in section 8.10.
Yes. You choose whether each trap you enter springs, so you can end your turn standing on one. You also count as adjacent to a trap in your own hex for your targeted abilities.
The official Frosthaven FAQ answers this in section 8.10, consistent with the rulebook's "Manipulating Tiles" section.
Yes to both. Replacing means destroying the tile and creating a new one, so creation bonuses apply, and damage or heal can be added to a trap that had none, so one trap can carry both. Merging traps' effects isn't creating.
The official Frosthaven FAQ answers this in section 8.10.
Not jumps. A jump only springs a trap where it formally ends, so any movement that trap would add is lost. You can take just the +2 movement (without jump) from each trap and walk onto the next, then accept jump at the last one, so the rest of the move is a jump.
The official Frosthaven FAQ answers this in section 8.10.
It triggers on forced movement too, and it is mandatory, so it would spring a helpful trap on an enemy unless you remove the card before that enemy moves. It doesn't trigger for an enemy that never leaves its hex. It can spring a trap adjacent to a flying monster, but not one it hovers over. When the top springs a trap on your attack's target, the effect resolves before retaliate and a kill counts as yours.
The official Frosthaven FAQ answers this in section 8.10.
Yes, 'immediately' means mid-push. Only springing triggers it; destroying a trap just removes it.
The official Frosthaven FAQ answers this in section 8.10, consistent with the rulebook's "Flying" section.
Over an obstacle it moves to the nearest hex without one and takes no damage, a change from Gloomhaven. Over a trap it springs the trap, and whoever removed its flying gets the kill credit, as with a push.
The official Frosthaven FAQ answers this in section 8.10.
No. You pick traps one at a time and can only spring one that has a figure within range to apply it to, which may be an invisible figure since applying the effect isn't targeted.
No. Pick one direct path (fewest hexes; you choose among ties) and create a trap in each empty hex along it, skipping any that aren't empty.
Several experienced players agree; there is no official ruling.
No. 'Moved through' means hexes you enter and then leave; a trap in your final hex just triggers normally after the move.
The official Frosthaven FAQ answers this in section 8.11.
What you actually suffered. If you are brittle and choose 4, you suffer 8 and so does the target. 'Damage suffered' is capped by remaining hit points, while 'would suffer' (as on Reject the Gift) isn't.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
An immune target is fine: the condition still leaves you, it just never lands. But if you can't remove your own conditions (Delayed Malady, or a card saying they can't be removed), transfer abilities like Shared Affliction's bottom or Line of Transference can't be used. Shared Affliction's top only adds your conditions to your attacks without removing them, so it works alongside Delayed Malady.
The official Frosthaven FAQ answers this in section 8.11.
Every target receives the one condition you removed. Isaac ruled that when Line of Transference becomes a multi-target attack, the removed condition is applied to all of its targets.
The official Frosthaven FAQ answers this in section 8.11.
Curses aren't affected: you're only cursed for a moment, so a curse card is still added to your deck and can't be held or transferred. Your other conditions can't be removed or expire while it's active, but you ignore their effects, so poison doesn't block heals. Wound already taken at the start of your turn still happened.
The official Frosthaven FAQ answers this in section 8.11.
End-of-turn conditions like Disarm and Muddle drop at your next end-of-turn wrap-up. Dismissed before or during your turn, they come off at the end of that turn, unless you gained them that same turn, in which case they last through your next turn. You can dismiss it any time outside another ability, but you forfeit its last experience.
The official Frosthaven FAQ answers this in section 8.11.
It needs no line of sight, though range can't be counted through walls. A condition you take this way still counts as caused by the monster that inflicted it, which matters for some items. Abilities that need you to give yourself a condition still work while it's active.
The official Frosthaven FAQ answers this in section 8.11.
Reprisal's top is missing its round bonus icon. Wracked with Pain's Wound can be skipped, so you can just stun (and possibly make brittle).
It covers only the first damage you would suffer that round. Ward or brittle adjust that damage first (brittle doubles and is used up), then it acts like negation and sends the full 'would suffer' amount, not capped by your hit points, to the enemy that caused it.
Several experienced players agree; there is no official ruling.
No. If your hit point dial didn't go down, you didn't suffer damage, whatever prevented it, and if the damage exhausts you, your active cards are gone before they can trigger. One source of damage can trigger several such cards at once.
Several experienced players agree; there is no official ruling.
The hit points actually restored. A heal that only removes poison or wound, or lands on a full-health figure, counts as 0, though attack modifiers can still raise that 0.
Several experienced players agree; there is no official ruling.
No. The Shackles isn't being attacked, it just suffers damage, so retaliate and attack-triggered effects don't fire, and shields can't reduce it.
The official Frosthaven FAQ answers this in section 8.12.
In featureless hexes (figures may be there, other overlays may not), adjacent to the Snowflake when the card says so. It isn't limited; use any suitable overlay tiles. Its damage is the normal hazardous amount for the scenario level, which the mat's scale shows.
The official Frosthaven FAQ answers this in section 8.12.
Unlimited range, but as a heal it's targeted, so the ally needs to be in line of sight.
The official Frosthaven FAQ answers this in section 8.12.
If no ally suffers damage all scenario, it succeeds, like a rest-related battle goal when you never rest. Bless and curse don't count, since they're never held as conditions, and conditions an ally gives itself through an ability you granted aren't ones you applied; lasting ones you apply, like Ward or Regenerate, work.
The official Frosthaven FAQ answers this in section 8.12.
At the end of each of your forced movement abilities that actually moves a target at least one hex; a push or pull of 0 doesn't count. A multi-target push like Polar Vortex is one ability, so all targets move first and the damage comes after. Pushes in attacks you grant an ally belong to that ally and don't count.
The official Frosthaven FAQ answers this in section 8.12.
No. It only hits hexes just outside the pattern, as a separate ability, so you can push enemies out of the pattern before it happens.
The official Frosthaven FAQ answers this in section 8.13.
When you enter icy terrain you may ignore the slide and instead gain +1 movement in any direction (ordinary movement, so difficult terrain still costs). While jumping, ice has no effect on you to replace, so you gain nothing.
No. Abilities that refer to an attack's pattern need that attack to have been performed, so without attacking there are no red hexes for the icy terrain. The same applies to similar cards such as the Coral's Crashing Surge.
The official Frosthaven FAQ answers this in section 8.13.
Regenerate comes back immediately whenever you lose it, so you always have it while the card is active. Recovering a level X card costs the level 1 amount of damage, and it can trigger a still-active round effect like Encased Punch, but can't recover a card already in your discard pile and keep its effect.
Several experienced players agree; there is no official ruling.
Last, when damage is actually suffered, after ward and brittle. On Fury of the Mountain the bonus only starts after the attack above it has fully resolved, so it doesn't reduce that attack's retaliate.
The rulebook answers this in "Elements".
Always. The infusion is a standalone mandatory one that happens whenever you perform any part of the action.
The official Frosthaven FAQ answers this in section 8.14.
Objectives are destroyed, not killed, so they never trigger on-kill effects. A trophy for an enemy dying to wound or bane only needs the death, whoever applied the condition, though such deaths give no kill credit.
The official Frosthaven FAQ answers this in section 8.14.
It affects you and all allies within range, as a positive 'target all' ability, but never enemies.
The official Frosthaven FAQ answers this in section 8.14.
Skull Collection can poison several enemies in one turn if you have enough trophies. On Grim Trophies you must decide how many to spend at the start of the action, not one at a time between moves and attacks, and its movement is optional.
The official Frosthaven FAQ answers this in section 8.15.
On any rest, short or long, even with cards still in hand. Tide cards in your hand or lost pile stay where they are.
The official Frosthaven FAQ answers this in section 8.15.
The bottom's parts are independent ('designate ... and', not 'to'): you can just Move 3 with no water, or relocate a designated one-hex water tile without moving, even while immobilized. A two-hex tile isn't a valid choice. You can place water in your own hex, since it counts as adjacent for placing tiles.
The official Frosthaven FAQ answers this in section 8.15.
Yes. It happens on a different turn, but it's still you performing a move ability. Its level 2 sibling's 'after you move' damage likewise triggers once per turn, so again on someone else's turn.
Yes, each Move 1 and Attack 1 per Tide is its own ability. Consuming Light at the start adds +1 to every move but gives its experience only once, effects that boost all your moves boost each one, and items that affect a single ability, such as the Swiftness Potion, affect only one of them.
Several experienced players agree; there is no official ruling.
Icy terrain isn't water, the Coral pays normal difficult terrain costs unless a card or Tide says otherwise, and water tiles aren't limited, so proxy them. In Scenario 73, its hexes count as water for the Coral's abilities and perks.
Several experienced players agree; there is no official ruling.
As written, yes: a requirement checked each time you rest is satisfied if you never rest, like rest-based battle goals, though some players feel it misses the intent.
No to both. Cards are selected at the start of the round, so the extra card only applies from the next round, and among the three you need at least one top and one bottom action, not a Tide.
The official Frosthaven FAQ answers this in section 8.16.
Before round 1 you play it to set your initial mode, gaining its experience. It counts toward your hand size but isn't one of the two cards you play in round 1.
The official Frosthaven FAQ answers this in section 8.16.
You need another of your summons on the map: you take on its damage and conditions, switch your mode to its card, and move into its hex, while the summon you were leaves a figure in the hex you left. Transfer uses teleport rules, so you need a hex you can legally occupy (not an obstacle unless you're flying), and scenario teleport bans apply.
Only if that summon's place in the summon order hasn't passed yet. Transferring isn't summoning and doesn't reset the order: leaving a summon during your own turn means it has already missed its turn, while a transfer triggered by an earlier summon's modifier can leave a later summon its turn.
No: you can summon even if the attack kills the target (the FAQ treats this as card-specific errata), using the target's hex after any push or pull. The summon action is the top or bottom half of a summon card from your hand, chosen as Launch Pod resolves, not the other card you played.
The official Frosthaven FAQ answers this in section 8.16.
Add to its end: if the damage came from an attack with other conditions or effects, you suffer them instead, so a push or poison aimed at your summon hits you. Transfer resolves target by target, so a monster's remaining attacks against a single chosen summon fail after you transfer.
The official Frosthaven FAQ answers this in section 8.16.
No. It focuses on the enemy farthest away (by movement, then range, then initiative) and, like any monster, only attacks its focus.
The official Frosthaven FAQ answers this in section 8.16.
The Prism: class-specific modifier effects always benefit the deck's owner, whoever drew them. A 'Heal 1 self' card heals the summon that drew it. A granted move comes after the attack, so it can't dodge that attack's retaliate.
The official Frosthaven FAQ answers this in section 8.16.
The perk isn't a misprint; it thins the deck by removing the -2 and a +1. Mortar Shells' pattern only applies to ranged attacks, so a granted melee attack doesn't get it. The Shield Spider wards itself if it lacks Ward, otherwise the closest ally without it.
Several experienced players agree; there is no official ruling.
Any value from 01 to 99, chosen after monster ability cards are revealed; items and effects may then push it outside that range, but you can't declare a value beyond it. The summon still moves then attacks; you only control its path and targets.
Several experienced players agree; there is no official ruling.
Aimed Assault's added range turns a single-target melee attack into a ranged one, so melee-only bonuses no longer apply, while you can then add a ranged bonus such as Rapid Fire's extra target. Attacks that already have multiple targets don't get it. Its -1 move affects moves the Prism performs, including ones granted to it, but not moves it grants others.
A publisher-affiliated account answered this directly on BGG in 2023, and the official FAQ agrees.
They're mandatory whenever you perform any part of the action they're on, but they aren't costs: you can use an ability even if the pressure can't change afterwards, such as raising pressure while already at maximum. All pressure changes from an action, including from modifiers, apply together when that card half finishes, in any order, within the limits.
No. Added effects on modifier cards, pressure changes included, are always optional unless in a mandatory box.
The official Frosthaven FAQ answers this in section 8.17.
The over-pressure effect isn't targeted, so you always gain its experience and lose pressure. The low-pressure heal is targeted, so its pressure change and experience only happen if an ally is in range to heal.
The official Frosthaven FAQ answers this in section 8.17.
The shield and the ban on moving last as long as the card is active. The pressure check, experience, Regenerate and pressure change resolve once, when you play it.
The official Frosthaven FAQ answers this in section 8.17.
Yes, nothing stops you removing it first, though it combines nicely with Radiation if you keep it.
The designer ruled on this directly on BGG in 2023.
No. Radiation only redirects the Drill's own red-boxed self-damage; the potion's damage is a different kind.
A double change is two single changes, each able to trigger Recursion. Recursion turns the next single change into a double, so an ability that already has two ends up with three.
The official Frosthaven FAQ answers this in section 8.17.
Curious Gear's trap effect has to be applied to an enemy, so it can't be used just to destroy a trap. For the three-mark perk, 'losing all your cards' includes the ones you were about to play.
The rulebook answers this in "Creating a Character" and "Initial Benefits", and experienced players agree.
Items from the available purchasable supply: at the very start that is items 120 to 128, plus Gloomhaven items 10, 25, 72, 105, 109 and 116 if you own Gloomhaven, and later any purchasable items that have been sold back. Starting characters get 30 gold; later ones get 10 × prosperity + 20.
The rulebook answers this in "Initial Benefits", and experienced players agree.
No. Starting gold must be spent on items immediately, and whatever is left is lost, so it can't fund enhancements or later purchases.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Crossover Classes" section.
Yes, from the start of the campaign, using any class you've unlocked in another game. They begin as new Frosthaven characters at the normal starting level, not as your old leveled-up character. Official crossover sheets add traits and updated perks, and you may miss some class-specific events tied to Frosthaven classes.
The rulebook answers this in "Gloomhaven Items", and experienced players agree.
Only the specific Gloomhaven items the rules list, and only if they are available in your Gloomhaven campaign: items 10, 25, 72, 105, 109 and 116 at first, with more opening up as buildings are built. They join the purchasable supply. The list uses first-edition numbers, and there's no official list for Gloomhaven Second Edition.
Several experienced players agree; there is no official ruling.
Yes. Characters can be added, set aside or handed to another player between scenarios, keeping their experience, items and quest. Just recalculate the scenario level from whoever is actually playing.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees, consistent with the rulebook's "Beginning a Scenario" section.
Everything on its main page or pages in the scenario book: requirements, complexity, goal, introduction, monster types, overlay tiles, map layout, loot deck and treasure locations. Section book entries, including what treasures contain, stay closed until you're sent there.
The rulebook answers this in "Scenario Level", and experienced players agree.
Average the characters' levels and divide by 2, rounding up, so two level 1s and two level 2s make level 1. In solo mode (or with open information) add 1 to the average before halving, which only raises the level when the average is even. Only the level changes; rewards follow it. You may also pick any level from 0 to 7, deciding before the monster stat cards are sleeved.
The designer ruled on this directly on BGG in 2022.
Six. A few scenarios list more than six types, but none needs more than six on the map at the same time, which matches the six stat sleeves in the box.
The official Frosthaven FAQ answers this in section 7, consistent with the rulebook's "Scenario Entries" section.
Grey and green icons mean the same thing; there are only enough physical tokens for the green ones, so grey ones aren't placed but the hex still works as described. Doors sharing a number form one group for unlocking, opening and section links.
The rulebook answers this in "Beginning a Scenario", and experienced players agree.
Items and their start-of-scenario effects are set up before road event and scenario effects are applied, so an item can respond to a condition an event gives you, and an impair from an event doesn't block it. The party orders any effects the rules leave untimed.
The rulebook answers this in "Battle Goals", and experienced players agree.
No checkmarks on a loss, even if the goal was met; each new attempt deals fresh goals. At the end of every scenario all battle goals, kept and discarded, go back into the deck.
Several experienced players agree; there is no official ruling.
Moving out of any hex adjacent to an enemy fails it, even into another adjacent hex, unless it's forced movement. An icy slide counts as whatever put you on the ice: sliding after your own move fails it, sliding after a push or pull doesn't.
A designer answer relayed from social media supports this, but there is no ruling on BGG and players disagree.
Exhausting and the scenario ending don't count as exiting a room, so in a one-room scenario the goal is met automatically. Escaping is the open question: players relayed a designer answer from social media saying escaping does count as exiting, but there's no ruling on BGG and some players read it the other way.
No. Treasure tiles aren't loot tokens, and loot cards a treasure hands out aren't either. In a solo scenario the goal succeeds automatically.
Several experienced players agree; there is no official ruling.
Not yet. The card sits in your active area while its effect lasts and only counts once it actually moves to the lost pile.
Several experienced players agree; there is no official ruling.
When you actually perform the long rest at initiative 99, not when you declare it, so you can take damage earlier in the round and be healed back to full first.
Several experienced players agree; there is no official ruling.
Conditions from one ability land at the same time, so the enemy needs a negative condition before that ability; two conditions together don't satisfy it. Cursing an enemy that already has a condition counts, but a curse doesn't stay on the monster as a condition for later.
No. Damage from an attack means damage an attack deals to its target; damage you suffer as a cost or side effect is a separate effect, which is also why shields don't reduce it.
Most players read it as only the monster types that actually appear; a type listed for an unexplored room or an unused summon doesn't have to be killed. There's no official ruling.
The official Frosthaven FAQ answers this in section 5.10, consistent with the rulebook's "Challenges" section.
Don't use them until the Town Hall unlocks them; shuffle the deck at setup. From then on, at the start of each scenario the party draws the number shown by the Town Hall level and keeps up to the limit (or none). Kept challenges apply for the whole scenario and succeed or fail with it: on a win each character gains 2 experience and the town guard a checkmark per challenge, and they go to the completed pile; on a loss they go to the bottom of the deck, which isn't reshuffled.
The official Frosthaven FAQ answers this in section 5.10.
Barbed checks whether a target is undamaged at the start of the attack. Keep Watch affects summons as well as characters, and since objectives never take turns, all attacks against them have disadvantage. A challenge about single-target attacks doesn't apply once a monster set consumes an element to make its attack multi-target, because that happens before any of them act.
The designer ruled on this directly on BGG in 2020, and the official FAQ agrees, consistent with the rulebook's "Overlay Tiles" section.
A featureless hex has no overlay tiles other than corridors, pressure plates or open doors; an unoccupied hex has no figure; an empty hex is both. Tokens (loot, shadows, scenario aid tokens) are not overlay tiles, so a hex with only a loot token is still empty and summons and spawns can go there. Difficult, icy or hazardous terrain, traps, obstacles and objectives all make a hex non-empty.
The designer ruled on this directly on BGG in 2022, consistent with the rulebook's "Manipulating Tiles" section.
No, unless the ability itself says the figure suffers damage. Hazardous terrain only hurts a figure that enters it, and it doesn't trigger again at the start of that figure's next turn or when it leaves.
The rulebook answers this in "Hazardous Terrain".
Yes. Entering the hex is what causes the damage, and an ally standing there doesn't change that.
The rulebook answers this in "Manipulating Tiles", and experienced players agree.
No. A hex can only have one overlay tile (corridors and open doors aside), so you can't place a trap on terrain or move an overlay into or through another overlay. Traps and obstacles also can't be placed in occupied hexes.
The rulebook answers this in "Doors".
Yes. An open door counts as a corridor, and corridors don't count as overlay tiles for deciding what else can be placed in the hex.
The official Frosthaven FAQ answers this in section 6.
Use a proxy. Overlay tiles are not limited by the number in the box, so effects that create them keep working; what matters is the size and type of tile you're told to place.
The official Frosthaven FAQ answers this in section 6, consistent with the rulebook's "Overlay Tiles" section.
Not as a fixed rule. An overlay's type is set by its border colour in the scenario key, and water is almost always shown as difficult terrain, but it can be something else. Water created by an effect counts as whatever the scenario key says water is, or difficult terrain if the key doesn't say.
The rulebook answers this in "Difficult Terrain", and experienced players agree.
Yes, when the water is difficult terrain. You pay 2 movement for every difficult hex you enter, even inside the same multi-hex tile, and nothing extra for leaving. Land to water to water costs 4.
The rulebook answers this in "Map Tiles and Walls", and experienced players agree.
Only where the edge is covered. The border hexes and edges of a map tile are walls unless a door, corridor or other overlay covers them, so doors and corridors are the only ways through, and hexes on either side of a wall line aren't adjacent.
The rulebook answers this in "Doors", and experienced players agree.
Neither. An open door works as a corridor for most purposes, but it still separates the two rooms and isn't part of either of them.
The rulebook answers this in "Traps", and experienced players agree.
Yes. A trap applies its effect to whoever sprang it and is then removed, unless the scenario's special rules say otherwise. Hazardous terrain, by contrast, stays on the map.
The official Frosthaven FAQ answers this in section 5.7.
No. Objectives are destroyed, not killed, so destroying one never counts as a kill, even when the scenario treats it as an enemy.
The rulebook answers this in "Objectives", and experienced players agree.
Both: an objective is an overlay tile and also a figure, so its hex is occupied, it can't be moved through, and it isn't an obstacle. It is immune to conditions and forced movement, never takes turns, and counts as initiative 99 for focus unless the scenario says otherwise. A destroyed objective is removed from the map.
The official Frosthaven FAQ answers this in section 5.7, consistent with the rulebook's "Objectives" section.
You can heal it. Grant abilities don't work on objectives, since objectives can't be commanded, but non-grant effects that apply to allies, such as 'all adjacent allies gain Shield 1', do apply to it.
The rulebook answers this in "Manipulating Tiles", and experienced players agree.
No to both. Manipulating obstacles can't cut one area of the map off from another (you can make paths long, and areas already cut off by the map are fine), and overlay tiles covering a map tile's border hexes can't be manipulated at all. An obstacle can otherwise be destroyed just to clear it.
The official Frosthaven FAQ answers this in section 8.3, consistent with the rulebook's "Card Selection" section.
Anything except exact numbers and card names. You can point at hexes, ask someone to end in or stay out of a hex, say which monster you want to hit, mention conditions you'll apply, and use vague timing like 'early' or 'late'. Coded numbers ('low tens', 'voting age') break the rule. Once cards are revealed, the limits end and you can discuss everything.
The rulebook answers this in "Resolving ties", and experienced players agree.
The party decides which character goes first. That order then counts as the initiative order for everything else, including monster focus ties.
The designer ruled on this directly on BGG in 2023, consistent with the rulebook's "Ordering of Initiative" section.
The numbers, as the board stands now. A monster revealed by a door that acts right away but has a lower initiative value still counts as earlier than a figure with a higher value that already acted, and focus ties use the current situation (for example which Ice Wraiths are elite now).
The rulebook answers this in "Ordering of Initiative".
Modifiers can push an initiative below 1 or above 99. A long rest happens at initiative 99, so it is usually last, but something with a higher value goes after it. On a tie at 99, characters act before monsters, and the party orders tied characters.
The rulebook answers this in "Character Ability Cards", and experienced players agree.
Yes. You may decline either or both actions; a card whose action you don't perform is just discarded with no effect. The basic actions are an option, never a requirement.
A publisher-affiliated account answered this directly on BGG in 2021, consistent with the rulebook's "Actions" section.
Only the top or bottom half of an ability card is an action, and you must perform at least one of its abilities for the action to count. A long rest's heal is an ability, not an action, and a move-only action while immobilized or an attack-only action while disarmed isn't performed. Granting another figure an ability doesn't count as you performing that ability.
The official Frosthaven FAQ answers this in section 8.2, consistent with the rulebook's "Attack" section.
A card half on which you actually perform at least one attack. If you skip every attack on it, or have no valid target, it isn't an attack action, which matters for effects like the Blinkblade's Hit and Run.
Several experienced players agree; there is no official ruling.
It depends on the wording. If the effect lets you perform any top or bottom action of the extra card, the basic actions are allowed; if it demands a specific kind of action (like the Boneshaper's summon requirement), they aren't. You choose the extra card when the effect happens, not during card selection.
The official Frosthaven FAQ answers this in section 5.5.
There are two stages. First, while your turn is still going, you can use abilities that trigger 'at the end of your turn' (like the Geminate's Harvest the Essence). Then, once you formally finish, comes a wrap-up in which no abilities can be performed: infused elements become strong, end-of-turn conditions expire and you loot your hex, in any order you like.
The rulebook answers this in "Scenario Entries".
Yes. Section links are read the moment their condition is met, even in the middle of an ability, and new rules apply from then on unless the section says otherwise. Then the character who opened the door carries on with their turn.
Several experienced players agree; there is no official ruling.
Yes. Special rules last for the whole scenario across every room unless they explicitly say they only apply to part of it.
'Figures' covers everything on the map represented by a standee or miniature: characters, summons, monsters, scenario allies and objectives. 'Characters' means only the player characters, not their summons or allies.
Yes. 'Each turn' means each figure's turn, not each round, and a granted ability is performed by the receiving figure during the granter's turn, so the bonus can apply again.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Line-of-Sight" section.
You have line of sight if any line can be drawn from any part of your hex to any part of the target's hex without touching a wall line. Only walls and closed doors block it; figures and obstacles don't. This is the Jaws of the Lion style rule, not Gloomhaven's corner-to-corner version.
The rulebook answers this in "Line-of-Sight", and experienced players agree.
From that other hex. The rulebook says to draw the line from the hex you are treated as occupying, so your actual figure doesn't need line of sight to the target (this is how the Deathwalker's shadow attacks work).
The rulebook answers this in "Line-of-Sight", and experienced players agree.
No. Designating isn't a targeted ability, so line of sight doesn't matter for it. Any attack or other targeted ability that follows on the card still needs line of sight from whoever performs it.
The official Frosthaven FAQ answers this in section 5.5.
Yes, unless the ability is in a mandatory box or it is a negative effect landing on you or your allies. This is a change from Gloomhaven, where 'target all' hit everything it could.
The official Frosthaven FAQ answers this in section 5.5.
No. The red hexes only show where potential targets can be, and you may skip any of them unless the ability has a mandatory box. This overturns the old Gloomhaven FAQ ruling so it matches all other optional targeting.
The official Frosthaven FAQ answers this in section 5.5.
No. You can't perform part of a single ability. Because it isn't mandatory you may skip the whole thing, but if you use it, it hits every ally and every enemy it describes (this is how the Geminate's Feeding Frenzy works).
The official Frosthaven FAQ answers this in section 5.5.
No. Range can't drop below 1, and a ranged attack stays ranged even at Range 1, so it still has disadvantage against an adjacent target.
A publisher-affiliated account answered this directly on BGG in 2021, consistent with the rulebook's "Attack" section.
It turns it into a ranged attack. A melee attack counts as Range 1, so +1 Range makes it a Range 2 ranged attack (+2 Range makes it Range 3), and from then on it follows ranged rules, including disadvantage against adjacent targets. For the Blinkblade, the range change from being slow is mandatory.
The rulebook answers this in "Advantage and Disadvantage", and experienced players agree.
No. Only the target matters: a ranged attack gains disadvantage when its target is adjacent to you. Other enemies standing next to you don't affect an attack on a non-adjacent target.
No. You can skip added effects such as a condition, but the range is part of the attack itself. If you want a melee attack, use the card's basic Attack 2 instead, which also means none of the card's other effects or element infusions happen.
Yes. Any attack without the range icon is melee, even if it uses an area template or a 'within X hexes' limit, so melee-only bonuses apply to it.
The rulebook answers this in "Target", and experienced players agree.
No. Target X lets you attack up to X different enemies in range, so you can choose fewer.
The rulebook answers this in "Allies, Enemies, and Self", and experienced players agree.
A positive 'target all' ability such as 'Heal 2, Target all, Range 1' includes you, because you are within range of yourself and positive abilities may target the acting figure. But an ability that names 'allies' never includes you, since a figure is not its own ally.
The official Frosthaven FAQ answers this in section 5.5, consistent with the rulebook's "Range" section.
No. The rule only applies to the figure performing the ability: your own hex counts as adjacent to you for your own targeting and placement. A target's hex is not adjacent to the target, so an effect that places a tile 'adjacent to the target' must use one of the six hexes around it. Deathwalker shadows are a stated exception.
The rulebook answers this in "Area of Effect", and experienced players agree.
Yes. Each figure in the red hexes is a separate target, and you can only target figures you have line of sight to, so anyone hidden behind a wall in the pattern isn't hit.
The rulebook answers this in "Area of Effect", and experienced players agree.
No. Only one red hex has to be within the attack's range, and it doesn't need to contain a figure, but it can't be a hex inside a wall line. The rest of the pattern can stretch beyond the range or over walls, and every target still needs line of sight. The Geminate's 'only range X/Y' attacks are an exception: every target must be in those range bands.
Yes, if you have line of sight. A melee pattern is laid out with its grey hex on your figure; it has no initial hex or range to check, and any red hex that holds an enemy you can see can be attacked, even on another tile.
The rulebook answers this in "Area of Effect".
Anywhere within the ability's range outside the pattern. It can be any enemy you haven't already attacked with that ability, in any direction, and it still needs line of sight.
The official Frosthaven FAQ answers this in section 5.7.
It is still one figure. An area attack covering several of its hexes hits it only once, and if any part of it is adjacent to you, a ranged attack on it has disadvantage and its retaliate can reach you, whichever hex you aim at. Every one of its hexes is targetable, which matters for patterns and the Geminate's precise ranges.
The rulebook answers this in "Target".
No. Only targeted abilities need line of sight (attacks, conditions, heals, forced movement, commanding figures and manipulating tiles), and an active bonus isn't one of them. Any targeted ability the bonus lets you perform still needs it.
The rulebook answers this in "Heal", and experienced players agree.
Yes. Every heal is a targeted ability, whatever its source (a card, an item or a modifier card), so the healed figure must be in line of sight. Grant abilities are targeted too and need it as well.
The rulebook answers this in "Suffer Damage".
No. Suffering damage isn't a targeted ability, so line of sight is ignored, though the range still can't be counted through walls.
The rulebook answers this in "Range".
No. Two hexes separated by a wall line count as range 2 from each other even when there is line of sight between them, so a melee attack can't reach; a ranged attack with range 2 or more can.
The official Frosthaven FAQ answers this in section 5.5.
No. Loot isn't a ranged ability, even though it has a distance value.
The official Frosthaven FAQ answers this in section 5.8, consistent with the rulebook's "Monsters and Elements" section.
Whenever at least one monster of the set performs any ability on the card, even one the element doesn't modify. The element is consumed at the start of the first monster's turn and every monster of the set gets the bonus, while an infusion happens after the last monster's turn. If no monster performs anything (all stunned, or none can move or attack; moving 0 hexes doesn't count), nothing is infused or consumed. This differs from Gloomhaven.
The official Frosthaven FAQ answers this in section 5.8.
Yes. If consuming the element enables an ability of its own, the set consumes it to perform that ability even if none of them moves or attacks that turn.
The rulebook answers this in "Monsters and Elements", and experienced players agree.
The party picks the element, and it happens once for the whole monster set, not once per monster.
Yes to both. Everyone uses the same element board. Infusing an element that is already strong or waning simply sets it to strong at the end of that figure's turn, and whoever acts while it is strong or waning can consume it.
The rulebook answers this in "Elements", and experienced players agree.
Yes. Anything strong or waning at the start of your turn can be consumed, and your own infusions only take effect at the end of your turn. So you can use a waning element and then leave it strong, and a mandatory infusion on your first action never blocks a consumption on your second.
The official Frosthaven FAQ answers this in section 8.6, consistent with the rulebook's "Elements" section.
No. Your infusions don't become strong until the very end of the turn, after your end-of-turn abilities, so only elements that were already strong or waning when your turn started can be consumed.
A publisher-affiliated account answered this directly on BGG in 2024, consistent with the rulebook's "Elements" section.
Yes. An element consumption that boosts a move can be used during the move, even after you've used up the base movement. Moves don't follow the attack rule of committing before the modifier draw.
A publisher-affiliated account answered this directly on BGG in 2024, consistent with the rulebook's "Added Effects" section.
Before you draw the attack modifier. Whatever comes before the colon of an element consumption is a cost, so you pay it and commit to the bonus before seeing the card.
No. You only consume for an added effect while performing the ability, so you need a valid target for an attack or other targeted ability, can't be immobilized for a move, and can't be disarmed for an attack. You can still pay to add a target when no extra target turns out to be available.
The rulebook answers this in "Elements", and experienced players agree.
No. You must perform at least one ability of the action to infuse its element, and the same goes for its other mandatory effects; a mandatory box doesn't override that.
A publisher-affiliated account answered this directly on BGG in 2022, consistent with the rulebook's "Elements" section.
No. The element is infused once, when you perform the action and the card goes to your active area. It is only infused again if the persistent text itself says so.
The rulebook answers this in "Elements", and experienced players agree.
No. Consuming moves the element to inert immediately, and the same element can't be consumed more than once in a single turn. Only monsters of the same set share a single consumption.
The designer ruled on this directly on BGG in 2023, consistent with the rulebook's "Elements" section.
No. An always-strong element counts as strong at the start of every figure's turn, but no figure can consume the same element twice in one turn. This applies to the Scenario 60 boss and to similar rules such as Scenario 104.
The rulebook answers this in "Elements", and experienced players agree.
Separate element icons mean you infuse all of them. Two elements drawn inside a single border are a mixed element, which means you pick one.
The rulebook answers this in "Attack Effects".
Yes. A character can always choose whether to apply a modifier card's added effects after drawing it, including its infusion.
Yes. The element is consumed once and the bonus modifies the whole attack ability, so every target of that ability gets it.
The only source is the FAQ maintainer's changelog post describing this ruling; treat it as a best reading until checked against the FAQ itself.
The figure granting the ability. One consumption covers every figure the ability is granted to, and the granter gains any experience tied to it (for example, the Boneshaper's Dark Tidings boosting all summons).
The rulebook answers this in "Elements", and experienced players agree.
Only if they are shown together in one consumption. Separate consumptions (on separate lines or bubbles) are independent: activate any, all or none, each giving its own bonus and experience. Consumptions in an action's upper-left corner must all be paid to perform the action at all.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Forced Movement" section.
Yes. When a character pushes or pulls, the character picks both the direction and the distance, anywhere from zero up to the listed value, and the forced movement can be skipped altogether. Only when a monster pushes or pulls you must the full distance be used.
The official Frosthaven FAQ answers this in section 5.8, consistent with the rulebook's "Forced Movement" section.
No. The party picks the direction, but the target has to be moved as far as the push or pull allows, judged over the whole path, so you can't steer into a wall or obstacle to cut it short if another legal path goes further. Monsters also count the extra hexes that icy terrain would add when maximizing the distance.
A publisher-affiliated account answered this directly on BGG in 2022, and the official FAQ agrees, consistent with the rulebook's "Forced Movement" section.
Yes. All the pushes on the attack combine into a single push and all the pulls into a single pull; you pick which one to resolve first and must finish it before starting the other. You can't alternate push, pull, push, but the two-step sequence can drag a target through the same hazardous hex twice.
The official Frosthaven FAQ answers this in section 5.1, consistent with the rulebook's "Forced Movement" section.
No, not unless the ability explicitly lets you. Push and pull are negative abilities, and negative abilities can only target enemies by default, so a willing ally still can't be moved this way.
The official Frosthaven FAQ answers this in section 5.1.
No. The target has to actually move at least one hex for it to count as forced movement, and any effect that depends on the push or pull (such as the Snowflake's Chilling Impact) only happens if it moved at least one hex.
The rulebook answers this in "Forced Movement", and experienced players agree.
No. Each hex the target enters just has to be farther from you by range for a push, or closer for a pull. The path can bend, slide along a wall, or go around one, as long as every step meets that rule; a pull ends as soon as no hex would bring the target closer.
The rulebook answers this in "Forced Movement", and experienced players agree.
Yes. Forced movement follows the target's own movement rules, and monsters can move through their allies, so a pushed monster can pass through other monsters (it still can't end in an occupied hex). It cannot be moved through your characters or summons, which are its enemies, unless it is flying.
The official Frosthaven FAQ answers this in section 5.1.
No. Line of sight only matters when you target the enemy; once targeted, the push or pull may carry it out of your line of sight.
The rulebook answers this in "Forced Movement", and experienced players agree.
No. Push and pull ignore difficult terrain, so every hex costs one point of the forced movement.
The official Frosthaven FAQ answers this in section 5.1.
Yes, as long as that hex is the last hex of the push or pull and only one figure will be left there afterwards, so the pushed enemy must be certain to die. The figure already standing there can't be one of your allies, since a monster can't enter its enemy's hex.
The official Frosthaven FAQ answers this in section 5.1, consistent with the rulebook's "Icy Terrain" section.
The slide takes on whatever kind of movement put you on the ice. If you moved onto the ice yourself, the slide is part of your move, and if it carries you into a closed door you must open it. If you were pushed or pulled onto the ice, the slide is still forced movement, which can never open a door.
The official Frosthaven FAQ answers this in section 5.1, consistent with the rulebook's "Icy Terrain" section.
You stop. The extra hex never happens if it would put you into a hex with another figure, obstacle or objective, and an invisible enemy still counts as a figure that stops you. Passing through an ally who stands on ice is different: you entered the icy hex, so you slide on into the next hex if it is free.
A publisher-affiliated account answered this directly on BGG in 2026, and the official FAQ agrees, consistent with the rulebook's "Teleport" section.
Yes, if the destination is revealed. Teleport ignores walls and the empty space between tiles; measure as if the hex grid continued across the gap (a spare corridor tile helps), but you can't end in the void. A tile that floats completely disconnected from the others is an unmeasurable distance away, so only a teleport that ignores distance can reach it.
The rulebook answers this in "Teleport", and experienced players agree.
No. A teleport must end in a valid hex you could occupy, so occupied hexes and obstacles are out unless the ability explicitly swaps figures. You can teleport onto a closed door, which opens it, but not into an unrevealed room.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
Yes. Choosing your current hex is a legal teleport destination, so you can use Fluid Night's bottom for its damage prevention without actually changing position.
The rulebook answers this in "Teleport", and experienced players agree.
No. Teleport is not a move ability and teleporting isn't movement, so it doesn't count toward goals like Slowpoke and can't be used to spend movement points on scenario effects that need them. Effects of entering the destination hex still apply.
A publisher-affiliated account answered this directly on BGG in 2022, and the official FAQ agrees, consistent with the rulebook's "Move" section.
Yes. With at least 2 movement and a free neighbouring hex you can leave and return, and that counts as a move because you entered a hex. What doesn't exist in Frosthaven is a Move 0: if you don't enter at least one hex, you haven't performed a move ability, so nothing that triggers on moving happens.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Jump" section.
No. Jumping ignores difficult and icy terrain completely, including in the hex where the jump ends. Traps and hazardous terrain in the last hex still take effect.
A publisher-affiliated account answered this directly on BGG in 2025, consistent with the rulebook's "Jump" section.
No. Jump just modifies a move ability: you move up to your move value, changing direction freely, and ignore figures, obstacles, traps and terrain in every hex but the last. You still can't jump through walls.
A publisher-affiliated account answered this directly on BGG in 2025, consistent with the rulebook's "Jump" section.
No. A move with Jump is one jump from start to finish. You may decline Jump, but then it is gone for that whole move ability, and stacking several jump effects on one move adds nothing. Separate move abilities that each have Jump are separate jumps, each landing in its own last hex. If an effect adds Jump partway through a move, it can't be dropped again.
The rulebook answers this in "Move", and experienced players agree.
No. There's no separate air space above a hex: a flying figure occupies its hex like anyone else. Flying lets the flyer pass over enemies, but a non-flying figure can never move through an enemy, flying or not, unless it is jumping or the enemy is invisible to it.
A publisher-affiliated account answered this directly on BGG in 2023, consistent with the rulebook's "Flying" section.
Yes. Flying only stops terrain from affecting the flyer's movement and keeps it from springing traps or taking hazardous terrain damage; the figure still occupies that hex, so effects that care whether a figure is in water or on hazardous terrain still see it there.
The official Frosthaven FAQ answers this in section 5.7, consistent with the rulebook's "Move" section.
Figures can't move through an objective, even an allied one, unless they jump or fly. Because objectives are figures, a flying figure also can't end its movement in an objective's hex; it can end on an obstacle, which is never a figure.
The rulebook answers this in "Forced Movement", and experienced players agree.
Push, pull, and any ability that teleports another figure or moves an enemy under your control are forced movement. Granting an ally a move, or boosting the movement an ally performs on its own turn, is not.
The rulebook answers this in "Attack Modification Order", and experienced players agree.
All of the attack's own bonuses and penalties come first, in any order the attacker likes (for example Poison's +1, a +1 on a monster card, or a 'double your next attack' effect). The attack modifier card is applied after that, then the target's shield, then ward or brittle. Doubling effects multiply, so two of them quadruple the value: a monster with Attack 2 using 'Attack +1' that draws a x2 deals 6.
The official Frosthaven FAQ answers this in section 5.3, consistent with the rulebook's "Attack Modifier Cards" section.
A null anywhere among the modifiers you finally use makes the damage 0. A x2 can be slotted in at any point of the calculation, including last: Attack 3 with a rolling +1 and a x2 can come out as 7 or 8, your choice.
The rulebook answers this in "Advantage and Disadvantage", and experienced players agree.
If the first card is rolling, keep drawing until a non-rolling card appears, then draw exactly one more and ignore any rolling icon on it. Compare those last two: with advantage you keep all the earlier rolling cards plus your pick of the two; with disadvantage you throw away the rolling cards and use the worse of the two. If the first card isn't rolling, the second card's rolling icon is simply ignored.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Advantage and Disadvantage" section.
No. A character with advantage may use either of the two compared cards. Only monsters automatically take the better one.
The official Frosthaven FAQ answers this in section 5.3, consistent with the rulebook's "Advantage and Disadvantage" section.
Every non-numeric effect counts as positive but undefined, so two different effects can't be compared and you must use the first card drawn. Identical effects can be compared, though, so +1 Stun beats +0 Stun. The rules don't ask whether an effect would actually work: a +0 with an element effect still counts as having a positive effect even if no element is available. The same logic makes the Geminate's x2 Brittle 'better' than a plain x2.
Players disagree and there is no official ruling; this is the better-supported reading.
Yes. Because a character may push fewer hexes than the value, Push 3 can do everything Push 2 can and more, so the comparison isn't ambiguous.
The rulebook answers this in "Attack Modifier Cards", and experienced players agree.
Yes. A rolling card always makes you draw again, and you must add up all the numeric values, though you choose the order. Only the added effects on the cards, such as conditions, pushes or elements, can be declined. With disadvantage the rolling cards are discarded instead.
The rulebook answers this in "Pierce", and experienced players agree.
Pierce works as in Gloomhaven: it lowers the target's shield by the pierce value for that attack, never below 0. Against Shield 3, Pierce 1 leaves Shield 2, so an Attack 2 deals nothing. A negative modifier lowers the attack value, not the pierce.
The rulebook answers this in "Attack Modifier Cards", and experienced players agree.
One per attack, meaning one per target. An area attack draws a separate modifier for each figure it hits, and an action with two attack abilities draws for each of them, whether they hit the same enemy or different ones (two cards each with advantage or disadvantage).
The rulebook answers this in "Attack", and experienced players agree.
No. An attack is a single attack against one target, and a multi-target ability is several attacks. A bonus for one attack therefore helps only one of the targets.
The rulebook answers this in "Attack", and experienced players agree.
Yes. Each target of a multi-target or area ability is a separate attack, so the bonus triggers and its token advances once per target (for example the Drifter's Crushing Weight or the Geminate's Hornbeetle Carapace).
A publisher-affiliated account answered this directly on BGG in 2023, consistent with the rulebook's "Attack Effects" section.
No. Apart from the numeric modifier, a character may always decide after drawing whether to use the card's added effects, unless they are in a mandatory box.
The official Frosthaven FAQ answers this in section 5.5.
Yes, as long as the effect is part of the attack ability: a modifier card or a rider with no ability line separating it from the attack. It works even if the target dies, which overturned an earlier ruling. A separate ability below a divider line that refers to the target needs the target to still be there.
The official Frosthaven FAQ answers this in section 8.8, consistent with the rulebook's "Attack Effects" section.
You choose. Forced movement and other added effects all resolve after the attack, with no set order between them, so you can create the tile in the target's starting hex or after it has moved, or even place it and then push the target onto it.
The rulebook answers this in "Attack Effects", and experienced players agree.
Yes. The attack was performed even though it dealt no damage, so its conditions, forced movement and element infusion all still apply.
The official Frosthaven FAQ answers this in section 5.2.
Damage dealt has no cap, but damage suffered is what actually comes off the figure after ward, brittle and negation, and it can't exceed the hit points the figure had left. Damage you negate, for example by losing cards, is 0 damage suffered. 'Would suffer' is different: it's counted after shield, ward and brittle but before anything is suffered, so it isn't capped.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees, consistent with the rulebook's "Attack Modification Order" section.
Shield applies first, then Ward or Brittle. With Shield 2 and Ward against 6 damage you take 2 (6 minus 2, then halved). Ward and Brittle only trigger if at least 1 damage is left after Shield, so if Shield reduces it to 0 they stay. If Ward halves 1 damage down to 0, Ward was still used and is removed.
A publisher-affiliated account answered this directly on BGG in 2025, consistent with the rulebook's "Attack Modification Order" section.
After. The order is attack bonuses, then the modifier card, then shield, then brittle or ward. An Attack 2 that draws +1 against a brittle target with no shield deals 6.
Yes. They stay in your deck, are reshuffled like any other card, and are only removed at the end of the scenario. Only bless and curse cards leave the deck as they are drawn.
The official Frosthaven FAQ answers this in section 5.4, consistent with the rulebook's "Conditions" section.
A figure can only hold one instance of each condition, so the new one just resets the duration. A second Bane gained during your turn replaces the first and now goes off at the end of your next turn; this works the same for monsters.
The rulebook answers this in "Conditions", and experienced players agree.
Until the end of the affected figure's next turn. Gained before that figure acts this round, it ends when its turn ends this round; gained during its own turn, it lasts the rest of that turn and the whole next one. A condition given to a summon or another character follows that figure's turns, not yours.
A publisher-affiliated account answered this directly on BGG in 2023, and the official FAQ agrees.
Yes. Unless the card says otherwise, you can inflict a condition on yourself that you already have, which pays the cost and resets its duration, so the muddle lasts until the end of your next turn. Cards that require you not to have it say 'if you don't have' explicitly.
The official Frosthaven FAQ answers this in section 5.4.
Yes, unlike in Gloomhaven. The enemy doesn't gain the condition, but it still counts as targeted, which matters for effects like the Boneshaper's Bone Dagger or the Shackles' transfer abilities (the condition still leaves you).
The official Frosthaven FAQ answers this in section 5.4.
Only for a moment. A figure targeted by Curse briefly has the condition, long enough for an item or immunity to block it, then the curse card goes into its deck and the condition is gone. So cursing an enemy that already has a condition counts when you do it, but curse cards sitting in a deck don't make a monster count as having a condition later.
The rulebook answers this in "Negative Conditions", and experienced players agree.
No. Immunity only stops new curse cards being added to that figure's deck. A curse already in the deck still takes effect when drawn, for a boss immune to curse just like anyone else.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees.
No. Taking a summon off the map doesn't count as removing its conditions for any battle goal or effect.
The official Frosthaven FAQ answers this in section 5.2.
Yes. Causing damage to yourself or to a brittle ally, which removes the Brittle, counts as you removing a negative condition.
The rulebook answers this in "Positive Conditions", and experienced players agree.
Regenerate, always. Its Heal 1 resolves first and removes the Wound before the Wound can deal damage; Regenerate's heal also removes Poison (healing nothing).
The rulebook answers this in "Positive Conditions", and experienced players agree.
No. Regenerate is only removed when you actually suffer damage, and in both cases you suffer none. Ward and Brittle are different: they apply before you choose to negate and are used up.
The rulebook answers this in "Heal", and experienced players agree.
Any heal removes Wound, Brittle, Bane and Poison, all at once, even a Heal 0 and even if Poison stops it from restoring hit points. It is not optional. No other negative conditions are removed by healing.
The rulebook answers this in "Negative Conditions", and experienced players agree.
Very little. A stunned figure can't perform any abilities, including ones granted or controlled by others, and can't use or trigger items. It still long rests normally if it declared one, Regenerate still heals it, bonuses already active (such as Retaliate or Shield) keep working, and end-of-turn looting still happens.
The official Frosthaven FAQ answers this in section 5.8, consistent with the rulebook's "Negative Conditions" section.
Impair stops a character using or triggering items, including passive items with a trigger like the Crude Helmet, though bonuses already gained stay. Against an attack that would impair you, you can still use items if you aren't impaired yet, because the condition only lands when the attack finishes.
The designer ruled on this directly on BGG in 2023, consistent with the rulebook's "Positive Conditions" section.
Invisible figures can't be focused on or targeted by enemies, so no attack hits them, including area and target-all attacks. Non-targeted effects still work: 'enemies suffer damage' effects and placing terrain near them (such as the Algox Stormcaller's hazardous terrain) are unaffected.
The rulebook answers this in "Positive Conditions", and experienced players agree.
Attacking doesn't end Invisible; it only expires at the end of your next turn. It also doesn't stop retaliate damage when you attack, because retaliate isn't targeted.
Several experienced players agree; there is no official ruling.
No. Shuffle the card into the remaining draw pile only and leave the discards alone; the full reshuffle only happens at the end of a round in which a shuffle card was drawn.
The rulebook answers this in "Attack Modifier Cards", and experienced players agree.
Yes. Every bless or curse card that is drawn returns to the supply, even the one whose value was ignored; they never go to the discard pile.
The rulebook answers this in "Positive Conditions", and experienced players agree.
There are 10 bless cards shared by every deck, so once all 10 are in play further Bless has no effect. Curses come in two sets of 10: one for the monster deck and one for character and ally decks.
Several experienced players agree; there is no official ruling.
Yes. Curse cards in a deck aren't a condition you hold, so a deck can contain several. An area or multi-target attack with Curse adds one per surviving target (all into the monster deck if the targets are monsters), and an attack that curses twice adds two, as long as cards remain.
They apply even if the attack deals 0 damage (for example on a null), but not if the target is killed or exhausted by it. So a curse on an attack that kills a summon doesn't go into your deck.
The rulebook answers this in "Conditions", and experienced players agree.
Yes. The existing Brittle doubles the damage and is removed, and the attack's conditions are applied afterwards, so the target becomes brittle again.
Several experienced players agree; there is no official ruling.
Yes. They remain until they are drawn or the scenario ends.
The rulebook answers this in "Target", and experienced players agree.
Neither. Without 'all' or a Target value, a condition ability targets one figure, and since it has no attack icon it isn't an attack: no modifier is drawn and attack-only items don't apply. Monsters with such abilities pick their single target with the focus rules.
The rulebook answers this in "Heal", and experienced players agree.
They form a single heal ability. You can put the whole amount on one ally, where it counts as one heal (so against Poison it only removes the Poison), or spread it as one heal affecting several allies, but you can't apply it as separate heals to the same ally.
The rulebook answers this in "Heal", and experienced players agree.
Yes. Healing a figure at maximum hit points is allowed, so the heal is performed and the action's element is infused.
The rulebook answers this in "Attack Effects", and experienced players agree.
After. Abilities attached to an attack that aren't attack effects, such as a heal on yourself, are performed once the attack has fully resolved, retaliate included. Effects on the target such as conditions and push or pull do come before retaliate.
The official Frosthaven FAQ answers this in section 5.5, consistent with the rulebook's "Resting" section.
Yes. Both heals are optional, which matters when you want to stay damaged or keep a negative condition for some effect.
The rulebook answers this in "Shield", and experienced players agree.
No. A shield ability only takes effect when you perform it on your turn, since which top and bottom you use is only decided then. Shields from items or other sources follow their own timing.
The rulebook answers this in "Retaliate", and experienced players agree.
No. Retaliate is triggered by attacks, and retaliate damage isn't an attack or a targeted effect. A push from your attack is resolved before the target's retaliate, so you can push it out of range first.
The rulebook answers this in "Retaliate".
They add together into one source of damage, but each one only applies within its own range. A melee attacker suffers all of them, while a ranged attacker within range 3 suffers only the retaliates that reach range 3.
The rulebook answers this in "Retaliate", and experienced players agree.
Yes. Retaliate resolves as part of the attack, before the next ability on the card is performed.
The rulebook answers this in "Active Bonuses", and experienced players agree.
At any time, even on another figure's turn, except in the middle of resolving an ability, so you can't dismiss a summon partway through an enemy's attack to dodge its curse. The card goes to the lost pile if its action has a lost icon, otherwise to your discard pile, so dismissing a persistent loss early doesn't save it. Round bonuses can't be ended early at all.
The official Frosthaven FAQ answers this in section 5.5.
'Allies gain' is your bonus, acting like an aura: it only applies to allies who currently meet the condition, so an ally who moves away loses it. 'Grant' gives the ally the ability itself; once they perform it, it's theirs for the duration even if they walk away. Round effects with a range, such as 'all allies within range 3 this round', work as an aura in the same way.
No. There's no cap on active bonus cards; if you run out of character tokens to track use slots, use any other marker.
The rulebook answers this in "Summon", and experienced players agree.
In an empty hex adjacent to the summoner. Loot tokens, pressure plates, corridors and open doors don't stop a hex from being empty, but traps, treasure, obstacles and terrain tiles do. If there are fewer free adjacent hexes than summons, you still perform the ability and place as many as fit; with none free, nothing is summoned.
The rulebook answers this in "Character Summons", and experienced players agree.
All of your summons act immediately before you, in the order they were summoned (left to right in your active area), and you can't rearrange them. A summon never takes a turn in the round it was summoned.
The rulebook answers this in "Character Summons", and experienced players agree.
Yes. A long rest is still your turn at initiative 99, and your summons act right before it.
The rulebook answers this in "Summon", and experienced players agree.
You may have it move toward you instead of standing still. It moves as if it were trying to get into melee with you, using the normal monster movement rules.
The official Frosthaven FAQ answers this in section 5.6, consistent with the rulebook's "Doors" section.
No to all three. Summons don't drop loot tokens, don't perform end-of-turn looting (they only loot with an ability that gives them Loot), and can't open doors, even with a move you grant them, unless a scenario rule says otherwise.
The official Frosthaven FAQ answers this in section 8.5, consistent with the rulebook's "Kill Credit" section.
Yes. Summons pass kill credit to their summoner, so their kills count for battle goals, personal quests and kill-tracking abilities, and a Boneshaper's summons looting counts as the Boneshaper looting.
No. A summon's attack is the summon's, not yours, even when you granted it the attack. Only the kill credit passes to you, so goals that need you to attack, or scenario effects that punish characters who attacked, ignore summon attacks.
The official Frosthaven FAQ answers this in section 5.3, consistent with the rulebook's "Attack Effects" section.
Your deck. Summons draw from their summoner's deck, so a curse or bless on a summon is shuffled into your deck, and blessing two of your summons adds two blesses to it. You decide the added effects of any card a summon draws, and class-specific effects always benefit you.
The rulebook answers this in "Commanding Figures", and experienced players agree.
If the recipient is your summon or a scenario ally, you decide: where it moves and whom it attacks, without monster focus rules (you still can't change the order of its abilities). If it's another player's character, that player decides how to use the granted ability.
The rulebook answers this in "Commanding Figures", and experienced players agree.
Yes. The rule that new summons don't act that round only covers their own turn; performing a granted ability isn't taking a turn.
The rulebook answers this in "Commanding Figures", and experienced players agree.
No. A disarmed figure can't perform attacks and an immobilized one can't move, granted or not. Those conditions usually end at the end of the summon's next turn, which comes just before yours, so by your turn they are often gone.
The rulebook answers this in "Commanding Figures", and experienced players agree.
You don't need to be adjacent, and there's no range limit unless one is shown, but a Grant is a targeted ability, so you need line of sight to the summon.
The official Frosthaven FAQ answers this in section 5.5, consistent with the rulebook's "Commanding Figures" section.
Both keep the figure's own attack traits, such as poison on all attacks or extra targets. 'Attack X' is always a melee attack at exactly that value and can be granted to a figure with no attack stat. 'Attack +X' adds to the figure's own attack, can't be given to a figure without an attack stat, and for a summon keeps any range the summon always has (for a monster it is melee).
Several experienced players agree; there is no official ruling.
Yes. Summons are figures and your allies, so ally-targeting heals and positive conditions work on them, and enemies can give them negative conditions unless they're immune. The one exception is Impair, which only characters can gain. Summons are not characters, so effects that name characters skip them.
No. Removing a summon isn't killing it; on-death effects only happen when it dies from damage or from an effect that kills it.
The rulebook answers this in "Summon", and experienced players agree.
Wherever its action's icons say: to the lost pile if it has a lost icon, otherwise to your discard pile. Several Frosthaven summon actions aren't losses, so those cards are simply discarded.
The rulebook answers this in "Negative Conditions".
Disarm only stops attack abilities, so you can still summon, move, heal and grant. Stun stops all of your abilities, summoning included, but your summons already on the map act normally.
The rulebook answers this in "Common Scenario Rules", and experienced players agree.
Unless the special rules give you control, scenario allies follow the monster rules: they move toward an enemy as if for a melee attack and heal the most-damaged figure in range, so you can't make them hold back. They use the separate ally attack modifier deck (your summons use yours), and when that deck is cursed it takes the character curses.
A publisher-affiliated account answered this directly on BGG in 2023, and the official FAQ agrees.
It occupies its hex: its allies can move through it but its enemies can't. It can't be targeted, damaged or focused on, it is affected by obstacles, icy and difficult terrain but doesn't treat traps or hazardous terrain as negative hexes and never springs them, and it doesn't count for anything that checks ally positions, such as Banner Spear formations, unless the scenario says so.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Item Limits" section.
No. Items can't be transferred or traded between characters, as in Gloomhaven and unlike Jaws of the Lion; a freshly looted item stays with the character who looted it. To pass an item on, one character sells it and the other buys it once buying is possible. The exceptions are a newly brewed potion, which the brewer may hand to another party member, and a duplicate of an item you already own.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Treasures" section.
Yes. An item gained during the scenario can be used for the rest of that scenario even beyond your slot limits. It is yours permanently, but from the next scenario on you can only bring what your limits allow.
The official Frosthaven FAQ answers this in section 5.6.
No. Leaving it unequipped is allowed. Equip it and you must add its -1 cards, unless you have a perk that ignores negative item effects.
The official Frosthaven FAQ answers this in section 5.6, consistent with the rulebook's "Loot Deck" section.
No. A scenario's random item can only be gained once: you tick its box in the loot table when you get it (even in a scenario you then lose), and from then on you leave that card out of the loot deck.
The official Frosthaven FAQ answers this in section 5.6.
The random item deck, the purple-backed cards with gold costs, not the general item supply. The blue-backed deck is random item blueprints, which unlock items for crafting instead.
The official Frosthaven FAQ answers this in section 9, consistent with the rulebook's "Loot" section.
For a looted duplicate the rulebook says to give it to another character or sell it right away, and the official FAQ widened the selling rule to any item a character gains but cannot have, for any reason. If a treasure's item has no copy left to take, you get its sale value instead.
The official Frosthaven FAQ answers this in section 9, consistent with the rulebook's "Item Usage" section.
Only if using the item isn't an ability itself. Items that only make sense during a move or attack (extra movement, a bonus to that attack, a reaction to an incoming attack) can be used mid-ability. Items that perform their own ability, such as healing, dealing damage, destroying an obstacle, or giving a round-long or persistent bonus like 'Jump on all your moves this turn', must wait until your current ability is finished. This overrides the Gloomhaven FAQ.
The official Frosthaven FAQ answers this in section 9.1.
No. Using Winged Shoes is an ability, so it can't interrupt another ability. Use them before the move, and every move ability you perform afterwards that turn gains Jump. Only the older Gloomhaven version adds Jump mid-movement.
The rulebook answers this in "Item Usage", and experienced players agree.
Items with use slots and items with a passive effect must be used whenever their requirement is met, even if they do nothing useful, as when armor gives disadvantage to an attacker that already has it. Items that are simply spent, lost or flipped are optional, and you choose when (and in what order) to use them, for example among several shields until the damage reaches 0.
The rulebook answers this in "Item Usage", and experienced players agree.
Before the attack modifier is drawn, for any item that changes the attack itself (a bonus, an added effect, advantage or disadvantage, range or targets); for a multi-target attack, range and target items must be used before the ability starts. Items that react to damage you suffer, or that explicitly trigger 'when' a modifier is drawn, are used afterwards.
The official Frosthaven FAQ answers this in section 9.
Apply the item to the cards before deciding which card the monster uses, so the item's change can affect which card counts as better or worse. This reverses a Gloomhaven FAQ ruling.
The official Frosthaven FAQ answers this in section 9.1.
No. A granted ability is performed by the figure that receives it, so items that modify your abilities don't apply. Items that refer to 'you' don't affect your summons unless they explicitly say so. A character who receives a grant can use their own items on it.
The official Frosthaven FAQ answers this in section 9.1.
Items that trigger during a move or attack work, since you are performing the ability. Items worded 'during your turn' don't, because it isn't your turn. Volatile Boots, for example, can boost a granted move and still be used on your own turn before flipping at its end.
The Crude Bow part is an errata clarification the FAQ maintainer posted after discussing it with the designer; the rest comes from forum answers.
It depends on the wording. An item that adds range to a single attack, like the Crude Bow, can boost one target of a Target X attack but not a red-hex area attack. An item that raises the range of all your ranged attacks, like the Well-Strung Bow, extends the whole ability, including where an area pattern can be placed. An area attack without a grey hex is a ranged attack.
The official Frosthaven FAQ answers this in section 9.1.
Only a value already printed on the ability. It can't give a melee attack range (melee has no printed range) or add a Target to a single-target attack, and it doesn't boost '+X' bonuses or summon stats. It modifies one instance of one ability, so a repeated or persistent ability doesn't keep the boost.
The rulebook answers this in "Item Usage", and experienced players agree.
Yes. Unlike Gloomhaven, a partly used multi-use item can be recovered, for example by a long rest, and its token goes back to the first slot.
Yes. A long rest is a turn, and you can use items before the rest's steps and then recover them; recovered items can even be used again that turn. Flexible Slippers are the exception, because end-of-turn looting comes after the refresh.
The rulebook answers this in "Item Usage", and experienced players agree.
No. It is unusable for the rest of that scenario (unless recovered), but every item returns to its normal state at the end of the scenario, even before a force-linked follow-up. No item can ever be permanently lost.
The official Frosthaven FAQ answers this in section 9.1, consistent with the rulebook's "Item Usage" section.
The side that shows its gold or crafting cost. For a flip item with no cost on either side, start on the side that doesn't have the item number, since item numbers are printed on card backs.
The official Frosthaven FAQ answers this in section 9.1, consistent with the rulebook's "End-of-Turn Looting" section.
Your end-of-turn looting happens in the adjacent hex you pick instead of your own, and neither hex needs to contain anything, so you can also use them to avoid picking up loot. If you were stunned or impaired before your turn, that condition expires at the same time as end-of-turn looting, so you can let it expire first and still use them. You can't use them during a long rest and then recover them with it, because end-of-turn looting comes after the refresh.
Several experienced players agree; there is no official ruling.
No, at most once per turn. Hexes from several move abilities in the same turn add together toward the 4, but moving further only adds to the 'or more'.
The official Frosthaven FAQ answers this in section 9.1.
No. The benefits it gives enemies are its built-in downside, and negative effects for your side can't be skipped. It still needs line of sight, so figures you can't see aren't affected.
It targets specific allies within range when you use it, and they keep the shield for its duration wherever they go; only effects worded as applying to all allies within range act as auras.
The rulebook answers this in "Forced Movement", and experienced players agree.
Yes. Teleporting another figure counts as forced movement, which is targeted, so you need line of sight to it. Teleporting only yourself isn't targeted and needs none.
The official Frosthaven FAQ answers this in section 1, consistent with the rulebook's "Active Bonuses" section.
Yes, after an errata to the rulebook. Active cards without a lost icon count as part of your discard pile both for whether you may long rest and for which card you may lose, but they stay in play and don't return to your hand. So a Boneshaper with two active skeleton cards and an empty discard pile can long rest; if no real discards exist, one of those active cards has to be the lost card.
The official Frosthaven FAQ answers this in section 5.2, consistent with the rulebook's "Character Damage" section.
Yes. Ward, Brittle and mandatory items such as armor are applied before you decide to negate the damage, so they are spent even though you then lose a card to avoid taking it.
The rulebook answers this in "Character Damage", and experienced players agree.
Each card goes to your discard, lost pile or active area as soon as its action is finished. So once your first action is done that card can be lost to negate damage or recovered, but the card you haven't resolved yet is in neither your hand nor your discard pile and can't be lost.
The rulebook answers this in "Exhaustion", and experienced players agree.
Only at the start of a round, if you have fewer than two cards in hand and fewer than two in your discard pile. With two cards left you can still play them (or long rest first). If you are able to rest, you can't declare yourself exhausted instead.
Only a single forum answer supports this; treat it as a best reading, not a ruling.
The cards haven't returned to your hand yet, so the card you saved is set aside and the rest are still in the discard pile. You can negate the damage by losing two cards from that discard pile, then randomly lose one of what's left and return the remaining cards and the saved card to your hand.
The rulebook answers this in "End Of Round".
No. Short rests happen during the End of Round step, after round bonuses are cleared, not at the end of anyone's turn, so end-of-turn effects don't interact with them.
The official Frosthaven FAQ answers this in section 9.1, consistent with the rulebook's "End-of-Turn Looting" section.
Yes. A long rest is still your turn, and characters always perform end-of-turn looting. Note that Flexible Slippers can't be used and then recovered by the same long rest, because the looting happens after the rest refreshes items.
The rulebook answers this in "End-of-Turn Looting", and experienced players agree.
Not right away. End-of-turn looting only happens at the end of your own turn, so you pick the token up at the end of your next turn if you're still standing there.
The rulebook answers this in "End-of-Turn Looting", and experienced players agree.
No. Only characters perform end-of-turn looting. Other figures only loot with a Loot ability or when a scenario rule says so, and a monster that loots simply removes the tokens. A character's end-of-turn looting takes every loot token and treasure in their hex.
Infusions from abilities you already performed still happen when the turn ends. Your other end-of-turn effects don't, because the exhausted character is removed and their active bonuses stop working.
The designer ruled on this directly on BGG in 2023, consistent with the rulebook's "Focus" section.
It looks for the enemy it could attack using a path that triggers the fewest negative hexes (traps, hazardous terrain), then, among those, the fewest movement points, counting difficult and icy terrain and assuming unlimited movement. Remaining ties go to the enemy closest by range from where the monster stands, then to the one earliest in initiative order. Proximity is measured to the enemy, while movement is measured to the hex it would attack from.
The rulebook answers this in "Path Priority", and experienced players agree.
No. If any route of any length (assuming unlimited movement) reaches an attack hex without triggering a negative hex, the monster uses it, even if that means it can't attack this round. It also never steps on one just to avoid disadvantage or add targets. Jumping or flying monsters only care about the hex they land in.
The rulebook answers this in "Path Priority", and experienced players agree.
Only when every path to every possible attack hex triggers one; then it takes the path that triggers the fewest. Other monsters in the way don't force this, since monsters can move through their allies, but hexes occupied by any figure can't be attack hexes, so if the only free attack hexes lie behind traps, it goes through.
The official Frosthaven FAQ answers this in section 5.8.
No. Monsters count how many negative hexes a path triggers, not what they do or whether they're traps or hazardous terrain. Between otherwise equal paths, the players choose, and they may pick the nastiest one.
The rulebook answers this in "Focus", and experienced players agree.
No. Only hexes that would harm the monster, like traps and hazardous terrain, are negative. Difficult terrain just costs 2 movement when the monster works out the shortest path, so it can make another enemy the cheaper focus.
The designer ruled on this directly on BGG in 2023, consistent with the rulebook's "Focus" section.
Yes. Icy terrain isn't a negative hex, and monsters plan their paths knowing exactly where a slide will carry them, using it to save movement and avoiding slides that would dump them into traps or hazards. An ally standing on the ice doesn't stop them entering it.
The rulebook answers this in "Path Priority", and experienced players agree.
No. Focus doesn't need line of sight; the monster only needs some hex, reachable with unlimited movement, from which it could attack. Monsters always know where every character is, even in another room.
The official Frosthaven FAQ answers this in section 5.8, consistent with the rulebook's "Monster Movement" section.
The adjacent one. Disadvantage plays no part in choosing focus, and the adjacent enemy is closest. Afterwards, if the monster can step away so the attack loses disadvantage, it does so using as few hexes as possible.
The rulebook answers this in "Monster Movement", and experienced players agree.
Only if moving actually removes the disadvantage. A monster that would still be disadvantaged anyway (for example, muddled) or that can already attack its focus and all its targets doesn't step back, and it never moves just to attack from maximum range.
The official Frosthaven FAQ answers this in section 9.1.
No. Reactive items only apply disadvantage after the monster has committed to the attack, so they don't affect focus, movement or the choice of extra targets. An effect that is already active, such as 'attacks targeting you this round gain disadvantage', does count.
The rulebook answers this in "Monster Movement", and experienced players agree.
A monster picks its attack hex first, then only moves if it can end with a shorter path to that hex than it has now. It may wander off the straight route if that is what shortens the path, but if no reachable hex gets it any closer (for example its allies block the way), it stays where it is.
The rulebook answers this in "Monster Ability Cards", and experienced players agree.
The players decide, and the rules say the choice doesn't have to be the best one for the monster, so you can resolve ties in your favour, such as keeping a healer out of range of its wounded ally.
The official Frosthaven FAQ answers this in section 5.8, consistent with the rulebook's "Focus" section.
It finds a focus and moves as if it were making a single-target melee attack, then performs its other abilities from wherever it ends, even if that move takes it out of range of an ally it could have healed. The same applies to a ranged monster on a card without an attack, and to any monster that is disarmed.
The rulebook answers this in "Other Monster Abilities", and experienced players agree.
It moves as if for a single-target melee attack on its focus, without trying to reach more targets. Then, from where it stands, it chooses targets for that ability with the focus rules and tie-breakers, so the target may not be its focus.
The official Frosthaven FAQ answers this in section 5.8, consistent with the rulebook's "Additional Foci" section.
Its primary focus is always one of the targets. Within that, it picks a hex that avoids extra negative hexes, then attacks as many targets as possible, then has as few disadvantaged attacks as possible, then uses the least movement. Any remaining choice of hex and extra targets belongs to the players. Unlike Gloomhaven, there are no secondary foci, and adding targets comes before avoiding disadvantage on the focus.
The official Frosthaven FAQ answers this in section 5.8, consistent with the rulebook's "Additional Foci" section.
No. Target optimization only happens when it can attack its focus this turn. Otherwise it simply moves toward its primary focus, and it ignores targets it can't attack this turn.
The official Frosthaven FAQ answers this in section 5.8.
The order is up to the players once the targets are set; the focus doesn't have to go first. Each attack resolves fully, retaliate included, so a monster can die before finishing all its attacks.
The rulebook answers this in "Focus", and experienced players agree.
Each figure picks its focus at the start of its own turn from the board as it is then. It keeps that focus for the whole turn: if a push or slide moves it next to someone else, or a push carries its target out of reach, it doesn't switch, and any remaining attacks are lost.
The rulebook answers this in "Monster Attacks", and experienced players agree.
No. Monsters only attack their focus (or foci for multi-target attacks), so a monster that can't reach its focus just moves toward it and doesn't attack anyone else, even one standing next to it.
The summon. Summons sit just before their summoner in the initiative order, so they win the final tie-break, even a summon placed this round that hasn't acted yet. Several summons are ordered by when they were summoned.
The rulebook answers this in "Monster Order", and experienced players agree.
By initiative order: elites act before normals, and within each rank the lower standee number goes first, so an elite or the lower-numbered standee is chosen.
Several experienced players agree; there is no official ruling.
No. Monsters always use the Jump on their move ability; only characters may decline it.
The rulebook answers this in "Monster Movement", and experienced players agree.
No. A monster can move anywhere from 0 up to its move value, but staying put isn't performing a move, so effects that trigger on moving or on ending a move don't happen, and it doesn't count for the card's element.
The rulebook answers this in "No Focus", and experienced players agree.
No. If no unoccupied hex it could reach (with unlimited movement) lets it attack anyone, it has no focus, so it doesn't move or attack, though it still performs its other abilities. An invisible figure still blocks hexes for this.
The rulebook answers this in "Monster Ability Cards", and experienced players agree.
No. There are no opportunity attacks in Frosthaven; monsters only do what their ability card says on their own turn.
The rulebook answers this in "Summon", and experienced players agree.
Yes. Summons follow the monster movement rules, so they avoid negative hexes when they can, including your own healing traps; terrain a summon is immune to doesn't count as negative for it.
The rulebook answers this in "Move", and experienced players agree.
Monsters move through their allies freely (they just can't end in an occupied hex). A monster you control treats your allies and enemies as its own for that ability, so it can't move through its usual monster allies unless it jumps or flies.
The rulebook answers this in "Revealing and Spawning Monsters", and experienced players agree.
They act this round. The character who opened the door finishes their turn first. Revealed monsters whose initiative has already passed then act right after that figure, even if other monsters of the same type already acted; otherwise they act at their normal place. A newly revealed set draws an ability card if it doesn't have one, and counts as a fresh activation for consuming and infusing elements. The same goes for spawned monsters.
The rulebook answers this in "Revealing and Spawning Monsters", and experienced players agree.
In the closest empty hex instead, with the players breaking ties. If there aren't enough standees, place as many as you can, elites first and nearest to the characters first, and skip the rest. Running out of coloured bases doesn't change a monster's rank.
The rulebook answers this in "Other Monster Abilities", and experienced players agree.
No. Summoned monsters never take a turn in the round they are summoned, unlike revealed or spawned monsters. A monster summon is placed in an empty hex next to its summoner as close by range to an enemy as possible.
The designer ruled on this directly on BGG in 2020, consistent with the rulebook's "Other Monster Abilities" section.
No. Monsters can only loot loot tokens, which they simply remove; they can never loot treasure tiles. Jaws of the Lion let monsters take treasure, but Frosthaven does not.
No. Only a drawn card with the shuffle icon triggers a reshuffle, at the end of that round. If more of that type appear later in the same round, they use the card already drawn, or draw one if none was drawn.
The rulebook answers this in "Other Monster Abilities", and experienced players agree.
Only once that monster takes its turn, and it lasts until the end of the round; a newly revealed monster doesn't have it until it acts. Shield or Retaliate printed on the stat card is always on, and the two add together.
The rulebook answers this in "Other Monster Abilities", and experienced players agree.
The monster in range, itself included, that has lost the most hit points; the players break ties, and conditions are ignored when choosing. A monster heal with several targets can include the healer unless it says 'allies'. The heal is still performed if nobody is damaged.
The rulebook answers this in "Monster Attacks", and experienced players agree.
Monsters have no default range: an attack is ranged only if the ability card shows a range, and otherwise it is melee. Some cards give a range only to one rank, such as Ice Wraith cards where only the normal form attacks at range.
The rulebook answers this in "Named Monsters", and experienced players agree.
None of those. Named monsters are their own category, so abilities that target normal or elite monsters can't affect them, while effects that only exclude bosses can. They act before the elites of their type.
The rulebook answers this in "Common Scenario Rules", and experienced players agree.
H is the maximum hit points of an elite monster of the relevant type at the current scenario level. For example, with two characters, an elite at 21 HP and a formula of C×H×3/2, the named monster has 63 hit points.
The official Frosthaven FAQ answers this in section 7.
Up. If a calculation doesn't say which way to round, round up, so 7.5 hit points means it takes 8 damage to kill.
The scenario book. Its boss rules are treated as the official version when they conflict with the card.
Several experienced players agree; there is no official ruling.
No. Effects tied to a threshold still happen, and you can't take the boss below the next threshold, or to 0, until the section the first one triggered has been fully resolved.
The rulebook answers this in "Monster Damage and Death", and experienced players agree.
No. A monster that dies while performing its abilities performs nothing else that turn, so a self-destructing machine killed by retaliate never explodes.
The rulebook answers this in "Retaliate", and experienced players agree.
After. The whole attack, including its push or pull, resolves first, and then retaliate applies only if the attacker is still within its range. A push or pull on a separate ability line comes after retaliate.
The rulebook answers this in "Doors", and experienced players agree.
No. Only characters open doors, unless a scenario says otherwise. Some maps mark such hexes as corridors instead, and monsters can pass through those.
The players. Closeness is measured by range, not movement, and placing a tile isn't an attack, so focus rules don't apply.
The rulebook answers this in "Monster Stat Cards", and experienced players agree.
Each monster stat card is one type, and every boss is its own type. A named enemy using a normal stat card belongs to that type, while numbered tokens and other figures without a stat card aren't monster types at all.
The rulebook answers this in "Monster Attacks", and experienced players agree.
Yes. A monster can perform all of its attack abilities on a single focus, so a card that sends every attack at one enemy means several separate attacks on that character.
Only a single forum answer supports this; treat it as a best reading, not a ruling.
+1. The bonus adds to the card's modifier rather than replacing it; a value only replaces the base when the card says 'instead'.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
Each Ice Wraith switches on its own turn when its card says so, one at a time: elites act first and end as normals, then normals act and end as elites, and they stay switched until they die or switch again. A stunned Ice Wraith doesn't switch. Summons and focus ties use whichever ones are elite at that moment.
The official Frosthaven FAQ answers this in section 6.
Yes. The designer said the intent is that they switch (which is why both forms have the same hit points), even though named monsters aren't technically normal or elite; track them with white and yellow bases instead of a red one.
The official Frosthaven FAQ answers this in section 6.
They use normal focus rules but look for the farthest valid enemy, measured by the longest jump distance to a legal attack hex, then by range, then initiative. The attack is a rider on the move, so no move means no attack (an already-adjacent Blade does nothing), and among equally good paths the players choose, even the one hitting fewest characters.
Each enemy adjacent to (or in) a hex the Blade entered is attacked once. The whole move happens first, then every attack, all from the Blade's final hex (still melee), so retaliate only applies to characters within range of where it ends.
The official Frosthaven FAQ answers this in section 6.
If any Corpse performs any ability, the set consumes Fire, and each Corpse that actually performs its move (at least one hex) suffers 2 damage; one that doesn't move takes none. The card was written before the final element rules.
The official Frosthaven FAQ answers this in section 6.
Non-water hexes are obstacles to them, while water costs them no extra movement. They only focus on enemies they could attack from a reachable water hex, so with none they don't move; a Leaping Dive must still land in water, and they spawn in the nearest empty water hex. If their water tile is destroyed or moved, they shift to the closest water hex without damage, and they can't be pushed or pulled out of water.
The official Frosthaven FAQ answers this in section 6.
Yes. It divides its current hit points by 5, rounding down, so below 5 hit points it summons none.
The official Frosthaven FAQ answers this in section 6.
It focuses, moves and attacks like any multi-target monster, muddling targets if it has innate muddle. Then each enemy it targeted is controlled to make an Attack 3 against an adjacent ally using focus rules and its own modifier deck; since it's a plain Attack 3 it is always melee, even for a ranged summon.
The official Frosthaven FAQ answers this in section 6.
It targets its normal number of enemies (it doesn't say 'all') but can reach enemies within 2 hexes; those are still melee attacks.
Several experienced players agree; there is no official ruling.
After its attack resolves, the target suffers extra damage equal to the shield value it had during that attack. This is a separate source of damage that comes after the attack, so the attack modifier drawn doesn't change it.
Several experienced players agree; there is no official ruling.
Its first target takes both the attack and then the explosion damage dealt to everything adjacent. Monsters only position to maximize attack targets, so where it stands for the blast is up to the players as long as it still approaches its focus. If retaliate kills it during the attack, it never explodes.
Each Herder takes its own turn and affects only the pigs within range 3 of it then, so a given pig may act several times, once or not at all. A Herder moves as if it had a melee attack and grants from wherever it ends; with no focus it doesn't move, and it never moves just to set up a grant.
Several experienced players agree; there is no official ruling.
It can't move, so it focuses on the closest enemy it can attack right now, even an adjacent one at disadvantage, and with its Long Shot only on an enemy it can see within range 7. With multiple targets, the extra ones are picked to avoid disadvantage. Damage it deals around its target hits the characters' side.
Only a single forum answer supports this; treat it as a best reading, not a ruling.
Yes. Its damage is suffer damage, not a targeted ability, so the ability is performed even with nobody in range and its elements are infused.
Only a single forum answer supports this; treat it as a best reading, not a ruling.
Yes. If Light is strong or waning, the set consumes it and every Sun Demon heals itself and all allies within range 3 on its turn.
The designer ruled on this directly on BGG in 2023.
Yes. It dies, so it drops its loot token like any other monster.
The rulebook answers this in "Manipulating Tiles", and experienced players agree.
No. Its own hex counts as adjacent for its own targeting, but traps can only go in empty hexes and an occupied hex isn't empty.
Yes. They have no special water rule, so water is difficult terrain for them as for anyone else; only Lightning Eels have special water rules.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees, consistent with the rulebook's "Lost Scenario" section.
Either way you keep all experience and gold (including gold from loot cards), everything from treasure chests (even resources), and random items. Returning to Frosthaven also keeps the resources from your loot cards and those gained from items, and an Outpost Phase follows. Replaying straight away forfeits those resources, skips the Outpost Phase and draws no road event.
The official Frosthaven FAQ answers this in section 5.6, consistent with the rulebook's "Loot" section.
There's simply no more loot in that scenario: the deck is a cap on what can be gained, which matters because spawned and summoned monsters drop loot tokens too. Monsters keep dropping tokens and you can still pick them up (which still counts for battle goals), but they give no card, and treasures that would give loot cards give nothing.
The rulebook answers this in "Loot Deck", and experienced players agree.
Each coin is worth the gold conversion for the scenario level (2 per coin at levels 0 and 1, 3 at level 2, and so on), so a 3-coin card at level 2 gives 9 gold, whether you win or lose. When building the loot deck, shuffle all the money cards and draw the number the scenario lists at random, then do the same for each resource type, including any cards with + stickers.
The official Frosthaven FAQ answers this in section 5.6, consistent with the rulebook's "Loot Deck" section.
The card gives a flat amount by player count, not a bonus: most give 2 at the lower player counts shown (some only at 2 players, some at 2 or 3) and 1 otherwise, and at 4 players they always give 1 unless a + sticker adds one.
The designer ruled on this directly on BGG in 2020, and the official FAQ agrees, consistent with the rulebook's "Monster Damage and Death" section.
Every monster, including spawned and summoned ones; only scenario allies don't. Objectives, obstacles and other scenario objects never drop loot, even when they count as enemies, and neither do character summons. The token goes in the hex where the monster died.
The rulebook answers this in "Ending a Scenario", and experienced players agree.
No. Once the end is triggered, play continues to the end of the current round, end-of-round effects included. If the scenario is both lost and completed in the same round, it is lost. Many escape scenarios list a character exhausting as a loss condition.
The rulebook answers this in "Completed Scenario", and experienced players agree.
No. As long as the scenario is completed, an exhausted character keeps their experience, gold and loot, can achieve their battle goal and masteries, and gains the scenario rewards.
The rulebook answers this in "Ending a Scenario", and experienced players agree.
Only when the scenario is completed. Each character gets the full amount for the scenario level (4 at level 0, 6 at level 1, and so on), not a share of it.
The official Frosthaven FAQ answers this in section 7, consistent with the rulebook's "Completed Scenario" section.
Yes, but in campaign mode, not casual mode (casual mode gives nothing at all). A replay works like the first time: experience, gold, loot, unlooted treasure chests and a random item not yet taken, then an Outpost Phase. You don't get its scenario rewards again, and its links are ignored.
Several experienced players agree; there is no official ruling.
There's no concede rule, but nothing stops you declaring it lost and resolving it as a lost scenario, with the usual choice to replay or return to Frosthaven and no completion rewards.
Several experienced players agree; there is no official ruling.
Probably yes. Nothing forbids it, and setup has you rebuild hands and items anyway; the earlier road event isn't reapplied.
The rulebook answers this in "Common Scenario Rules", and experienced players agree.
No. If a character ends their own turn in an escape hex, they may choose to escape, removing them, their summons and their tokens from the map. If they stay, they can escape at the end of a later turn.
No and yes. The fixed Move 2 and Attack 2 replace the monster ability cards and ignore the base move and attack values, but the stat card still applies (hit points, retaliate, and elite stats for the elite, which acts first), and their attacks draw from the monster modifier deck as usual.
The rulebook answers this in "Road Events", and experienced players agree.
No road event is drawn before Scenario 0 or 1, and there's no Outpost Phase between them. Characters pick their personal quest when they're created, before Scenario 0, and battle goals are dealt at the start of every scenario, Scenario 0 included.
The official Frosthaven FAQ answers this in section 1.
Section 197.1 uses outdated names and descriptions for some starting-class cards. After Scenario 0, build your hand normally from your full available pool.
The official Frosthaven FAQ answers this in section 7.1.
They use their stat card at the scenario level, never move or attack on their own, and just defend with their shield and retaliate. Monsters can focus on and attack them, with initiative 50 used for focus, and their 'end of next turn' conditions such as Disarm and Immobilize expire at initiative 50. A character tied with them acts first.
No. Follow the scenario book, which only awards morale; the soldiers in the app are left over from an earlier version. Your soldiers come from the Barracks' one-time effect at the start.
The official Frosthaven FAQ answers this in section 7.1.
Leave the door where it is; the final section draws it in the wrong spot. The allied Algox Priest acts normally each round from its ability cards; the special rule only covers what it does once the enemies are dead.
The official Frosthaven FAQ answers this in section 7.1.
There are no Priests despite the special rules, the other monsters and audience mentioned are leftover flavour, and you use the boss miniatures, not their boxes. Each boss gets its own ability card and initiative, and both are your enemies whichever side you took. You can't replay it for the other class; that one is only delayed and can be unlocked later in other ways.
The official Frosthaven FAQ answers this in section 7.1.
The switches are the wall hexes themselves. Attack one in melee from an adjacent hex or target that wall hex with a ranged attack; each only needs to be activated once. Damage that isn't an attack doesn't work.
The official Frosthaven FAQ answers this in section 7.1.
Yes, the sled is required (the flowchart misses its icon), and Deathwalker shadows move to the new room with you. Pillar hit points follow normal order of operations (4 + (L×C)/2, so level 2 with four characters gives 8), and Algox Priests can heal them since they are allied objectives.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
Yes. It places hazardous terrain near a character rather than targeting one, so invisibility doesn't help, and the players choose between equally close characters and hexes.
The official Frosthaven FAQ answers this in section 7.1.
Monsters focus and move on characters as normal. Only when an attack ability has no character or summon it can actually hit do they attack the scenario instead, once per attack ability, with a normal modifier draw. Extra targets of multi-target attacks never go to it, and 'suffer damage' effects aren't attacks, so they never hit it.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees.
The Chaos Demon is the Chaos Lieutenant. Its special targeting applies to ranged abilities only: from 1-B or 6-B it can make ranged attacks into 15-D, but not the other way round, and other monsters don't get the rule. It prefers enemies on 1-B and 6-B over those on 15-D if no extra movement is needed, and with only melee it has no focus until someone climbs up.
Yes, until a character first enters one of the listed upper tiles; from then on nobody can teleport off 15-D or use the passage. Shadow movement isn't teleporting, but shadows can't cross the wall hexes either.
Several experienced players agree; there is no official ruling.
No. The floor level is only a timer. Figures can move and attack between the tiles at any height; the four wall hexes between them count for movement and range, but nothing can end its movement on them. New rubble in an 'a' hex replaces any overlay players put there.
The official Frosthaven FAQ answers this in section 7.1.
Door 1, not Door 3 as section 25.3 says. Passing over a pressure plate during a move counts as occupying it, so a door can open briefly mid-move; it closes and locks as soon as the plate is unoccupied.
The official Frosthaven FAQ answers this in section 1.
The right-hand tile 11 should be 11-C, in both the map layout and the map.
The official Frosthaven FAQ answers this in section 7.1.
The door only becomes unlocked, despite the narrative; a character still has to open it. The special rule should include character tokens, so shadows move along with the characters and summons.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
Border hexes are the half hexes around the edges of the map tiles, including between the two rooms, and water there (or water a Wavethrower creates) counts toward sinking. Monsters focus and move on characters normally; only when an attack ability has no target they can hit do they attack the closest empty hex or border hex, and only one hex, even with an area or multi-target attack.
No. They aren't mutually exclusive, and you can play both; the FAQ was updated to say so.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees.
Character summons don't treat its special corridor hexes as negative. To keep the scenario from becoming unwinnable by bad luck, section 83.2 should trigger once every enemy on tile 8-A has died, and 74.2 once every enemy on tile 4-B has died.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
No, in the first printing both are reversed: Archers spawn at D and Guards at E, and the exit hexes are swapped to match. The second printing fixed the map.
The Into the Forest campaign sticker. Scenario 32 is the usual way to earn it, but any source that grants the sticker satisfies the requirement.
The official Frosthaven FAQ answers this in section 7.1.
Yes to both. Jumping and flying still enter every hex they pass, so each corridor hex entered applies its effect again. The sparks are ordinary enemy figures: they block movement, can be attacked, pushed and given conditions, and die normally (so kill triggers work).
The official Frosthaven FAQ answers this in section 1.
Yes. Scenarios 36 and 37 should also reward the blueprint for item 067, Scenario 37's treasure chest should be #56, Scenario 60 should reward item 224, and Scenario 70's loot deck has only one random item, not two.
The official Frosthaven FAQ answers this in section 7.1.
In Scenario 38 (section 23.1), three players spawn two normal hounds in total, one at each spot. In Scenario 39, a dead ally waits until a Frozen Corpse standee is free to replace it. Scenario 40's section 71.2 unlocks Blizzard Island, which is Scenario 48, not 47.
Several experienced players agree; there is no official ruling.
Bodies left on the board still use their standees, so a seventh Frost Demon simply isn't placed when all six are in use, and you don't need to kill it to win. Bodies can stack in one hex, can't be pushed or pulled (they're neither enemies nor allies), and looting one moves it rather than carrying it. A monster captured with the Trainer's Net leaves no body at all.
Several experienced players agree; there is no official ruling.
Yes. It covers every source separately: each attack (which also has disadvantage), each hazardous hex entered, traps, and wound, which therefore does nothing unless the monster is also brittle. Killing an Algox isn't a loss; it just counts as a kill.
The official Frosthaven FAQ answers this in section 7.1.
Use a miniature or distinct token for Crain, because the 'a' tokens mark both his position and his goal hexes, and the damage tokens the scenario adds are only trackers on those locations, not damage to Crain. Monsters that can attack Crain this round focus on him and will enter as few negative hexes as needed to do so; otherwise they focus on characters and avoid hazards as usual.
The official Frosthaven FAQ answers this in section 7.1.
Yes. It starts with elite stats and switches forms like other Ice Wraiths, so use a white or yellow base, but it's still a named monster. The anchor is an objective: initiative 99 for focus and immune to conditions and forced movement, and characters can heal it since it's their ally.
The official Frosthaven FAQ answers this in section 1.
Scenario 71's section 111.2 shows a Lurker Soldier that should be a Lurker Clawcrusher (and one Piranha Pig spawns at each F), Scenario 104's section 14.2 shows an Ice Wraith that should be a Frost Demon, and Scenario 113's section 154.1 shows a Black Imp that should be a Forest Imp.
Only characters can attack, push or pull the pillar; summons can't target or focus on it, and start-of-turn item effects never apply since objectives take no turns. An area attack can hit it only once per ability. 'C-1 even rounds' means it happens on even rounds until it has happened C-1 times, not every even round.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
Yes, they count as water for abilities and perks, such as the Coral's, and opened door hexes count as water too. Monsters and summons treat the overlay tiles as normal terrain and everything else as difficult terrain, and can't move the overlays. A character riding a two-hex tile picks up loot it enters, and traps ride along on its unoccupied hex.
It is one figure occupying all three hexes, so ranged attacks by or against it have disadvantage when adjacent to any of them, and obstacles can't be created there. It can't move, so ignore the move parts of its specials. A big hit can't skip a health threshold: damage stops at the next one and you read the section. Monsters can't find focus between the areas, so they don't follow you into the orb room.
The official Frosthaven FAQ answers this in section 1.
In the Map Layout image, swap tiles 13-D and 13-B (and flip 13-B in the map on the intro page) so it matches the section maps; don't move doors when opening new rooms.
The official Frosthaven FAQ answers this in section 7.1.
Only if every door between their current room and the destination room has been opened.
Yes. Without a corridor overlay those openings are walls, so the rooms are sealed off: nothing can target across, and monsters with no reachable enemy have no focus. Teleport isn't movement, so it can't be used to search, though the whole map stays revealed.
A figure standing on the corridor tile when it's picked up must be placed in a legal empty hex, normally adjacent, since it can't stay in the wall hex left behind; this can act as a small free move. Figures in the hex the tile moves onto aren't affected and stay put.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
It acts as a normal Piranha Pig with the Piranha Pig ability deck. The boss deck only decides how the water rises and whether more pigs spawn, so a non-special boss card does nothing. It can be captured as a normal Piranha Pig pet, which still counts as defeating it. The scenario's own water tiles can only be moved by the scenario's rules.
The official Frosthaven FAQ answers this in section 7.1.
No more than a normal ooze's hit points from any single source; anything beyond that is lost.
The official Frosthaven FAQ answers this in section 7.1.
It doesn't require a boat (and uses road events, not boat events). Until a corridor joins them, the islands are separate rooms whose edges are walls, so ranged attacks can't reach across and monsters there can't find a focus, though stat-card shields and retaliates stay active.
A publisher-affiliated account answered this directly on BGG in 2023, and the official FAQ agrees.
The stairs are decoration: the platform follows normal corridor rules, so figures can step on or off anywhere. Enemies revealed when it opens doors at the end of the round don't act that round. If the platform kills a monster by moving into it, the loot token goes on the platform in that hex.
Yes. Only monsters already on a tile 1 are barred from leaving it; ground-floor monsters focus and move normally and gain the restriction once they reach a tile 1. A figure on the stairs is on neither tile, like a door, so restricted monsters won't step onto them.
Several experienced players agree; there is no official ruling.
The Prism still plays its initial mode card before the scenario begins, since it can't start a scenario without a mode, so it starts with one mode in play and two cards in hand.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
The goal treasure tiles were replaced by the numbered tokens because of component limits. Zu can't be interacted with: monsters never focus on or attack it, and it counts as their enemy only so they can't move through it, while characters can.
They aren't removed or destroyable; they keep poisoning every figure that enters them until Zu consumes them. Swarms only move through featureless hexes, so difficult terrain, rubble and other overlays stop them, and they don't combine with the Trap class's traps.
In an empty hex next to each character; as with any spawn, if that hex isn't empty, use the nearest empty hex.
The official Frosthaven FAQ answers this in section 7.1.
In the special rules' second-to-last line, 'Ice Wraith' should be 'Savvas Icestorm', and the special rules should add that each element can be consumed only once per turn, even though elements there are always strong.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
Treat the new monsters as spawns, placing each in the nearest empty hex. Ending after an episode gives the benefits of a success but doesn't mark the scenario completed, so a later attempt starts again from episode one and can still earn the rewards.
Yes, summons can be placed there: those hexes still have no overlay, so they're featureless and empty when unoccupied. Once any tile is placed in such a hex, it stops being featureless and so stops being icy. A movement penalty applies before the scenario's move cap.
The official Frosthaven FAQ answers this in section 7.1.
Scenario 109's special rule should say initiative 52, not 54. In Scenario 110 the water hexes are difficult terrain, not corridors, and the electrification pattern stays as it was at the start even if water is moved or covered.
The official Frosthaven FAQ answers this in section 7.1.
In Scenario 111 use the door positions from section 182.2, and section 138.2 should link to 147.2. In Scenario 125, Door 2 is drawn differently in sections 158.4 and 108; leave it where it is after it opens.
The official Frosthaven FAQ answers this in section 7.1.
Proxy the fifth Polar Bear with another standee or miniature. In Scenario 118, letter tokens have no upside down; ignore that instruction, since the letter doesn't matter.
The official Frosthaven FAQ answers this in section 7.1.
Split the hand into two piles by form. When you lose a card to negate damage, you may lose any card of your choice from the set-aside hand.
The official Frosthaven FAQ answers this in section 7.1.
Yes. Count the distance across as normal; spare corridor tiles help measure. The barrels and crates are objectives, so you can't walk into them to destroy them; only forced movement into their hex does that.
Several experienced players agree; there is no official ruling.
Through the Tavern (building 74): build it to its top level, collect all four Ancient Coins, and solve the coin puzzle in the section book, which unlocks the scenario.
The official Frosthaven FAQ answers this in section 4, consistent with the rulebook's "1. Passage of Time" section.
Three rules cover it. When told to add a section X weeks ahead, count from the last marked box ('in 1 week' is the next unmarked box), even during a scenario conclusion, before time passes; a week can hold several sections. When you mark a box during Passage of Time, read its sections. Event decks use the season of the next unmarked box.
The rulebook answers this in "1. Passage of Time", and experienced players agree.
One. You mark a box when the party returns to Frosthaven for an Outpost Phase, however many linked scenarios you played on the way.
No. Finish the Outpost Phase as normal, then play that scenario as your next one; 'next' doesn't mean 'immediately'.
The rulebook answers this in "Road Events", and experienced players agree.
Yes. You skip the road event before such scenarios, but afterwards you do the full Outpost Phase, passage of time included.
A publisher-affiliated account answered this directly on BGG in 2024.
Read the section the sticker notes when you mark that week; the Harvest Festival points to section 57.3 whichever season added it. Place such a sticker so its first box sits on the week the event was triggered.
The official Frosthaven FAQ answers this in section 1, consistent with the rulebook's "Scenario Flowchart" section.
The scenario book, always. Known first-printing flowchart slips include a missing sled icon on Scenario 10, missing boat icons on 22, 42, 49, 50, 53, 54 and 60, a missing climbing gear icon on 132, and Scenarios 25 and 26 being mutually exclusive.
The rulebook answers this in "Scenario Flowchart", and experienced players agree.
Only when a scenario conclusion, section or event tells you to. The flowchart just shows paths; some unlocks are delayed through calendar sections (the calendar symbol) or depend on choices. Open a flowchart window and place the sticker when its scenario is unlocked.
The rulebook answers this in "Completed Scenario", and experienced players agree.
No. Links only count from the scenario you just completed: after completing it you may follow a link (and must follow a forced link), but after that one you return to Frosthaven unless it links onward itself. Replaying an already-completed scenario ignores its links.
The rulebook answers this in "Lost Scenario", and experienced players agree.
No. A loss always gives the usual choice: replay right away or return to Frosthaven for an Outpost Phase. Links only apply on completion, so you can come back to the scenario later (with a road event).
Yes. Those choices are part of beginning every scenario, so you can rebuild your hand and loadout and pick new pets and challenges, and all items refresh. What you can't do is anything from the Outpost Phase, such as leveling, shopping, crafting, enhancing or retiring.
The rulebook answers this in "Scenario Flowchart", and experienced players agree.
Scenarios marked with the lockout symbol are alternative paths: completing one (or a choice the story gives you) locks out the other, and you put a lockout sticker on its flowchart window. Only completion locks a path out, not an attempt, and other scenarios unlocked alongside them stay available.
Yes. Some of the main storyline and the campaign's ending are reached through the puzzle book, though there's no time pressure to solve it, and you can work on it even while locked into linked scenarios.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees.
They have slightly different names on the sticker sheet. Coral Shard means the six pieces of the Coral Crown (take them in any order and place them in the campaign sticker area), and Brummix means the Brummix Tracks stickers.
The rulebook answers this in "Unlocking New Buildings", and experienced players agree.
No. Rule stickers represent rules unlocked during the campaign; apply each one only when an opened envelope tells you to. Some first-printing envelopes list the wrong sticker numbers (see the errata).
The rulebook answers this in "Campaign Sheet", and experienced players agree.
No, morale only changes through outcomes such as events, scenario rewards and building effects, though losing 1 can pay for a repair and 2 for an extra build. It can't go below 0 or above 20, and reaching either end tells you to read the section printed on the track.
The rulebook answers this in "Unlocking New Classes", and experienced players agree.
Yes: once a class is unlocked you may open both its tuck boxes and look at everything. When the story makes you choose between two locked classes, you choose without opening them, and the one you passed on can still be unlocked another way later.
The designer ruled on this directly on BGG in 2022.
They mark campaign achievements. A scenario showing a banner earns it when completed (Scenario 14 has no prerequisite; its banner shows what it unlocks), while a scenario that requires a banner needs it from another scenario first, such as Scenario 33 needing Scenario 32's.
Several experienced players agree; there is no official ruling.
Yes. It just has to come after the scenario, with the same characters who played it taking part.
The rulebook answers this in "Treasures", and experienced players agree.
When an effect (usually a treasure) gives you a random scenario, take a card from the shuffled random scenario deck, read the section it names to unlock that side scenario, and remove the card from the game. If the deck is empty, gain 1 inspiration instead.
The rulebook answers this in "Completed Scenario", and experienced players agree.
No. You can play any unlocked scenario whose requirements you meet, in any order, switching storylines whenever you like. Only a forced link, or a rule that says to play one immediately, decides your next scenario.
The official Frosthaven FAQ answers this in section 3.2.
Not after that first scenario. These quests usually run through several scenarios and calendar entries; keep going until a gold Scenario Rewards box explicitly says the quest is complete, then retire at the next Downtime.
The official Frosthaven FAQ answers this in section 3.2.
Yes. The quest's owner must be in the party for each of the quest scenarios for them to count, though they needn't play unrelated scenarios in between. The rest of the party plays those scenarios normally.
The official Frosthaven FAQ answers this in section 3.2.
It depends on what the quest tracks. Collected loot and resources only count if you keep them, meaning you won or chose to return to Frosthaven after the loss. Things that don't depend on winning, such as kills, still count in a lost scenario.
The official Frosthaven FAQ answers this in section 3.2.
No. You must still meet the requirement at the moment you would retire; if you don't, you keep playing.
The official Frosthaven FAQ answers this in section 3.2.
They become incomplete and locked again, so the next character with that quest has to play them again. Chests already opened and random items already looted stay looted.
The rulebook answers this in "Retire a Character", and experienced players agree.
Retirement happens only during Downtime. If the quest is fulfilled then, the character must retire in that same Downtime (after doing any other Downtime activities they like). If it is only fulfilled later, for example by a build in the Construction step, they play another scenario and retire at the next Outpost Phase's Downtime.
The rulebook answers this in "After Retirement", and experienced players agree.
Their gold is lost (it can't be given to the town or used for building, which comes later), their items return to the available supply, and their resources go to the Frosthaven supply. So sell items, craft, distill potions or enhance before retiring in the same Downtime.
The rulebook answers this in "4. Downtime", and experienced players agree.
Yes. Downtime activities can be done in any order, so all retirements can happen before anyone creates a new character.
The rulebook answers this in "Retire a Character", and experienced players agree.
Its normal completion rewards: 2 more prosperity and its building envelope. But you skip its requirements, so you don't get things that are part of them, such as scenarios it would unlock or a blueprint it hands out, and it doesn't count as an extra retirement for future perk marks.
A publisher-affiliated account answered this directly on BGG in 2026, consistent with the rulebook's "Initial Benefits" section.
New characters simply get no personal quest and so can never retire, though they can be set aside or abandoned. Retirement for existing characters works as normal. A publisher representative said there's no harm in handing out the solo-play quest instead (it unlocks nothing), and the later ConQuests content adds four more quests.
The rulebook answers this in "Retire a Character", and experienced players agree.
Open the alternate envelope listed on the quest instead. If both are already open, the party gets a random scenario and a random item blueprint (or 1 inspiration for each deck that is empty).
The rulebook answers this in "Create a Character", and experienced players agree.
Yes. You can create a new character in any Downtime and set the old one aside (keeping everything) or abandon it (its quest goes back in the deck). Neither counts as retiring, so you don't earn the retirement perk mark. Every new character must take one of two drawn personal quests while any remain.
The rulebook answers this in "After Retirement", and experienced players agree.
Count each character slot's lineage separately, as if different players ran them, so a new character only counts retirements in the slot it replaces.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees.
Only scenarios whose scenario page lists the sled, boat or climbing gear as a requirement. A scenario that merely mentions the gear because of a linked scenario before it (like Scenario 19) doesn't count; check the gear icons in the top banner.
Several experienced players agree; there is no official ruling.
Every new building and every upgrade made after the quest is drawn, including each wall section and each Workshop travel tool. Laying a level 0 foundation doesn't count, and neither do the four starting buildings.
The official Frosthaven FAQ answers this in section 3.2.
You need eight Outpost Phases in which at least one person's name is read from the section book, whether from an event, a calendar section or a building, and it doesn't have to be you reading. Only one counts per Outpost Phase, the same name can count again later, and titles or races (the Mayor, Savvas) aren't names.
Only experience gained from abilities on your ability cards during scenarios, whether or not the action is a loss. Scenario completion bonus experience and experience from rewards don't count, so track it separately on your character sheet.
Several experienced players agree; there is no official ruling.
No. You need to have personally looted five different herb types from loot tokens (perks and events don't count). Each herb must be kept through the end of its scenario, but you can spend it afterwards.
The official Frosthaven FAQ answers this in section 3.2.
It is a campaign banner earned by completing a particular scenario, specifically Scenario 32. Lumber from events doesn't count toward the quest's looting requirement.
The official Frosthaven FAQ answers this in section 3.2.
No to both. Scenario 65 is the first of a chain of four, with calendar delays between them, so do it early. Scenario 1 must be completed before you can play 65.
The official Frosthaven FAQ answers this in section 3.2.
Only the items listed as ingredients of items you currently own, all owned at the same time; resources don't count, and you don't go further down the tree to those ingredients' own ingredients.
The official Frosthaven FAQ answers this in section 3.2.
When you take the quest, the Abyss Axe's blueprint goes into the craftable supply (not the item into your pool), whatever the Craftsman's level. A kill only counts if the axe's activated ability is used on the attack that makes it.
The official Frosthaven FAQ answers this in section 3.2.
When the quest is completed and Envelope A is opened, Building 81 goes straight to level 2 for free. For the quest itself, every time you see an ally exhaust counts, even the same ally again.
Several experienced players agree; there is no official ruling.
The captures needn't be unique: catching the same type again counts, even when the Stables are full. Your character has to make the captures, so they need the capturing item themselves.
Several experienced players agree; there is no official ruling.
Every scenario numbered 65 or higher, including job postings and other non-random ones.
The official Frosthaven FAQ answers this in section 3.3, consistent with the rulebook's "Road Events" section.
The season of the next unmarked box on the campaign calendar, for road events and outpost events alike.
The designer ruled on this directly on BGG in 2023, and the official FAQ agrees.
Yes. The first calendar box is marked when you return from Scenario 1, so year one has 9 summer outpost events, and there are also only 9 summer road events because no road event is drawn before Scenario 1.
The official Frosthaven FAQ answers this in section 2.
Cards 1 to 20 of each of the four event decks (summer road, winter road, summer outpost, winter outpost), each shuffled separately, as the Welcome to Frosthaven setup sheet explains. The rest are added during the campaign.
A publisher-affiliated account answered this directly on BGG in 2022, consistent with the rulebook's "Road Events" section.
At setup, and whenever a card is added to a deck or a specific card is searched out and removed. Resolving the card you drew and removing it doesn't trigger a shuffle, and you never shuffle before a draw; a card with the return icon simply goes to the bottom. When you do shuffle, cards previously placed on the bottom are mixed in too.
The rulebook answers this in "Road Events", and experienced players agree.
It is removed from the game unless the outcome you resolved shows the return icon, in which case it goes to the bottom of its deck.
The official Frosthaven FAQ answers this in section 3.3.
From both the available and the unavailable event decks; those cards leave the game entirely. This applies to conclusions such as Scenarios 29, 30, 55, 58, 59 and 60.
A publisher-affiliated account answered this directly on BGG in 2023, consistent with the rulebook's "Road Events" section.
No. Read only the outcome you picked. Hidden options are very rare, and the game points you to them when they matter.
The official Frosthaven FAQ answers this in section 3.3.
No. If you are able to pay the cost, you must; 'otherwise' only applies when you can't meet the requirement. A collective cost can be paid from any characters' supplies and the Frosthaven supply combined, but a cost each character must pay can't be covered by the others. A loss inside an outcome is paid as far as possible.
The official Frosthaven FAQ answers this in section 3.3, consistent with the rulebook's "Road Events" section.
Yes, whenever the cost is collective, on road and outpost events alike. Personal costs come from the characters themselves.
The official Frosthaven FAQ answers this in section 3.3, consistent with the rulebook's "Road Events" section.
No. Event outcomes only affect the characters who were present when the event was resolved, so a newly created character gets neither the penalties nor the benefits.
The official Frosthaven FAQ answers this in section 4.
Only from Downtime onwards. The characters from the previous scenario handle passage of time, the outpost event (their traits are the ones checked) and building operations; a newly created or returning character joins for that week's Downtime and Construction.
The official Frosthaven FAQ answers this in section 3.3.
Yes. Ancestry effectively works as a fourth trait, so an option that needs a Lurker needs a Lurker character in the party.
The official Frosthaven FAQ answers this in section 3.3, consistent with the rulebook's "Road Events" section.
No. An immediate retry draws no road event, and you ignore the earlier event outcomes, so penalties and bonuses aimed at 'the next scenario' are not applied again.
The official Frosthaven FAQ answers this in section 3.3.
No. You can't lose experience below the minimum for your current level.
Several experienced players agree; there is no official ruling.
No. The event happens outside the Construction step, so its upgrade doesn't count against the one-free-build limit or the morale cost for a second build. It still counts as experiencing a construction for personal quests.
Yes. The retiring character passes it on to the player's next character, so keep the card and use it when the follow-up event appears.
The rulebook answers this in "Boat Events", and experienced players agree.
When you travel to a sea scenario marked with the boat icon in the scenario book using your own boat upgrade. If the flowchart disagrees, the scenario book is right. No boat event is drawn when moving straight into a linked scenario, or when you sail on someone else's ship (as in Scenarios 72 and 73).
The official Frosthaven FAQ answers this in section 3.3.
No. The building is only wrecked if the negative card is actually applied, so a negative card discarded by advantage doesn't wreck anything.
The official Frosthaven FAQ answers this in section 3.3.
First set X from your Coral Shard (Coral Crown) stickers. Then make X attacks in total, hitting the same building again and again; a failed check wrecks it outright (there's no damaged step here), and the remaining attacks move to the next building. Wrecked buildings use their wrecked side in this outpost phase and can only be rebuilt during Construction.
The official Frosthaven FAQ answers this in section 3.3, consistent with the rulebook's "Attack Events" section.
The attack simply ends. Each building can be targeted only once, wrecked buildings are skipped, and if the attack has no target priority the party picks which buildings are hit.
The official Frosthaven FAQ answers this in section 2, consistent with the rulebook's "Campaign Sheet" section.
Prosperity starts at 1 with no boxes marked. Morale isn't used until Scenario 1's conclusion sets it. Total defense starts at 0 and then uses the modifier for the current morale (which can make it negative) plus +5 for each wall built; soldiers aren't part of defense.
The official Frosthaven FAQ answers this in section 2, consistent with the rulebook's "Building Deck" section.
Yes, four. The Barracks is in the starting building deck, and its one-time effect gives +4 soldiers when the campaign begins.
The official Frosthaven FAQ answers this in section 4.1, consistent with the rulebook's "Campaign Sheet" section.
The extra soldiers are simply not gained; the Barracks level caps how many you can have.
The rulebook answers this in "Defense Checks", and experienced players agree.
Before drawing for a defense check, while the Barracks isn't wrecked, you may lose any number of soldiers. Losing any gives that check advantage and lowers its attack value by the Barracks amount per soldier. Each targeted building is a separate check, so soldiers lost help only that one, and even a check reduced to 0 can still fail on a negative town guard card.
The rulebook answers this in "Defense Checks", and experienced players agree.
Usually not. A failed check damages the building, and you must immediately pay its repair cost (the front of its card) or lose 1 morale. A building is only wrecked by the 'wrecked' town guard card or when the attack event says so.
The rulebook answers this in "Defense Checks", and experienced players agree.
After the whole attack event has been resolved, and during it only if the deck runs out; not after each building.
Several experienced players agree; there is no official ruling.
It raises the attack value, so you need a higher defense total to hold each building.
Several experienced players agree; there is no official ruling.
Yes. The rewards listed after the attack are gained whatever the outcome of the defense checks.
No. Only buildings with building cards can be targeted, damaged or wrecked; walls just add their +5 defense.
The official Frosthaven FAQ answers this in section 4.1, consistent with the rulebook's "Campaign Sheet" section.
You can do it right after completing the scenario that earned the third checkmark, so the perk is ready for the next outpost phase. When you gain a perk mark you may pick any perk; there's no order.
No. The town guard deck has two rolling +10 cards, one +20 and one +30 Frostguard card; SO-62 adds the +30 and a different event (SR-45) adds the +20.
The official Frosthaven FAQ answers this in section 4, consistent with the rulebook's "Building Deck" section.
You start with the Barracks, Alchemist, Craftsman and Workshop at level 1. Right away you can build the Logging Camp, Mining Camp and Hunting Lodge from their foundations, build Wall J (prosperity 1), upgrade the Craftsman or Alchemist, or add one of the Workshop's three travel tools. You don't need anyone to retire first; retirement only unlocks new foundations.
The official Frosthaven FAQ answers this in section 4.
Each wall section you build gives Frosthaven a permanent +5 defense. Walls have no cards and no prosperity bonus, but building one uses your build for that Construction step and counts as a build for personal quests. Only Wall J is available at prosperity 1; the others need higher prosperity.
The rulebook answers this in "Build", and experienced players agree.
The costs are listed in order: prosperity required, lumber, metal, hide, then gold. The cost printed on the map or on a level 0 sticker is for building level 1, while the cost on a building card is for upgrading it to the next level; a '-1 morale' shown there is part of the upgrade cost.
The official Frosthaven FAQ answers this in section 4, consistent with the rulebook's "Unlocking New Buildings" section.
Place its level 0 foundation sticker right away and look through the envelope, apart from the card decks in Envelopes B and 81. The foundation is free, but level 1 must still be built at its normal cost; you can do that in the Construction step of the same Outpost Phase. The building's one-time effects, usually +1 prosperity, happen when level 1 is built.
Yes. Every level of an unlocked building's card can be inspected, though whatever those levels unlock may be a surprise. Just don't browse other decks or read sections ahead.
The official Frosthaven FAQ answers this in section 4, consistent with the rulebook's "3. Building Operations" section.
The sun effect is resolved once in the Building Operations step, going through the deck in building-number order; most are optional, but wrecked effects are mandatory. The moon effects are interactions characters can use during Downtime, such as crafting or brewing.
The official Frosthaven FAQ answers this in section 4.1.
Once per party per Outpost Phase, buying up to the amount the building allows, so a level 1 Mining Camp gives at most 1 metal in total; the price is per resource. The resources are collective: any active character or the Frosthaven supply can take them, and any character can pay, even if someone else receives them.
The official Frosthaven FAQ answers this in section 4, consistent with the rulebook's "5. Construction" section.
Yes. Spending 2 morale (1 with a level 2 Carpenter) allows a second build or upgrade, which still costs its normal resources and gold, and it can go on the building you just built or upgraded as long as you meet both prosperity requirements. Resolve each level's one-time effects.
The official Frosthaven FAQ answers this in section 4.1.
Yes, in every respect. They are built in the Construction step, use up your build for that phase (a second costs morale as usual), and count toward personal quests about building or upgrading.
A publisher-affiliated account answered this directly on BGG in 2023, and the official FAQ agrees.
Not at first: the Barracks has no normal upgrade cost, and the game will tell you expressly when an upgrade becomes possible. A building's level isn't tied to prosperity, so the Barracks has no prosperity requirement when that time comes.
A publisher-affiliated account answered this directly on BGG in 2020.
No. Once placed, a building sticker stays for the rest of the campaign; new levels are stuck on top.
The official Frosthaven FAQ answers this in section 4, consistent with the rulebook's "Campaign Sheet" section.
Each point of prosperity marks one box, and your level only goes up when you mark a large numbered box; the grey boxes are just counting aids every five boxes. Prosperity sets which building levels you can build, the free levels characters can take (up to half the prosperity, rounded up) and new characters' starting gold. It doesn't add items by itself: new items come from upgrading buildings like the Craftsman.
The rulebook answers this in "Build", and experienced players agree.
From the one-time bonus when you build or upgrade most buildings, from some events and scenario rewards, and from retirements: each completed personal quest at retirement gives 2 prosperity, including an extra quest bought with inspiration.
Several experienced players agree; there is no official ruling.
The characters pay it. Gold isn't a resource, and the Frosthaven supply can't hold gold, so building gold always comes from character sheets.
The rulebook answers this in "Campaign Sheet", and experienced players agree.
In place of an equal amount of lumber, metal or hide when paying building costs (building, upgrading, repairing or rebuilding), but not for crafting or brewing. A retiring character can also spend 15 inspiration to complete an extra personal quest. The party gains 4 minus the number of characters after each completed scenario, so a party of four only gets it from other rewards.
The rulebook answers this in "Damaged Buildings", and experienced players agree.
After the attack event is fully resolved, each damaged building must be repaired immediately with its repair cost (any material resources, such as two of the same type) or you lose 1 morale instead. A wrecked building flips to its wrecked side until rebuilt with the cost on the back, during Construction after any builds; morale can't pay for that. Rebuilding doesn't use up your build for the phase, and you don't need to build something first.
The rulebook answers this in "Carpenter", and experienced players agree.
Neither. It reduces each build, upgrade or rebuild by one material resource in total, and it doesn't apply to repairing a damaged building. At level 2 it also cuts the morale cost of a second build to 1.
The rulebook answers this in "Garden", and experienced players agree.
During Building Operations you may spend one herb to put a matching sticker on a plot (or cover an existing one). Planted plots keep producing, so you don't need a new sticker each time: when the Garden is harvested (every two weeks at first) you gain one matching herb per planted plot. Rotate its card each phase to track the cycle.
The rulebook answers this in "Wrecked Buildings", and experienced players agree.
Only what its wrecked side says, plus all of its Downtime interactions. A wrecked Alchemist that says potions can't be used means no potions at all, even ones you already own, while a wrecked Workshop doesn't stop you using a boat or sled you've already built.
The official Frosthaven FAQ answers this in section 4.1.
The coins are party items found one at a time from special loot cards and events; they belong to no character and never return to a supply. Level 3 has an errata requirement of already owning the first three coins, so you can't build it before then.
A publisher-affiliated account answered this directly on BGG in 2024, and the official FAQ agrees.
Don't shuffle or look through the trial deck; it's drawn in a fixed order (first printings must reverse it first, per the errata). Set it aside until the building is built. Trials belong to players, not characters: each player has at most one, even when running two characters, keeps it through retirement and draws the next when it's done. Opening Envelope A from PQ 23 builds level 2 for free.
A publisher-affiliated account answered this directly on BGG in 2024.
Missing the odd session is fine, but a player who will be absent for several sessions in a row shouldn't draw one, because the progression only finishes when every trial is complete.
The official Frosthaven FAQ answers this in section 7.2.
No. Trials are for multiplayer play; a solo campaign follows an alternate task from the building's sections instead, and solo scenarios never use trials or their rewards.
For this trial the party works together: you stop the other players drawing their own battle goals and assign goals to them yourself, even if you can't explain why.
A publisher-affiliated account answered this directly on BGG in 2023.
Yes. Correctly naming any one of that character's battle goals completes the trial, even when they have several.
Several experienced players agree; there is no official ruling.
Yes. Each battle goal is scored normally, so you earn checkmarks for every one you achieve; the trial itself only succeeds if you achieve all of them in one scenario.
The official Frosthaven FAQ answers this in section 4.3.
It costs 2 points, not the 1 printed in Appendix F. Its bonus is per coin, so a loot card worth three coins gets the bonus three times.
The official Frosthaven FAQ answers this in section 4.1.
You keep captured pets even if the scenario is lost, and they count for capture quests. A new pet can't be used in the scenario it was caught in, though, because pets are chosen during scenario setup.
The official Frosthaven FAQ answers this in section 3.1, consistent with the rulebook's "Completed Scenario" section.
Yes to both. The whole requirement must be met during one scenario, progress never carries over, and you only get it if the party completes that scenario. Being exhausted yourself is fine as long as the scenario is won. Each mastery gives one perk mark, once per character.
The official Frosthaven FAQ answers this in section 3.1.
No. Scenario 0 is deliberately easy, so masteries can't be achieved there; the second printing adds this to the scenario.
The official Frosthaven FAQ answers this in section 3.1.
Yes. 'Every round' means every round in which you take a turn, so as long as you met it each round you acted and the scenario is completed, you earn it.
The official Frosthaven FAQ answers this in section 3.1.
No. Exhausting removes your summons from the map before the scenario ends, so the summon hasn't survived.
The rulebook answers this in "Perks", and experienced players agree.
Battle goals (and some rewards) give checkmarks; every three checkmarks earn one perk mark, up to six perk marks from 18 checkmarks. A reward that says 'gain a checkmark' is just one checkmark. Checkmarks beyond 18 do nothing, but you can still gain perks from leveling, masteries and retirements.
One for every level gained, one for every three checkmarks, one for each mastery achieved, and, for a new character, one for each character that player has previously retired. A perk takes effect as soon as you gain it, even outside an Outpost Phase.
Yes. Add the replacement card anyway; some perks are designed to remove a -1 that another perk added.
The rulebook answers this in "Perks", and experienced players agree.
Only the -1 modifier cards some items add to your deck when you bring them. It doesn't cancel other drawbacks written on an item, such as a cursed item's effect. You add the perk's own card once, not once per item.
The rulebook answers this in "Perks", and experienced players agree.
No. It only covers effects printed in the scenario's Scenario Effects box; the special rules, terrain and other rules still apply to you.
The rulebook answers this in "Level Up", and experienced players agree.
A character whose level is below half the prosperity level, rounded up, may level up for free during Downtime, even several times, up to exactly that level (prosperity 5 allows level 3); their experience is set to the new level's requirement. It's optional and can be delayed. It also applies straight away when a Construction-step build raises prosperity.
The rulebook answers this in "Level Up", and experienced players agree.
No. Each level up adds one card, so at level 9 you have only one of the two level 9 cards. The only way to switch is the respec variant.
The rulebook answers this in "Experience", and experienced players agree.
You gain it, mandatorily, whenever you perform any part of the action, and only once per action unless the card says 'for each target'. If you can't perform any of its abilities (an attack with no valid target, for example) you get none, and the basic Attack 2 or Move 2 never gives it. Experience tied to a conditional effect only comes if you pay for that effect.
The rulebook answers this in "Character Ability Cards", and experienced players agree.
Yes, for all purposes, including items and perks that care about card level.
The rulebook answers this in "Craft Items", and experienced players agree.
You pay every cost listed (a dividing line isn't an 'or'), and an item used as an ingredient is spent and returns to the available supply. Material resources must come from the crafting character's own supply, while herbs may come from the Frosthaven supply. There's no limit on how many items you craft in an Outpost Phase, so you can craft a component and then the item that needs it.
No. You need the component items first. The only substitution allowed is when every copy of an unlocked component is owned by other party members: then you can pay that component's own cost instead.
The rulebook answers this in "Sell Items", and experienced players agree.
A purchasable item sells for half its gold cost, rounded down, and a craftable item for 2 gold per resource or item in its own recipe (you don't count further down the crafting tree). Selling is a normal Downtime activity, available from the start; sold items go to the available supply. Random items sell like any other item with a gold cost.
The official Frosthaven FAQ answers this in section 9.
Yes. A potion sells for 4 or 6 gold, depending on whether two or three herbs were used to brew it. Potions can also be distilled once the Alchemist is level 2. If you brew a potion when no copy is left to take, you sell it at once.
Potions are only brewed at the Alchemist, by spending any two herbs (three at level 3) and checking the alchemy chart; they're never taken free from the craftable supply. The brewer may keep the potion or immediately give it to another party member.
The official Frosthaven FAQ answers this in section 9.1, consistent with the rulebook's "Alchemist: Level 2" section.
It isn't free: like every potion, you get it by brewing a combination the alchemy chart shows for it, and it has several such windows. With a level 2 Alchemist you can distill it into any herb from any of its revealed recipes, which is intended. It's also useful as a crafting ingredient.
The rulebook answers this in "Alchemist: Level 3", and experienced players agree.
It's a three-herb recipe, available once the Alchemist is level 3: any three herbs where at least two are the same type (three identical included) all make that one potion, and it can't be distilled. Three-herb potions made from three different herbs can be distilled.
The rulebook answers this in "Alchemist: Level 2", and experienced players agree.
No. Receiving a potion isn't brewing, so its window stays closed, and an unrevealed potion can't be distilled until someone brews that combination.
A publisher-affiliated account answered this directly on BGG in 2022, consistent with the rulebook's "Sell Items" section.
No. Until building 37 (the Trading Stall) is built, items from the purchasable supply can only be bought with a new character's starting gold or when an effect specifically allows it. New characters buy their starting gear from the available purchasable supply even if the shop is wrecked or unbuilt.
The rulebook answers this in "Item Supplies", and experienced players agree.
Gaining an item gives one character that single copy; the other copies stay unavailable until something unlocks them. Gaining a blueprint gives no item, but moves every copy of it into the available craftable supply. A random item comes from the purple deck as a single copy, while a random blueprint (blue deck) unlocks all copies of that item.
The Welcome to Frosthaven setup splits the random blueprint deck. The set-aside part is added later, when the Alchemist reaches level 3 and its section tells you to.
The rulebook answers this in "Campaign Sheet", and experienced players agree.
Characters can't trade resources, and anything moved into the Frosthaven supply can't be taken back into a personal supply. Collective costs, such as building, can be paid from any mix of personal supplies and the town supply, and herbs in the town supply can be used by anyone for crafting or brewing.
Yes. Crafting and selling are both Downtime activities with no limit, so you can do it as often as you like, though it's rarely worthwhile.
A publisher-affiliated account answered this directly on BGG in 2024, and the official FAQ agrees.
The persistent half effectively becomes a persistent loss, so the card goes to your lost pile when that bonus ends. The two bonuses also stay independent: a round bonus still ends at the end of the round. You can't perform two loss actions from one card, though the other half can still be used for a basic action.
The official Frosthaven FAQ answers this in section 9.1.
Sometimes. A potion without a round bonus icon, such as a healing potion, can be refreshed and used again. One with a round bonus can't, since round bonuses can't be dismissed, and ending the first one would cancel its effect anyway.
Several experienced players agree; there is no official ruling.
Yes. It was reworded from the Gloomhaven version, which boosted one attack action, so it adds +1 to all of your attacks that turn, every target of an area attack included.
The official Frosthaven FAQ answers this in section 9.1.
You use them after a null is drawn, without announcing anything beforehand, and they work when the null comes up on one of your summons' attacks, since it's your deck. The change applies before advantage or disadvantage picks a card, and the null's shuffle icon still counts.
The rulebook answers this in "Character Ability Cards", and experienced players agree.
Yes, once that card has reached your discard pile, which happens as soon as its action finishes. You can't use it mid-move to rescue the card you're still playing, and a round-bonus card stays in your active area until the round ends.
The official Frosthaven FAQ answers this in section 4.2.
No, apart from the enhancement marks printed on the cards. Gloomhaven's prosperity-based cap doesn't exist in Frosthaven. Enhancing is unlocked by building the Enhancer (building 44).
The official Frosthaven FAQ answers this in section 4.2, consistent with the rulebook's "Appendix D: Enhancement Costs" section.
Yes to both. An ability that can affect several figures pays double even if the extra targets depend on an element or a condition, and enhancing the attack or range of a summon whose attack has multiple targets is doubled too. Both are changes from Gloomhaven.
The designer ruled on this directly on BGG in 2022, and the official FAQ agrees, consistent with the rulebook's "Appendix D: Enhancement Costs" section.
After every other modifier. Level 2's 10 gold off comes last, after doubling or halving (for example 50 × 2 ÷ 2 − 10 = 40). Level 3 cuts each card-level penalty by 10 (15 instead of 25), and level 4 cuts each existing-enhancement penalty by 25 (50 instead of 75).
The rulebook answers this in "Appendix D: Enhancement Costs", and experienced players agree.
Neither. Summon actions are persistent, so the lost-card halving doesn't apply, and summon stat enhancements are explicitly exempt from the persistent tripling. Only doubling for an ability that summons several figures can apply.
The rulebook answers this in "Appendix D: Enhancement Costs", and experienced players agree.
No. It only applies when the ability you're enhancing gives a persistent bonus; a separate one-time ability on the same action is priced normally.
The rulebook answers this in "Appendix D: Enhancement Costs", and experienced players agree.
Just the action. A second enhancement on the same action costs extra, even on another stat of the same summon, but enhancing the top and bottom halves of one card are separate actions.
The rulebook answers this in "Appendix D: Enhancement Costs", and experienced players agree.
200 gold divided by the number of hexes already in the pattern, rounded up, counting only the red target hexes (not grey or blue ones), so a one-red-hex pattern costs the full 200. Target, area hex and element enhancements are never doubled for multiple targets.
The rulebook answers this in "Purchase Enhancements", and experienced players agree.
A square takes only a +1 (or Jump on a non-summon move), a circle also takes elements, a diamond also takes negative conditions, a diamond with a plus also takes positive conditions, and a hex mark takes only an extra hex. Heals have plus diamonds, so they can't be given negative conditions.
The rulebook answers this in "Purchase Enhancements", and experienced players agree.
Under the normal rules they are permanent: they can't be replaced and they stay on the cards for every later character of that class. Only the Temporary Enhancements variant, which is cheaper, removes them at retirement.
A publisher-affiliated account answered this directly on BGG in 2021, consistent with the rulebook's "Purchase Enhancements" section.
Treat each enhancement dot on a Gloomhaven, Forgotten Circles or Jaws of the Lion card as a diamond, diamond+ or hex mark. A class can keep enhancements it already has, even Disarm or Curse, but can't buy new Disarm or Curse enhancements in Frosthaven; the team advises avoiding them for balance.
Several experienced players agree; there is no official ruling.
Yes. Treat the reward as a discount toward the enhancements you buy then, and pay the rest yourself.
The official Frosthaven FAQ answers this in section 7, consistent with the rulebook's "Casual Mode" section.
Casual mode has no campaign impact at all: no events, no time passing, no experience, loot, resources, quest progress or Outpost Phase, and any unlocked scenario can be played regardless of requirements. Playing in campaign mode works like a normal scenario, with a road event if needed and an Outpost Phase afterwards. This differs from Gloomhaven's casual mode.
A publisher-affiliated account answered this directly on BGG in 2021, and the official FAQ agrees, consistent with the rulebook's "Random Dungeons" section.
You can play them in casual or campaign mode; they need no road event, and completing one in campaign mode counts as completing a scenario (bonus experience, battle goals, masteries). Too many campaign-mode random dungeons can distort campaign progression. You can mix in the Gloomhaven random dungeon cards for variety.
The rulebook answers this in "Solo Mode", and experienced players agree.
Only in the class solo scenarios. Otherwise solo play means one player running two or more characters with the solo scenario level adjustment.
The official Frosthaven FAQ answers this in section 7.2.
You can pursue masteries and battle goals and make progress toward retirement, but you gain no inspiration, since a solo scenario's party size is always 1. Leveling, crafting and buying wait until the next normal Downtime.
The official Frosthaven FAQ answers this in section 7.2.
Include building 74's special coin cards in the loot deck, but don't buy building 42's blessings beforehand, bring pets, use a Building 81 trial or its rewards, or draw challenges.
The official Frosthaven FAQ answers this in section 7.2.
Yes. Scheduled spawns that haven't appeared are still part of the scenario, so they must be defeated too.
Once a character of that class reaches level 5; no event or building is needed. It sits outside the normal flow: no road event before it and no Outpost Phase after it. Experience, loot and quest progress still count, and each character (not each campaign) can complete their class's solo scenario once.
The official Frosthaven FAQ answers this in section 7.2.
No. The range rule doesn't change the Snowspeaker's inherent retaliate.
Only a single forum answer supports this; treat it as a best reading, not a ruling.
The first time an ally within range 3 attacks after you play it that round; allies attacking from farther away get nothing and don't use it up, and it doesn't carry into later rounds.
No. It triggers on actions, meaning card halves a character plays; summons perform abilities but play no cards.
Yes. Each grant must go to a figure within range 3, but you may give the extra resolves to the same ally more than once.
All allies adjacent to the target of the attack ability, plus Hail herself wherever she is standing.
No. Its opening 'gain 1 resolve' happens once, when it comes into play; only the 'first time each round' clause keeps working. For her solo item's swap, the pool is the irritation cards she didn't bring into the scenario.