Frostpunk: The Board Game – Frostlander
Frostpunk: The Board Game – Frostlander Rulebook
Table of Contents
Table of Contents
Components & Setup
Technology cards
8 Technology cards. Shuffle these cards together with the Technology cards from the base game.
If playing 'The Arks' scenario, in addition to removing the 'Hunting tactics' Technology card from the game, also remove the 'Tracking Techniques' and 'Advanced Automatons' Technology cards from the game.
If playing 'The Ruins of Tesla City' scenario, in addition to removing the 'Steam Hub' and 'Lighter Scout Sleds' Technology cards from the game, also remove the 'Advanced Automatons' Technology card from the game.
The insert shows one sample Technology card:
WOOD PROCESSING (T10) – TECHNOLOGY Whenever you use a Sawmill or Wall Drill, gain an additional 1 Wood. Cost value printed at the bottom left: 6 (the icon beside it is not named on the insert).
Event cards
30 Event cards.
Morning cards
8 Morning cards. Shuffle these cards together with the Morning cards from the base game.
Sample Morning card:
UNEQUAL TREATMENT (M033) – MORNING There is a conflict between the workers and engineers. They each think that they are treated unequally. A few fights have already happened. What should we do?
Unless the Fighting Arena is built: Gain 1 sick Worker and 1 sick Engineer.
- Favour the engineers by letting them rest. Place 1 Spent Engineer token in the supply. Add #D061 to the Dusk deck.
- Favour the workers by letting them rest. Place 1 Spent Worker token in the supply. Add #D062 to the Dusk deck.
- Let them solve the conflict on their own. Add #D063 to the Dusk deck.
Dusk cards
22 Dusk cards. These are made up of two groups:
- 14 Normal Dusk cards. Place these cards in the box with the other Dusk cards.
- 8 Law Consequence cards. Place these cards with the other Law Consequence cards.
Sample Normal Dusk card:
WORKERS' STRIKE (D061) – DUSK One of the factions is furious about the inequality in society. They said that they won't work until you provide them equal working conditions.
- Agree to their terms. Only if you exhaust Justice.
- Force them to work. +2 Discontent.
- Let them rest. -1 Discontent. Place 1 Spent Worker token in the supply. Then, for each active Anger, place another 1 Spent Worker token in the supply.
Sample Law Consequence card:
HUMAN LIMITS (printed ID: L17 A) – DUSK Our people are so exhausted with the extended shifts that they cannot work anymore. Some have fainted; others simply refuse to get up from their beds. They were driven to exhaustion… by our decisions.
If you have active Apathy: Place 2 Spent Worker / Engineer tokens in the supply.
Otherwise: Place 1 Spent Worker / Engineer token in the supply.
Law cards
4 Law cards. Shuffle these cards together with the Law cards numbered L09–L16 from the base game.
If playing 'The Arks' scenario, in addition to removing the 'New Order' (L07) and 'New Faith' (L08) Law cards from the game, also remove the 'Shared Knowledge' (L18) Law card from the game.
Sample Law card:
EMERGENCY SHIFT (L17) – LAW Sometimes we have to concentrate on the task at hand at the cost of everything else.
When this Law is introduced, you may return up to 2 Spent Citizen tokens from the supply back to the bank.
ACTION PHASE: Once per Round, you may return up to 2 Spent Citizen tokens from the supply back to the bank. If you do, +1 Apathy.
Any Citizen Meeples on Spent Citizen tokens returned to the bank may be used this Round.
Society cards (Survivalist)
6 Society cards. The Survivalist difficulty level is intended only for the most experienced players, seeking an even greater challenge. These cards should be used only after playing (and winning!) on the hard difficulty level.
Sample Society card (SOCIETY I, SURVIVALIST):
Travelling the Frostlands, we've encountered a family of refugees. Staying true to how our group came to be, we took them in. We've paid a heavy price for our kindness. The march was slower, and our resources dwindled. Not everyone in our group was happy about it. We're approaching the generator with sick citizens among us, and minimal resources.
Society values, in printed order (seven society icons, not named on the insert): 22, 2, 12, 0, 8, 2, 0.
Thresholds, in printed order: 2/1 (red icon), 2/1 (blue icon), 1 (black icon).
Supplies, in printed order (four supply icons, not named on the insert): 4, 3, 2, 0.
Wooden components
Replace the cardboard counters with the wooden pieces provided:
- 1 Heat marker
- 1 Cold marker
- 1 Storm marker
- 1 Round marker
- 3 Citizen markers (Worker, Engineer, Child)
- 3 Sickness markers (Worker, Engineer, Child)
- 1 Hunger marker
- 1 Food marker
- 9 Discontent tokens
- 9 Hope tokens
- 3 Heat Range indicators