What is it?:
Frostgrave is a 28mm fantasy genre
skirmish miniatures game produced by Osprey Games.
The setting:
Frostgrave is an ancient city that's
been covered in ice for a thousand years. Once the capital of a vast
magical empire, there are many riches to be had, if you're crazy
enough to explore the ruins and brave the horrors found within.
The players take over the role of a
wizard and their warband; seeking treasures, eventually building a
lair and expanding their warband.
The expansion of the game, Ghost
Archipelago, takes place in a jungle and islands. Or something, I
haven't checked it out yet.
The system:
The basic system of the game is pretty
simple: roll a d20, add your stat, and beat the other player rolling
or the difficulty number. There's only a few stats (Fight, Shoot,
Will) as well as health. The amount you beat the other model's roll
by is the amount of damage you do, after you subtract the model's
Armor. So, it all comes down to the one roll, which keeps the game
going fast.
The game is centered around your wizard
and his/her band of cutthroats and thieves. First, you build your
wizard. You pick one of ten schools of magic, be it Necromancy,
Chronomancy, Elementalism, Enchantment, and so on. Most of these
spells are going to be used in the game, by dealing damage, boosting
or penalizing models, or controlling things. However, there are a
handful that are suppose to use outside the game. If you make the
roll, you get a boost for the game or an item you can use.
You get to take three spells from your
school with no casting penalty. Then you get to take one spell from
each of the three “related” schools, so you can get some things
to compliment your main choice, but keep in mind that these spells
have a minor casting penalty. Lastly, you get two spells from the
“Neutral Schools” to fill your spells out, but these have a hefty
penalty. Of course, there's an opposing school that's almost
impossible to use.
Next you build your Apprentice. You
don't have to, as it does cost gold, but you probably should. The
apprentice can also use magic, but isn't as powerful as your wizard.
He also uses the same spells as you wizard, so you have to really
think about the spells and how you're going to use them in the game.
After that, you grab some cannon fodder
to fill out your ranks. You can get archers, fighters, war hounds,
and the like. Each one has a cost, but the better ones are more
expensive.
There's also stuff for items like
weapons, potions, and scrolls. Those seem to be acquired by getting
treasure.
How do you get treasure? You collect
treasure during the scenarios. In the main book, there's ten
scenarios, which is a really good start for a game you want to play
again and again so your wizard can level up. That's right, your main
character gains levels as you keep playing. The game is designed to
be played in campaigns. To keep things fresh, they sell PDF
mini-campaigns for $3 on the website, in addition to the other
supplements they've put out. As your wizard gains level and treasure,
they can increase their warbands, expand their knowledge of magic,
and become more badass.
During the scenarios, you can have
random monsters appear, like skeletons, ghouls, werewolves, vampires,
gorillas, ice spiders, and so on. Without a spell, these creatures
attack the nearest model whenever possible and aren't under control
of any player.
Is it worth it?:
Yes.
The game only really requires a D20,
some fantasy minis, and terrain. If you bought the Reaper Kickstarter
stuff, and play any sort of minis game and/or RPG, you probably have
everything you need laying around. Even if you only have minis and
dice, you can print out or make some cheap terrain. Since the Bones
line from Reaper is cheap, you can easily get into the game if you
don't have any minis. I would say it's a fun little game to pick up
for anyone who plays RPGs or any sort of minis game.
While the core book is a little
expensive (roughly $20 for a PDF copy), it is nice to have to give
you something to do when game night is canceled because of no-shows.
Or, it can be something you play on the side, in between game
sessions. If you have a group of roleplayers that want to learn how
to play miniature games, this would be a good one to use.
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