Frosthaven

Frosthaven

#20BGG8.7RATING
Consulted 2 times·Updated Sep 12
1–4
PLAYERS
90–180
MINUTES
?
BEST WITH
4.4
EXPERT
Ask Mira about Frosthaven
ERRATA13
  • Active bonus cards count as discarded for long restpublisherlinked official source
    RULING
    Rulebook p30 gains the following text at the end of Active Bonuses: cards without lost icons in your active area count as being in your discard pile for the purposes of whether you can long rest and what is eligible to be lost during a long rest, but they do not have to be returned to your hand when resting.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Recover is not a targeted effectpublisherlinked official source
    RULING
    On rulebook p33, Recover is not a targeted effect. Every reference to "targeted" in that entry is changed to "recovering".
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • The Wealth perk costs two pointspublisherlinked official source
    RULING
    In rulebook Appendix F (p79), "Wealth" costs 2 points, not 1.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Chaos Demon "Chilling Breath" is missing its Retaliate valuepublisherlinked official source
    RULING
    The elemental consumption on Chaos Demon's "Chilling Breath" should grant Retaliate 2, Range 2.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Savvas Icestorm "Frozen Shell" consumes Icepublisherlinked official source
    RULING
    The card prints an Earth consumption on "Frozen Shell"; it should be an Ice consumption.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Elite Wind Demon level 0 movementpublisherlinked official source
    RULING
    The Elite Wind Demon's level 0 stat card should read Move 3.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • The Scenario Book overrides the flowchartspublisherlinked official source
    RULING
    The flowcharts contain several errors. Wherever a flowchart and the Scenario Book disagree about a scenario's requirements, the Scenario Book is correct and should be followed.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Item 049 is missing its Spent symbolpublisherlinked official source
    RULING
    Item 049 should carry a Spent symbol and is played as a spent item.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Item 225 is a one-hand itempublisherlinked official source
    RULING
    Item 225 occupies a 1-hand slot, not a chest slot.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Town Guard cards 1451 and 1452publisherlinked official source
    RULING
    Town Guard cards 1451 and 1452 should both read "+2 material resources".
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Geminate "Locust Host" round bonus iconpublisherlinked official source
    RULING
    The top of the Geminate level 2 card "Locust Host" has an incorrect Round Bonus icon, which can be disregarded.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Building 74 level 3 build requirementpublisherlinked official source
    RULING
    Building 74 level 3 additionally requires that you already have 3 coins in order to build it.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Blinkblade "Make It Count" differs between printingspublisherlinked official source
    RULING
    In the second printing, the green box on the bottom of Blinkblade level 3 "Make It Count" reads Move 2 rather than Move 1. This is a deliberate change rather than an erratum, so first-printing copies are not wrong.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
DESIGNER CLARIFICATIONS20
  • Empty hexes, featureless hexes, and tokenspublisherlinked official source
    CONTEXT
    The two terms are used throughout the rulebook without a side-by-side definition, and Gloomhaven treated tokens differently.
    RULING
    A featureless hex has no overlay tiles other than corridors or pressure plates, but it may contain a figure. An empty hex has neither overlay tiles nor figures. Tokens such as loot tokens or Deathwalker shadows never make a hex non-empty, so figures can be summoned or spawned onto hexes holding them. This is a change from Gloomhaven.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Icy terrain inherits the movement that caused itpublisherlinked official source
    RULING
    The additional involuntary movement from icy terrain takes on whatever kind of movement put the figure there. Being pushed onto icy terrain keeps the slide a Push subject to all Push rules; moving onto it keeps the slide part of a Move ability. The ice only adds hexes.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Sliding into a door across icy terrainpublisherlinked official source
    RULING
    A figure pushed onto icy terrain cannot open a door it slides into, because the slide is still forced movement. A figure that moved onto icy terrain must open a door it slides into.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Teleporting across gaps and to disconnected tilespublisherlinked official source
    RULING
    Teleporting across the gap between room tiles is legal as long as the destination tile is revealed; the gap counts as part of the wall, and spare corridor overlays can be used to measure the distance. A revealed room tile that is completely disconnected from the others is an unmeasurable distance away, so only teleports that ignore distance can reach it.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Teleport 0 is legal even though Move 0 is notpublisherlinked official source
    RULING
    A figure may teleport into the hex it already occupies. Move 0 is not a valid ability, but Teleport 0 is.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Jump must be decided at the start of the movepublisherlinked official source
    RULING
    A figure may decline to Jump, but must decide before the move ability begins. It cannot start jumping partway through, nor stop before the formal end of the move ability. If another effect grants Jump mid-move, the figure remains jumping until that move ability formally ends.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Combining Push and Pull in a single attackpublisherlinked official source
    RULING
    An attack may both Push and Pull. All Pushes combine into one final Push and all Pulls into one final Pull, and one must be fully resolved before the other begins. This can cause an enemy to suffer damage from the same hazardous terrain hex twice.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Line of sight is only required to begin a pushpublisherlinked official source
    RULING
    The target must be in line of sight for the Push to start, but it may be pushed out of line of sight and even around doors. Line of sight to each hex along the push is not required.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Push 0 and Pull 0 are not forced movementpublisherlinked official source
    RULING
    The target must actually move at least one hex for the effect to count as a forced move or as a Push/Pull ability. If a forced-movement ability carries added effects, those only take effect when the target is moved at least one hex.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Shield resolves before Ward and Brittlepublisherlinked official source
    RULING
    Shield reduces the damage first, and only then are Ward or Brittle applied. With Shield 2 and Ward against 6 damage, the damage is reduced to 4 by Shield and then halved to 2 by Ward.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Ward and Brittle are only removed if damage remainspublisherlinked official source
    RULING
    Neither Ward nor Brittle is removed unless at least 1 damage still remains when their step is reached. If Shield reduces the incoming damage to zero beforehand, both conditions stay on the figure.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Negating damage still spends Ward, Brittle and defensive itemspublisherlinked official source
    CONTEXT
    Losing a card to avoid all damage happens late in the damage sequence, which surprises players who expect it to pre-empt everything else.
    RULING
    Ward and Brittle are considered before the damage negation step, so losing a card to avoid all damage still removes them. Mandatory defensive items are likewise used before the negation, unless the damage can be brought to zero by other means first.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • "Damage suffered" versus damage a figure "would suffer"publisherlinked official source
    RULING
    Damage suffered is the amount remaining after shield, ward, brittle and negation, and is capped by the figure's remaining hit points — effectively the movement of its HP dial. Damage a figure "would suffer" is measured at the same point but is not capped by remaining hit points.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • The source of redirected damagepublisherlinked official source
    RULING
    When an ability or effect redirects damage from one figure to another, the original source is not remembered. The effect that redirected the damage becomes its source.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Ordering x2 and Null draws with rolling modifierspublisherlinked official source
    RULING
    A Null anywhere among the final attack modifier draws always makes the final damage 0. A x2 may be inserted at any point during modification, including at the very end, so an Attack 3 with a rolling +1 and a x2 may be resolved either as (3x2)+1 = 7 or as (3+1)x2 = 8 at the attacker's choice.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Class mechanics on modifiers drawn by a summonpublisherlinked official source
    CONTEXT
    Summons use their summoner's attack modifier deck, so they can draw cards referring to tokens or summons that make no sense for the summon itself.
    RULING
    All class-specific mechanics are controlled by the summoner even when the card is drawn by a summon, and the summoner gains the benefit of those attack modifier cards.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Multiple Heal Ally or Heal Self modifier drawspublisherlinked official source
    RULING
    Multiple such draws combine into a single heal ability, which may be directed at one target or split across two or more. All healing sent to the same target is combined into one heal rather than treated as several separate Heal 1s.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Elemental infusion on modifier cards is optionalpublisherlinked official source
    RULING
    Unless the element appears in a mandatory (!) box, infusing an element shown on an attack modifier card is the player's choice. This differs from infusions printed on ability cards.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Judging ambiguity for advantage and disadvantagepublisherlinked official source
    CONTEXT
    Advantage and disadvantage require comparing two modifier cards, which is not always possible.
    RULING
    Every non-numeric effect on a modifier card — conditions, shield, elements, healing — has a positive but unknown value, so it beats a plain numeric modifier but cannot be compared against a different non-numeric effect; such a draw is ambiguous and the numeric values become irrelevant. Conditional numeric bonuses based on board state are evaluated and folded into the numeric value, but conditional bonuses requiring a cost to be paid count as merely positive and unknown.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Two identical non-numeric effects can be comparedpublisherlinked official source
    RULING
    Although two different non-numeric effects cannot be compared, an effect is always exactly as valuable as itself, so identical effects can be compared on their numbers. Drawing +1 Stun against +0 Stun is not ambiguous; the +1 Stun is better.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
EDGE CASES17
  • Monster focus ignores disadvantagepublisherlinked official source
    SITUATION
    A monster with a ranged attack is adjacent to one enemy but could attack a different enemy without disadvantage.
    RULING
    Focus does not consider disadvantage, so the monster always prioritises the adjacent enemy. It will then move the smallest possible distance to shed the disadvantage, but only if its current movement allows it and only if it can do so without entering a negative hex.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • What counts as a negative hexpublisherlinked official source
    RULING
    Traps and hazardous terrain are negative hexes, unless the figure ignores their effects — for example because it is flying. Beyond those, only hexes explicitly described as negative by the scenario or by an ability's effect count.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • How strongly monsters avoid negative hexespublisherlinked official source
    SITUATION
    The only route to an enemy this turn passes through a trap or hazardous terrain.
    RULING
    A monster prefers a safe path of any length over any path crossing a negative hex, even when the safe path means it cannot attack this turn, and it will focus an apparently more distant enemy to achieve this. It accepts a negative hex only when that is the sole way it could ever attack any enemy, judged on the current board state while pretending it has infinite movement. Path length is part of selecting focus, not something applied after focus is chosen.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Monsters count traps but ignore their severitypublisherlinked official source
    SITUATION
    A monster must cross one of several different traps to reach its focus.
    RULING
    The monster considers the number of negative hexes but never their strength or effects. A path with zero negative hexes is always preferred regardless of length, and any remaining ambiguity is resolved in the players' favour.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Difficult and icy terrain are not negative hexespublisherlinked official source
    RULING
    Monsters do not avoid difficult or icy terrain as negative hexes, but they are aware of both and factor their effects into focus and pathing, so they cannot be tricked into sliding into a negative hex. Icy terrain can make a path to a seemingly distant enemy shorter, and the monster still focuses whichever enemy it can attack for the least movement spent.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Choosing targets for a monster's multi-target attackpublisherlinked official source
    SITUATION
    A monster's attack hits several targets and the players must decide where it stands and whom else it hits.
    RULING
    Provided the monster still attacks its primary focus, avoids additional negative hexes, attacks as many additional targets as possible, minimises disadvantage and minimises movement — applied in that order — the players choose the destination hex and every secondary target. The focus process is not re-run for additional targets, which is a change from Gloomhaven.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Order of a monster's multiple attackspublisherlinked official source
    RULING
    Once every target is determined the players choose the order of the attacks, and the primary focus need not be attacked first. Because of this, Retaliate can kill the monster before it completes all of its attacks. This applies to both Target X and red hex area attacks.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • A monster with movement but no attack on its cardpublisherlinked official source
    RULING
    The monster finds focus and moves as though it were making a melee attack, even when doing so carries it out of range of the non-attack abilities it actually has.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Monsters maximise their pushes and pullspublisherlinked official source
    SITUATION
    The player choosing the forced-movement path would prefer a route where a wall or obstacle cuts the push short.
    RULING
    The path chosen must move the target the maximum distance possible across the whole path, so a route blocked early cannot be selected when a valid unobstructed route exists. Monsters also account for nearby icy terrain when maximising forced movement. This is a change from Gloomhaven.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Monster elemental infusion and consumptionpublisherlinked official source
    SITUATION
    A monster set's ability card shows an infusion or consumption but not every monster in the set can act.
    RULING
    If any monster in the set performs any ability on the card, the card's elements are consumed at the start of the first monster's turn and infused after the last monster's turn, and the whole set benefits from the consumption. A consumption that enables a standalone ability is taken even when no monster in the set moves or attacks. If no monster can perform any ability on the card, nothing is infused. This is a change from Gloomhaven.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Gaining Bane while already Banedpublisherlinked official source
    RULING
    The new condition overwrites the old one, so Bane now triggers at the end of the figure's next turn. This applies to monsters as well as characters.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Curse is only momentarily a negative conditionpublisherlinked official source
    SITUATION
    A player wants to block an incoming Curse with an item, or a monster is immune to Curse.
    RULING
    Being targeted by a Curse ability grants the Curse condition just long enough to be blocked by an item such as a Crude Shield or by a monster's Curse immunity. It is otherwise removed the instant the Curse card is shuffled into the attack modifier deck, and once there the Curse is no longer a negative condition.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Targeting an enemy immune to the conditionpublisherlinked official source
    RULING
    The targeting is legal. The condition still fails to land, but the fact of having targeted the enemy can matter for other effects such as Boneshaper's Bone Dagger. This is a change from Gloomhaven first edition.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Mastery timing and exhaustionpublisherlinked official source
    SITUATION
    A character exhausts before the end of a scenario in which they were pursuing a mastery.
    RULING
    The entire mastery must be completed within a single scenario and that scenario must be won, but exhausting is otherwise fine. A mastery requiring something "every round" means every round in which the character takes a turn. Exhausting does not work for a mastery requiring a summon to survive to the end, because summons are removed from the board when their summoner exhausts. Masteries also cannot be completed in Scenario 0.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Only characters can open doorspublisherlinked official source
    RULING
    Summons cannot be commanded to open doors, and Deathwalker shadow tokens can neither open doors nor be placed in unrevealed rooms or on hexes with closed doors. Closed doors count as walls until opened, and only characters open them, barring a specific scenario rule to the contrary.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Adding range to a melee attackpublisherlinked official source
    RULING
    Adding Range to a Melee attack adds the modifier to 1 and converts the attack into a Ranged attack. For the Blinkblade this conversion is mandatory and cannot be skipped.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14
  • Controlling a monster does not grant its summonspublisherlinked official source
    RULING
    In all cases and for all classes, a player controlling a monster never controls anything that monster summons. Those summons are enemies both to the controlling player and to the monster itself.
    AUTHOR: dwarf74 (Bill, official FAQ maintainer for Cephalofair Games)SOURCE: boardgamegeek.comDATE: 2026-07-14

Last researched: 2026-08-09

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Campaign / Battle Card DrivenCommunication LimitsCooperative GameDeck ConstructionDeck, Bag, and Pool BuildingGrid MovementHand ManagementHexagon GridLegacy Game

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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