Frostpunk: The Board Game

2022 · Science Fiction

Frostpunk: The Board Game

Players lead a small colony of survivors in a frozen, post-apocalyptic world and must manage infrastructure, resources and citizens to keep the settlement alive. Gameplay centers on allocating workers, building and upgrading facilities, and sending teams to explore the wastes while balancing the colony’s heat and resource needs. Citizens have needs and opinions that change with conditions, so laws, orders and decisions affect morale and trigger events. Players shape the settlement’s development and social order through policy choices and crisis responses, with each action carrying short- and long-term consequences.

Players
1–4 best 1
Playing time
120–150 min
Age
16+
Complexity
4.4 / 5
8.3 on Ludoyafrom $95.99EconomicCity BuildingSolo / Solitaire GameCooperative GameWorker Placement, Different Worker Types

On Ludoya's tables

Full stats in Ludoya
217
Plays logged
119
Players
3h 36m
Average play
111
In collections
27
On wishlists

8.3/10

from 34 Ludoya reviews

  • Fun8.7
  • Interaction6.0
  • Replayability8.0
  • Uniqueness8.7
  • Looks8.7
  • Accessibility3.3
  • Jan Solo9.9

    Increíble juego de supervivencia y desarrollo de un asentamiento/ciudad. Perfecta combinación de juego narrativo y gestión estilo Eurogame con muy poco azar. Impro-Reseña⇒ https://youtu.be/OOAVnwr43lU

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Do Gather Resources or Use a Building actions have to be heated to avoid making my workers sick?

Gather Resources and Use a Building can be heated or cold depending on the Heat marker vs. the Heat Range indicators (and building insulation/zone); if an action is cold, before resolving it you must increase the Sickness marker for the Meeple type used by 1. (Rulebook pp.23–24)

When can I fuel the Generator, and does that immediately add Stress cubes or risk a breakdown?

You may fuel the Generator in the Generator Phase (spending Coal to advance the Heat marker), and you may also fuel at the start of your turn and in the Night Phase, but the Generator Stress check (dropping Coal into the tower and placing Stress cubes/overflow) only happens in the Generator Phase — fueling during the Action Phase does not trigger the Stress check. (Rulebook pp.20, 23, 29)

What exactly happens when a Citizen dies? Do we draw a card and apply an effect?

When a Citizen dies you move the Corpse marker forward, move the corresponding Citizen marker back, then draw a Citizen card and apply the death effect printed for that Citizen type (alternatively a player may discard a matching Citizen card to apply its death effect). (Rulebook p.30)

A card says "+1 Care" or "-1 Discontent" — how do Hope/Discontent token changes work?

When you increase a specific Hope/Discontent type you first draw a token and place it exhausted on the leftmost empty space, then, if possible, activate (flip) one exhausted token of the indicated type; when increasing unspecified Hope/Discontent you may either draw a token exhausted or activate any exhausted token, and when decreasing you either exhaust an active token or remove an exhausted one. (Rulebook pp.17–18)

Do Tents/Bunkhouses/Houses have to be heated to provide sleeping slots, and how many Meeples do they hold?

Tents, Bunkhouses and Houses provide shelter for 2 Meeples each during the Night Phase only if the Shelter is heated (and not flipped to its Ruins side); whether a Shelter is heated is determined by the Heat marker, Heat Range indicators, and insulation rules as for other Buildings. (Rulebook pp.29, 24)

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Score sheets and play helpers

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Game facts (players, playing time, age, credits) from BoardGameGeek.