Amidst the frozen ruins of an ancient city, wizards battle in the hopes of discovering the treasures of a fallen empire. In the fantasy skirmish wargame Frostgrave, each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. The wizard's apprentice usually accompanies his master, and more than a dozen other henchman types are available for hire, from lowly thugs to heavily armored knights and stealthy thieves. Wizards can expand their magical knowledge by unlocking ancient secrets and may learn up to 80 different spells.
While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting them into an ongoing campaign that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless adventures that can be found amidst the ruins of the Frozen City.
Osprey Games and North Star miniatures will produce a full range of official Frostgrave miniatures. This includes wizards and apprentices from all ten schools of magic, and all the soldiers that can be hired for their warbands. The wizards, apprentices and specialist henchmen such as the apothecary and thief are metal sculpts while a multi-part plastic box set offers huge variety in building the more common soldier types.
- No specific minis required; you can use whatever you own or print
- Accessible entry point for miniature gaming
- Terrain and loot give tactile, tactical appeal
- Persistence can be daunting for new players
- Some players may want deeper branching systems than Frostgrave offers
- Wizardry, treasure hunting, and arcane loot
- Snowy ruins and treacherous towers of an ancient city
- Classic fantasy skirmish with a light narrative backbone
Mechanics (from transcript analysis)
- Loot and gear progression — Acquiring gear and abilities to become more powerful in future games.
- persistent progression — Games carry forward progress and character development between sessions (non-legacy but persistent).
- Terrain interaction — Terrain features actively affect gameplay (ice, hazards, etc.) rather than being static cover.
- Wizard-and-apprentice combat — Players control wizard factions and their apprentices in a tactical skirmish.
Video topics + discussion points
Quotes (from this video)
- Gaslands the apocalypse is upon us
- it's a race and it's hard when's the last time you saw an F1 race
- aristea in aristea players control a team of four characters which they pit against another team in the hexadome arena
- it's a sport actually nobody dies in Aristea you just get injured and you sit off the sidelines
- it's really great introductory miniature game because again like gaslands there's no specific Miniatures you have to buy
- you can 3D print and just start printing like you just go online and just pick like I like that what do you mean how can we use a 3D printer for this
- Marvel crisis protocol takes The Well of Marvel Universe and captures it perfectly in this miniature game
- it's a dice trucker which I'm not a huge fan of dice checks
- Moonstone my favorite Gateway miniature game
- it's all whimsical it's all fantasy based you know it kind of feels like you're in a storybook
References (from this video)
- Wizard-led adventuring in a frozen city
- Fantasy dungeon-crawl with wizards and treasure
Mechanics (from transcript analysis)
- Wizard and apprentice spellcasting — Spellbooks and magic-focused progression
Video topics + discussion points
Quotes (from this video)
- dragon rampant a practically perfect game for anybody who wants to try fantasy outside of the mainstream of age of Sigma and Lord of the Rings
- you can use any fantasy models that you already have in your collection
- just a simple wound system as well you don't need a massive collection of miniatures
- you can get away with just four on the board
- this is the perfect gateway game for anybody to just pick up and get units on the table and start playing for an hour
References (from this video)
- lush fantasy setting
- deep rules-lite-yet-deep gameplay
- great for collaborative play
- older design; some complexity from many character options
- magic and dungeon-crawl style quests in a ruined city
- Frozen city fantasy; wizards, templars, and treasure-hunting warbands
- campaign and scenario driven, with robust character progression
- Stargrave
- Dracula's America
Mechanics (from transcript analysis)
- treasure-hunting missions — scenarios focus on recovering loot from ruins with varied terrain
- wizard+apprentice dynamic — players field a wizard and a student, creating narrative-driven spellcasting and growth
Video topics + discussion points
Quotes (from this video)
- stargrave feels like the most exciting thing since frost grave ghost archipelago
- is stargrave the sci-fi version of frostgrave to some degree
- Five Parsecs From Home is awesome
- forbidden psalm is based off of mork borg but it is a miniature skirmish game
- dracula's america was a nice concept with werewolves and monsters in the late 1800s
References (from this video)
- accessible for new players
- strong dungeon-crawl feel
- balance considerations and older-rule complexity
- Magic, treasure hunting, and wizard-led adventuring
- Fantasy dungeon-crawl in a frozen city
- Narrative-driven dungeon crawl
- D&D-based miniatures games
- Warhammer Quest
Mechanics (from transcript analysis)
- Sequential activation and spellcasting — Wizards cast spells and lead actions in a turn-based sequence.
- Skirmish-scale adventuring — Small parties explore a frozen city and compete for loot.
Video topics + discussion points
Quotes (from this video)
- MCP is a fantastic game, excellent minis
- paint your black templars green no one will arrest you
- Grimdark Future is basically their version of 40k
- this is not a test look neat too but you could also just look at it on your ipad or your laptop or whatever
- Don't Look Back looks like it should be a co-op board game self-contained thing
- I like the worn and weathered look
References (from this video)
- Accessible to new players; inexpensive core rules
- Flexible use of models you own; many emulations possible
- Some players find progression and campaign rules dense
- fantasy skirmish with treasure-hunting explorers
- Frozen ruins and ruined cities with wizardly factions
- adventure/campaign-driven with varied encounters
- Mordheim
- Mantic games like Deadzone
Mechanics (from transcript analysis)
- Treasure-driven progression — Campaigns reward loot that enhances later games.
- Wizard spell casting and crew development — Characters gain spells and items during campaigns.
Video topics + discussion points
Quotes (from this video)
- Kill Team is currently my favorite tabletop wargame and the models are my go-to GW miniatures.
- The buffet aspect this is what I like about Kill Team—you can hop between factions without building a giant army each time.
- The Dark Uprising box is massive; it might be ten to twenty pounds and it’s mostly terrain.
- Warcry is basically the Horus Heresy equivalent for Age of Sigmar in how it positions its skirmish play and terrain.
- I prefer GW models to many other companies; the quality is consistently high and the hobby is meditative.
References (from this video)
- accessible fantasy skirmish
- low model count for quick games
- older design, may require updates/balancing
- access to current support varies
- magic, treasures, and wizardry
- fantasy dungeon-crawl in a frozen city
- campaign-driven with guilds and treasure-hunting adventures
- Kill Team
- Gloomhaven
Mechanics (from transcript analysis)
- dice-based magic — spellcasting with a spellbook and dice to resolve effects
- Grid-based movement — measured movements on a board with range and line of sight
Video topics + discussion points
Quotes (from this video)
- it's one of the reasons kill team is, you know, I can run a bunch of stuff I've never run before
- it's small, easy to take with me to a shop
- another good gateway game too is zombicide
- I like to use pre-painted miniatures for teaching Song of Blades and Heroes
- the pace of release fatigue is astounding
References (from this video)
- Rich thematic feel and flexible campaign options
- Solid foundations for fun, narrative-driven play
- Age of design can feel dated compared to newer rulesets
- Balance and clarity can vary between supplements
- Treasure hunting within frozen ruins and spellcasting
- Fantasy dungeon-crawling with wizards and magical treasure
- Campaigns with wizard-versus-wizard clashes and artifact hunts
- Stargrave
- Dungeons & Dragons-based board games
Mechanics (from transcript analysis)
- Treasure hunt mechanics — Scattered treasure drives quests and rewards for players.
- Wizard spellcasting — Wizards cast a variety of spells to shape the battlefield and outcomes.
Video topics + discussion points
Quotes (from this video)
- winter is coming
- combat patrol boxes are artisanal and curated entry into a very exclusive level of gaming
- it's 140 dollars American for a full starter army
- solo rules for kill team would be amazing
- Stargrave is basically the sci-fi version of frostgrave
- sprue goo is what it's frequently referred to