Frosthaven is the story of a small outpost far to the north of the capital city of White Oak. It's an outpost barely surviving the harsh weather let alone invasions from forces both known and unknown. However, a group of mercenaries, at the end of their rope, will help bring this settlement back from the edge of destruction. Not only will they have to deal with the harsh elements, but with other, far more dangerous threats out in the unforgiving cold, as well. There are: Algox, the bigger, more yeti-like cousins of the Inox, attacking from the mountains; Lurkers flooding in from the northern sea; and rumors have it that there are machines that wander the frozen wastes of their own free will. The party of mercenaries must face all of these perils, and perhaps in doing so, make peace with these new races so they can work together against even more sinister forces.
Frosthaven is a standalone adventure from the designer and publisher of Gloomhaven that features sixteen new characters, three new races, more than twenty new enemies, more than one hundred new items, and a new, 100-scenario campaign. Characters and items from Gloomhaven will be usable in Frosthaven, and vice versa.
In addition to using the well-known combat mechanisms of Gloomhaven, Frosthaven features other elements, such as mysteries to solve, a seasonal event system to live through, and player control over how the ramshackle village expands, with each new building offering new ways to progress.
Frosthaven has a whole new set of items but there is a mechanism for bringing items over from 'Gloomhaven'. However, as Frosthaven's outpost is a remote location, these products may be imported but are not present as standard items. Resources are much more valuable and you have to build items through a crafting system rather than just buying them.
—description from the publisher
- Deep hand-management and puzzle-like decision making
- Rich thematic immersion and narrative pacing
- Innovative two-deck character design with engine-building potential
- Engaging loot and crafting system that adds meaningful choices
- Strong cooperative metagame and teamwork emphasized in play
- Complex rules and steep learning curve for newcomers
- Prototype components noted in the video; final product may differ
- High cost and long setup/time may be intimidating for some players
- Cooperative dungeon crawl with survival, exploration, and factional positioning.
- A frozen northern town, Frosthaven, besieged by ice and elemental threats in a multi-scenario campaign.
- Immersive, scenario-driven, with a foreteller app and narrative flavor in each encounter.
- Gloomhaven
Mechanics (from transcript analysis)
- Campaign/scenario-based map setup — Each scenario populates the board with monsters, terrain, minions, and loot, evolving through the campaign.
- Character-specific decks with unique abilities — Each character (e.g., Drifter, Necromancer, Blink Blade) has two decks and distinct engine-building mechanics.
- Deck-based action system with persistent effects — Players draft top/bottom actions and execute them; some cards provide lasting bonuses across multiple turns.
- Initiative-driven turn order with Fast/Slow elements — Rounds are resolved by initiative values per character, creating strategic tempo decisions.
- Loot and crafting system — A loot deck and crafting mechanics introduce collectible items that enhance capabilities and enable item creation.
- Status effects and condition management — Poison, Muddle, Immobilize, Disarm, and shields modify outcomes and require adaptive play.
Video topics + discussion points
Quotes (from this video)
- this game deserves every accolade its ever received
- it's number one game on bgg for a reason
- the embodiment of what a dungeon crawl should be
- the beauty of this game is that it is a hand management gyro we've already gotten better at it
- the hand management and the puzzles that are created based on the board state
References (from this video)
- cooperative dungeon-crawl and campaign progression
- fantasy world with a persistent campaign
- campaign-driven, evolving story
- Gloomhaven
Mechanics (from transcript analysis)
- campaign persistence — ongoing character development and world evolution across sessions.
- cooperative tactical combat — players work together in tactical encounters with unit actions.
Video topics + discussion points
Quotes (from this video)
- i'm going to tell you how the board game industry works and how much money you can expect to make
- a physical presence on the high street is expensive and footfall is decreasing as shoppers move online
- youtube influencers play a big role in shifting toys and games
- board game geek was founded at the turn of the century and quickly became a central hub for all things related to tabletop gaming
- it's a sphere almost as saturated as the board game market itself so it's not easy
- i'm a dentist
References (from this video)
- deep, evolving campaign with meaningful progression
- creative enemy design and interesting terrain interactions (water, rocks, sea threats)
- strong cooperative puzzle feel with varied party roles
- outpost phase is lengthy and fiddly, and can disrupt pacing
- rule complexity and setup can be burdensome
- loot and random item systems feel RNG-heavy and occasionally frustrating
- Cooperative dungeon-crawl with evolving town/outpost management and narrative-driven scenarios.
- A frozen coastal fortress world where a mercantile outpost and underwater hazards drive exploration and survival.
- Calendar-based progression with scenario twists, map exploration, and lore through outpost logs.
- Gloomhaven
- Pandemic Legacy
- The Old Sworn
- Sword and Sorcery
Mechanics (from transcript analysis)
- co-op combat with modular enemies — Enemies have varied movement, ranged/melee attacks, and special abilities (e.g., water-based movement, summons) requiring team coordination.
- hand management / deck-building — Players manage a deck of modifier and action cards to resolve actions, with long rests and card discard/purge shaping strategy.
- outpost management — Seasonal and resource-based town-building that unlocks buildings, gear, and campaign progression between scenarios.
- terrain and movement complexity — Jump boots, water terrain, and difficult terrain affect placement and tactical decisions.
Video topics + discussion points
Quotes (from this video)
- these Haven games are addictive
- the Outpost phase adds a lot of depth, but it can be tedious
- there's no perfect game
- Crowdfunding marketing campaigns turn me off
References (from this video)
- larger scope and more content than Gloomhaven
- continues familiar tactile depth with new systems and settings
- strong sense of progression and discovery in a new icy setting
- increased complexity and commitment
- potential for burnout given expanded content
- requires ownership of Frosthaven components
- expansion of campaign scope with more content and complexity
- frozen frontier; continuation of the Gloomhaven campaign with new locations and environments
- campaign-driven; introduces new mechanics and a larger, ongoing narrative
- Gloomhaven
Mechanics (from transcript analysis)
- card play and initiative — Maintains the core Gloomhaven mechanic of using cards to perform actions and determine turn order, with new twists in Frosthaven.
- expanded campaign mechanics — Adds new locations, scenarios, and progression systems to extend the campaign length and depth.
Video topics + discussion points
Quotes (from this video)
- Gloomhaven is fantastic.
- the card play mechanic ... initiative
- I experienced the fullness of this game.
- we live in an era where there's so many other campaign games.
References (from this video)
- Huge content: 100 missions
- 16 new characters
- 3 new races
- 25+ new enemies
- 100 new items
- seasonal events and mysteries
- city-building integration
- Survival, community-building, and ongoing campaign in a fantasy setting
- A snowy frontier town in the Gloomhaven universe with persistent town-building
- Campaign-driven with evolving town and persistent events
- Gloomhaven
Mechanics (from transcript analysis)
- campaign missions — Structured scenarios with branching outcomes.
- Card-driven combat — Players use ability cards to perform actions and manage turns.
- city-building effects on gameplay — Buildings modify options and gameplay flow.
- Cooperative multiplayer — Co-op play with team-based decision-making.
- persistent town-building — Add buildings to Frosthaven that influence campaign options.
- seasonal events and mysteries — Persistent events and mysteries that reoccur in play.
Video topics + discussion points
Quotes (from this video)
- cool sounding kind of old-school JRPG type of system
- Breath of Fire 3 in its fairy City in particular
- this game is coming to Kickstarter in March of 2020
- there's going to be perhaps the most exciting element of all this a degree of city building as you expand upon the town of Frost Haven
References (from this video)
- rich campaign system
- deep mechanics that scale with player choices
- heavy rulebooks
- large time commitment
- campaign-driven tactical dungeon exploration and settlement management
- frost-bound frontier with fortress-city and evolving threats
- long-form campaign with evolving story beats
- Gloomhaven
- Gloomhaven: Jaws of the Lion
- Root
- Wingspan
Mechanics (from transcript analysis)
- Card-driven actions — players select actions through a hand of cards that power the turn sequence
- cooperative dungeon-crawl — team-based exploration with shared objectives and consequences
Video topics + discussion points
Quotes (from this video)
- board game content channels on YouTube are very wide and shallow
- we're narrowing that down and identifying five categories of videos
- the next year for the channel is really about building back relationships with the community
- I want to bring our channel down to probably about five identifiable series
- defund Kickstarter is an idea we talked about
- we're not going to trade Shabbat for conventions
References (from this video)
- Ambitious game design that expands on Gloomhaven with more varied classes
- Tactical combat and card play remain engaging and deep
- Campaign integrates settlement-building and progression to reward long-term investment
- Very high time and financial commitment
- Complex rules that may overwhelm new players
- Campaign can dominate a table for a long period, requiring long-term commitment
- cooperative adventuring with personal goals, settlement-building
- Isolated fantasy town facing a rising darkness
- campaign-driven with evolving narrative and character progression
- Gloomhaven
- Jaws of the Lion
Mechanics (from transcript analysis)
- card modifier deck — Attack results are modified by a deck that can add or subtract outcomes, including misses.
- Character progression — Characters gain better gear and skills over the campaign, driving progression.
- elemental system — Elements appear on cards and can be advanced; elements can be spent for bonuses.
- enemy action decks and elites — Monsters possess their own action decks; elites provide enhanced powers and abilities.
- hand management / card-driven combat — Players select two cards per turn, using the top of one card and the bottom of the other; initiative determines order of actions.
- loot and resource management — Defeated enemies drop loot; loot can be spent on gear, tokens, or to unlock structures.
- outpost / settlement building — Between missions, players spend loot to construct buildings that unlock campaign options and upgrades.
- resting / fatigue mechanics — Resting recovers discarded cards but requires burning one to take a risk.
Video topics + discussion points
Quotes (from this video)
- FrostHaven is gloomhaven but extra
- The Tactical combat and decision making with its excellent card play returns
- the best thing about this game is its ambition, trying to outdo a monster hit game and succeeding is something special
- however Frost Haven requires a serious commitment both in financial terms and the amount of time you'll spend on it
- it's a game that needs to dominate your table for the better part of a year lest it not be worth picking up
- not the extra missions, the settlement building or the narrative but whether the new classes grab you and make you intrigued
- and there are 13 more classes I haven't even looked at
- if this looks daunting try jaws of a lion first
- and for the original here's gloomhaven
- frosthaven, it's a gold medal game but is it too much of a good thing
- and if you enjoyed this video hit the notification button like share and subscribe to the channel
References (from this video)
- Campaign-driven dungeon exploration with persistent character progression and boss-centric encounters.
- A fantasy fortress and surrounding regions undergoing ongoing exploration and conflict.
- Campaign arc with evolving scenarios and character development across sessions.
Mechanics (from transcript analysis)
- Campaign progression — Persistent character development and evolving game state across multiple scenarios.
- cooperative play — Players collaborate to complete missions against AI-driven encounters on a shared board.
- turn-based tactical combat — Grid-based combat with card-driven action selection and strategic positioning.
Video topics + discussion points
Quotes (from this video)
- create content or die like you have to be making stuff constantly or the algorithm that just beats the crap out of you
- thank you to my patrons who have let me be sick for a month and not pulled backing
- this is my job and if I'm not getting new revenue from YouTube I'm really existing on Patreon
- we will be taking a look at the shelf of opportunity, we will be doing our game awards
- it's the kind of thing that when it comes along it is nice to have that little bit of backup there that I can rely on
- thank you to those people who are still watching even though we haven't been on the air for a month
References (from this video)
- enhanced world-building and representation
- inclusion-focused development process
- continues the depth and scale of the gloomhaven universe
- even greater complexity and time commitment
- resource-intensive development and production
- expanding narrative and world-building beyond gloomhaven
- fantasy world with evolving communities and cultures
- lore-rich, culture-aware storytelling with a focus on inclusion
- Gloomhaven
- Jaws of the Lion
Mechanics (from transcript analysis)
- cooperative campaign with narrative text — long-form scenarios that advance a shared story with multiple factions
- culture-aware narrative design — explicit efforts to portray diverse cultures respectfully and richly
- expanded team/character roles — new classes and mechanics that broaden play styles beyond gloomhaven
- player-driven world-building — narrative and lore development influenced by design choices and feedback
Video topics + discussion points
Quotes (from this video)
- diversity and inclusion makes everything stronger
- there's no reason not to do it
- it's about treating cultures with care and respect
- hiring cultural consultants to sort of help us go through all the narrative of frosthaven
- there's been this creeping feeling that i made some mistakes with gloomhaven
- don't be afraid to do the work
References (from this video)
- Deep campaign depth and expanding toolbox of characters
- Elegant improvements over earlier puzzles and campaigns
- High-quality components and art
- Long play sessions can be taxing for viewers and players
- Complex setup and management of multiple scenarios
- Heroic fantasy campaign with evolving narratives and character progression
- Frosthaven, a frozen, northern outpost with ongoing adventures
- Campaign-driven with continuous character development across sessions
- Gloomhaven
- Kingdom Death Monster
- Descent: Journeys in the Dark
Mechanics (from transcript analysis)
- Card-driven actions — Players select action cards to carry out a sequence of movement, attack, and support options.
- tile-based exploration — Modular map tiles and scenario-driven exploration shape each session.
Video topics + discussion points
Quotes (from this video)
- Madara got 71% of the vote in the poll, so we are painting the Blighted Guardians.
- I love Madara the story is really good and it's one of my favorite games.
- We are going to do Madara tonight; I think this is going to be fantastic.
- Skyrim Adventure Game I enjoy it; I like that we can all kind of do turns together.
- The AI in Madara is solid; it tells you exactly what to do and keeps the game flowing.
- The campaign vibe of Frosthaven is making me excited to get back to it.
References (from this video)
- expansive, richly textured campaign
- new components and accessories expand play experience
- massive footprint and cost
- can be intimidating to start
- expansion-driven campaign with new environments
- Northern fortress-based fortress-hub in Gloomhaven universe
- epic dungeon-crawl-adventure
- Gloomhaven
- Terracotta Army
Mechanics (from transcript analysis)
- campaign with character retirement and new arcs — Progression continues with new characters and challenges.
- modular terrain and inserts — Additional components (laser rocks, inserts) for modular play.
Video topics + discussion points
Quotes (from this video)
- "top 23 board game terms that we mentioned quite a bit"
- "we want to ramp up quicker"
- "we're going to pick out the top 20 is where we started but then we said well it's 2023 so we're going to give you the top 23 board game terms"
References (from this video)
- strong campaign depth and replayability
- cooperative synergy and thematic cohesion
- generally streamlined relative to expectations for a heavy game
- high complexity and lengthy setup
- less ideal for solo play
- requires a regular gaming group to realize best value
- cooperative dungeon-crawl with campaign progression
- frozen frontier fortresses in a harsh arctic-like world
- persistent campaign with character/story arcs
- Gloomhaven Jaws of the Lion
- Root
Mechanics (from transcript analysis)
- Card-driven action selection — players choose actions through a hand of action cards, driving tempo and choices
- Character progression — progression across scenarios with gear, abilities, and persistent improvements
- Combat — combat encounters with enemies, monsters, and terrain effects
- cooperative play — players collaborate to achieve shared objectives and survive the campaign
- Tile-based map exploration — scenarios unfold on modular tiles that define encounters and exploration
Video topics + discussion points
Quotes (from this video)
- the fact that people want to listen is mind blowing
- we are not monetizing, we are not turning this into a job
- I bought Frost Haven in the mail and I was excited
- I thought it was gonna be bloated too clunky, but it was pretty streamlined surprisingly
- Harassment I'll try to speak for myself and my co-host a little bit
- the best experience you are going to have with most games is with other players
References (from this video)
- Massive content and replay value
- Stunning art and high-quality minis
- Great organization and insert design
- City-building aspect adds depth
- Deep, evolving campaign experience
- Very heavy and complex; steep learning curve
- High price and large footprint
- Read-heavy rulebook and lengthy setup
- cooperative campaign adventuring with city-building
- Frosthaven, a frozen frontier city in a harsh, wintry world
- long-form, evolving story with character development and quest-driven arcs
- Gloomhaven
- Jaws of the Lion
Mechanics (from transcript analysis)
- Campaign progression and unlocks — Character progression, scenario unlocks, and persistent improvements over a long campaign.
- Card-driven actions — Players select two cards from their hand each turn, choosing top and bottom actions; each card is used for two actions, driving strategic planning.
- City-building elements — Players participate in developing Frosthaven's settlement through resources and evidence-based choices.
- Modular map tiles and minis — A modular board with numerous minis and terrain tiles enabling varied environments and tactical combat.
- Top/Bottom actions and initiative — Cards have top and bottom actions that can be combined in various ways, tied to turn order and timing.
Video topics + discussion points
Quotes (from this video)
- this is heavier than gloomhaven
- this game's gonna be so epic
- I'm excited to actually get to play this
- the best thing about Frost Haven is the discovery; it's all about discovery
- commit don't bother with the reusable stickers
- you get what you put in you get out what you put in
References (from this video)
- High production quality and thematic integration
- Deep cooperative mechanics with meaningful choices
- Expansive campaign with evolving narrative
- Time-intensive setup and component prep
- Steep learning curve for new players
- Heavy footprint of materials and storage
- Cooperative dungeon-crawl campaign with evolving narrative and character-driven progression
- Fantasy city-state of Frosthaven, a sprawling, inhospitable realm where guilds and adventurers prepare for perilous expeditions
- Story-driven campaign with anchored missions and persistent character arcs
Mechanics (from transcript analysis)
- campaign progression and character development — The game evolves over multiple scenarios with persistent hero advancement, loot, and narrative consequences.
- Component management and setup — Pre-game prep involves punching out tokens, sorting components, and organizing resources for smooth play.
- cooperative play with asymmetric roles — Each player controls a unique character with specific abilities, requiring teamwork and strategic planning.
- deck-based action selection — Players choose actions by playing cards from a hand; each card provides top and bottom actions that shape the team's options for the round.
Video topics + discussion points
Quotes (from this video)
- today is the day today we follow our
- there are a lot of these
- 45 minutes to punch and semi-sort
- still gotta put these in those
- it's gonna have to be continued in another video
References (from this video)
- rich campaign, lots of content
- upgradable city and varied interactions
- heavy and long, time consuming
- Nordic-fantasy frontier with winter themes
- City-building, campaign within the Frosthaven ecosystem
- Expanded, multi-session campaign with city upgrades
- Gloomhaven
Mechanics (from transcript analysis)
- Campaign and city-building — Pool resources to upgrade a settlement and unlock new areas
- Deck-building and action point management — Characters grow and adapt with new abilities
Video topics + discussion points
Quotes (from this video)
- Sleeping Gods is so good it's so good
- it's like playing a Choose Your Own Adventure storybook
- The Minis on this are huge
- this box is so much heavier than I thought it was
- it's the slowest game ever
- it's a worldwide contest
- have fun keep gaming be social
References (from this video)
- deep, evolving campaign
- strong thematic exploration of safety and misbehavior in gaming
- heavy time commitment
- content may challenge sensitive players if not managed
- cooperative fantasy adventure with persistent world
- fantasy dungeon-crawl, Frozen north stronghold (Frosthaven)
- campaign-driven, evolving story
- Gloomhaven
Mechanics (from transcript analysis)
- Cooperative campaign — players work together across modular scenarios with evolving threats
- deck-driven action selection — character actions are driven by a personal action deck that grows and changes over time
Video topics + discussion points
Quotes (from this video)
- it's one of those things right where it's i think consent happens
- it's even called a party game for horrible people
- I want to be able to criticize the heck out of it... I don't want to cancel it
- remember this was like a couple of months ago where isaac put up the blog and i'm gonna make frost haven safe for people
- CASE acronym: cultural appropriation, stereotyping and erasure
References (from this video)
- Rich campaign depth and modular insert ecosystem
- Excellent table presence and organization potential
- Large time commitment and complexity
- Expensive when adding inserts and expansions
- Survival, logistics, and ongoing campaign
- Frost-laden frontier with deep dungeon-crawl elements
- campaign-driven with evolving factions
- Gloomhaven
- Gloomhaven: Jaws of the Lion
- Aeon Trespass Odyssey
Mechanics (from transcript analysis)
- Campaign progression — Persistent outcomes shape future play
- cooperative dungeon crawl — Team-based exploration and combat
- Modular scenarios and inserts — Expandable board and card systems
Video topics + discussion points
Quotes (from this video)
- Glitter is terrible
- The instructions are incredible, way better than Ikea
- If it strikes your fancy, check it out
- Stay on target
References (from this video)
- Expands and deepens the Gloomhaven universe
- High production value
- Valuable for long-term players
- Very heavy and expensive
- Time-consuming to play and learn
- Expanded, epic dungeon-crawl campaign
- Frozen fortress in the gloomhaven world
- Campaign-driven with ongoing progression
- Gloomhaven
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- Card-driven actions — Core system adapted with new twists and larger campaign structure
- large campaign engine — Dozens of scenarios and expansions included
- miniatures & modular components — High-quality components and expanded play area
Video topics + discussion points
Quotes (from this video)
- failure is a normal part of our lives that we have to get used to
- Winners fail a lot
- sometimes you win sometimes you learn
- you are the bridge between all the designers out there trying to figure it out and the designers who are the best in the world
- the four and a half possible outcomes to your Kickstarter
- time is always a cost
- remove as many barriers as possible and guide someone along almost like using your campaign page like a funnel
References (from this video)
- Newer and more developed than Gloomhaven
- Incorporates feedback from Gloomhaven
- Better setting than Gloomhaven
- Dungeon exploration with winter theme
- Dark Fantasy/Winter/Dungeon Crawl
- Campaign-based
- Gloomhaven
Mechanics (from transcript analysis)
- campaign system — Persistent progression through multiple scenarios
- Deck building — Players build decks of action cards
Video topics + discussion points
Quotes (from this video)
- I really enjoyed it clean you just take the cards you move up the prices
- I didn't really know much about this game because I missed a Kickstarter
- I am hyped for this game hegemony has probably been my best game I've played of the year so far
- You need to temper your expectations a bit for this game
- trade show it's just it's kind of irresponsible really
- I'm getting sick of it
References (from this video)
- Expansive content: a broad suite of new scenarios, a fresh world map, and 16 character classes to explore (six available at start).
- Town-building adds meaningful, player-driven customization and enhances replayability across campaigns.
- Retains familiar core mechanics from Gloomhaven (initiative, dual-card play) while introducing substantive new layers.
- Rich crafting and alchemy systems deepen player choice and interdependence among party members.
- New enemy types and progression paths offer varied tactical challenges and narrative possibilities.
- Standalone experience that can be enjoyed without requiring prior Gloomhaven ownership.
- The product is a big, heavy box with a potentially long setup and teardown time, which may be daunting for casual gamers.
- High learning curve and complexity may limit accessibility for newcomers or players seeking lighter experiences.
- Premium price and production demands may be a barrier for some participants in the Kickstarter window.
- Campaign-driven longevity means enjoyment may hinge on committing to a lengthy, evolving playthrough rather than a single sitting.
- cooperative factional play, town-building, legacy progression, exploration, crafting, and defense
- The town of Frosthaven, a frozen northern frontier, where adventurers gather to explore, conquer threats, and fortify a community against encroaching monsters in a fantasy setting.
- campaign-driven with evolving town and character progression; player choices shape the town, gear, and scenario paths
- Gloomhaven
Mechanics (from transcript analysis)
- combat and status effects — New enemies and status effects (eg, Riddle, Bane) add tactical depth and peril to encounters.
- cooperative gameplay — Players work together to complete scenarios and manage a shared campaign against threats.
- crafting and alchemy — An in-town alchemist and crafting system enables potions and equipment customization through experimentation and recipes.
- Deck-building / card-driven actions — Turns are driven by playing two cards (top and bottom) from a personal deck, with initiative determining the action order.
- legacy / campaign progression — Characters retire and players unlock new buildings, scenarios, and progression options that alter future play sessions.
- loot deck and resource gathering — A loot deck yields coins, building materials, herbs, and items, creating a micro- lottery-like reward system each scenario.
- perimeter defenses / building reinforcement — Players strengthen the town's perimeter to protect investments and prevent disasters from derailing progress.
- puzzle / clue mechanics — Campaigns include clues and breadcrumb-like puzzles that drive investigation and narrative progress.
- season system — Game play is organized around summer and winter seasons, with season transitions affecting events and planning.
- town-building and management — Resources gathered are invested to upgrade and customize the town with new buildings that unlock weapons, armor, and services.
Video topics + discussion points
Quotes (from this video)
- Winter is coming
- Discovery is part of the whole experience
- Frosthaven builds on the core mechanics of its extremely successful predecessor
- this isn't a completely new gaming experience this is the evolution of a game
References (from this video)
- beautiful and sturdy insert; excellent organization
- modular trays keep cards, tokens, and tiles neatly separated
- clear video-guided assembly and labeling for assembling the insert
- some glue required for certain pieces; a few components loosen without glue
- tiles require a separate box, adding space
- some assembly steps require careful orientation
- cooperative dungeon crawling with ongoing campaign progression in a harsh, snowy setting
- Frosthaven, a frozen northern frontier within the Gloomhaven universe, focused on exploration, danger, and survival in a wintry landscape.
- campaign-driven, evolving narrative with character progression and evolving scenarios
- Gloomhaven
- Gaia Project
Mechanics (from transcript analysis)
- combat_card_decks — monsters and heroes rely on decks of combat cards to drive actions and effects.
- hand_management — players manage a hand of action cards to perform actions during encounters.
- initiative_and_action_order — turn order is determined by initiative values on played cards, shaping tactical decisions.
- status_effects_and_modifiers — tokens track ongoing effects and modifiers impacting characters and monsters.
- tile_based_dungeon_exploration — modular map tiles define mission layouts and exploration flow.
Video topics + discussion points
Quotes (from this video)
- I love how organized this is, this is the prettiest box insert I've ever seen
- I'm really looking forward to filling this up with Frost Haven things
- this insert is beautiful and the attention to detail is wicked
- frost Haven comes pretty packed
- it's got all your life counters and they have a video to help you with things
References (from this video)
- rich campaign and persistent world
- great cooperative play
- very long play sessions
- heavy setup and maintenance
- grim fantasy adventure
- fantasy dungeon crawl with evolving world
- campaign-driven with persistent world
- Gloomhaven
- Descent
Mechanics (from transcript analysis)
- deck-building/gear management — cards used for actions and equipment
- worker placement — character actions are taken via a worker-like mechanism
Video topics + discussion points
Quotes (from this video)
- thank you everyone for watching those who are new those who've been around
- I like to say quality over quantity
- I don't like locking in days and promising to play stuff
- play what you want when you want
- shelf of opportunity is real
References (from this video)
- Ambitious scope with a rich campaign
- New mechanics and content expansions
- Very heavy and long to play
- epic, expansive dungeon-crawl with a persistent world
- extremely large northern fantasy campaign
- campaign-driven, evolving narrative
- Gloomhaven
- Jaws of the Lion
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we love y'all
- it's a family
- we want this community to grow
- board gaming is part of our everyday life
- This is the heart of the episode
- we're going to keep the party going
References (from this video)
- Digital adaptation reduces setup and scale issues while preserving core mechanics
- Tactical depth from hex patterns, shadow management, and form-shifting
- Strong cooperative vibe and team-based planning
- Loot and card-recovery add tension and strategy
- Card economy and discard mechanics can be confusing and punishing
- Hex-grid positioning with shadows can be visually and mechanically dense
- Rest mechanics may feel punishing if planning mistakes occur
- survival, exploration, tactical monster combat
- Frosthaven, a frozen northern town in a fantasy world under siege by raiders
- grim fantasy with evolving town/story context
- Gloomhaven
Mechanics (from transcript analysis)
- cooperative_teamplay — Four players coordinate class abilities, positioning, and shared goals to defeat enemies and protect city guards.
- eclipse_hexes_and_loot — Hex-based map with special/eclipse hexes; players place waypoints and trigger effects such as damage or loot.
- hand_management — Each turn you select two ability cards (top and bottom) to resolve actions; damage can force trashing cards to stay in the fight.
- initiative_and_turn_order — Initiative is determined by the numbers on chosen cards; planning order is critical for team coordination.
- pattern_attack — Top and bottom cards create a pattern; attacks must be placed on hexes that match gray/blue spots within range.
- rest_and_card_recovery — Short rests and long rests recover health and allow drawing back cards, but may require discarding or losing cards.
- shadow_hexes_and_shadow_step — Death walkers can create shadows on hexes; players can move to and act from these shadows, including shifting forms.
Video topics + discussion points
Quotes (from this video)
- The game is played by choosing two ability cards on your turn and you get to do the top of one card and the bottom of another card.
- I place these eclipse hex's and in a range of three hex's and then I get to do cool stuff on them like do a bunch of damage.
- initiative order is based on the numbers of the cards.
- If you take damage, you may trash a card instead and lose it forever.
- Shadow hexes, shadows created by Death Walkers; it's cool.
References (from this video)
- Rich content and scalable campaign structure
- Extremely long setup and playtime
- Heavy for casual play
- Expansive campaign-driven adventure with persistent progression
- Fantasy dungeon-crawler with cooperative campaign
- Group storytelling through modular scenarios
Mechanics (from transcript analysis)
- Campaign/legacy elements — Persistent progression across sessions.
- Cooperative campaign — Players cooperate to survive a continuing story.
Video topics + discussion points
Quotes (from this video)
- BGG top 100 list is broken.
- Two Brass games in the top 10? duplicates are broken.
- I hate Eclipse Second Dawn for the galaxy.
- Ticket to Ride should be number one on Board Game Geek.
- Ark Nova being at number three, I would like to see it creep up a bit more.
- This is how exploitative the BGG top 100 list is.
- Three brass games in the top 25? It's going to highlight even more how broken this list is.
- You cannot look at that and call it fair without being the most biased individual.
- The system itself is broken.
- It's a gamers list. It is purely based on diehard dedicated board gamers who make this list what it is.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Gloomhaven will not be removed from number one on BGG it's just not possible.
- Frost Haven tweaks a few things but the stuff that it adds is so much more involved and in depth.
- Arc Nova is meteoric rise in the top lists; it's everywhere now.
- Mage Knight is my number one favorite game of all time.
- Spirit Island is my number one cooperative game of all time.
References (from this video)
- deep, expansive campaign
- playable with other Gloomhaven content
- very heavy, long play times
- massive setup
- Gloomhaven-inspired campaign dungeon crawl
- Northern fortress, icy frontier
- campaign-driven, persistent world
- Gloomhaven
- Jaws of the Lion
Mechanics (from transcript analysis)
- Cooperative campaign — long-form, multi-session storyline with evolving scenarios
- Hero progression — carryover character development across sessions
Video topics + discussion points
Quotes (from this video)
- it's based on the disney movie onward
- it's a disney theme obviously
- i'm a sucker for space games especially space exploration games
- this is a 4x game where i mean you're basically just building out your empire and exploring space
- this game is adorable and fun and i'm really excited for it
- cooperative exploration you're on this mysterious seventh continent and you're exploring and placing new tiles
- winter queen is an abstract game drafting pattern building and set collection
References (from this video)
- extremely thematic and immersive
- very broad content and long-term play value
- very large and heavy
- can be tedious to set up and teach
- deep narrative campaign with modular scenarios
- frost-infected fantasy world with dungeon-crawler vibe
- story-driven, evolving world
- Gloomhaven
Mechanics (from transcript analysis)
- campaign-driven progression — persistent characters and stories across sessions
- Card-driven action economy — actions selected via cards, with evolving decks
- scenario-based play — each scenario varies with objectives and encounters
Video topics + discussion points
Quotes (from this video)
- There are so many just different things about this game that it's hard to manage all the decisions
- the theme is extremely strong in this one, you can feel it in every action
- the app integration in Mansions of Madness is great and speeds things up
References (from this video)
- Rich hand-drawn map aesthetic and modular terrain
- Deep deck-building with formation-based tactical play
- Dynamic multi-form characters (e.g., Gemma Nate) with varied decks
- Town-building aspect adds long-term strategic depth and resource management
- Prototype components (resin minis) are fragile and may differ from final production
- Some rules and interactions are not finalized in prototype
- Packaging and shipping in the unboxing segment show non-final presentation
- Overall complexity may be high for new players
- Cooperative, tactical dungeon-crawl in a persistent fantasy world with deck-building and town progression
- Snowy northern town Frosthaven with a developing outpost and surrounding terrain; town-building and expeditionary exploration
- Scenario-driven campaigns with evolving character arcs and form-changing mechanics
- Gloomhaven
Mechanics (from transcript analysis)
- Deck-building / card-based actions — Players assemble a personal action deck from loot/character cards, shaping combat options and special abilities.
- Elemental system and form-changing mechanics — Certain characters can flip forms and use different elements to access alternate decks and powers.
- Formation and positioning — Strategic placement and surrounding mechanics influence ability timing and maximum impact.
- Linked / progression deck system — Loot and tokens unlock entries to a linked deck that is used to customize the hero for scenarios.
- Miniatures and terrain components — Hand-drawn style maps and plastic/resin minis that players move across the board; terrain interacts with actions.
- Monster and hero card-driven combat — Enemies have their own cards and special rules; heroes have multiple forms and class-specific abilities.
- Token economy and resource collection — Tokens/coins acquired during play enable deck-building choices and access to better actions or items.
- Town-building and terrain development — Players develop Frosthaven by expanding terrain tiles, shops, and installations that grant ongoing benefits.
Video topics + discussion points
Quotes (from this video)
- I'm Mark Maia and this is Board Game Coffee
- I'm actually excited to see the banner Speer
- these are the lute cards again I haven't had a chance to play the prototype yet
- hand-drawn map
- this is frost Haven prototype