Frostgrave
Items (P.19)
Wizard (8 spells) (P.18)
Type:
Must have 3 spells from own
Aligned: +2
Must have 1 spell from each
Neutral: +4
May have 2 from different schools
Opposed: +6
Apprentice cast at -2
Turn order (P.28)
Initiative
Roll for who goes first in each of the
following phases
Wizard
Activate ALL Wizards plus up to 3 soldiers
within 3
Apprentice
Activate ALL Apprentices plus up to 3 unactivated soldiers within 3
Soldiers
Activate ALL un-activated soldiers
Creature
Activate All creatures
Activations
All figures have 2 activations
Actions
Move (must use one activation)
2nd Move (1/2 distance)
Fight
Shoot
Spellcast
Collect / drop treasure
Special
Group Activations
1. Activate soldiers before
Wizard moves
2. Move Wizard and all
soldiers first
3. 2nd action
Wizards
Apprentices
Slots
5
4
At Start
Staff / Hand
weapon
Soldiers
Standard
equipment
Weapons (P.24)
Fight
Range
Dagger
2H
Weapon
Staff
Bow
24
Crossbow
24
Unarmed
Damage
For 5 Gold each
Dagger, 2H
Weapon, Bow or
Crossbow
Opponents
Damage
Notes
-1
+2
-1
-2
+2
-1
Load and
fire as 1
action
Reload
instead of
move
-2
Movement (P.32)
Obstructions
-2 for every 1 vertical
Rough
Double cost to move in
Combat
Can not move
Forcing Combat
Uncommitted Enemy may engage if you move within 1
Off Board
If forced off stop at edge, no further effect
Jumping
Can jump up to 4 but must have run up of same distance
Falling
<3 no effect
>3 Damage = distance * 1.5 (ie 5 = 7 damage)
Combat (P.35)
Both figures roll d20+Fight+mods
Highest wins (Tie both hit)
Damage = Winners initial roll-Targets Armour
Winner CAN push loser back 1 (out of combat)
Modifiers
Mod Notes
Supporting figures
+2
Supporting figures can not be in combat with another figure
Critical Hit
If a natural 20 is rolled, auto hit, double damage
Shooting
As above but use Defenders Fight skill not Armour
Modifiers
Mod Notes
Intervening Terrain +1
Cumulative
Figure in base contact is in cover
Light Cover
+2
Heavy Cover
+4
Hasty Shot
+1
Shooter moved
Large Target
-2
Shooting into combat
Randomly determine target then shoot
Wounded
Any figure with 4 or less health
Only 1 Action
-2 to all die rolls
Undead are not effected
Spellcasting (P.42)
Creature Actions (P.45)
Can not cast while in combat
Nominate target
Roll d20 + Casters Mod
Must be equal or greater than Casting
Number
If less caster suffers:
Failed by Damage
1-4
0
5-9
1
10-19
2
20
5
Empowering
Caster can trade Health point to boast spell
rolls.
Resisting Spells
Roll d20 + WILL
Must beat Casters casting roll
Creatures:
Never attack another creature
Always Force Combat
1st Action
Is Creature in combat
Fight
Collecting Treasure (P.44)
Ending the Game (P.47)
Can not collect if enemy within 1
A figure can carry 1 token
Move halved
Fight -1
One player has no figures left
Last treasure token exits board
Is there a figure in 10
and LOS
Other
Move towards
Random
direction
2nd Action
Move into
combat
Fight or move