Frosthaven Tutorial & Playthrough

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welcome to the jungle tutorial and playthrough for Frost statement in this video I'll be showing you how to play the game as we go through the first round and if you'd like to watch the rest of the game you can do so by clicking the link that is down below in the description or you can click the I up there in the top corner now before we move on I would like to ask that you please turn on the Klingon subtitles that way if I make any mistakes while I play I can then the corrections on the screen and you should be able to see them now what's going on in this tactical combat dungeon crawl style game is each player is in charge of a unique character with their own deck of action carts now they are going to try and best utilize those actions to cooperate with her companions around the table to win or lose together as they try to successfully complete the given scenario they are playing once they finish that they will progress along a massive campaign which will allow them the ability to help construct and build the town of frost Aven and also do things like craft items and potions and to do a wide variety of other things as players go through this campaign they will be introduced to new characters that they will play as and I won't go into that so much in this playthrough instead I'm going to focus on the tactical combat that happens within a scenario now I will describe the details of how all of this works while we are playing but Before we jump into it I would like to ask that if you enjoy this video that you please click the like button for it down below as well as the subscribe button for the channel also if you would like to directly support the channel in the creation of future videos like this one then please go to Jong its games.com slash support there you'll find a bunch of ways that you can really help things out and some of them come with cool perks like voting on a couple of the videos that are filming month alright let's jump into the game out here the game is fully set up and ready to play for our three different players now I do want to mention that this is a prototype version of the game so the art and components are not necessarily what you'll find in the final version now frost Haven is a scenario based game and today we will be playing a prototype version of scenario 1 which is called a town in flames now to start things off let's read through the introduction the sounds are would greet you first the muffled pang of metal on metal and a voice howling it's difficult to make anything out with a wind rushing past your ears but you know that tune anywhere there's a fight up ahead but a fight means there's people and if there's people then the town must be close you gained some hope from that and pick up speed a moment later you hear more a scream the crash of metal against stone and a deep earthly growl you're running now your legs are wasted from the hike your shoulders ache from your ear but the sounds are closed now and up ahead you see a gauzy orange light blooming in the air it takes one last push you tear up the ground and take the last bend in the trail and then you're there you can see it frost Haven engulfed in flame great petals of a bursting from the windows and crawling over roofs people run out from the town's ruined gates screaming their faces bent in panic and their arms pumping hard something is chasing them and a moment later you see it a massive creature with two legs and two hulking arms covered entirely in thick white fur three gnarled horns crowning its head Alex the voice of another pilgrim behind you shouts those bastards is worse than the Damned I knocks if you believe it twice is dumb and twice as strong then as if to prove a point the alkoxy just inside the burning gate catches a fleeing out poster and hurls them backwards as if they weighed nothing ten days you've been hiking ten days and this is what you find you breathe out a thick plume of foggy air and hoist your weapon high time to get to work now if you look up to the top of the scenario it says our goal is to kill all of the enemies and to save at least one city guard now over here there are special rules it says that the city guards are allies to you and enemies to all other monsters they perform move +0 and attack +0 every round on initiative 51 now I will explain what that means very soon he handed down below it says that when the door number one is opened we read it number one from the next page so we can look to the bottom of the scenario set up and this shows us our starting positions as well as the starting positions of the enemies and this one is the door that will open up and once that happens we can read it the next page now there's one more thing I'd like to point out before we start playing and that is these specifics over here for the looted deck now that is right over here and this tells us what different cards we have to put into this loot deck we are going to shuffle this up and this is a new mechanic for frost daven that we did not see in gloom inhibit now I will describe how this works in greater detail once we get to it so I think let's now start playing so let's look down here and you'll notice that day there are three different characters that are being played now frost Haven is a fully cooperative game so we are all going to win together or lose together now today we will be playing as the banner spear right over here and our companions are the Deathwalker as well as the blink blade now as you can see each character has their own character card and on the back of each of these is a thematic backstory for every character now I'm not going to read that out for all three of these but I can tell you that this banner spear over here is a human now we are controlling them and we are essentially a melee style support unit we have the most health of anyone out here we have a variety of ways that we can help out our companions and we do have some ranged attacks as well now the Deathwalker over here has a special card which details the rules that come into play with them controlling the shadows now these shadows are the spirits of the dead and the death Walker can use them to amplify their attacks as well as teleport around the map and to do a variety of other things now over here the blink blade is actually a temporally manipulating assassin now they also have some special rules and in fact we need to read to this first because they come into play right now so let's focus over here and this says that at the beginning of the round before anything else happens the blink blade has to announce if they are going to go fast or slow now if they go fast they have to take one of these tokens and remove it from this area and that means all of their actions for the round are going to be fast if instead they want to go slow then they can take a new token and add that down right over here and then all other actions will be slow so effectively they can manipulate time to go really fast or slow down to recharge up their temporal manipulation abilities now this says that they are not allowed to put more than two of these tokens over here by going slow but they might also have other abilities which could add up to five of these tokens down on to this card now at the start of each scenario they have just one of these counters here and now they have to decide do they want to go fast or slow well they've decided they'd like to start things off with a bang so they're gonna go fast that means they have to remove it this token right here and I will describe the difference between fast and slow on their cards very at this point let's focus on our character card to get an overview of what a round looks like now it says up here that at the start of the round each player has to choose either A or B now a says they will simultaneously play two cards along with each one of their partners who also play cards or you can long rest now I will describe the specifics of long resting soon so we will all be playing two cards at the start now once that happens we will reveal the monster actions and then in an initiative order starting with the lowest numbers the characters and monsters will activate now once we have activated every single character and a monster we will go into some an end of round cleanup before we start the next round as I said each character is going to do option a up here at the start of the round so now it's time for us to play two cards from our hand the way this works is we can pick up this entire deck of cards and now we can pick two of these to play now all of our partners over here are also simultaneously looking at their hands of cards and once we have made our decisions we will reveal them now I do want to point out that at the start of the scenario we have ten cards in our hand and that is because there is a ten printed on the banner Sprayer character card that means the banner sphere will always start with ten cards in their hand but I do want to point out that in the top of middle of these cards there is some icons now most of these it's a 1 and that means those are level 1 action cards and a couple of these have an X now at the start of every scenario you have to make sure you only have this number of cards and with a level 1 character there are 10 for us of the level ones but then three of these X's that we can mix and match in so I've already decided to discard 3 total cards to get down to these 10 and some of them have the X which in general are slightly more complicated abilities but I decided to play with some of them in this game so let's look back to our hand and you may have noticed that every single card has a top half and a bottom half now when we select two cards we are going to put them right out here and when it's time for us to take our action we are going to do the top action from one of the cards and at the bottom action of the other now you may have also noticed that every single card has an initiative value printed in the middle now when we start performing actions the characters and monsters are with the lowest initiative value will go first and we will go up in ascending iniciative value now let's say we picked these two cards right here to play well this one has a 20 and this one has a 69 now when we flip these cards over the card that is slightly on top is going to be the one with the iniciative value that counts so with these two cards we can go on an initiative 20 which is quite quick or we could go on initiative 69 now the initiative values range from 1 up to 99 so that gives you a decent idea of where these play out with relation to all of the other characters now I don't think we actually want to play these two cards for our first return of the game instead I think let's go with these two right here now this one is incendiary throw and that one is tip of the spear and our initiative options are 22 or 67 now I think I would like to go earlier in the round of verses later so we were going to make 22 our initiative value that counts and we can show that by putting it on top and we'll put these facedown on the table until all of our companions have also decided which two cards to play well it looks like we are now all ready but before we flip these over I would like to mention that since this is a fully cooperative game we are allowed to discuss our plans with our companions around to the table as long as we don't go into too many specifics now what I mean by that is we can discuss things like I'm planning on heading over in that direction to try and do some big damage to that monster you cannot say things like your specific initiative value that you are going or these specific actions that you are taking so you need to say somewhat broad as you are essentially yelling your plans back and forth on the battlefield as the action is raging but again you cannot say anything specific about what you are doing now on future turns I'll try to simulate the discussion between the different characters but for now I think this is our plan so we can flip our two cards over and show that our initiative is going to be at 22 the Deathwalker will flip over and it looks like they are going in very slow at an initiative of 82 and then finally the blink blade will flip over and you'll notice that on their cards they have two different initiative values on every one of their cards now remember at the start of each turn the blink blade decides if they want to go fast or slow well if they go fast then the left hand initiative value is what's activated and if they go slow then it's going to be the right hand one now for the purposes of this playthrough I will actually put this token right up here to show if they are fast because obviously they have to spend that token so we can put that over here and we now know that the blink blades initiative is going to be at twenty four so they are going quite fast but interestingly enough we are actually going faster than they are well let's now come back to our playing board and you'll see that everyone has played their two cards so it's now time to reveal the monster actions and then act in ascending initiative order in order to do this we need to look up to the top of the board and specifically we have to look at the map tile that we are currently on now you'll notice that there are three different types of monsters out here there are the alga cards the algae ox archers and there is one Alex shaman right here now with that in mind we can look over here to these monster cards and to their specific action decks now what we are going to do is reveal the top card from each one of these decks as long as there is at least one of that type of monster currently out here on the map tiles so that means we can flip over the top of guard card we can flip over the top archer card and we can also flip over the top shaman card right here so let's look a little bit closer at these cards and you'll notice in the top left corner there is an initiative value for each one of the active monsters now at this point we have revealed all of these so it's now time to start taking actions and the monster or character with the lowest initiative value will take the first actions of the round well when we focus back out to our cards you'll notice that the ones with the active initiative are slowed slightly forward now we can look out here and see that the shaman at 8 initiative is faster than any of the other characters or monsters so that means the shaman monsters will activate first now the way this works is we can look out to the map tiles and if there are multiple of that monster type then you activate them in ascending number you can see that every single monster has a number on it now you may have also noticed that this shaman right here has a gold base and the rest of these units have the white base now the white base means it is a normal monster and the gold base means it is an elite monster now if there are multiple monsters out here in elite and normal you activate all of the elite ones first going in ascending order a then after that you activate all of the normal monsters of that type again going in ascending order now at the moment there is just one shaman so this is the only one that's going to be activating so let's focus back towards the shaman action card and we will now do everything on this card at starting at the top and moving down now you can see the top thing says move +0 now with that in mind we can look over here to the shaman master card and you'll notice that there are two different halves to this now the last half is for the normal monsters and the right half is for the elite monsters now we know that this shaman is elite which means we are going to reference all of the numbers and abilities on the right-hand side of the card for this monster activation now for move we can look over here and see that shoe icon and there is a 3 right there that means that the elite alga shaman are going to get 3 movement or has a non elite Alcock shaman would only have two now we can look down here and - there move is modified with +0 so that means this alga shaman is now going to move up to 3 times so we can look back out here and now before the shaman moves and now needs to find a focus now the way this works is a monster will focus on the enemy figure it can perform its current attack against using the least amount of movement it's going to find to the shortest possible path to get in range and have line-of-sight to use its attack well obviously the enemies of the monsters are going to be our characters as well as any of our allies now remember as a special rule for this scenario these city guards are allies for us then we can see over here that the shaman is currently just two spaces away from this city guard and as far as line-of-sight is concerned there are 1 2 3 4 spaces away from our banner sphere now the way line-of-sight works for ranged attacks is you simply have to draw a line from any part of the hexagon of the attacking figure towards any part of the hexagon of the target now the only thing that is going to block line-of-sight are the walls of the scenario so that means characters monsters as well as terrain do not block line-of-sight now the shaman is a ranged attacking monster and we know that because when we look back to the alga shaman card they have a range value of 3 now if instead we looked over to the Alex guard does not have any range printed which means the alga card can only do melee attacks unless otherwise noted so we can tell the elite alga shaman has a range of three which means they don't even have to move to target this city guard now if they wanted to target us we are 1 2 3 4 spaces away but remember when a monster finds focus it is going to find the closest enemy that it can perform its attack towards so in that case this alga shaman is going to focus on the city guard right over here so it's now time for the shaman to move up to 3 spaces but remember the monsters will only move if that lets them put their focused target into their attack range now at this point at the shaman is in attack range for the city card which means it does not need to move so it is not going to move now there is an exception and that is if a ranged attacker is adjacent to their target now whenever you do a ranged attack towards an adjacent target you do it to at disadvantage and I'll explain the details of how that works soon but if a ranged attacker has the ability to move out of disadvantage then they would do so now either way it looks like this shaman is not going to move because they don't have to which means it's now time for them to attack however before we do that I would like to describe one other thing about finding focus now that has to do with what happens if two of the enemies are an equal distance away now if that happens then the enemy towards the monster that has the lower initiative value will break that time and remember the city guards always have an initiative value of 51 for this entire scenario now obviously there was not a time right now but that does mean in the future if there is a time then the selected initiative value could be very important because that will dictate which one of the characters will actually get targeted for attacks speaking of attacks it's now time for the shaman to attack right over here so let's focus over here and this is an attack at minus 1 now we can look over to the elite shaman stats and do they have a regular attack value of 3 so that means this attack is currently 3 minus 1 or 2 so the shaman is currently doing to damage towards this city guard but now they have to draw the top card from the monster attack modifier deck now this is shuffled up at the start of the game they can't flip this card over and they gotta minus one now that is going to be applied to this attack so that means they are doing 3 minus 1 at minus 1 or just 1 damage to this city guard we can track this by looking over here to the city guard card and you'll notice that this is actually a card inside a sleeve now if we pulled this card out you'll notice there are a variety of other austat options here in fact there is a back side as well and each one of those shows a different level for that character now in this case this is a level 1 city guard which is why we've slid this in like that to hide all of the other stats now on this sleeve there are spots for 1 all the way up to 10 so now we can look at the city guard token and it has a 1 on it now that means this is the value 1 City guard so we can put all modifiers for this city guard into this slot of the sleeve now normally they would take 1 damage for this but you may have noticed that on the city guards character sheet it says shield 1 now this means when they are attacked they are going to absorb 1 damage so that would mean that they would not actually take this damage however if we then look to the elite alkoxy shamans character card they have Pierce - now Pierce - means that they are going to negate up to 2 shields from the target of their attack so that means that is gonna Pierce this one shield and under the city guard is indeed going to take that 1 damage now before we move on I do want to point out that the top stat over here shows how much health that character has now in this case we can see the normal city guards have 5 health so unfortunately they have suffered 1 damage and that specific city guard character can only take four more damage before they are killed so that's finished out the satanic and you may have noticed that there is also a disarm ability on this cart now that is an effect that it is going to be applied towards the target and if that happens whether or not to any damage was actually dealt so in this case they are going to put this disarm token right over here and that means this city guard is disarmed until the end of their next return which unfortunately means they can't attack all right the alkoxy Amon is now done with their action so it's now time to move on to the next character or monster in ascending initiative order so it looks like that's going to go eight all the way up to twenty-two for our banner spear this means we now get to take our turn and as I said before we are going to do the top action from one of these two cards and then we will do the bottom action of the other card now as you can see there are a variety of things going on these cards but before we describe what we are doing for this turn I would like to mention that on every single one of these cards in the game there is a tiny thing on the top half which shows an attack - and a tiny thing on the bottom half which shows a move - now that means instead of doing anything up here on the top half you could just use this card as a top half attack - or you could use this for the bottom half ignoring everything down here and simply move twice out on the map now I don't think we are going to do either of those for this first two turn in fact let's start over here by doing a move for from the tip of the spear bottom ability so let's now go ahead and move now when you move you go into adjacent hexagon spots on the board and it's worth noting you are allowed to move through your friendly allied units but you are never allowed to stop on those spots now in this case I think what we want to do is move one two three four spaces over here now I do want to mention that there are some pieces of terrain out here on the map in particular these two things right over here are rebel and they are obstacles now obstacles are things that you are not allowed to move through but you are allowed to jump over them if you have an ability that says jump and you can also fly over them in fact there are several characters in the game they can manipulate these obstacles in a variety of ways now this log right here is a difficult terrain now you are allowed to walk over hazardous terrain but it will cost you to movement points just to enter that spot and of course two more to go on to another spot on that hazardous terrain so in this case I think we want to go right over here because what we are planning on doing is a ranged attack towards these alga quarters and I figure we may as well get a little bit closer we are needing to head all the way down over here to open this door so heading in that direction that seems pretty good this means we've finished our move so now we can put the tip of the spear card into our discard pile now I do want to mention that on the right hand side of our board this is a lost pile and cards will go over here when you play them and use this effect with the red X that removes them entirely from your system and the cards that are in your discard pile will end up back in your hand and later on after you rest and again I'll describe resting later on well we've done a bottom action so it's now time to do the top action of incendiary throw let's now focus in and just like when we activate the monsters we are going to do with the top action first and then work our way down as you can see this is going to be an attack of one value with a range of three so we can look up here and see that both of these Alex archers are a range of two away that means we could have stopped right over here if we wanted to because we could have traced a line from this hexagon towards a part of either of these two but again I felt like moving a little bit farther so that means we could target either of these and I think we will target the Alex Archer number one as I said before this is currently a one damage incendiary throw but just like any monsters every time we attack a target we are going to draw the top card from our own personal combat modifier deck now I do want to mention that this deck is going to change as you level up with your specific character you will have the ability to add specialized improved cards to this deck you might also have the ability to move some of the negative cards from this deck and this is a really big way that you can modify your overall attack output when you are playing through the campaign now I also want to mention then we are playing a level 1 Inner Sphere so this deck is almost entirely the basic deck however we have equipment down here in particular we have a mirrored armor piece and I'll talk about the specifics of using it later on but down below as a penalty for equipping this mirrored armor we had add two negative one cards into our attack modifier deck so unfortunately that means we have a higher chance of hitting those minus ones which is certainly not something we want to see either way we can now draw the top card and nice we got a +1 now this means we are going to do 1 plus 1 or 2 damage towards that Alex Archer and as I said before we were targeting at algonquin so we can look to the alkoxy archer card and put 2 damage into the 1 spot as you can see those archers have 6 so we need to do four more damage to defeat that Archer we've completed the attack part of our incendiary throw action and now moving down the card we can see this icon here now that involves infusing the battlefield with elemental energy but you don't actually do that until the very end of your turn after you've completed all of your actions so I will circle back to that in just a minute now this means at this moment if the target suffered damage from our attack then the target and all enemies adjacent to the target will gain the wound status effect this means archer one will get wounded and archer number three is adjacent to one so they will also get wounded so we can put these down on to the applicable parts of the alkoxy Archer sleeve and that means both of those archers are wounded now the way wound works is at the start of a wounded characters turn before they do anything else they are simply going to take one damage and this will stay over there until that character gets healed at all now if they get healed then the wound will go away and the heal will go through and continue to heal the damage off of that specific character and it's worth noting that the shaman ability deck does have heals in it but either way I think this is still a really good thing for us to do towards those algaas archers all right that's finished up our incendiary throw action so we can put this into our discard pile and we are now done with our turn now that means it's time to infuse the battlefield with all elemental energy that showed up on any of the actions that we did this turn as you can see that is just going to be fire from the incendiary throw and of the way this elemental infusion works is you find it the applicable token from wherever it is and you push it over here towards the strong column now once an element is any strong or the waning column it can be used to bind different character abilities for example if we look at one of the death Walker cards it shows up here that if they consume the night elemental energy from the strong or waning column then that attack will do one more damage now it's worth noting that this infusion does happen at the end of your turn so you are not allowed to consume elemental energy that you created on that turn however other partners around the table or potentially monsters could consume elemental energy that you made early are on in that specific route now I can tell you right now that unfortunately none of the characters we are playing with today have the ability to consume the fire elemental energy but many of the characters in frost Haven can and these elements can really amplify the actions that use them now I'm sure you're wondering how this moves from strong to waning and from waning to inert and that happens at the end of each round and of course if that element is consumed by an ability it immediately goes over to the inert area with our turn completed it's now time to move on to the next hero or monster in initiative order now it looks like that is going to be the blink blade since they are fast this round they are going at initiative 24 and when it comes to the monsters the next one of those are the Alcock archers at 29 so that means the blink blade can now do all of their actions when we focus down on their cards you'll notice that the different actions sometimes say fast sometimes say slow and sometimes say both of them now these are modifiers that have to do with whether or not the blink blade is fast or slow in this round they are going fast because we have the token right over there and they've decided to start things off with a movement with their temporal displacement action as we can see since they are going fast they can do two movement and then that they could always do an attack of two value but we can see if they were slow this round this would actually be a minus one attack modifier so it's certainly good to go fast as the blink blade that means they can do a move of two and an attack of two all for this one bottom action so they're gonna move one two spaces right over here and now they are going to do a to damage melee attack against this alga guard so they have to draw the top card from their modifier deck and they got plus zero so that means they are just doing two damage and we can see that that is al GOx guard number one so they can put two damage right over here on the one slot and since that is a normal algis guard it has seven health so we have to do five more damage to defeat it that's finished there temporal displacement bottom action so now they can do the top part of twin strike now they are going fast so they do not suffer these slow penalties and you'll see they could to do an attack of two and then another attack of two and after that if they're fast they move of to and they will gain one experience now let's start up here with their first attack of two and all of these are melee so they can draw the top card from the deck and they hit their null now this is not something that you want to see this means that no matter what modifiers you had otherwise you are going to do zero damage with that attack now each modify our deck in the game has one of these in it and to that circular symbol in the bottom of this card means at the end of this round they will take all of their drawn modifier cards and shuffle them back into their deck so this means unfortunately that first attack is going to do zero damage but before we move on I do want to mention another type of card that looks quite similar now these are curse cards and they are going to get shuffled up into character or monster attack modifier decks when those specific targets are cursed now curse is something that can show up in character abilities as well as monster abilities and whenever you draw a curse you immediately have a null attack but then you remove this permanently from your deck it's worth noting that there are only ten curses for the characters and a ten for the monsters so once all of them are played out you can't add any more curses well that was certainly not great but fortunately for the blink blade this is a twin strike so they can do a nother attack at a value two so they're gonna draw another card from the top of their deck and that is great so you'll notice this says 2x and that means that is going to double the amount of damage that you would do with any other attributes so they are doing 2 times 2 or 4 damage and you'll notice in the bottom right corner it once again has a reshuffle symbol so if either one of these cards are pulled out during a round then all of your plated modifier cards will get shuffled back in now it's worth noting that players only have one of these in their modifier deck but if any action causes a character or a monster to become blessed then they will shuffle one of these blessing cards into their modifier deck and just like the curse when it is revealed you do the effect on it and then it is removed from your modifier deck so they can do 4 damage to that Alex card and at this point it has taken 6 damage which is just one away from defeating it which is pretty unfortunate if they have missed and then they would have almost certainly done that but either way that has finished out these attacks so now as the last effect of their twin strike ability they can move twice and gain an experience because they are fast so they will start by moving and with this movement they are going to go one two spaces it's worth noting that you are never allowed to walk through the spaces of enemy figures the final thing they do is gain experience and we can see they get one experience because this was a fast activation of the twin strike ability now it's worth noting the only way you gain experience in the middle of a scenario is through icons that show up like this on the actions that we play so in this case they will gain one experience which will bring them up to one and if you are victorious in completing a scenario you will get some bonus experience the amount of bonus experience you get is dependent on the scenario level and we know that this is a scenario level one because all of the enemy monsters are level one now that means if we are successfully able to complete this scenario each one of us will gain 6 bonus experience well blink blade is now done with their turn and their initiative was 24 so we can now move on from there and it looks like the archers will activate next ant an initiative of 29 when we focus on the card we can see they are going to optionally move at first with a +0 modifier then they will do a attack after that with a minus 1 modifier but their range will be increased by one after that and they will be applying the immobilize effect on their target as we can see there are multiple algaas archers and remember if any of that specific type of monster are elite then the elites activate first in ascending order in this case there are no elite alkoxy archers so we go in ascending order which means alga karcher number one will activate first now before they do anything else since they are wounded they are going to take 1 damage and it's worth noting that if that damage brought them up to their limit that would actually kill them and they wouldn't do the rest of their activation now at this point they can now do they're optional move and we can see their range is going to be 4 plus 1 or 5 so that means if their focus is within a 5 range of them they don't need to move at all so we can look back out to the map and they are certainly going to focus on the flagbearer they are closest in a range to that activating algaas archer so that means they don't need to move and they are now going to do their attack of minus 1 on the flagbearer so they can draw the top card from the modifier deck and that's not good they got a plus one now we know that this had a minus one attribute to it and their base attack value is three so they were at two but then this adds one so they are back to doing three damage towards us so we have to take three damage and we will track that by going down three times on this tracker now you may have noticed that we started at ten health and that's because we begin at our maximum health for our level value now we are a level one a flagbearer and that's why we start with ten health so as we are able to level up by doing multiple scenarios we start with more and more health that being said as the characters gain levels the scenario level will go up and so will the monsters that are attacking us so we took that three damage but I do want to point out that we had another option available to us now instead of taking it that damage we could lose one card from our hand and put it right over here into our lost pile or we could lose two cards from our discard pile again into our lost pile now in general it's very hard to bring cards back from your lost pile into your playing area that happens from specific items and character abilities and I can tell you right now that none of the characters we have in this game will be able to do that so whenever a card becomes lost it will be out for the rest of the scenario now that is important because at the start of your turn if you don't have at least two cards to play out then you become exhausted which means you are done for the rest of the scenario so losing cards to the lost area is not something to be taken lightly now speaking of exhaustion if any character ever has their health go to zero then they will become exhausted and once again to be out for the rest of the round now if every single player character is exhausted then that is one of the ways that we would lose the scenario and remember the other way we lose is if every single city guard is killed out there on the map now before we move on with the alkoxy Archer activations I'd now like to talk about items that are down here in front of us now you'll notice we have some mirrored armor we also have a heavy sword and a minor healing potion now each item has symbols in the bottom center part and this tells you which part of our character is going to be equipped with that item now you are only allowed to have up to two hands worth of items you can also have only one item in your chest area now there are other slots like the helm area as well as boots as we can see our companions around the table having these specific types and at the start of each scenario you figure out which items you want to go into that scenario equipped with now at this point we do have mirrored armor and I think let's activate it it says when you take damage from an attack the attacker suffers an equal amount of damage now we just took three damage and I think doing three damage back to that Archer is going to be worth it to us so we can activate the mirrored armor and when we do this we can tilt it over to the side now it's worth noting in the bottom right corner there is this symbol with an X now that means that this is not going to be usable for the rest of the scenario in fact that is the case for all of our items now some items in the game can be used multiple times in the scenario they have this icon which shows that they'll be refreshed whenever that player rests and I will explain resting in more detail later so this is the one time in the scenario we get to use the mirrored armor and I think this is a pretty good opportunity to do three damage back the reason for this is because the alcoholics archers only have six health now we could see that they already had three damage so the three damage we mirrored back to them is enough to actually kill that Alex Archer this means we can remove all of the damage over here as well as any status effects next up we will remove it that monster from the board and if that monster was not summoned to buy some action then we are gonna take one of these loot tokens and put it down onto the spot where the monster was next up we can add the monster back to the supply and now let's talk about looting these tokens from the board now whenever you end your turn on a spot that has a loot token you can then do a free loot action or if you play a card from your hand that says loot then you can loot something within a range of the number of that shows right there so that means if we were to be next to this loot token and we had a loot 1 action we could then loot it now the way this works is you remove the token from the board and then you draw the top card from this loot deck right over here remember this is custom built for each scenario and you will draw that card and it will show you what you get now in this case that would simply be a coin and at the end of the scenario whether or not you won or lost you can't convert this into actual gold depending on the level of the scenario in a level one scenario each one of these gold coins would turn into two gold now there are other options in this deck as we can see when we flicked through some of them have actual building materials like hide there are other things like metal and also alchemical reagents like this snow thistle right here with these loot cards in mind let's now briefly look over here to the outpost of Frost Haven now when you are between your scenarios you can visit frost Haven and you can do things over here like spend some of these materials to help build out the town you can also spend these materials at specific locations in order to craft things like this heavy sword which takes a metal as well as a height and you can also use things like the alchemy reagents like this snow thistle you actually test it out and then you find out what kind of effects it has on you which will increase your options for crafting potions later on in the game now I'm not gonna talk about any more specifics about the town building or the crafting but that is one of the main reasons you are picking up these specific luke cards now when it comes to gaining money you can spend money to buy items and do other options in the game obviously you can see there are many money auctions in this deck now the last thing I'd like to say is that this loot deck is custom to the scenario as you can see there are a bunch of different loot options that we won't be seeing they include a bunch of alchemical reagents they also have things that could give you multiple gold coins and there could even be a treasure chest which lets you find random items so let's focus back over here and even though that Alex Archer is now dead they did have one more thing that they did as part of their attack which was an immobilized state of this effect that hit us now the way this works is we are going to add this token onto our character board that'll go right down here in the conditions area and this will be removed at the end of our next turn now while we are immobilized we are not allowed to move so that is certainly something we have to keep in mind when we play out the next round of the game well let's move on and now this algaas Archer is certainly going to focus on us now they are doing an attack of 3-1 or two and then oon ice they hit the null now there is one and one of the 2x modifier cards in this monster deck as well so that means they don't actually do any damage to us now it's important to note that these statements effects always happen even if no damage happens so that means if we were not already immobilized we would now become immobilized now when you already have a specific type of status effect you don't add anymore and we are already immobilized at this point this means the alkoxy archers are done so now we can see that the alkoxy guards will activate at an initiative of 50 now they pulled a pretty simple card right here they are going to move and then do an attack and you'll notice they do not have a ranged attack options now they do a base damage of three with our movement and they have a movement of three and when we look back out to the board we can see that two Alcock guard number one is right here and number two is over there so one is gonna activate first they obviously don't have to move because they can focus over here on the blink blade so that means they are going to do a three damage attack at the blink blade well that's not great considering they have eight health but you'll also notice that the blink blade it has a crude hide armor piece of equipment now this says the next two times you are attacked the attacker gains a disadvantage on the attack well they can track this by moving this over once because they are being attacked so the alga card is at a disadvantage now the way disadvantaged works is they have to draw on the top two of these modifier cards and then they have to perform it the worst one for them now obviously they want to do as much damage as possible so the worst one is the minus one so that means instead of doing the +1 damage which they would have considering that was on the top they now do minus one so that means they only do two damage from the base attack of three now it's once again worth mentioning that whenever a ranged attack happens against an adjacent target then that ranged attack is at disadvantage just like we saw there now there is another term called advantage which means you get to draw the top two cards from your deck and you can choose the better one for you and that can come out from items as well as specific character and monster abilities so the blink blade will now take two damage from that attack now there is one more alga card out here and they are adjacent to one of they're enemies because remember these city guards are our allies now that means it's going to do a three damage attack towards this city guard so they can draw the top card and they got a zero now remember these city guards have a shield of one so that means that will absorb one of the three damage coming in so they are going to take two damage right here we can add those down onto the card and now the alux guards have all activated at this point in initiative order it's now time for the city guards to activate remember as part of these special rules for the scenario they all have an initiative value of 51 now they also will always do a move plus 0 and attack plus a zero and we can look down here and see that there is currently just one city guard on the map well it looks like it has a movement of two but it is also already adjacent to the enemy that it would focus on so it does not have any reason to move and now it would attack however it is disarmed so that will stop any attacks being made from that figure now that they are too disarmed any more that means on future turns they will be able to attack and we can see that their base attack value is 2 and when they do attacks we will choose one of the player-character modifier decks to draw from well at this point everything is activated except for the Deathwalker they are at initiative 82 so it's not surprising to see they're going last and they are gonna start by doing the bottom action of call to the abyss now this says they can place one shadow token into a hex that is within range two of the Deathwalker so they could place this down on to any one of these locations because those are up to range - but they've decided to place it right over here and now it's time to talk a little bit about the special abilities that come into play for these shadow tokens with the Deathwalker character now these don't count as units on the board in fact a spot with a shadow on it is counted as empty now that means the monsters and characters can freely move through those locations or stop on those locations and it's worth noting that any one hex cannot have more than one of these shadow tokens and the death walker can never have more than five shadow tokens out on the board at any one point in time now these shadow tokens don't do anything in and of themselves but the death Walker has a wide variety of different abilities that lets them it utilize the spots with shadows to do extra attacks as well as extra and they can even remove those tokens to do a variety of other things well that's finished there coal to the abyss and bottom action so they can output this into their discard pile and now they have to do the top action for sunless apparition now this says that they can't summon a shadow beast and this summon must be placed onto a hex that has a shadow token and then they remove it that shadow token so the death Walker can look out here to the map and they have just one shadow token in play now when it comes to summoning anything onto the map you always must summon on to an adjacent spot to the character doing that summon action this is why the death Walker decided to put the shadow token here when they could have actually put it onto this spot or that spot because they had arranged to with their call to the abyss action so the shadow token is right over here and now they can summon it the shadow beast onto that spot so they can bring out this summon token and put it down onto that spot and remove it this shadow token now I do want to mention that we are playing with a prototype today and in the final version of frost Haven these that summons will have their own Sandi's to go out here on the map and you can see the current art for the shadow beast standee right over there next up for this prototype we were going to pull out a purple small one token and if we could put it right over there so that the Deathwalker knows that this summon beast action up here is associated with it that token out on the board now you may be wondering how these summons activate and that is going to happen just before the activations of the character that summoned it so that means summons will never activate on the turn that they were summoned because of course the character is already taking their turn so that means before the Deathwalker takes their next turn in the next round if this shadow beast is still out here and alive it will activate before the Deathwalker takes any actions now when summons activate they follow these same rules and guidelines as the monsters out here on the map so the summoned character does not have direct control over that summon so it will find focus move and attack against the enemy monsters out here in the scenario so the Deathwalker can bring this down here and you'll notice that their shadow beast has three movement it does up to two damage in melee and it does not do any ranged attacks now it only has one health and that's important to note because this shadow beast could be focused on by the enemy monsters out on the map now if there is a time for distance between a summon and the character that summoned it since the summons activate it before the character that means the summoned unit will break the tie and be focused on now finally the death Walker is going to get a single experience for doing in this top sunless apparition action now at this point they are not going to put in this car too into their discard pile instead because they have this symbol with the infinity icon on it that means it's gonna stay active for as long as the shadow beasts summon is out there on the map once the shadow beast is gone at that moment at the sunless apparition card will go down into their discard pile so the death Walker is done with their actions but before they finish their turn they have decided to use this minor stamina potion now you'll notice it says during your turn you can recover up to two of your discarded cards now this again is a prototype for frost Haven and in frost Haven these minor stamina potions will only let you pull back up to one card from your discard pile now it looks like the death Walker does want it the call to the abyss card back into the area so that they can keep using it so they are going to use this minor stamina potion by flipping it over they will not have access to that again for the rest of the game and then this call to the abyss will leave their discard pile and go right back into their hand well at this point we have now finished all of the character and monster activations and that means it's now time for the end of round steps now the first thing that happens is we have to reduce the elemental strength of every infused element which means they go from strong to waning or from waning down to inert next up each player has the option of doing a short rest the way this works is the short resting player is going to take all of the cards they have in their discard pile and then they will shuffle them up after that they will randomly pull one out and they are going to lose that card and at this moment if they do not want to lose that card they can instead suffer one damage to shuffle up the rest of their discard cards and put a different random one out now it's worth noting that you can only do this one damage redu once in each short rest action now the reason you are resting is because this is the way you can get your cards from your discard pile back into your hand and obviously the more often you rest the more of these cards you will lose so you want to put this off as long as possible now at this point let's talk a little bit more about the long rest option we know how a short rest works but if you remember at the start of your turn instead of playing two cards you can do a long rest now this works somewhat similar to the short rest in that you must lose one of your cards but instead of randomly losing one from your discard pile you could pick an to choose one to put over there and then the rest go back on top of your deck now when you do a long rest you will obviously not be playing out any cards and you will have an initiative of 99 which could come into play when breaking some ties for the focus of the monsters out on the board now when you long rest you will also heal back two of your health and if you have any of these items that have it that reusable symbol in the bottom and they've been used you can then refresh them back up remember items like this with the X or never refresh even with a long rest action so obviously the long rest is nice because you can refresh things you have control over what you lose and you gain some health but you do lose out on the turn whereas the short rest happens at the end of the round so you could then have those cards ready to go right back into the action at this point the last thing we have to do at the end of the round is shuffle every single deck that shows at that reshuffle symbol now this can be found in our attack modifier decks and as you can see we have not shown any of those but over here the blink blade actually ran into both of those remember if they saw even just one of those that would be enough for them to shuffle these back into their combat modifier deck next up we can see that the monster modifier deck hit one of these so that means that this is all going to get shuffled back in and then finally if any of the monster ability cards shows that symbol then you take all of the cards that are over here and you shuffle those back in to their main ability deck well that has finished the first round of the game which means we can now start the next round by once again having each player either do a long rest or simultaneously choosing two cards from the top of their deck now I think we are actually gonna save the next round before the extended playthrough and at this point I'd like to talk a little bit more about what happens at the end of a scenario now a scenario can end with success or failure and let's start by talking about what would happen if we were to fail now remember we fail a scenario if every single character is exhausted and as scenarios might have other failed conditions for instance this scenario that we are playing would also have us fail if every single city guard is killed once players have failed a scenario they then take all of the coins they were able to loot during that scenario and they then turn those into gold based off of the modifier which varies with the overall scenario level then they can take out their character sheet with this one as an example and they write down the gold that they gained into this slot here after that they will look at to see how much experience they gained throughout that scenario and they can modify this XP notes area and you'll notice that once you get to specific experience thresholds you will level up your character now you can only level up when you visit a town and when you level up you will get a higher starting amount of health you will also get the opportunity to check off one of these perks over here that we'll talk about in more detail soon and you can gain a new action card that will be an option to play with in future scenarios for example if the death walker was to hit 45 experience they would get to level two and they could then choose one of it these two cards right here you can see the level is printed along the top once they choose one of them they can add it into their overall action card supply and then when they get to level 3 they can take one of these two threes or they could grab the level two that they did not grab it when they leveled previously obviously these new cards will increase at the card variety for the players but remember at the start of every scenario you must only begin with this number of cards for the Deathwalker they will always begin with 11 cards total now the last thing players have to do whether or not they failed or succeeded is they have to look through their modifier decks and pull out any of these blessings or the curse cards that might be in there so that's everything you would do if you failed however if we were to succeed with a scenario we would get the gold and the experience like I talked about already but in addition to that we would gain bonus experience that is equal to 4 plus 2 times the scenario level so in this case this is a scenario level of 1 so if we were to successfully complete this scenario we would get 6 extra experience in addition to that players can now look down here to their battle gold cards I'm sure you've been curious about what these are and you may have noticed that two of them are facedown and the battle goal for us as the banner sphere has been face up now every time you start a scenario you're going to randomly draw two of these battle gold cards and select one of them to play with in that scenario now these are hidden goals that each one of the players has that they are trying to fulfill for instance our battle goal for this scenario is Scrambler it says that if we never take a long rest throughout the entire scenario and we end the scenario successfully then we will gain a single checkmark now what you do with those check marks is to look down to the bottom part of your character sheet and you check off one of these little boxes once you have filled in three of these checkmark boxes you can then check off one of the perks up here and remember you also get to check off a perk every time you level so this is an example character sheet from my Glu Haven campaign and you'll notice that these perks let you modify your combat modifier deck for instance this let me replace one of the negative 1 cards in that modifier deck and I got to actually add a +1 card instead over here this let me just add 2 plus 3 cards to the attack modifier deck of the Inox brute that I was playing in my gloom Haven campaign now this works exactly the same way in a frost Haven so trying to achieve these check marks is definitely something you should focus on now do keep in mind that you have to keep these battle goals hidden from your companions around the table so that means our partners out here might end up doing something a little bit strange in this scenario to try and satisfy their battle goal but they won't be able to tell us why once players have completed everything at the end of a scenario they then have the option of either travelling back to the town of frost daemon or they could go on to another scenario now some scenarios are linked to other ones in a specific chain but if the scenario you go to is not linked or if you go back to frost Haven then time is going to go by now the way time works is once 15 increments of time happen then the season is going to change now the campaign starts with summer so that means once you go through 15 of these time increments it will then be the winter season now the main difference between these two seasons is that during the summer when you do city or road events things are a little bit nicer than when you do them in the winter in fact over the winter the various enemies and monsters in the north are going to attack the city of Frost Damon so it's important during that first summer that you actually build up the defenses of frost Aven itself so that the town can survive the onslaught of monsters throughout the winter season now I think that's as much detail as I will be going into as far as to the events and if these seasons go but it's certainly something to keep in mind and you can learn more about these details by checking the rulebook the final thing I'd like to mention is the fact that when you play through a campaign of frost Haven you will have each character start off with their own a personal quest now that quest is the thematic reason why they are out here adventuring and it will usually take many scenarios to complete that personal quest once the quest is complete players will retire that character and then there will be a new type of building that people can construct into the outpost of frost Haven in addition to that that character will no longer want to be adventuring because they have retired so the player who was controlling it will then have to start off a new character to continue on with the frost Haven campaign at this point I have now taught you most of the rules to the game which means this tutorial is now coming to a close now if you'd like to watch the rest of the game all the way to the end then you can do so by clicking the link to the extended playthrough that is down below in the description or you can click the I up there in the top corner and I hope you've enjoyed learning how to play frost Haven as always I'd like to thank everyone who's been supporting this channel including all of these producer level patreon backers if you two would like to directly support the channel and the creation of videos like this one then please go to junkets Gamescom slash support to see a variety of ways with which you can do that also if you enjoy this video please click the like button down below as well as the subscribe button for the channel thanks for watching
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Channel: JonGetsGames
Views: 26,714
Rating: 4.9338236 out of 5
Keywords: jongetsgames, jon gets games, johngetsgames, jongetsgames playthrough, jongetsgames play through, jongetsgames playthru, jongetsgames runthrough, jongetsgames tutorial, jongetsgames runthru, jongetsgames Frosthaven, Frosthaven playthrough, Frosthaven play through, Frosthaven play thru, Frosthaven runthrough, Frosthaven tutorial, Frosthaven runthru, Frosthaven review
Id: hZF0LOjb4BI
Channel Id: undefined
Length: 57min 25sec (3445 seconds)
Published: Tue Mar 31 2020
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