In 2021 I responded well to Gloomhaven’s PC implementation, and I look forward to Frosthaven getting similar treatment. Last week I sat down with the design team to see their work in action, and I’ve been surprised at the challenges and results of their work. Many familiar features will be met by new tools, as Frosthaven brings more options and complexity to the table than Gloomhaven ever attempted.

The team worked directly with Cephelophair and designer Isaac Childres, trying to make their version as close as possible to the tabletop game. The changes they did make have been approved by Isaac, and will help make Frosthaven more accessible and usable. They added an easier mode for players to learn the game; that mode grants more health and no requirement to destroy their cards via resting, though you do gain the Muddled condition that comes with a disadvantage on your next action. A 3 game tutorial, Road to Frosthaven, will teach brand new players the game, and an in game codex will include information on all details of the rules and symbols. Beyond that, you can view details on any card, monster, keyword, or character in game to know exactly what’s going on at a moment.

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The other contemplated changes are focused on the user interface, such as making it clear what the AI intends to do next, how much damage each character has taken, and new icons to make clear how ranged attacks in melee operate. The team has been constantly learning new things about adapting the game, approaching it by conducting research and listening to the community. They feel much like players themselves, discovering nuances through the process of programming.

Built with the same engine as Gloomhaven, it was a challenge to adapt the more complicated game to the computer. Rules at the table are not as programmable as they would seem, and the team has constantly been surprised at new interactions or needs that evolve during the course of creation. Nonetheless, there is a lot to uncover under the surface.

Similar to Gloomhaven, Frosthaven features more outdoor environments, a season system, and a large home base that you will build up over time. Between missions you can visit and invest in this base to grant yourself new tools and story options during a campaign. That campaign allows multiplayer with or without dedicated players, and you’ll be able to quickly drop in or out of games, letting one person play multiple characters if they choose.

The content on offer is huge, with ~500 ability cards, so the beta and early access timeframes will be valuable opportunities to hear from the community on the game’s future. Though they originally intended for community-created scenarios, the complexity of the engine means any such implementation will have to be limited. They estimate the full game will be around 200 hours to complete. Your travels will take you around the world map, now modifiable; what would have been stickers in the board game now modify the map directly with new features and terrain.

The closed beta will be available in a week, running from March 27-April 27. You can track the project at PlayFrosthaven.com to see how things develop and sign up for potential entry into the beta.

See also: Tabletop | PC
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