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Frostgrave: Fantasy Wargames in the Frozen City Hardcover – 20 Jul 2015

5.0 out of 5 stars 46 customer reviews

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  • Frostgrave: Fantasy Wargames in the Frozen City
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  • Frostgrave: Thaw of the Lich Lord
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Product details

  • Hardcover: 136 pages
  • Publisher: Osprey Publishing (20 July 2015)
  • Language: English
  • ISBN-10: 1472805046
  • ISBN-13: 978-1472805041
  • Product Dimensions: 19.6 x 1.5 x 635.5 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (46 customer reviews)
  • Amazon Bestsellers Rank: 21,897 in Books (See Top 100 in Books)
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Product Safety

This product is subject to specific safety warnings
  • Warning: Not suitable for children under 6 years. For use under adult supervision
  • Warning: Toy inside. Adult supervision recommended

Product description

Review

"This book contains everything you need to build your warband, play a long campaign and have a great time with it. Its a fantastic looking book, the artwork is beautiful, and it is full of stunning painted models...a fine addition to any gaming shelf." --The Garage Gamers ..". I urge those of us who remember the AD&D adventures of our youth, have ever read a fantasy novel or seen a fantasy movie, to seek out a copy of this tome and sally forth on the road to adventure!" --Wargames Illustrated "[Frostgrave] allows you to play a game that has the narrative feel of an adventure by J.R.R. Tolkien, Robert E. Howard, Fritz Leiber, or George R. R. Martin, rather than play a medieval wargame with spells and monsters added on. The simplicity of the rules systems also contributes to this atmosphere of heroic fantasy. Frostgrave is one of those gameswhere the rules allow a game to be played, rather than the game being an enactment of a rules system." --Wargames: Soldiers and Strategy "Frostgrave has a real flavour of the old school, fun tabletop adventuring that was prevalent when I first got into D&D... Recommended especially for the money." --Miniatures Wargames Magazine"

Book Description

A set of fantasy skirmish wargaming rules pitting rival wizards and their henchmen against each other in the frozen ruins of a lost city.

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Format: Hardcover Verified Purchase
I have received this book today on the day of release and it was an impulse purchase after reading a couple of reviews in wargames magazines and seeing it on amazon I pre-ordered it. I am to say the least very happy that I did, because this book is simply superb. From the production quality with all the pretty pictures and beautifully designed pages to the actual clarity of the layout and not forgetting the quality of the content, it is more than worth the asking price. I have spent more than double this on similar rule sets that were not as good as this so I am truly shocked and delighted at how good this book is. As for the contents, well to put it simply you have everything possible to have a great game, campaign and just about anything you want all from this one book. Although there are figures affiliated with this set of rules you do not need to buy any of them, unless you really want to, you can use any figure from anywhere to make your band of adventurers. The game itself is very clearly set out and not even the use of d20 could put me off wanting to play this, it is without a doubt extremely well thought out and novel in some of its approaches to playing the game. The simplicity in places belies a subtle complexity that adds massively to the whole gaming experience, and the style of writing is very easy to read and understand which immediately puts you at ease when sifting through the rules. Now I must go and build myself a Frostgrave gaming board and ruined buildings.
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Format: Hardcover
This rule-book clocks in at 136 pages, minus 4 if you take away ToC, editorial and the like.

This review was moved up in my review-queue due to me receiving a print copy of the book in question.

So, what is Frostgrave? Well, in-game it was once the center of magics, a metropolis of ridiculous power, steeped in arcane might; then, the ice came and swallowed the city; winter had come and devoured it wholesale. For untold years, the powerful magics of the place had been kept below the grinding glaciers...but now, thaw has come, unearthing ever more of the labyrinthine ruins that make up the city, unearthing countless mystical treasures, rife for the taking for those foolhardy or brave enough to venture inside. From all traditions and lands, wizards and their entourages flock to the place, all hoping for supreme magical power...

So that would be the in-game reply. Out-game, Frostgrave can best be pictured as a beer-and-pretzels, quick-play hybrid between fantasy wargaming and roleplaiyng, one that requires no GM and yes, the game supports more than two players. So how exactly does it work?

Well, you need a couple of things to play, but significantly less than for similar games: You need miniatures...but not more than the average gaming group has on its hands; 28 mm miniatures are assumed as default. Per player, you cannot have more than 10 minis under your command, so the game's pretty tame as far as that's concerned. You also need dice - one d20 suffices, though one per player is better. Frostgrave can be played easily on most household tables; 2' by 2' is enough for quick games, 4' by 4' or larger tables allow for more impressive games, though.
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Format: Hardcover Verified Purchase
A brilliant skirmish/RPG hybrid. I can't really add to what others have said about this game. You can use whatever miniatures you want one of the opening line encourages you to use your common sense with rule interpretation. Got this from a 3rd party from Amazon at a great saving. If you don't want something next day this is the best way to get it. Very happy.
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Format: Hardcover Verified Purchase
The previous reviewer concentrated admirably on production values , organisation and other factors so I will simply agree with him on this and concentrate on game play experience. In our first game my esteemed opponent and I were up to high jinks to gain our treasure. His mage tried desperately to control the skeletons pouring out of the mausoleum but alas the fates ( dice ) were against him so in the end his minions had to dispatch them ( done by a zombie he created pre-game). His apprentice blasted a necromantic door through a building then pleased with himself for having more success than his master became consumed with hubris and summoned a major demon which ( he rolled a 1 on a d20) promptly attacked and ate him leaving an unfettered demon on the battlefield on his side. His Mage then desperately tried to control it to the point of shedding blood but guess what, demon says no and proceeds to gulp up his followers. He then decides to retreat with whatever treasure he has recovered using his own followers as cover. My more sober ( admittedly more boring) Mages just covered the advance of the followers casting magic shields, healing soldiers shot by enemy archers. My mage did try to cast a wall to keep the demon out and apprentice, sick of casualties caused by the archers did blast one with an elemental bolt.
All in all a simple elegant system bound to give the wargamer hours of fun and clearly customizable to your own style of play. Only things I could wish for: a quick reference sheet, an index. An interesting development would be to have a skill system ( especially for the soldiers) and perhaps traps on treasure etc. but this would make the game more complex. The combat mechanic works really well.
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