If no video on class guides - maybe party composition guide? what classes work well together, especially for 2 players. Also - any advice on best things to build first in the Outpost phase? Thanks!
Perfect video at the perfect time! We're starting Frosthaven this weekend, and the Outpost Phase still felt a bit wonky to us. Your video presented it clearly and concisely and answered several questions we had about the phase. Thanks!!
Hey! I suggested this video! :) I already know this will be very helpful with my gaming group. We're starting in April for my birthday! Currently, we are painting 3D printed terrain and the miniatures and learning Frosthaven
Good 2-4 player party composition pros and cons would be nice. I liked when you first looked at the role of each of the starting classes and rated them by different criteria.
Good point I should of mentioned about using it instead of materials, but I haven't found myself needing to use it to be honest even at 2P. I'm banking it for using it when I retire actually and I figured I wouldn't go into retirement in this video.
With the "Passage of Time" step, I found it counter-intuitive that the season is determined based off the *next* unchecked box, rather than the one you check off during this step itself. It effectively means the first Summer is only made up of 9 outpost phases, rather than 10.
@@MandatoryQuest I thought it was odd at first, but scenario 1 says you were hiking for 10 days in the first week of summer to get to Frosthaven, so it does make thematic sense to 'lose' that first week
@@halinar1once you initially brew a potion, all other copies of it are added to the available item deck. Other players may then purchase that potion. Is that what you are asking?
You can craft/brew potions using herbs from the Frosthaven supply so no worries. The only thing you CANNOT take out for crafting is materials (wood, metal, hide). This rule seems a bit random and not thematic but I guess they had to implement this exception for balancing reasons.
Hey, great video once again. We came across a winter outpost attack event that states "target buildings closest to the wall (players break ties). Would you have any idea what the (players break ties) is referring to? Or am I thinking too much and it's just being thematic and nothing to do with the rules. We couldn't find anything in rules about "breaking ties"
Its to do with the buildings actual proximity to the wall. Due to the artwork it isn't always clear what buildings should be done (and in what order) so its just to let you know that players break ties in the event of that ambiguity.
Daytime (sun) indicates it triggers in the building operations step, and night time (moon) is in the downtime. For example the craftsman hut just unlocks the ability to actually craft during downtime, but the lumber camp gives you a 1 time opportunity to buy lumber.
The Workshop shows that you can build a sled, boat, or climbing gear as an action. Does this count as one of your "builds" so if you wanted to build a sled AND upgrade another building, you would have to spend the morale?
Never mind, you answered later in the video. We have a personal goal that says you need to upgrade 12 times. Would these workshop items count towards that? Or would building the walls count towards that do you suppose, or is is strictly buildings?
At the 14:30 min mark, you note that there is only 4 buildings you have at the start of the campaign (alchemist, craftsman, barracks, and workshop). Then you proceed with the building operations step at 14:56 and you have 7 buildings. Is this just because those are the buildings you have unlocked in your personal campaign?
If you mean in the upgrade cost section then that is the required prosperity level you must have. Most high level buildings need quite a high prosperity and im actually locked in my playthrough right now as mine is too low :(
I am unclear at this stage if there is any reason to not just keep them as personal. However I haven't played enough of the Winter season to definitely say yet, and I'm sure there could be some kind of event that would only use the FH communal resources.
That's just from playing and chatting with some of the playtesters. They are certainly not easily available right away, but I haven't done the actual math behind it yet.
I've just started playing with two unlockable who aren't tanks so its going to be an experiment for me. I usually have at least 1 character who can take hits.
As someone who's played Gloomhaven a lot GH and FH aren't built around classic character classes like tanks etc... You can have a fun and effective party without any tank class. There are many other possibilities to dance around enemy damage like initiative planning, status effects, and creating/moving objects. 2pl it gers a little tricky and you might need to pick your characters more carefully but 3 or 4 player games should have no problem with any character party setup.
Where do the rules say you can choose who gets the brewed potion? You spend a good bit of time explaining how it can be given to any player but the rules don't seem to say that anywhere I can see. They specifically say it goes to the person brewing it.
If you continue reading in the rulebook on page 66 "The brewing character gains one copy of the brewed potion, which they may keep or immediately give to another member of the party" I always pool my herbs into the FH supply because of this, and to me outside of someone wanting "dibs" on something (or for a personal quest) the cooperative thing to do would be to give it to the person who could use it best.
@@MandatoryQuest wow, I read and reread that section many times and somehow kept missing that. Thanks for the reply. That really makes more sense. We thought it was silly that we just had to accept a mystery potion with no way to trade it.
Spoilers are overrated to this game the story is like 5 minutes at the start of 240+ minutes game the rest of the game is gameplay wich is basicly spoiler free.
It's not just the story but also characters, items, and you can argue now with the scenario section book all things outside of each scenario's initial setup. I get where you're coming from, but you have to respect people's wishes and Frosthaven has loads of potential spoilers big and small.
Let me know if there is any other subject in FH you want a dedicated video on.
A long winded video covering the whole FAQ, at some point would be awesome.
Any video!
@@rosshamann350 well I can certainly do long winded! ;)
Class guides
If no video on class guides - maybe party composition guide? what classes work well together, especially for 2 players. Also - any advice on best things to build first in the Outpost phase? Thanks!
Still such a great reference video as I drop in and out of my campaign throughout the year. Thanks for making this!
Perfect video at the perfect time! We're starting Frosthaven this weekend, and the Outpost Phase still felt a bit wonky to us. Your video presented it clearly and concisely and answered several questions we had about the phase. Thanks!!
Awesome glad I could help, and good luck on your first outing in Frosthaven :)
Yay! Thanks for all the amazing content, as always. You helped open up GH and now FH to my little universe of gamers and family, and it means so much.
Awww thanks Jarred!
A much needed video for people starting with Forsthaven.
Hey! I suggested this video! :) I already know this will be very helpful with my gaming group. We're starting in April for my birthday! Currently, we are painting 3D printed terrain and the miniatures and learning Frosthaven
Good 2-4 player party composition pros and cons would be nice. I liked when you first looked at the role of each of the starting classes and rated them by different criteria.
In starting on those types of videos soon.
Great instructional video. I don't remember if you mentioned how to use Inspiration during the outpost phase and retirement.
Good point I should of mentioned about using it instead of materials, but I haven't found myself needing to use it to be honest even at 2P. I'm banking it for using it when I retire actually and I figured I wouldn't go into retirement in this video.
Great video. Thanks so much
No problem thanks for watching!
Awesome content ! Love your vids !
Thanks for watching!
With the "Passage of Time" step, I found it counter-intuitive that the season is determined based off the *next* unchecked box, rather than the one you check off during this step itself.
It effectively means the first Summer is only made up of 9 outpost phases, rather than 10.
That was definitely something that confused me at first and one of the reasons I made this video to be honest.
@@MandatoryQuest I thought it was odd at first, but scenario 1 says you were hiking for 10 days in the first week of summer to get to Frosthaven, so it does make thematic sense to 'lose' that first week
@@ironandwine08 Oh yeah for sure narratively it works, its just that the rulebook doesn't acknowledge the narrative as say things like 10 weeks.
Great video!
Thanks :)
Don't toss all herbs into Frosthaven supply! Some craftable items also need herbs.
This would count for crafting potions also beyond the first brew correct?
@@halinar1once you initially brew a potion, all other copies of it are added to the available item deck. Other players may then purchase that potion. Is that what you are asking?
You can craft/brew potions using herbs from the Frosthaven supply so no worries. The only thing you CANNOT take out for crafting is materials (wood, metal, hide). This rule seems a bit random and not thematic but I guess they had to implement this exception for balancing reasons.
Hey, great video once again.
We came across a winter outpost attack event that states "target buildings closest to the wall (players break ties). Would you have any idea what the (players break ties) is referring to? Or am I thinking too much and it's just being thematic and nothing to do with the rules. We couldn't find anything in rules about "breaking ties"
Its to do with the buildings actual proximity to the wall. Due to the artwork it isn't always clear what buildings should be done (and in what order) so its just to let you know that players break ties in the event of that ambiguity.
@@MandatoryQuest thanks for clearing that up
So does the mining camp require prosperity 3 to build?
What does day time/night time icons mean? And when does that take effect? Are there different times during the outpost phase?
Daytime (sun) indicates it triggers in the building operations step, and night time (moon) is in the downtime. For example the craftsman hut just unlocks the ability to actually craft during downtime, but the lumber camp gives you a 1 time opportunity to buy lumber.
The Workshop shows that you can build a sled, boat, or climbing gear as an action. Does this count as one of your "builds" so if you wanted to build a sled AND upgrade another building, you would have to spend the morale?
Never mind, you answered later in the video. We have a personal goal that says you need to upgrade 12 times. Would these workshop items count towards that? Or would building the walls count towards that do you suppose, or is is strictly buildings?
@@blakecurry3880 Workshop upgrades are upgrades in every way and they do count towards that personal goal.
At the 14:30 min mark, you note that there is only 4 buildings you have at the start of the campaign (alchemist, craftsman, barracks, and workshop). Then you proceed with the building operations step at 14:56 and you have 7 buildings. Is this just because those are the buildings you have unlocked in your personal campaign?
Yes that's right. I needed to have more buildings there to show you how the operations step works, but those are all considered non spoiler buildings.
@@MandatoryQuest That makes sense. I also commented before I finished the video and near the end that became more clear to me. Thanks, MQ!
On the buildings cars, what is the yellow icon on the far left? Is that gold?
If you mean in the upgrade cost section then that is the required prosperity level you must have. Most high level buildings need quite a high prosperity and im actually locked in my playthrough right now as mine is too low :(
Hey! You're left handed! I don't know if I can watch your videos anymore😂
😈
Is there a reason to ever move (non herb) resources from a player to frosthaven's supply unless it was to immediately build a building?
I am unclear at this stage if there is any reason to not just keep them as personal. However I haven't played enough of the Winter season to definitely say yet, and I'm sure there could be some kind of event that would only use the FH communal resources.
My guess is that retiring characters dumping their resources into the FH supply may be the most frequent source.
What did the moon symbol mean on the buildings? I don't even remember running across that in the instructions!
I went back for a further look and found the answer. Thanks for the video!
No worries :)
Where did you see that the flame fruit, axenut, and Corpse cap were the more rare ones? Doesn't it depend on what scenarios you hunt?
That's just from playing and chatting with some of the playtesters. They are certainly not easily available right away, but I haven't done the actual math behind it yet.
Great video MQ
Thanks dude hope you're doing well.
What is the cost to buy a crafted item that someone sold? The same resource it needs to be crafted?
Yes, it goes back into the craftable item supply so would cost whatever is listed on the card.
@@MandatoryQuest cool thanks!
We are 3 players. How can we play what we want if every scenario there must be some sort of tank?
I've just started playing with two unlockable who aren't tanks so its going to be an experiment for me. I usually have at least 1 character who can take hits.
As someone who's played Gloomhaven a lot GH and FH aren't built around classic character classes like tanks etc...
You can have a fun and effective party without any tank class. There are many other possibilities to dance around enemy damage like initiative planning, status effects, and creating/moving objects.
2pl it gers a little tricky and you might need to pick your characters more carefully but 3 or 4 player games should have no problem with any character party setup.
Where do the rules say you can choose who gets the brewed potion? You spend a good bit of time explaining how it can be given to any player but the rules don't seem to say that anywhere I can see. They specifically say it goes to the person brewing it.
If you continue reading in the rulebook on page 66
"The brewing character gains one copy of the brewed potion, which they may keep or immediately give to another member of the party"
I always pool my herbs into the FH supply because of this, and to me outside of someone wanting "dibs" on something (or for a personal quest) the cooperative thing to do would be to give it to the person who could use it best.
@@MandatoryQuest wow, I read and reread that section many times and somehow kept missing that. Thanks for the reply. That really makes more sense. We thought it was silly that we just had to accept a mystery potion with no way to trade it.
@@icydeadpeeps No worries yeah that would be frustrating!
Spoilers are overrated to this game the story is like 5 minutes at the start of 240+ minutes game the rest of the game is gameplay wich is basicly spoiler free.
It's not just the story but also characters, items, and you can argue now with the scenario section book all things outside of each scenario's initial setup. I get where you're coming from, but you have to respect people's wishes and Frosthaven has loads of potential spoilers big and small.