$39.99Frosthaven Brutal turns, hard choices
Lead a band of mercenaries through unforgiving tactical battles and build a life at the edge of a grim, frozen world.
Is Frosthaven worth it?
Frosthaven is worth it if…
- you like slow, careful planning where every card pick matters
- you want a long co-op campaign to chew through with friends
- you enjoy building a base between battles and unlocking new classes
- you like hard tactics and learning from failed missions
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Card-driven turn combat
Every round you pick two ability cards for each mercenary, using the top of one and the bottom of the other. That one choice sets your movement, attacks, support effects, and when you act in the turn order.
You face groups of enemies and large bosses across hex-grid maps, chaining cards into combos while trying to keep the whole party standing. Resources run thin over a long fight, so resting, retreating, or burning a strong card early all carry weight. Losing a scenario still moves you forward, with new events, loot, and outpost supplies for the next try.
Six starters, more to unlock
You start with six classes: Banner Spear, Boneshaper, Drifter, Geminate, Blinkblade, and Deathwalker. Each has its own deck and way of fighting, from summoned bone minions to stance-swapping or time-bending tricks.
More classes unlock as the campaign progresses, along with new cards and gear to reshape a deck around your party. You choose a personal goal for each character, retire veterans, and start fresh faces with new synergies to work out. Planning who covers damage, control, and support matters as much as any single turn.
Build up the frozen outpost
Between fights you manage the Outpost, the rough settlement holding out on the northern frontier. You construct and upgrade buildings, which in turn unlock new features and mechanics for the campaign.
The loop is simple and satisfying: prepare the party, handle outpost business, head into a scenario, then return with resources and growth. Seasons change and environments shift as you push further out, from tight chokepoints to open, monster-filled ground. The town never becomes a farm sim, but it gives every battle a longer purpose.
A long campaign for one or four
The campaign is a vast trek through menacing country, with branching routes, road events, and scenario rules that change what victory needs. Difficulty modes let newcomers soften the landing, while veterans of the board game get the full punishment.
You can play solo or in online co-op for 2-4 players, talking through card picks the way you would pass cards across a table. This is a heavy tactics game with a steep learning curve, and it expects you to fail, learn the enemy deck, and come back sharper.
Good to know?
How does combat actually work?
Combat is turn-based on a hex grid. Each round you secretly choose two ability cards per character, then play one top action and one bottom action. Initiative, movement, attacks, and support all come from those cards, while enemies act from their own decks.
Which characters can I play?
Six starting classes are available: Banner Spear, Boneshaper, Drifter, Geminate, Blinkblade, and Deathwalker, each with a unique deck and playstyle. More classes, cards, and gear unlock as you progress, retire characters, and form new party combinations.
What do I do outside of battle?
You manage the Outpost by constructing and upgrading buildings, which unlocks new features and mechanics. You also prepare decks, handle events, choose where to travel next, and spend resources earned in scenarios. It turns single fights into steps in a much longer frontier campaign.
Can I play solo or with friends?
Both. You can play the full campaign in single player or in online co-op for 2-4 players. Co-op is built around joint planning, since card order and positioning decide whether a plan holds or collapses.
























