Frostgrave Game: Rules, Minis & Battles
Frostgrave is a game where you lead a wizard, an apprentice, and hired soldiers into ruined frozen cities to
Frostgrave is a game where you lead a wizard, an apprentice, and hired soldiers into ruined frozen cities to hunt for treasure and use magic to overcome obstacles and foes.
What Frostgrave Is
Frostgrave is a fantasy miniatures wargame created by Joseph A. McCullough.
You explore a ruined magical city called Felstad, battle rivals, fight monsters, and collect artifacts.
Warbands & Roster
Each player forms a warband. A typical warband includes:
- A Wizard (your main character)
- An Apprentice (optional)
- Soldiers — standard types and specialists
You begin with a fixed amount of gold (in second edition, 400 gold crowns) to hire soldiers and buy gear.
There is a limit on how many specialists you can hire to keep balance.
Table & Terrain
You play on a tabletop (often 3′ × 3′) filled with terrain pieces like walls, broken buildings, ruins, obstacles.
Terrain is key: lots of blocking areas makes the game more tactical.
Line of sight is frequently blocked, forcing close movement and clever positioning.
Game Turn & Phases
A single round is split into phases. The usual sequence is:
- Wizard Phase — activate the wizard and nearby soldiers
- Apprentice Phase — activate apprentice and nearby soldiers
- Soldier Phase — activate remaining soldiers
- Creature / Monster Phase — uncontrolled monsters act
In each phase, players alternate activating their eligible figures.
Activation & Actions
When a figure activates, it normally gets 2 actions.
Possible actions include:
- Move
- Second move (half distance)
- Melee fight
- Shoot / ranged attack
- Cast a spell
- Pick up / drop / secure treasure
- Special action (depending on gear, spell, or scenario)
In group activations (wizard or apprentice plus nearby soldiers), all must move first before doing other actions.
Movement & Terrain Effects
- Difficult or rough terrain slows movement (for example, 2” movement for every 1” attempted)
- Jumping is allowed: up to 4” horizontally, if moving in a straight line
- Falling more than 3” causes damage (usually distance × 1.5)
- Models may sometimes block each other, especially in tight spaces
- Some rules let friendly figures move past each other in tight corridors under group activation

Write Our Another Informative Guide:
Rare Beanie Babies Worth Big Money
Combat & Damage
- For melee combat, both figures roll a d20 and add their Fight stat and modifiers
- The higher total wins
- Winner’s total + damage modifiers minus opponent’s Armor determines damage
- If damage > 0, it subtracts from the loser’s health
- Winner may push either themselves or opponent back by 1” if desired
Ranged attacks follow a similar roll + shoot stat vs target, with modifiers.
Spellcasting & Magic
- Wizards choose a school of magic and learn spells from that school
- Each spell has a casting difficulty (target number)
- Wizards may “burn” health (lose HP) to increase their roll by +1 per health point spent
- Some spells let you damage enemies, summon creatures, move models, or change terrain
- In a campaign, wizards may learn spells from other schools, though with penalties
Treasure, Objectives & Victory
- At the start, treasure tokens (artifacts, gold, spell tomes) are placed on the board
- Models pick up, carry, drop, or secure treasure tokens
- Carrying treasure may impose movement penalties
- Victory is often determined by who controls or removes most treasure / completes scenario goals
- In newer rules, killing an opponent’s wizard does not give experience points
Experience & Campaign Growth
- Frostgrave is built for campaign play, over many games
- Each game gives a cap on how much experience (XP) you can gain
- XP is awarded for collecting treasure, completing scenario goals, defeating monsters, and sometimes for failed spells
- Players use XP to improve stats, learn new spells, hire better soldiers, and upgrade gear
Changes in Second Edition
- Starting gold reduced to 400 (from 500 in first edition)
- Spells rebalanced, and new spells added
- Some rules cleaned up, layout improved
- More scenario variety and updated monster rules
- Many of the first edition supplements remain usable
Strategy Tips
- Use terrain and cover to your advantage
- Balance between aggressive play (getting treasure) and defense
- Include at least one ranged or flexible spell
- Don’t overspend on specialists early; losing them hurts more
- Use your apprentice smartly — useful for flanking, securing treasure, or support
- Track your warband’s growth — gear and spells matter as games progress



