Contents
Introduction  . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 2A New Home: Frozen Grove .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3A New Home: Crags .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6A New Home: Flats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8A New Home: Dreadnought  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
A New Home: Canyon . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
The Arks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
The Fall of Winterhome  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 20
The Ruins of Tesla City  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Author’s note from Adam Kwapiński  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
Publisher’s note from Jakub Wiśniewski  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
Credits  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36

Introduction
This Scenario Book contains descriptions of the various scenarios you can choose when playing
Frostpunk: The Board Game. Each scenario lists the additional components required, how to
set up the game, and any additional rules.
For your first game we suggest playing the ‘A New Home: Crater’ scenario. This is the scenario
described in the Rulebook and is not repeated here, although you can still play this scenario
at any time, even beyond your first game.
Three of the scenarios in this book: ‘The Arks’, ‘The Fall of Winterhome’, and ‘The Ruins of
Tesla City’, are advanced scenarios and should be attempted only when you have played thegame several times.
Each section of the Setup is numbered to match the Setup as described in the Rulebook.

Alternative Generator placement
If you prefer, you can play the game with the Generator placed outside of the map.
In this case, use the other side of the Generator tile 1 . The middle of this tile is for the Supply.
Also use the other side of the Supply board 2 ; the space that was the Supply is used for Spent Citizens.

1

2

2

A New Home: Frozen Grove
The Frozen Grove was supposed to be among the most habitable generatorsites. Those who placed the generator along a ravine wall expected that it
would be protected against the powerful, freezing winds. Unfortunately,
they underestimated the great frost. Once the winter apocalypse was uponus, it turned out the generator wasn’t efficient enough to provide the heat
for the entire area. We had to take things into our own hands, and once
again, technology proved that we are completely dependent on it. Our
engineers produced a solution – a network of steam-powered hubs thatwill act as small generators providing heat in areas too remote to rely on
the actual generator. This solution will also help us gather the resources
hidden beneath the snow without endangering our workforce to frostbite.
Steam hubs produce heat, but they also consume additional coal, so weneed to place them wisely and ensure our most important buildings areconcentrated within the generator’s vicinity.

Additional components

SCENARIO I/09

A New Home:
Frozen STORM
Grove(FROZEN GROVE)– STORM–
If it is Round 7 or earlier:

T09

TECHNOLOGY

to 1.card.
Reveal and resolveGothis

If it is Round 8 or later:
Go to 2.

1
STEAM HUB
Unlock the Steam Hub Building.
A Steam Hub costs 1 Wood to Build.
If the Heat marker level is higher than
the red Heat Range indicator level:
You may place 1 Coal from the supply intoa Steam Hub to count the tile it is on
and all adjacent tiles as heated.
Place that Coal in the bank in the Generator Phase.

3 Steam Hub
Building pieces‘Steam Hub’
Technology card

30I/S09 1 1Place the Storm marker on Round 12.
all Bunkhouses to their Ruins side.
2 FlipRemove the orange Heat Range indicatorfrom the game and move the others as shown:

0

3

S09

3

Flip all Tents to their Ruins side.
Remove the yellow Heat Range indicatorfrom the game and move the others as shown:

Remove the Storm marker from the game.

‘I/09’ Storm
Scenario card

A New Home: Frozen GroveSetupFollow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario,
except for the Map setup and Technology display sections. For those sections,follow the setup shown here. Then follow the Additional setup instructions.

1

Map setup1	Create the Rim board by connecting together the
6 Rim board pieces to form a hexagon as shownin the image. Use the side depicting a cliff face.

2	Place the Generator tile so it is connected to thebottom corner of the Rim board, oriented asshown.

3	Place the Generator (with the drawer) on the
Generator tile. Keep the Generator Upgrade
component in the box until required.

4	Place the Cookhouse Building on the Generator
tile as shown.

9	Place 1 Near tile face down in the left top cornerand 1 Near tile face down in the right top corner.
Place 2 Near tiles face down so they are adjacentto the Generator tile and the Rim board.

10. 	Flip all Near tiles placed in steps 8 & 9 face up.
Place Resources and Trees from the bank onto
the spaces on the tiles as depicted on thosespaces.
Note: If any of the revealed tiles depicts Food, it will be
added to the Population board later in setup.

Note: The Platform and the Generator Building
are pre-printed on the Generator tile.
5	Place 5 Wood and 5 Coal on the Generator tile
as shown.

6	Take 2 Starting Wall tiles(1 showing a Wood Deposit
and 1 showing a Coal Deposit) and shuffle them
face down. Draw one ofthese Starting Wall tiles
at random, placing it face
up on the top corner ofthe Rim board. Return allother Starting Wall tiles tothe box.

7. 	
Separate the Map tiles
into 2 stacks based on
their backs, shuffle eachstack separately, and placethem face down nearby.
8	Connect the Starting Walltile with the Generator tile byplacing Near tiles face down between them.

A New Home: Frozen Grove

6

9

8

9

5

5

1
3

9

9
4

2

4

3

1

2

3

	
Place the ‘Steam Hub’
Technology card face
up in the Technology
display.
	
Shuffle the remaining
Technology cards andselect 3 at random, placing them face up in theTechnology display.

Technology display
1
TECHNOLOGY

T09

2
T04

TECHNOLOGYTECHNOLOGY

T03

T06

GENERATOR SAFETY
SYSTEM

STEAM HUB
STEAMPOWEREDCHAINSAWCHARCOAL KILNUPGRADEAs a Gather Resources action, you may placea Worker or Automaton on an unoccupied
space that has 1 or more Trees.
Remove 1 Tree from that spaceand gain 2 Wood.

Whenever you use a Charcoal Kiln,
you may remove a Tree from any Map tile
instead of spending 1 Wood.

Unlock the Steam Hub Building.
A Steam Hub costs 1 Wood to Build.
If the Heat marker level is higher than
the red Heat Range indicator level:
You may place 1 Coal from the supply intoa Steam Hub to count the tile it is on
and all adjacent tiles as heated.
Place that Coal in the bank in the Generator Phase.

TECHNOLOGY

3GENERATOR PHASE:
Before checking for Generator breakdown,
if there are 2 or fewer Stress cubes on the overflow
space, remove those cubes without any effect.
ACTION PHASE:
Whenever you use the Generator Building,remove an additional Stress cubefrom the Stress track.

4

3

	Place a Development token on each card, inactive side up.

43

15 Additional setup
1. Place the Steam Hub Building pieces below the Buildings board.
2. Replace the ‘I/08’ Storm Scenario card with the ‘I/09’ Storm Scenario card.

Additional rules
ACTION PHASESTORM CARDSCENARIO I/09

You may only perform an Action on a Map tile (Remove Snow, Gather Resources, Construct, or Usea Building) if that Map tile is either adjacent to theGenerator tile, or is connected to the Generator tile byother Map tiles. However, Map tiles and Buildings on
Map tiles may still be heated even if the tiles are notadjacent to the Generator tile or connected to the Generator tile by other Map tiles.

The Scenario card ‘I/09’ isused as the Storm card forthis scenario.

STORM(FROZEN GROVE)
If it is Round 7 or earlier:
Go to 1.
If it is Round 8 or later:
Go to 2.
all Tents to their Ruins side.
1 FlipRemove the yellow Heat Range indicatorfrom the game and move the others as shown:0

1 1

Place the Storm marker on Round 12.
all Bunkhouses to their Ruins side.
2 FlipRemove the orange Heat Range indicatorfrom the game and move the others as shown:

0

3

S09

STEAM HUBS

Remove the Storm marker from the game.

Once the Steam Hub technology has been developed, you may build Steam Hub Buildings at a cost of
1 Wood each.

[W] Steam Hub (S)Passive: At any time during the round,
if the Heat marker level is higher thanthe Red Insulation level you may place
1 Coal from the supply into the Steam
Hub. While there is a Coal in the Steam Hub, the tile itis on and all adjacent tiles are heated. Return the Coalto the bank at the end of the Generator Phase.
Cannot be upgraded.

5

A New Home: Frozen GroveA New Home: Crags
When humanity learned that it would soon face its greatest challenge – the permafrost – we didour best to prepare. We failed in so many places, almost succeeded in others, and achieved victory
in a few… our fate now remains to be seen.
The main part of the great exodus plan was to distribute the generators across the land to provide
sufficient shelters for the survivors. Generator 049 was no different, yet its story is a sad one.
Expedition 049 set out to navigate the transportation of the generator through dangerous, rocky
terrain. The idea was that once they reached a valley, where the settlement would be protectedfrom the howling, frosty winds, the generator would be set up and marked as a safe location.
Only Expedition 049 never reached its destination. Their convoy was strangled among razorsharp crags that were not marked on the map. The bodies of members of the convoy are stillvisible beneath the snow and the ice. Their blackened faces speak of a terrible struggle.
Generator 049 was set up just next to the crags, the only place available, as the convoy members
tried to save their lives when their march was impeded by the rock formations. They didn’t
last long; lack of buildings provides a grim testimony. The generator stands surrounded by therugged, rocky fingers trying to break free from the ice.
How do I know this? I’m standing right in front of the generator, with a group of people whotrusted me to lead them to where the safe site 049 would be, only to learn of the convoy’s demise.
There is no room for doubt, there is little room for construction, and even less room for mistakes.

Additional components

4 Crags Map tiles with 0 spaces

1 Crags Map tile with 1 space containing 4 Trees

Setup
Follow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario
except for the Map setup section, which is described below. For this scenario,
remove the ‘Steam Hub’ Technology card.

A New Home: Crags

6

1

Map setup1	Place the Generator tile in the middle of the play
area, oriented as shown.

2	Create the Rim board by connecting together the
6 Rim board pieces to form a hexagon as shown in
the image. Use the side depicting a cliff face.

3	Place the Generator (with the drawer) on the Generator tile. Keep the Generator Upgrade component in the box until required.

4	Place the Cookhouse Building on the Generator
tile as shown.

10

	Place the first tile from the Near tile stack face up
between the Near tile placed in step 8 and the Generator tile. Going clockwise, repeat this processuntil the Generator tile is surrounded by tiles.

11.	Place Resources and Trees from the bank onto thespaces on the tiles placed in steps 8 & 10 as depicted on those spaces.
Note: If any of the revealed tiles depicts Food, it will be
added to the Population board later in setup.

Note: The Platform and the Generator Building
are pre-printed on the Generator tile.
5

6	Place 5 Wood and 5 Coal on the Generator tile
as shown.
	Take 2 Starting Wall tiles (1 showing
a Wood Deposit and 1 showing
a Coal Deposit) and shuffle
them face down. Draw oneof these tiles at random,
placing it face up on thelower left corner of the Rim
board. Place the other tile,
face up, on the lower rightcorner of the Rim board.

10

4

5

	Place 1 Near tile face up in
the topmost corner ofthe map.

53

7. 	Separate the Map tiles into
2 stacks based on theirbacks, shuffle each stackseparately, and place them
face down nearby.
8

2

8

1

6

6

9. 	Return 4 Near tiles from the stack at
random to the box. Add the 5 Crags tiles
to the Near tiles stack and shuffle them together. Be careful not to look at the backs of thetiles when doing this as the backs of the Crags
tiles are different from the Near tiles.

Additional rules
CRAGS MAP TILES

1 of the Crags Map tiles has one space on it containing 4 Trees; you may build Small Buildings or perform Actions on that space as usual.

4 of the Crags Map tiles have no spaces on them;
you may not Build or perform any Actions on them.

7

A New Home: Crags

A New Home: Flats
The endless white makes it difficult to discern where the actual horizon line
is, even for a keen-eyed person. The generator placed here was one of the firstones, back when no one could have predicted how severe this age of ice andsnow would be. This place must have been beautiful before; hell, it is gorgeouseven now, with plenty of natural resources in the area. In normal conditions,the distances between the generator and the resources would not have been
an issue at all - a pleasant stroll, if you will. But now? If the weather is
especially nasty, one can freeze to death before they reach halfway or drop
exhausted, which translates to a similar fate. We should establish posts toprovide some shelter for those who will gather resources. This place is terrificfor expansion; if there is anything we have plenty of, it is free space. If only we
had another generator or two…

Setup
Follow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario except
for the Map setup and Population board sections. For those sections, follow the setup
shown here. Then follow the Additional setup instructions.
For this scenario, remove the ‘Steam Hub’ Technology card.

Additional rules

SPACES ON THE RIM BOARD
A space on the Rim board works like a space on a Map
tile except that you may not Build Buildings on it andit cannot be heated.
• You may perform the Gather Resources Action ona Rim board space.
• A Rim board space is adjacent to all spaces on Map
tiles that share a straight edge with the Rim board
space (up to 2 Map tiles).

A New Home: Flats

For example: A Gathering Post may take 1 Resourcefrom each adjacent Rim board space when you performthe Use a Building Action with that Gathering Post.

8

1

Map setup21	Place the Generator tile in the
middle of the play area, oriented
as shown.

2	Create the Rim board by connecting together the 6 Rim
board pieces in a random
order to form a hexagon
as shown in the image.
Use the side showing
spaces with Resources
and Trees on them.

3

4

8

4

5

5

7

3

	Place the Generator (withthe drawer) on the Generator tile. Keep the Generator Upgrade component in
the box until required.

1	Place the Cookhouse Building on the Generator tile
as shown.
8Note: The Platform and the Generator Building
are pre-printed on the Generator tile.
5	Place 5 Wood and 5 Coal on the Generator tile asshown.

6. 	Separate the Map tiles into 2 stacks based on
their backs. Shuffle each stack separately, andplace them face down nearby.
7	Place 12 Near tiles face up surrounding the Generator tile. Important: Do not place any Resourcesor Trees on them. Any Food depicted on Near tiles
placed during setup is not added to the Population
board later in setup as it is in other scenarios.

8	Place 1 Far tile face down in the top corner ofthe map, and 1 Far tile face down in the bottom
corner of the map.

5

Population board

Remember to increase your starting Food for any Far
tile bonuses but not for any Near tile bonuses in this
scenario.

15 Additional setup
1. Place 1 Automaton from the bank into the supply.
2. R
 emove the Coal Mine and Wall Drill Buildings
from the game.

9. 	Flip the Far tiles placed in step 8 face up andplace Resources and Trees from the bank onto
the spaces as depicted on those spaces.
Note: If any of the revealed Far tiles depicts Food,it will be added to the Population board later in setup.

10. 	Place Resources and Trees from the bank onto
spaces on the Rim board as depicted on thosespaces.

9

A New Home: Flats

A New Home: Dreadnought
It is hard not to feel sad when looking at the Dreadnought that brought us
here. This immense machine, powered by steam core technology, was created
to deliver refugees safely from the uninhabitable cities in the south. With thissteel behemoth’s help, we’ve reached the shelter in the far north where thegenerators were built. As our convoy traversed the endless white landscape,we consumed the resources that kept us going – fuel for the machine andfood for us. The Dreadnought served its purpose. It brought us here, andnow it is a gigantic heap of steel and other resources. We must disassemble
it to recover whatever we can. It feels like putting down a trusty horse ora mule that grew old and can no longer pull its weight. But by using theindustrially manufactured materials from the vehicle, we’ll be able to build
structures with better insulation and provide better output. This incredible
piece of engineering serves us even in its last moments, and we should makethe most out of it.

Additional components

4 Dreadnought tiles(The other side of 4 Crags tiles)

8 Steel(wooden component)

Setup
Follow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario except
for the Map setup section. Instead, follow the setup shown here.
For this scenario, remove the ‘Steam Hub’ Technology card.

A New Home: Dreadnought

10

1

Map setup1	Place the Generator tile in the middle of the play
area, oriented as shown.

9	Place 3 Near tiles face down, each adjacent to theGenerator tile and 2 Dreadnought tiles.

2	Create the Rim board by connecting together the
6 Rim board pieces to form a hexagon as shown in
the image. Use the side depicting a cliff face.

10	Place 2 Far tiles face down, each adjacent to theRim board and 1 Dreadnought tile.

3	Place the Generator (with the drawer) on the Generator tile. Keep the Generator Upgrade component in the box until required.

4	Place the Cookhouse Building on the Generator
tile as shown.

11. 	Flip the Map tiles placed in steps 9 & 10 face up.
Place Resources and Trees from the bank onto thespaces as depicted on those spaces.
Note: If any of the revealed tiles depicts Food, it will be
added to the Population board later in setup.

Note: The Platform and the Generator Building
are pre-printed on the Generator tile.
5	Place 5 Wood and 5 Coal on the Generator
tile as shown.

6

	Place the 4 Dreadnought tiles
next to the top left Rim board
piece as shown.

7	Take 2 Starting Walltiles (1 showing a Wood
Deposit and 1 showing a Coal Deposit) andshuffle them face down.
Place them face down on
the two corners of theRim board opposite theDreadnought tiles, thenflip them face up.

2

6

10
9

4

5

5
3

10

1

8. 	
Separate the Map tiles
into 2 stacks based on
their backs, shuffle eachstack separately, and placethem face down nearby.

77

Additional rules

STEEL
Place the Steel in the bank at the start of the game.
Unlike other Resources, the number of Steel you may
have is limited by the components (8).
Steel can be used as a substitute for Wood when performing a Build sub-action. Buildings may be built
using a mix of Wood and Steel. If a Building is built
by paying its full Wood cost in Steel, it is immediately
upgraded for free.

DREADNOUGHT
You may place a Meeple on a Dreadnought tile asa ‘Use a Building’ action to gain 1 Steel. Treat the
Dreadnought tile as a Small Building with a Blue Insulation level (it is only heated if it is in a heated zone).

11

A New Home: Dreadnought

A New Home: Canyon
Our paradox is that the location of our generator is both the reason we’re still
alive and our biggest headache. Generator 358 is placed inside a canyon,
and it is sheltered from the icy, howling winds from all sides. Those same
rocky walls that keep us safe are the reason why we are so restricted inconstructing new buildings and gathering resources. Also, the generator is
not efficient enough to provide heating for the rims farthest away from it.
We now know that it is doubtful we will be able to find all the resources
necessary for survival within these walls… this makes the decision a biteasier. We need to begin venturing outside of our golden cage to find therequired resources; and if the opportunity arises, we can even establish
outposts. If not for the bravery and dedication of our scouts, we would
already have been doomed.

Additional components

2 long Rim board pieces(mirrors of the regular 6)

2 small
Rim board pieces
Outpost Depot

2 shortRim board pieces
OUTPOSTOUTPOST DEPOT:
You may unlock Outpost Depot Buildings
by completing Outpost Expedition cards.
Each Outpost Depot Building costs 2 Wood to build.

OUTPOST
OutpostSOURCE OF COAL
What first seemed like a cave turned out to bea recently abandoned mine. The equipment,a pile of coal, and the miners; it was all there…
undisturbed for weeks, maybe months.

We should take whatever we can salvage
and leave this place be.
It’s a tomb and shall remain one.

4 Outpost Depot Building tiles(with other Buildings on the opposite side)

Gain 1 Steam Core and 2 Coal.
Prepare the site.

Place this card beneath the Outpost cardwith only the information shown below visible:[] Unlock the Coal Outpost Depot Building.
The Coal Outpost Depot costs 2 Wood to Build.

4 Outpost Expedition
cards

A New Home: Canyon

12When the first Outpost Depot Building is built:
Place the Stockpile marker on the
0 space of the Supplies Transport track.

WEATHER PHASE:

Move the Stockpile marker a numberof spaces equal to the Expedition progress
shown on the revealed Weather card.
Unlocked Outpost Depots:

SUPPLIES TRANSPORT TRACK:Each time the Stockpile marker
moves onto the Outpost
space ( ):Any remaining movement islost. Gain the Food or Resources
shown on each Outpost Depot
and place the Stockpile marker
onto space 0 on this track.

0

1 Outpost card

1

3
2

SetupSince the map is a very different shape in this scenario, it is recommended to arrange
the playing area in a different way. The image shows where to place the Event display,
Law display, Citizen deck, Scenario display, Expedition display, and Technology display.
Follow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario except for
the Map setup and Expedition display sections. For those sections, follow the setup shown
here. Then follow the Additional setup instructions. For this scenario, remove the following
Technology cards: ‘Steam Hub’ and ‘Lighter Scout Sleds’.

Map setup

1

8Event display
2
7
4

5
3

1

mirrored Rim board piece

Citizen deck

small Rim board piece

Law display

5

small Rim board piecemirrored Rim board piece

short Rim board piece

Scenario
display

Expedition
display

Technology
display

short Rim board piece

13

A New Home: Canyon

1	Place the Generator tile in the middle of the play
area, oriented as shown.

52	Create the top Rim board by connecting 2 long
Rim board pieces (1 regular and 1 mirrored), 1
short Rim board piece and 1 small Rim board
piece to the Generator tile as shown in the image. Use the side depicting a cliff face. Create
the bottom Rim board in a similar way.

6. 	Separate the Map tiles into 2 stacks based on
their backs, shuffle each stack separately, andplace them face down nearby.

3	Place the Generator (with the drawer) on the
Generator tile. Keep the Generator Upgrade
component in the box until required.

4	Place the Cookhouse Building on the Generator
tile as shown.

7

	Place 6 Near tiles face down surrounding theGenerator tile along its top and bottom edges.
Return all other Near tiles to the box.

8

	Connect the top short Rim board piece with the
middle Near tile by placing 2 Far tiles, face down.

9. 	Flip the Map tiles placed in step 7 & 8 face up.
Place Resources and Trees from the bank onto
the spaces on the tiles as depicted on thosespaces.

Note: The Platform and the Generator Building
are pre-printed on the Generator tile.

2

Note: If any of the revealed tiles depicts Food, it will be
added to the Population board later in setup.

Expedition display
1

1

	Place 5 Wood and 5 Coal on the Generator tile
as shown.

	Shuffle the Outpost Expedition cards to make a deck
and place it white side up in the Expedition display.

Outpost Depot

A

Cave

3

2. 	Separate the Expedition cards by type (A, B, C).
Shuffle the A, B, and C cards separately to make3 decks and place them white side up nearby.
3	Take the top 2 cards from the A deck and place them
face up next to the Outpost Expedition deck.

15 Additional setup

1

2

3

	Place the Outpost card so it iseasily visible to all players.
	Place the Wood Stockpile marker
face down next to the Outpost
card.
	Place the Outpost Depot Building
tiles below the Buildings board.

OUTPOSTOUTPOST DEPOT:
You may unlock Outpost Depot Buildings
by completing Outpost Expedition cards.
Each Outpost Depot Building costs 2 Wood to build.
When the first Outpost Depot Building is built:
Place the Stockpile marker on the
0 space of the Supplies Transport track.

WEATHER PHASE:

Move the Stockpile marker a numberof spaces equal to the Expedition progress
shown on the revealed Weather card.
Unlocked Outpost Depots:

SUPPLIES TRANSPORT TRACK:Each time the Stockpile marker
moves onto the Outpost
space ( ):Any remaining movement islost. Gain the Food or Resources
shown on each Outpost Depot
and place the Stockpile marker
onto space 0 on this track.

0

1

3
2

1

2

3

A New Home: Canyon

14

A

Ruins

Additional rules
EXPEDITION DISPLAYOUTPOST CARD

The topmost card of the Outpost Expedition deck
may be used as an Expedition. However, you may notchoose to skip the location when you reach the last
space on this card, you must explore; choose one of
the Return options and resolve its effect. This will reW10
veal the next Outpost Expedition card in the deck,
making it available to be used as a new Expedition.
The other two Expedition stacks in the Expedition
display may be used as normal.

Once you have built your first Outpost Depot Building, place the Stockpile marker on the ‘0’ space of the
Supplies Transport track on the Outpost card.
WEATHEROUTPOSTOUTPOST DEPOT:
You may unlock Outpost Depot Buildings
by completing Outpost Expedition cards.
Each Outpost Depot Building costs 2 Wood to build.
When the first Outpost Depot Building is built:
Place the Stockpile marker on the
0 space of the Supplies Transport track.

0 PHASE:
2 1 0 WEATHER

Move the Stockpile marker a numberof spaces equal to the Expedition progress
shown on the revealed Weather card.

OUTPOST DEPOT BUILDINGS

Unlocked Outpost Depots:

You may only Build an Outpost Depot Building once
you have completed the corresponding Outpost Expedition, and only if you chose the ‘Prepare the site’
option. You may only Build an Outpost Depot Building on a Map tile adjacent to the outpost icon ( ) in
the middle of each of the short Rim pieces. Consequently, you cannot have more than 2 Outpost Depot
Buildings built at any one time. Outpost Depot Buildings cannot be upgraded.

SUPPLIES TRANSPORT TRACK:Each time the Stockpile marker
moves onto the Outpost
space ( ):Any remaining movement islost. Gain the Food or Resources
shown on each Outpost Depot
and place the Stockpile marker
onto space 0 on this track.

0

1

3
2

1
Once the Stockpile marker has beenplaced on the Supplies Transport track,in the Weather Phase, move it up the
track a number of spaces equal to the Expedition
progress
1 shown on the revealed Weather card.
When the Stockpile marker reaches the Outpost
space (the space showing a pickaxe), for each Outpost Depot Building you have built, gain the Food or
Resources shown at the bottom of the Outpost Depot
Building tile. Place the Stockpile marker back on the‘0’ space of the Supplies Transport track (any unused
Expedition progress movement is lost).

2

15

A New Home: Canyon

The Arks
The world as we know it is dead. As the brightest minds of Oxford andCambridge, we have been sent to save priceless seed and plant specimensfrom the eternal winter. Humanity’s last treasure is kept in speciallydesigned, protective Seeding Arks. The location of Generator 614 waschosen as our base because it is well sheltered, which unfortunately turns
out to be less of a blessing for whoever will take up the mantle of thecity planner… Our main goal is to save the three Seedling Arks fromfreezing. Our workforce is extremely limited, and so is food, so to keep
the city running, we must look to technology for the answers. Survival is
our instinct and a goal within itself, but we are also solely responsible forthe future of the entire civilization and the world that was almost takenfrom us by this apocalyptic winter. At times, the burden seems intolerable,
especially when people’s moods are lower. Should humankind endure
this white, frozen hell, we will need the seeds to recultivate the land andrepopulate the world. Since we all will perish eventually, our ultimate
goal is to build an autonomous city, where automatons will do most of thelabour, and humans will oversee the process.

Additional components

T09

TECHNOLOGY

1 Seedlings Condition
marker

STEAM HUB
Unlock the Steam Hub Building.
A Steam Hub costs 1 Wood to Build.
If the Heat marker level is higher than
the red Heat Range indicator level:
You may place 1 Coal from the supply intoa Steam Hub to count the tile it is on
and all adjacent tiles as heated.
Place that Coal in the bank in the Generator Phase.

The Arks

1 Guard Post
Building tile

3
3 Steam Hub
Building pieces‘Steam Hub’
Technology card

II/S0114 Scenario cards: ‘II/01’
to ‘II/12’ Note: There are 3‘II/07’ Scenario cards.

The Arks16

5 Knowledge /Discovery tokens:
1 Knowledge side
up as a Knowledge
token and 4
Discovery side
up as Discovery
tokens

3 Seedling Ark
Building tiles(on the opposite
side to the Electrostatic Precipitator Buildings)

SetupFollow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario
with the following exceptions to the numbered setup sections.

1

Map setupThis completely replaces all of section 1
from the Rulebook.

1

2

	Place the Generator tile so it
is connected to the bottom
corner of the Rim board,oriented as shown.

3

	Place the Generator(with the drawer) on
the Generator tile. Keep
the Generator Upgrade
component in the box
until required.

46	Create the Rim board by connecting together
the 6 Rim board pieces to form a hexagon asshown in the image. Use the side depicting a cliff face.

1

9

8

9

11

11

11

	
Place the Cookhouse
Building on the Generator tile as shown.
Note: The Platform andthe Generator Building
are pre-printed
on the Generator tile.

5	Place 5 Wood and 5 Coal on the Generator tile as shown.

6

	Take 2 Starting Wall tiles (1 showing a Wood
Deposit and 1 showing a Coal Deposit) andshuffle them face down. Draw one of theseStarting Wall tiles at random, placing it face up
on the top corner of the Rim board. Return allother Starting Wall tiles to the box.

5

3
9

	Connect the Starting Wall tile with the Generator
tile by placing Near tiles between them face down.

9	Place 1 Near tile in the left top corner and 1 Neartile in the right top corner. Place 2 Near tiles facedown so they are adjacent to the Generator tileand the Rim board.

942

10. 	Flip all Map tiles placed in steps 8 & 9 face up.
Place Resources and Trees from the bank onto
the spaces on the tiles as depicted on thosespaces.

7. 	Separate the Map tiles into 2 stacks based on
their backs, shuffle each stack separately, andplace them face down nearby.
85

Note: If any of the revealed tiles depicts Food, it will be
added to the Population board later in setup.
1117	Place a Seedling Ark Building on the bottom
space of each of the tiles in the upper left andupper right corners (removing resources if
there are any) and on the top space of the Generator tile.

The Arks

2

Expedition display

7

For this scenario, remove all Expedition cards with the
Citizens
expected rewards icon on them.

3

Technology display

1. Place the ‘Steam Hub’ Technology card face up in
the Technology display.

Buildings board

1	Remove the Hunter’s Hut Buildings from the
game.

2

	
Place the Knowledge token on the Factory
Building.

3

	Place a Discovery token on the Infirmary, Hothouse, Coal Mine, and Wall Drill Buildings.

4	Place the Steam Hub Building pieces and theGuard Post Building below the Buildings board.

2. 
Remove the ‘Hunting Tactics’ Technology cardfrom the game.
3. If you are using the Frostlander expansion, also
remove the ‘Tracking Techniques’ and ‘Advanced
Automatons’ Technology cards from the game.

2

4. Shuffle the remaining Technology cards and select 3 at random, placing them face up in the Technology display.

3
1

5. Place a Development token on each of the 4 Technology cards, inactive side up.

4

9Round & Morning board

For this scenario, place the Storm marker on space 6of the Round track.

10 Future Law display
Before setting up the Future Law display, remove the‘New Order’ (L07) and ‘New Faith’ (L08) Law cards
from the game.
If you are using the Frostlander expansion, also remove
the ‘Shared Knowledge’ Law card from the game.

12 Generator board
For this scenario, remove Weather cards W02, W03,
W04, W11, W12, and W13.

The Arks18

14 Other setup

4

5

For this scenario, use the Scenario cards ‘II/01’ to‘II/12’:
1 	Place Scenario cards ‘II/01’ and ‘II/02’ face up
in the Scenario display.
2 	Place Scenario card ‘II/03’ white side up in the
Expedition display as a fourth Expedition.
3 	Place, from top to bottom, Scenario cards ‘II/09’,‘II/10’, and ‘II/11’ face down to create a Storm
deck. This deck is used instead of a single
Storm card for this scenario. Place this Storm
deck to the left of the Weather deck.

67	Place Scenario card ‘II/12’ face up in the Law
display.
	Place the remaining Scenario cards (‘II/04’ to‘II/08’) in a face-down deck in the Scenario display.
	Place the Seedlings Condition marker on therightmost space of the Seedlings Condition
track on the ‘II/01’ Scenario card (the spacewith a dot below the number).
	Place the Stockpile markers near the Scenario
display.
SC
EN
AR
IO

TH

We

II/
01

E
are
AR
tas
gat kedKS
her wit
Sho edbef h prewe uld the ore ser– hum see the vin
end g theani dling arkless pla
ty

6

1

GE

If theNERA – are s freewinter.nt seedsdoo
Mov and Heatme ze,
e the the See marke TOR PHd.
Seedlin dling Ark r is on the ASE:
If anygs Con
Cold
Bui
of
Mov
dition ldinmae the the See
marke gs are rker,See
r 1 spa heateddlin dling Ark
gs Conce to :
Bui
dition ldingstherighmarke aret.
r 1 spa not hea
ce to ted:
the
left.

0
2

1

.2

(
S01

If the6ma
to mo rker
ve it is on ‘0’
to the and10
left: you
You are inst
lose
the ructed
gam
e.

SC
EN
AR
IO

AU
TO
NO

7

II/
02

We
MO
but protec
ifUSNo we muwe are t the
cre
ark
CI
the atu st bec tos
TYfor se har re of om succee and
a
e
d the
fl
dre factor sh con esh an aut in our y feed
and
adn y
oug must ditions blo onomo missious,
the
od
ht.
ark Th be rec foreve wil us city n,s saf e aut ove
r. l wit .
eom red Th hst

DAWN

PHAS even if atons from e plansand
Rem Whove eneE / AC we per can the lostTha a Dis ver a
ish keept typ cov tec.
e of ery hnolog TION
PHAS
Bui token
y isldin
g is from develo E:
now oneava type ped:
WE
ilab
) Gai ATHE
le to of Buildin
R PH
be bui g.
on n addlt.
AS
the itio(0/ See nal Foo E:
1/2
dlin

d
pro
If
vides gs Con based
hav the firste
2/6 dition
You explore storm/10
imm
ediated the loc hits bef Food).
ly lose ation ore
the on #S
gam 03
:
e.

you

Th

eA

rks

S02

5

II/S

04

A
CampsiteA
Campsite3
A
Snow

The Arks– FINAL STORM –S12EDUCATED
SOCIETYLAWSCENARIO II/03

Factor y Blueprints

ACTION PHASE:
Worker Meeples may be used to perform
any Engineer restricted actions.

4
II/S11The old saying stated that knowledge waspower. We say knowledge is survival. Thanks
to an extensive educational program,carried out by those among us who used tobe academics, all our citizens are able toperform technologically advanced work.

Reveal and resolve this card.

2
GY

LO

NO

CH

TE
T06

GE
GY

LO

NO

CH

TE

Additional rules

T03

LN
KI
AL E
CO AD
,
AR GR
al Kiln tile
CH UP
rco Map

GY

LO

NO

CH

TE
T04

ED
WER
AW
place
MPONS
may d
EA AI
you ccupie
ST CH
ion,

GY

LO

NO

CH

TE
T09

HU

B

M
g.
EA
Buildin ld.
Hub d to Bui n
er tha l:
Steam 1 Woo
the costs
l is high r leve into
Unlockam Hubleveply
ker indicato sup on
A Ste
t mar ge the it is
Hea t Ran l from tile ted. Phase.
If the red Hea e 1 Coa nt theas hea erator
the plac to cou tiles Gen
t the
may Hub
You Steam adjacenbank inaall
and l in the
Coa
t
e tha
Plac

ST

SA
R
TO EM
RA ST
NE SY

FE

TY

,
rflow
SE: akdown
ove ect.
PHA breTOR tor on the eff
ERA Genera es t any
GEN g for ss cubwithou
g,ckin Stre es
ldin
che fewer se cub
SE: Buiore
PHA erator cube
Bef are 2 orove tho
ION Gen ss
reACT the nal Stre k.
if the ce, rem
use itio ss trac
spa
youver an add Strethe
Wheneremove froma Cha any
use from od.
you a Tree ng 1 Woverndi
ene ove
Wh y rem d of spe
ma teayou ins44

uno es.
act
ces n on an re Tre ceourRes omato 1 or mo t spa
tha
her
Gat r or Aut t has from od.
As a Worke ce tha 1 Tree n 2 Woaspa ove gai
Rem and3

3

WEATHER PHASE
When resolving section B of the revealed Weather card,
gain additional Food as shown below the position of theSeedlings Condition marker on Scenario card ‘II/01’.
When a Storm hits your settlement, reveal the top-mostcard of the Storm deck, and resolve its effects.
The first storm will cause Scenario card ‘II/09’ to be resolved, the second ‘II/10’, and the final one ‘II/11’.

the Red Insulation level you may place 1 Coal from the
supply into the Steam Hub. While there is a Coal in the
Steam Hub, the tile it is on, and all adjacent tiles are heated. Return the Coal to the bank at the end of the Generator Phase.
Cannot be upgraded.

ACTION PHASEKNOWLEDGE TOKEN

You may only perform an Action on a Map tile (Remove Snow, Gather Resources, Construct, or Usea Building) if that Map tile is either adjacent to theGenerator tile, or is connected to the Generator tile byother Map tiles. However, Map tiles and Buildings on
Map tiles may still be heated even if the tiles are notadjacent to the Generator tile or connected to the Generator tile by other Map tiles.

You may not Build the Factory while the Knowledge
token is on it. Once the Knowledge token has been removed (via one of the Scenario cards), the Factory isavailable to be built.

DISCOVERY TOKENS
You may not Build a type of Building with a Discovery
token on it (Infirmary, Hothouse, Coal Mine, and Wall
Drill). Each time you develop a technology, remove
a Discovery token from one type of Building from thegame. That type of Building is now available to be built.

STEAM HUBS
Once the Steam Hub technology has been developed,
you may build Steam Hub Buildings at a cost of 1
Wood each.
[W] Steam Hub (S)Passive: At any time during the round,
if the Heat marker level is higher thanLAW DISPLAY
Scenario card ‘II/12’ (Educated Society), which is placedin the Law display during setup, counts towards the limit
of four Laws.

19

The Arks

The Fall of Winterhome
How did it all begin? It’s difficult to say. It might have been when we hada shortage of food… But it could have also been when that poor kid got killed
in a work accident. The hardships we’ve endured, and the bad decisions
made by our leader could comprise a whole chronicle.
Winterhome does sound proud, and maybe we were too proud in thinking
that we could master this hellish weather. First, we whispered among ourfamilies and friends, and a few days later, we were on the streets. Fighting,shouting, someone tossed a torch on a wooden shack.
Rage took many of us into its grasp. We were mad at our leader, demanding
his blood for that of our loved ones. By that time, people were dying all
around us. The lucky ones froze in their sleep when the generator failed
during the night. Others had to watch their malnourished children fadeaway. They say that people are like steel. They bend until they just break.
That’s what happened in Winterhome.
Rioters satisfied their thirst for blood. Looters stole what they could. The rest?
We watched.
Then the snowstorm hit us. We ran in panic with one thought – find shelter.
No one thought that in such weather we’d have to worry about fires. To our
terrified surprise, the angry flames kept spreading, jumping from one rooftop
to another. The break of the day had us rushing to help those still trapped insmouldering ruins, with roofs collapsed due to fire and heavy snowfall.
The moment of realisation came when someone climbed atop the generator
platform and pushed the frozen body of our leader over a railing. She shouted:“People! Our homes are burning! Our children are dying!” This was whenmost of us understood we were standing on the edge of a very narrow cliff.
One wrong step, and it would be the doom of us all.
New management was chosen surprisingly fast. Bravery and selflessness
erupted where before we had nothing. Those now in charge face a diresituation. Even if they manage to oversee the rescue operation, we are stillfacing two critical problems. First, the generator had a major malfunction,and no one knows if it is still operational. Second, Winterhome now consists
mainly of ruins that occupy the space around the generator, where the lifegiving heat is, so new buildings cannot be built until the debris is cleared.
Can we even hope to survive? Our fate is in the hands of those ready tomake some tough decisions. Winterhome is beaten, but it is still breathing.

The Fall of Winterhome

20Additional components

4 Crags Map tiles
with 0 spaces

1 Crags Map tile
with 1 spacecontaining 4 Trees

3 Survivortiles

1 Knowledge
token

1 Evacuation
marker

1 Evacuation Centre
Building tile

1 Dreadnoughtmarker

4 Generator
Damage tokens

15 Destroyed
Building tiles

1 Repair Station
Building tile
(on the opposite
side to the
Ventilation Plant
Building)

The Fallof Winterhome

III/S01

10 Scenario cards:‘III/01’ to ‘III/10’

Setup
Follow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario
with the following exceptions to the numbered setup sections.

1

Map setupThis completely replaces all of section 1
from the Rulebook.

1	Place the Generator tile in the middle of the play
area, oriented as shown.
2

3

4

shuffle them face down. Draw one of these tiles
at random, placing it face up on the lower left
corner of the Rim board. Place the second, faceup, on the lower right corner of the Rim board.

	Create the Rim board by connecting together
the 6 Rim board pieces to form a hexagon asshown in the image. Use the side depicting
a cliff face.

6. 	Separate the Map tiles into 2 stacks based on
their backs, shuffle each stack separately, andplace them face down nearby.

	Place the Generator (with the drawer) on the
Generator tile. Keep the Generator Upgrade
component in the box until required.

7	Place the Cookhouse Building on the Generator
tile as shown.

8. 	Return 4 Near tiles from the stack at random tothe box. Add the 5 Crags tiles to the Near tiles
stack and shuffle them together. Be careful not
to look at the backs of the tiles when doing thisas the backs of the Crags tiles are different fromthe Near tiles.

Note: The Platform and the Generator Building
are pre-printed on the Generator tile.
5	Place 1 Near tile face up in the topmost cornerof the map. Do not place any Resources or Treeson it; instead, place the Beacon Building on it.

	Take 2 Starting Wall tiles (1 showing a Wood
Deposit and 1 showing a Coal Deposit) and21

The Fall of Winterhome

9

10

11

	Place the first tile from the Near tile stack face
up between the Near tile placed in step 7 and
the Generator tile. Going clockwise, repeat
this process until the Generator tile issurrounded by tiles.
	Do not place any Resources on the tiles placed instep 9. Do not place any
Trees on them except
for the Crags tile with
Trees on it. Important: Any Food depicted on Map tiles placed
during setup is not
added to the Population
board later in setup as it
is in other scenarios.
	
Shuffle the Destroyed
Building and Survivor tiles together facedown. Place one tile
on each empty space on
the Generator tile and the
Near tiles.

2

7

9
4
10

3

11

1

5

5

12. 	Flip the tiles placed in step 11,
face up.

2

Expedition display

For this scenario, remove all Expedition cards with the
Citizens
expected rewards icon on them.

Technology display

3

For this scenario, remove the ‘Steam Hub’ and ‘Generator Safety System’ Technology cards.

5

Population board

Remember not to increase your starting Food for any
Map tile bonuses on Map tiles placed during setup in
this scenario.

9

Round & Morning board

For this scenario, place the Storm marker on space
15 of the Round track.

The Fall of Winterhome

22

14 Other setup
For this scenario, use the Scenario cards ‘III/01’
to ‘III/10’:
	
Place Scenario cards ‘III/01’ and ‘III/02’
face up in the Scenario display.

1

2. 	
Use Scenario card ‘III/10’ as the Storm
card for this scenario.
	Place the remaining Scenario cards ina face-down deck in the Scenario display.

3

SCENARIO III/01

SCENARIO III/02

REIGN OF CHAOS

WINTERHOME SCREAMSFOR HELP

The leader has failed us, and so has
the generator. Incompetence has resulted
in utter destruction. Winterhome was notready for the snowstorm combined with the fires
started by rioters. Now many people are dead,while others remain trappedin smouldering ruins.

The city is in ruins, and there are still
people trapped in the smoulderingbuildings. We must save them and remove
the debris to make room for new structures
if we dare to have any hope of survival.

If there are any Survivor tiles on the Map:
-2 Hope. Remove all Survivor tiles from the game.

If it covers any Stress cube:
Perform Generator breakdown.

DAWN PHASE:

Round 8:
If neither #S04 nor #S06 is face up in the Scenario display:-1 Hope. Place #S04 face up in the Scenario display.

1

If there are any Destroyed Building tiles on the Map:
+1 Discontent.
If there are no Destroyed Building tiles
and no Survivor tiles on the Map:
Place #S03 face up in the Scenario display
and remove this cardfrom the game.

3
S02

S01

If you lose the game and #S06 is face up in
Round 15:
the Scenario display, orReveal and resolve #S08.

The Fallof Winterhome

Round 4:

Round 3, 6, 9, 12:Place a Generator Damage token on the topmost
two spaces of the Stress track that do not have one.

III/S03

15 Additional setup	Place the Generator Damage tokens to the leftof the Stress track.

1

2. 	Place the Knowledge token, Evacuation marker,
Dreadnought marker, and one Stockpile marker
near the Scenario display.

3	Remove all Tents from the game.

4	Place the Repair Station and Evacuation Centre
Buildings below the Buildings board.

1
3

4

23

The Fall of Winterhome

Additional rules
DESTROYED BUILDING TILES

You may not Build or perform Actions on a spacewith a Survivor tile or Destroyed Building tile on it.

You may use a Construct sub-action to either Repair orDismantle the Building on a Destroyed Building tile.

SURVIVOR TILES

To Repair a Destroyed Building, spend the Resources shown next to the Build icon ( ) and replace
the Destroyed Building tile with the corresponding
Building from the Buildings board.

You may use an entire Construct Action to rescue thesurvivors on a Survivor tile. Place a Meeple on theConstruction space of the Supply board as normal,
resolve the effect of 1 Survivor tile, and remove that
Survivor tile from the game. Once a Survivor tile has
been removed from a space, you may Build or perform Actions on that space as usual.

It is not possible to Repair a Building if there is nocorresponding Building on the Buildings board.
To Dismantle a Destroyed Building, gain the Resources shown next to the Dismantle icon ( ) andremove the Destroyed Building tile from the game.
Once a Destroyed Building tile has been removed
from a space, you may Build or perform Actions onthat space as usual.

On each Survivor tile there are two numbers separated by a slash, followed by a type of Citizen and sometimes additional effects. The first number indicates
how many Citizens of the corresponding type you
gain after rescuing them. The second number indicates how many sick Citizens of the corresponding
type you gain after rescuing them.

GENERATOR DAMAGE TOKENS
Each Generator Damage token placed on the Stresstrack reduces the number of Stress cubes necessary
for a Generator breakdown by 2.
When placing a Generator Damage token on theStress track, place it so it covers the topmost 2 small
spaces that aren’t already covered by a Generator
Damage token. Each Generator Damage token contains 2 small spaces for placing cubes. When placing
a cube on the Stress track, place it on the bottommost
small space not already containing a Stress cube.
If a cube is placed on a Generator Damage token, ora Generator Damage token is placed where there are
already one or more Stress cubes, perform Generator Breakdown in the Generator Phase that Round.

DREADNOUGHT MARKER
Once the Dreadnought marker is placed on an Expedition (via one of the Scenario cards), advance it along
the Expedition during the Weather Phase just as you
would for a Scout (although it does not count as one).
The Expedition with the Dreadnought marker ondoes not count towards your active Expedition limit.
You may not choose to skip the location when you
reach the last space on the Expedition card with the
Dreadnought marker on, you must explore; choose
one of the options and resolve its effect.
For example: You use an entire Construct Action to
rescue some Child survivors. You resolve the effect of
the Survivor tile: you gain 3 Children, 2 sick Children and increase Hope by 1. Then you remove thistile from the game.

The Fall of Winterhome

24

The Ruins of Tesla City
You are personally responsible for this whole ordeal. It was your conviction andwords that drove those people out of the makeshift safety of their encampment.
You know you did it because they would not have survived a single snowstorm inthat camp.
The news that Nikola Tesla was going to establish an autonomous city reachedonly a few ears, but it did reach yours. It seemed like an obvious choice. The
reputation of the famous Serbian scientist was known even to uneducated men,
not to mention his involvement in the process of constructing the technology thatserved as humanity’s last hope for survival.
You nearly lost your way in the snow, and when everything is so damned white,
it is nearly impossible to navigate without some kind of beacon. When all seemed
lost, you saw lightning in the distance. First, it caused concern and panic.
A thunderstorm was the last thing you needed at that moment. Yet, the storm
did not move. Lightning struck with rhythmic precision. You knew salvation wasclose. With renewed purpose, the group moved forward.
Now the snow crunches loudly under your feet. You find yourselves within walking
distance from your destination – a supposedly functional generator. Your group
has paid dearly for this journey: many perished, and some may soon join the dead.
The sight before you is almost unearthly. A gigantic steel structure covered in coils
and metal rods stands ahead. Energies crackle, jumping from one point to another.
You all stand still in awe and fear. You take a bold step forward, entering a spherelike field that surrounds a large area around the generator because, after the
initial shock, you realise that the structure in front is a heavily modified generator.
The air is filled with ozone, the peculiar smell that foreshadows the coming ofa thunderstorm. The machinery that surrounds the edges of the settlement,
combined with the power generated from the generator, seems to form a dome ofenergy above this place. You realise that not a single flake of snow has fallen on
you since you entered the dome. The snow is old and crusty. Could it be that thisincredible technology will protect us from snowstorms?!
As you approach the enormous contraption, becoming encompassed by the eerie,bluish energies, you realise two startling facts. First, there isn’t a single soulin this settlement. Second, the coils around the generator seem damaged andproduce electrical discharges, as well as hard to explain anomalies in seemingly
random places.
There is no turning back; there is no other place to go for you or the people forwhom you took responsibility. Your only hope is to use every scrap of knowledge you
can find and uncover the mysteries of Tesla City.

25

The Ruins of Tesla City

Additional components

1 Discovery token
The Ruinsof Tesla City

1 Study marker
1 Steel Factory
1 Steam Core Factory
Building tile (onBuilding tile
the opposite side to (on the opposite side to
the Wood Outpost the Steam Core Outpost
Depot Building)
Depot Building)

3 Electrostatic Precipitator Building
tiles (on the opposite side
to the Seedling Ark Buildings)

1 Library
Building tile

IV/S01

11 Scenario cards: ‘IV/01’ to ‘IV/09’
1 Generator
Note: There are 3 ‘IV/04’
Scenario cards
Condition marker

1 Repair Station Building tile
(on the opposite side to the
Ventilation Plant Building)

8 Steel(woodencomponent)

4 Electrostatic
Discharge
Point tokens

Setup
Follow the setup shown in the Rulebook for the ‘A New Home: Crater’ scenario
with the following exceptions to the numbered setup sections.

1

Map setupThis completely replaces all of section 1
from the Rulebook.

1	Place the Generator tile in the middle of the play
area, oriented as shown.

52	Create the Rim board by connecting together
the 6 Rim board pieces in a random order toform a hexagon as shown in the image. Use theside showing spaces with Resources and Treeson them.

6. 	Separate the Map tiles into 2 stacks based on
their backs. Shuffle each stack separately, andplace them face down nearby.

3	Place the Generator (with the drawer) on the
Generator tile. Keep the Generator Upgrade
component in the box until required.

4	Place the Cookhouse Building on the Generator
tile as shown.

78

Note: The Platform and the Generator Building
are pre-printed on the Generator tile.

The Ruins of Tesla City

26

	Place 5 Wood and 5 Coal on the Generator tile
as shown.

	Place 12 Near tiles face up surrounding theGenerator tile. Important: Do not place any
Resources or Trees on them. Any Food depicted on Near tiles placed during setup is not added to the Population board later in setup as it isin other scenarios.
	Place 1 Far tile face down in the top corner ofthe map, and 1 Far tile face down in the bottom
corner of the map.

9. 	Flip the Far tiles placed in step 8, face up. Place
Resources and Trees from the bank onto thespaces on the tiles as depicted on those spaces.

10. 	Place Resources and Trees
from the bank onto spaceson the Rim board as depicted on those spaces.
11

13
11

13

11

13
4

	
Place an Electrostatic
Discharge Point token
face down on each corner of the Rim board,
except the topmost andbottom corner, as shown.

5

5

7

3

1

12

	Place the Library Buildingon the Near tile directly below the Generator tile.

13	Place 1 Bunkhouse and 2
Tents so there is one Buildingon each Near tile adjacent to the
top space of the Generator tile (theorder of the Buildings does not matter).
Flip the Tents to the Ruins side.

11

11

12

8

Expedition display

2

2

8

Note: If any of the revealed Fartiles depicts Food, it will be added to
the Population board later in setup.

9

Round & Morning board

Remove all Expedition cards from the game; there
are no Expeditions in this scenario.

Technology display

3

1

	Remove all Morning cards from the game; theMorning Phase is skipped in this scenario.

2	
Place the Storm marker on space 2 of theRound track.

For this scenario, remove the ‘Steam Hub’ and ‘Lighter Scout Sleds’ Technology cards.
If you are using the Frostlander expansion, also remove the ‘Advanced Automatons’ Technology cardfrom the game.

5

2

Population board

Remember to increase your starting Food for any Far
tile bonuses but not for any Near tile bonuses in this
scenario.

7

1

10 Future Law display

Buildings board

Before setting up the Future Law display, remove
the ‘New Order’ (L07) and ‘New Faith’ (L08) Law
cards from the game.

Remove the following Buildings from the game: Beacon, Wall Drill, and Coal Mine.

27

The Ruins of Tesla City

12 Generator board
For this scenario, remove Weather cards W1, W2,
W3, and W13.

13 Advisors & Citizens
For this scenario, remove the following Citizen cards:
C03, C05, and C07 (with the ‘Deploy Scouts’ ability).

14 Other setup
For this scenario, use the Scenario cards ‘IV/01’ to‘IV/09’:1

	Place Scenario cards ‘IV/01’, ‘IV/02’, and ‘IV/03’
face up in the Scenario display.

2	Place the three ‘IV/04’ Scenario cards face downalong the right edge of the Map, where the Expedition display normally is. This area is known as
the Breakthrough display in this scenario.

3. 	Use Scenario card ‘IV/08’ as the Storm card forthis scenario.

The Ruins of Tesla City

28

4

	Shuffle Scenario card ‘IV/09’ into the Dusk deck.

5	Place the remaining 3 Scenario cards face down
as a deck in the Scenario display.

6	Place the Generator Condition marker on space
0 of the Generator Condition track on Scenario
card ‘IV/01’.

7

	Place the Study marker on space 0 of the Study
track on Scenario card ‘IV/03’.

8

	Place 1 Automaton from the bank into the supply.

9	Place the Steel Factory, Steam Core Factory, Repair Station, and Electrostatic Precipitator Buildings below the Buildings board.

10	Place the Discovery token near the Scenario display.

10
SC
EN
AR
IO

TE
SL
A

6

SOCIETY I
NORMAL

Along the way we’ve lost people andfound new companions. We’re a motley
crew, but the hardships of the journeygave us a sense of unity. There is hopefor us. We even managed to preserve
enough food to be able to feed ourchildren… at least for now.

hendand s spac ition TRAC
reso e 2: mark K:
lve
er
#S07
.

veal

0.

1

SOCIET Y

4

5

SC
EN
AR
IO

Un

0

ST
UD
Y

ders

no

ter
mor . W gs arPlae” hen e inin th ce #S - Niko they separ
la Te separ able,e Sc 06 fa
enar cesla ate,
.
up
io

1

Greed:S0
2

For each active Greed,
increase Hunger by 3.
For each active Apathy,
flip 1 Sickness marker.
For each active Anger,
gain 2 sick Citizens.
Motivation: Take 1 Resource from the Map
and place it in the supply.
Then, for each active Motivation,
take another 1 Resource from
the Map and place it in the supply.
For each Resource you cannot take,gain 1 Coal.
Care:
For each active Care, Cure 2.
Justice:
For each active Justice, exhaust
1 Discontent or activate 1 Hope.
Apathy:Anger:

K:

0.

2

S0
3

T
of T he R
esla uins
Cit
y

SD01

y.

If you have any active Hope or Discontent: For yourmost common active token (or for all tied for mostcommon), perform the corresponding effect(s):

4

IV/0
3

NO
tand
TE
brin ingS
gs the mprog ys
STUD ress anteries of
Y TR d hope this pl
AC
.
ace

Each
time
the
with Studthe y ma
Activ Any rem Breakth rkermoate
Hope aining rough ves on
ico
Place If 1 or #S04 ca . Choose moveme n ( to the sp
acerds
the morean one of nt is los ) :Stud #Sy ma 04 ca d flip it the fac t.
facrker rds
e-d
on sp are sti e up. own
Remove thi Othe ace 0 ll facerw
of the downs ca iserd fro :Stud :
m the
y tra
ck.
game
.

displaSOCIAL DISPUTEUNCER TAINTY“I don’t think we should tell them what we’regoing to do in advance. Let them think.
And worry.”

1

You

SUPPLIES

8

7

SC
EN
AR
IO
IV/0
2
LIB
We
fou
RA
of bo filled nd a
RYoks. with realtre
“O The notes asurf al last , blu e:
l things entr y eprin Tesla
’s
in
ts,
,
LIBR
I lik hian libed s jou d ro rary,Move ARY
ACTI books bernal rewsth
on th e Stst.” ads,
ON
ud
e

Move
y
it 1
(
spac Study mark
):
er fo
tra
e
2 sp
aces to perfo if a Wo ck on #S rwardrk
03.
On if an rm th er Me
may ce all #S Engin is actio eple
no lon 04 eer Me n, wasused
ger cards eple orusewa
the are face s us“O
Libra up ed.
urry Bu :
like vir tu
ildingfor es an
Rounce.
man and d our
d 10:
is mat failin

2

0
S0
1

22 0 12 0 8 0
2/1
2/2
1

IV/0
1

Th
’S
e
seen genera
DR
EA
mod befor tor isM
ifi e. Th unprov Whi ed an e de likelesig anythal idin it se d clenby so pr g heat rves arly has be ing we
desig otec
its net us when mai eds re en hi havennpa ghly
fro fum due orthes aint to da an an m sn elled purpos irs.
enan meom ow , itse,betw questio ce? age or aly storm ener
een ns Find lack thats. Is gies
ou coul ingof pr happ itGENr su drviv mea the an oper enedERWh
al n th sw
en th ATORerand ou e diffe s toe Ge COr do renc
nera N DI
om e.
Re reac tor Co TION

5
LAW

IV

/S

05
L02

{

{

CHILD LABOUR
There aren’t enough hands to do
all the work. We’ll allow children
to be employed in certain workplaces.

ACTION PHASE:
You may use Child Meeples to:• Perform the Gather Resources action.
• Use Gathering Post Buildings(up to 3 Resources).

PRODUCTION
FACILITIESThe Ruinsof Tesla City

IV/S04

ELECTROSTATICPRECIPITATORThe Ruinsof Tesla CityREPAIRSTATIONThe Ruinsof Tesla City

IV/S04

IV/S04

8

L01

2

GY

LO

NO

CH

TE
6

T0

GE
GY

LO

NO

CH

TE
3

T0

N
KIL
AL E
CO AD
AR GR
Kiln, eCH UP
coal p til
Char y Ma
e a m an od.
u us e fro 1 Wo
er yo a Tre dingenev ve en
Wh y remo of sp
ma teadyou ins

GY

LO

NO

CH

TE
4

T0

ED

GY

LO

NO

CH

TE
9

T0

B
HU

M
.
EA
ilding .
b Bu Buildm Hu od to r than
Stea 1 Wohek the costs el is hig level: into
Unloc m Hubr lev indicatorsupplyeamarke nge the it is on
A St
Heat at Ra al from tile d. Phase.
If the red He ce 1 Co unt theas heate rator
the y pla b to co tiles Gene
t the
Hu
ma
en
You Steam adjac bank ina d all thean al in
Co
that
Place

ST

ER
OW AW
ce
MP S
y pla
EA AINu ma piedST CHn, yo occu
actio un es.
ces on an Tre esour ton more spac
er Re toma s 1 or that
Gath or Au at ha from od.
As a Worker ace th 1 Tree 2 Woasp ve d gain
Remo an

TY
FE
SA
R
TO EM
RA ST
own, ow
NE SY
ASE: eakd overfl
R PH or br the effect.
RATOGenerat bes on t any
GENE g for ress cu withou,kinSt
bes E: Building
ec er
e ch few e cu
AS or
Beforare 2 orove thos ON PH nerat s cube
Ge resere
ACTI e the al St ck.
if th ace, rem
u us dition s trasp
er yo an ad e Streseve th
When remov from

4

9

4

3

3

Additional rules
STEEL
Place the Steel in the bank at the start of the game.
Unlike other Resources, the number of Steel you
may have is limited by the components (8).
Steel can be used as a substitute for Wood when performing a Build sub-action. Buildings may be built
using a mix of Wood and Steel. If a Building is built
by paying its full Wood cost in Steel, it is immediately upgraded for free.

For example: A Gathering Post may take 1 Resourcefrom each adjacent Rim board space when you performthe Use a Building Action with that Gathering Post.

SPACES ON THE RIM BOARD

ELECTROSTATIC PRECIPITATORBUILDINGS

A space on the Rim board works like a space ona Map tile, except that you may not Build Buildings
on it and it cannot be heated.

You may only Build an Electrostatic Precipitator
Building on a Map tile adjacent to a face-up Electrostatic Discharge Point token, and no more than one
on each Map tile.

• You may perform the Gather Resources Action ona Rim board space.

REPAIR STATION BUILDING• A Rim board space is adjacent to all spaces on
Map tiles that share a straight edge with the Rim
board space (up to 2 Map tiles).

You may only Build the Repair Station Building on
the Generator tile.

29

The Ruins of Tesla City

Glossary
Note: Page numbers contained in this glossary reference the Rulebook.

ACTIONS

Citizen Meeples (p22, 29, 39)
Used to perform actions. Each Citizen Meeple
represents a group of Citizens of the appropriate type (Orange = Workers, Blue = Engineers,
Green = Children).
Child Worker: Counts as a Child for all gameeffects but may perform actions as if they werea Worker.
Child Engineer: Counts as a Child for all gameeffects but may perform actions as if they werean Engineer.

Construct (p26)
Always heated. Perform up to three Build or Dismantle sub-actions.
Build: Place a Building on a space that does notcontain a Meeple or another Building and pay its
build cost.
Dismantle: Destroy a Building, returning it to
the Buildings board or the area below the Buildings board.
May be performed multiple times each Round.

Citizens (p16)People who live in your city. There are 3 types:
Workers, Engineers, and Children.

Deploy Scouts (p26)
Always heated. Place a Meeple on an Expedition
stack as a Scout.
May only be performed if the Beacon has been
built. You may have two active Expeditions only
if the Beacon has been upgraded.
May be performed multiple times each Round.

Coal (p16)
A Resource. Used to power the Generator andAutomatons.
Engineers (p16)
A type of Citizen.

Gather Resources (p25)
May be heated or cold. Take up to 2 Resourcesfrom the space on the Map that the Meeple isplaced on.
May be performed multiple times each Round,but not on the same space.

Food (p11, 16, 28)
Used to feed your Citizens and marked on the
Food Track. Food is not a Resource.
Resources (p16)Wood, Coal, Steam Cores, and Steel.
Steam Cores (p16)
A Resource. Used to build and upgrade some
Buildings, upgrade the Generator, or build Automatons.

Remove Snow (p25)
Always cold. Place 2 Near tiles or 1 Far tile.
May be performed multiple times each Round.

Steel (p16)
A Resource. Limited by the number of components. Only used in certain scenarios and setups.
A Building built by paying its full Wood cost in
Steel is immediately upgraded.

Special Actions (p27)
Heated unless noted otherwise. Special Actions
appear on some Scenario cards and Event cards.
Use a Building (p26, 39-44)
May be heated or cold. Perform the action of the
Building.
Small Buildings may be used once each Round.
Large Buildings may be used twice each Round.

Trees
Trees are placed on the map. Can be turned into
Wood using a Sawmill. Trees are not a Resource.
Wood (p16)
A Resource. Used to build and upgrade some
Buildings.

ASSETS

Workers (p16)
A type of Citizen.

Automaton Meeples (p39)
Coal-powered robots that can be used in a similar way to Worker Meeples.

BOARDS & TRACKSBuildings (p26, 39-44)
Once built, provide new actions for your Meeples as well as other effects.

Buildings board (p12, 26)
Contains the basic Buildings and shows the costto build and upgrade them. Scenario and Law
specific Buildings are placed below the Buildings board.

Children (p16)
A type of Citizen.

30Corpse track (p11, 30)
Located on the Supply board. Shows the numberof Corpses you have.

Stress track (p20)
Located on the Generator board. An area with 10
small spaces and 1 large overflow space where
Stress cubes are placed. If there are more than
10 Stress cubes on this track, the Generator
breaks down.

Discontent track (p12, 17-18)
Located on the Hope & Discontent board. Contains the active and exhausted Discontent tokens
you currently have.

Supply board (p11-12, 25, 26)
Contains the Corpse track, the supply of Resources, Meeples & Spent Citizen tokens, andthe Remove Snow & Construction spaces.

Dusk board (p14, 27)
Contains the Dusk discard pile, Dusk deck, andSocial Dispute cards.
Round & Morning board (p13, 19)
Contains the Round track and the Morning deck.

CARDS & DECKS

Food track (p11, 28)
Located on the Population board. Shows theamount of Food and Hunger you have.

Advisor cards (p14, 22, 31-32)
Each player has one Advisor card, each witha unique ability. At most, one may be used during
each Preparation Phase.

Generator board (p14, 20)
Contains the Stress track, Heat track, Generator
track, Weather deck, and Weather card discard pile.

Citizen cards (p14-15, 32-33)
You may use a Citizen card for either its main
ability (once per player, per Round) or for its
death effect.

Generator track (p14, 20)
Located on the Generator board. Contains the 3
Heat Range indicators. If the Heat marker on theHeat track is higher than a section of an indicator, all Buildings / Map tiles represented by that
section are heated.

Dusk cards (p27, 34-35)
A type of Event card. There are four types of
Dusk cards: Starting (‘The Inevitable’), Normal,
Social Dispute, and Law Consequences.

Heat track (p14, 20, 23-24)
Located on the Generator board. Contains theCold and Heat markers. If the Heat marker ismore than one space below the Cold marker in
the Generator Phase, Citizens will get sick.

Dusk deck (p14, 27)
Located on the Dusk board. Reveal one cardfrom the deck in each Dusk Phase.
Event cards (p34-35)
Morning and Dusk cards.

Hope & Discontent board (p12, 17-18)
Contains the Hope track and the Discontent
track.

Expedition cards (p10, 26, 35-36)
There are three types: ‘A’, ‘B’, and ‘C’. One ormore Expedition cards form an Expedition stack.

Hope track (p12, 17-18)
Located on the Hope & Discontent board. Contains the active and exhausted Hope tokens you
currently have.

Law cards (p13, 37)
Represent Laws that you may introduce using
the Platform Building.

Population board (p11)
Contains the Population track and the Foodtrack.

Law Consequence cards (p13, 37)
A type of Dusk card. Shuffle one into the Dusk
deck each time a new Law is introduced.

Population track (p11, 22)
Located on the Population board. The bar above
the track shows the number of Citizen Meeples
you get, according to the position of each Citizen
marker. The bar below the track shows the number of times you flip the Sickness marker and thenumber of Spent Citizen tokens you get, according to the position of each Sickness marker.

Morning cards (p19, 34-35)
A type of Event card.
Morning deck (p13, 19)
Located on the Round & Morning board. Reveal
one card from the deck in each Morning Phase.
Scenario cards (p15, 19, 27, 33)
Arranged in the Scenario display. Scenario cards
affect the game in very significant ways.

Round track (p13, 15, 19)
Located on the Round & Morning board. Shows
the current Round as well as when the next
Storm, Scenario Trigger, and Development tokens will be resolved.

Social Dispute cards (p14, 27)
A type of Dusk card. Located on the Dusk board.
There is always exactly one Social Dispute cardin the Dusk deck.

31

Society cards (p10)
One Society card is chosen during setup. It indicates the starting number of Citizens, Resources, etc.

Cure (p30-31)
Move any Sickness marker one space backward
on the Population track.

Storm card (p15, 21)
Each scenario uses 1 or more Storm cards which
detail what happens when a Storm hits your settlement.

Deposit (p40)
Shown on some Starting Wall tiles. Either Coalor Wood. You can gain Coal from a Coal Mine
placed adjacent to a Coal Deposit, and Wood froma Wall Drill placed adjacent to a Wood Deposit.

Technology cards (p10, 19, 38)
Located in the Technology display. There arealways four Technology cards in each game.
You may use any Technology card with an active
Development token on it.

Exhaust (p17)
Flip an active Hope / Discontent token to its
exhausted side.
Expedition stack (p10, 35-36)
Located in the Expedition display. Each Expedition stack is made up of one or more overlapping
Expedition cards.

Weather cards (p21)Show movement of the Heat Range indicators,
Hunter’s Traps, Expedition Progress, and movement of the Storm marker.

Gravely ill (p30-31)
A Sickness marker on its Skull side represents
a gravely ill Citizen. If the Sickness marker isflipped to its Syringe side, the gravely ill Citizen
will die.

Weather deck (p14, 21)
Located on the Generator board. Reveal one cardfrom the deck in each Weather Phase.

DISPLAYS

Heated (p23-24, 29, 39)
A Heated Building or Map tile will not causea Citizen Meeple performing an action on it tobecome sick.

Event display (p19, 27)
An area to the top-left of the map where some
Event cards are placed. Some of these cards will
have a Special Action space and/or an effect incertain Phases, each Round.

Map
The Rim board and the area within it.

Expedition display (p10)
An area to the right of the map where Expedition
stacks are placed.

Occupied / Unoccupied
A Building or a space on a Map tile with a Meeple
on, is occupied.
A Building or a space on a Map tile withouta Meeple on, is unoccupied.

Future Law display (p13, 37)
An area where Laws that may be introduced in
the future are placed.

Population
The total number of Citizens you have (Workers,
Engineers, and Children).

Law display (p37)
An area to the left of the map where Laws areplaced, once introduced. You can only havea maximum of four Laws.

Shelter (p29, 43)
Tents, Bunkhouses, and Houses are all typesof Shelter. When heated, they are places where
your Citizens may sleep in the Night Phase without becoming sick.

Scenario display (p15, 27, 33)
An area to the top-right of the map where Scenario
cards are arranged.
Technology display (p10)
An area to the bottom-right of the map wherefour Technology cards are placed.

Sick (p16, 22, 30)
When a Citizen becomes sick, move the corresponding Sickness marker one space forward on
the Population track.

GAME TERMS
Activate (p17)
Flip an exhausted Hope / Discontent token to its
active side.

Supply (p12)
An area of the Supply board where currently
available Resources, Meeples, and Spent Citizen
tokens are stored.

Bank (p10)
An area where game components are kept thatare currently unavailable to be used.

Treat (p31)
Flip a Sickness marker on its Skull side (gravelyill) to its Syringe side without causing death.

32Upgrade (p41)
Flip a Building to its upgraded side by paying its
Upgrade cost, normally by using a Workshop.
Buildings with a diamondon both sides of thename of their Building tile cannot be upgraded.

Heat marker (p14, 20, 23-24)
Placed on the Heat track. Moves one space up
the track each time a Coal is spent to fuel thegenerator.
Heat Range indicators (p14, 20, 23-24)
Placed on the Generator track. If the Heat marker on the Heat track is higher than a section of an
indicator, all Buildings / Map tiles represented
by that section are heated.

MAP
Far tiles (p9-10)
A type of Map tile. Cannot be placed adjacent to
the Generator tile.

Hope tokens (p12, 17-18)
Tokens that represent the Hope of the people.
There are 3 types: Justice, Care, and Motivation.
One side of the token is active (white icon), theother is exhausted (dark icon).

Generator tile (p9)The tile that contains the Generator, the Platform, and 5 spaces, one of which contains the
Cookhouse.

Hunger marker (p11)
Placed on the Food track. Used to count Hunger.

Map tiles (p9-10)
There are 3 types of Map tiles in the game: theGenerator tile, Near tiles, and Far tiles.

Leadership marker (p15, 19)
The player with the Leadership marker performs
the first action in the Action Phase and makes
the final decision when players cannot agree.

Near tiles (p9-10)
A type of Map tile. Must be placed adjacent to theGenerator tile.

Phase marker (p15, 18)
Placed on the Phase Tracker card. Tracks which
Phase you are currently in.

Rim board pieces (p9)The outer edge of the map.

Round marker (p13, 19)
Placed on the Round track. Tracks which Roundyou are currently in.

Space (on a Map tile) (p9, 26, 40-41, 44)
A space on a Map tile that may contain Resources or Trees and where you can construct a Building or perform an Action. Near and Far tiles eachhave 2 spaces.

Scenario Trigger tokens (p15, 19)
Placed on the Round track. Reminds you of theRound in which a Scenario card effect will trigger (during the Dawn Phase).

Starting Wall tiles (p9)Used to determine where Deposits are.

Sickness markers (p11, 16, 22, 30)
Placed on the Population track. Shows the number of sick Citizens of each type (Workers, Engineers, and Children). If Skull-side up, a Citizen isgravely ill.

MARKERS & TOKENSCitizen markers (p11, 16, 22)Placed on the Population track. They show thenumber of Citizens of each type (Workers, Engineers, and Children).

Spent Citizen tokens (p11, 22, 29)
Placed in the supply. Each will prevent you fromusing a Meeple for a Round.

Cold marker (p14, 20)
Placed on the Heat track. The further up the
track it is, the colder it is.

Storm marker (p13, 19, 21)Placed on the Round track. Reminds you of theRound in which a Storm will occur. Moves backwards each Round according to the Weather card.

Corpse marker (p11, 30)
Placed on the Corpse track. Used to count deadCitizens.

Stress cubes (p20)
Coal cubes that fall out of Generator and areplaced on the Stress track.

Development tokens (p10)
Placed on the Technology cards.
Discontent tokens (p12, 17-18)
Tokens that represent the Discontent of the citizens. There are 3 types: Anger, Greed, and Apathy. One side of the token is active (white icon),the other is exhausted (dark icon).
Food marker (p11)
Placed on the Food track. Used to count Food.

33

Author’s note from
Adam Kwapiński

C

reating this game has been an incredible adventure. It gave me tons of fun andsatisfaction. As usual, it is best to gather a party before venturing forth… This time
was no different. I am very grateful to the 11 bit studios team for the cooperation, andmost of all for creating an inspiring and unique game that provided me with over 200
hours of great times. Thanks to the whole Glass Cannon Unplugged team and especiallyto Kuba Wiśniewski, Michał Ozon, and Rafał Pieczyński for all those months of fruitfulcollaboration that resulted in the game you are holding.
Finally, I would like to dedicate this game to two Michałs, whom I met during my career
and to both of whom I owe a lot of valuable lessons. They both made a direct impact on thebirth of this project. The first of the two is the previously mentioned Michal Ozon, whose
input into this project cannot be valued enough. Of course, Michał Ozon is a co-owner of
GCU, so his involvement was only natural. What few people know is that he was one ofthe very first people who gave me advice when I was just beginning my work in the board
game industry over 10 years ago. A decade had to pass for us to be able to work together on
Frostpunk: The Board Game. This cooperation only solidified my opinion about MichałOzon; he is one of the most professional and kind people I have had the opportunity ofmeeting while being a part of the board gaming community and industry. Working withyou has been a pure pleasure.
The second Michał to whom I dedicate this game is among the finest game authors in
the world – Michał Oracz. Even though Frostpunk: The Board Game is not a project wecollaborated on, it was Michał, among others, who caused me to jump on board with thisproject. Also, Michał is the person who, together with Jakub Wiśniewski, has pioneered
the way with the board game adaptation of This War of Mine, showing that an adaptation
can be both faithful to the original and creative. I remain hopeful that Frostpunk: The
Board Game achieves the same effect.

Publisher’s note fromJakub Wiśniewski(The note below is written from my perspective, but the gratitude
is expressed by the entire team of Glass Cannon Unplugged)
The amazing people of Glass Cannon Unplugged:
Paweł Obara – We walked a rocky road together. We
have built this company on trust and friendship. You
motivated me to achieve things I did not know I wascapable of. I hate it when you are right, but you wereright with this one ;)Michał Ozon – How do I thank you with such limited
space for writing?! You came to me as a knight ona white horse, slayed the worst dragons we faced andoffered what I value most – your friendship. Whateverlies ahead, I only want to face it with you by my side.
Rafał Pieczyński – If I were a Witcher, you’d be training
in Kaer Morhen right now as you were the surprise
I didn’t expect. When we met, thanks to Matt Dembek,
I did not suspect you would so quickly become a crucial
element of this company. With your talent, hard work,

To thank everyone who had some impact or just a kindgesture towards this project or myself I would needa couple of hundred pages… so bear with me for thesefew paragraphs as I’ll try thanking those without whom
this beautiful mess would not have happened.
Family:First and foremost, I would like to thank my lovely wife,
Agnieszka, who supported me from the very beginning.
If not for her faith in me and what I aspired to I would
not have made it.
To my sunshine – Julia, whose unconditional love saw
me through the darkest of times. You are my little
Witcher who slays all fears and doubts.
My mom, Anna, whose love and attitude made me theman I am today.

34and dedication you have played a major role in thisspectacle. Thank you!
Dawid Tadel – You tricked me with how happy you
looked in your profile picture and I only wanted towork with you because you made cool nerdy things outof wood… All jokes aside, Dawid, you are one of thearchitects of our success. Your brilliance, dedication,and passion motivated me and drove those ROAS
results through the roof!
Grzegorz, Oliwia, Bartek, Maciek & Łukasz – I couldn’t
make it without you.
Krzysztof “Klema” Klemiński – For your unending patience, wisdom and an absolute grandmastery of allthings Graphic Design! You’ve been an amazing professional to work with and the success of this game, besides other factors, is due to your dedication. Also forbeing a Cylon! I mean who wins Dune playing it for the
first time as the Bene Gesserit?! We love you and cherish your friendship and our cooperation!

Karol Zajączkowski – for being a solid, reliable guy who
provides quick and on the point feedback and listens towhat the other side has to say.
Jacek Kuna – for tirelessly pulling all those amazing
assets from the deepest dungeons of his archives andhis adamant will to help whenever asked for.
The whole 11 bit studios team – You are beautiful! Keepmaking those wonderful games and stay true to yourindie spirit!

Author:They say working with people who are smarter thanyou is the best road to success… well guess what? They
are right!
Adam, thank you for the trust you have shown when
you agreed to work on this project. Thank you foryour mad presentation skills over a double espresso
and pizza! Thank you for shouting at me! Thank you
for inspiring me and thank you for making me want tobecome a better person. I hope that you will never haveto go on vacation in your life, and that your brain will be
put in a jar with some state-of-the-art tech to keep up
with your thoughts! (Trust me, reader, Adam will enjoy
these wishes even if they seem weird to you ;)Kickstarter:
Michael Liebe, you reached out to me when I needed
it the most. You provided support, wise words, a goodjoke, and a cold beer. Thank you for being a true person
and an honest friend.

11 bit studios:Paweł Feldman – You have given me trust and friendship.
Your work ethic proves that you can be a good personand still make good business.
Patryk Grzeszczuk – What can I say, you are just anamazing human being who has been possessed by analien cat daemon of uncanny intelligence!
Rufus Kubica – Rufi, how can so much greatness fit intosuch a petite frame?! Don’t know, don’t care! You havebeen a great friend, a helper in all sorts of ASAPs, anda great listener! Love you to bits!
Piotr Bajraszewski – You are a great dancer!
Paweł & Grzegorz Miechowscy – Paweł, thank you forall the great ideas, media coverage, and support thatyou have provided. Grzegorz, thank you for showing us
trust and making this project happen. When I grow up
I want to be as cool as you! ;)Przemek Marszał – Last, but not least! Not many of you
know it but Przemek (current CEO of 11 bit studios)is probably the biggest fan of board games in 11 bit
studios and probably in Poland! Thank you for trustingme and my team, together with Grzesiek, and I hope
you will make some more groundbreaking games that
we can adapt!

The backers, the fans,the citizens of the last city on Earth:
To all of you together and to each one of you separately– THANK YOU!
Your trust gave us wings.
Your engagement gave us momentum.
Your hard-earned money gave us the opportunity.
Your ongoing support gives us life-giving optimism.
We cherish each comment with words of kindness orconstructive criticism, and we will do whatever is in
our power to repay the favour with a game that will
hopefully provide you and your friends and families
with icebergs of fun as you sit together by the table.
It is an honour to be crowdfunded by such an amazing
community!
For the thousandth time (most probably not the last!),thank you!

Michał Oracz, my mentor:(If the following words seem familiar do not worry,
I keep saying them whenever someone asks andsometimes even if they don’t)
You have pulled me out from the depths of despair. You
believed in me when no one else did, not even myself.
You taught me and tolerated – for some time ;) – myflaws. I will always hold you in my heart as a mentor
and a friend. Thank you.

Two amazing artists:Ścibor Teleszyński – For your art, your dedication andmad talent… Thank you!
Jakub Różalski, Kuba, Mr. Werewolf, The Stallion That
Mounts The Instagram ;) – Thank you so much forbreaking that golden rule for me and for this project ;)Thank you for creating that amazing art for all fans of
Frostpunk. I value your friendship and your art, keep
being the best!

Jakub & the GCU team35

Credits
Game Publisher – Jakub Wiśniewski - glasscannonunplugged.com
Game Design – Adam Kwapiński
Game Development – Rafał Pieczyński
Project Management – Michał Ozon
Graphic Design – Krzysztof Klemiński
Illustrations – Adam Śmietański, Bartosz Sobolewski, Daniel Janczewski,
Dominik Zieliński, Ewa Dudek, Filip Ogrodowczyk, Jacek Kuna, Jakub Kowalczyk,
Jakub Piotrowski, Jan Buczny, Krzysztof Machura, Łukasz Juszczyk, Maciej Rudnicki, Magdalena Katańska,Marcin Kus, Marcin Szambelan, Mateusz Bednarz, Mateusz Malanowski, Norbert Narożnik, Olaf Pożoga,Piotr Chomiak, Piotr Trzebiński, Przemysław Marszał, Szymon Sobański, Tobiasz Żuk, Tomasz Kisilewicz,
Yaroslav Nykyforuk, Zuzanna Szabłowska, and Agnieszka Dąbrowiecka
Rulebook – Paul Grogan of Gaming Rules!
Proofreading – Phil Pettifer, Bruce Fletcher, Jeremy Harrison
3D sculpts – Bartłomiej Bogacz, Jakub Mrówczyński, and others
Generator Interior Design and Calculations – Przemysław Fornal
Pledge Manager and Logistics – Oliwia Berezik, Maciej Eisler
Playtesters – Grzegorz Przytarski, Bartosz Wermiński, Paweł Bandoła, Michał Szewczyk, Joanna Gleń,Marcin Gleń, Rafał Gleń, Radosław Ruszniak, Jakub Wasilewski, Michał Sieńko, Jakub Polkowski,
Maciej Matejko, David Turczi, Noralie Lubbers, Tabletop Simulator community.
Special thanks to – Marcin Żełubowski, Maciej Topolnicki, Małgorzata Ozon, Derek Allgire,Łukasz Jankowski, Tomasz Bar, Maciej Kołakowski, Michael Liebe, Jason Schock, Ścibor Sekunda,
Artur “Toczek” Toczyński, Matt Dembek, Mikołaj Śląski, Jesse Anderson from Quackalope, Natanell Apfel,
Krzysztof “Szafa” Szafrański, Filip Bulski, Kamil “Sanex” Cieśla, Sebastien Lemay, David Lockwood,
Vincent Vergonjeanne, Laurent Laveau, Pascal Munot, Filip Głowacz & Irek Huszcza - Board and Dice,
Katia Howatson, Artur Kurasiński, Krzysztof Setkowicz, Maciej & Patrycja Urbaniak, Witek Olejnik,
Mark Dainty, Sebastian Grabowski, Michael Kelley, Lucas Staniec, Maciek Hałapacz, Lawrence Baker,
Wojtek “Łosiu” Wiśniewski, Joanna Ziomek, and everyone else who contributed.

© 2022 11 bit studios S.A. Frostpunk™, 11 bit studios™ and respective logos
are trademarks of 11 bit studios S.A. All rights reserved.
© 2022 Glass Cannon Unplugged Sp. z o. o. All rights reserved.