Full manual text
In a world dominated by an unending winter, Frost Shelter
challenges you to lead your colony amid resource scarcity
and to compete with other leaders for crucial supplies.
Make tough decisions to face devastating events and
keep your citizens alive.
OBJECTIVE OF THE GAME
Each player must survive the brutal conditions of an
endless winter, competing to accumulate the resources
necessary for their colony’s survival, which will be required
to withstand the EVENTS.
The player who best manages resources and endures
adversity will be the winner, proving to be the most
resilient among the survivors
COMPONENTES
• 40 Resource Deck cards with 4 different types (Fuel,
Water, Food, Tools), numbered 1 to 10.
• 4 Relic Deck cards (one for each resource).
• 6 EVENT Deck cards, with the challenges.
• 5 Expedition cards.
• 14 Equipment cards.
• 5 Colony cards.
• 5 Damage cards.
• 1 First Player card (Leader).
SETUP
• Choose the fi rst player, who will already start the game
with the Leader card (a).
• Separate the Event (b), Relic (c), and Resource (d) decks
and place them on the table.
• Each player receives 1 Expedition card (e), 1 Colony
card (f), and 1 Damage card (g).
• Everyone starts with 0 damage. Use the Colony card to
completely cover the Damage card.
• Shuffl e all Tarp and Chest Equipment cards and deal
one random card to each player (h). Then, separate the
remaining cards by equipment and leave them face up
on the table. Everyone keeps their equipment visible in
front of them.
• Deal Resource cards (i), face down, to each player
according to the table below:
ba
e
i
g
h
dc
f
HOW TO PLAY
A game of Frost Shelter has three EVENTS, which
bring challenges to be overcome to avoid damage to
the players’ Colonies. To defend against each EVENT,
players will play several tricks (explained later) to collect
Resource cards for their Colony.
In each EVENT, players’ colonies may suffer damage and,
at the end of the third EVENT, the player who has suffered
the least damage wins.
Steps of each EVENT:
A game of Frost Shelter takes place over 3 EVENT
resolutions. In each of the three EVENTS, players will go
through the following phases:
1. Event Reveal:
Reveal the top card of the EVENT Deck and the top card
of the Relic Deck (this will be the special resource during
that EVENT).
Total damage
if the player
does not
defend
against the
event.
Amount of
damage
that can be
defended
when each
requirement is
met.
Event
occurrence
Requirements
to defend this
amount of
damage.
2. Defi ning the Starting Player:
In the fi rst EVENT, the starting player will be the one who
felt the cold the most the previous night and will start with
the LEADER card, opening the trick.
From the second EVENT onward, the player who has
suffered the most damage in their Colony so far chooses
the Leader (who will open the trick), which may be
themselves. If more than one player has suffered the same
amount of damage, the player closest clockwise to the
last Leader chooses the Leader.
Attention: every time this rulebook states that something must
be done clockwise, it is always from the current Leader.
3. Competing for Resources:
Players compete to collect Resource cards in several
tricks (each player chooses a card from their hand and the
strongest wins) until hands are empty.
The Resource Dispute is carried out by repeating the
phases of step 3.1 PLAY A TRICK until all players have
played their last card from hand:
Before starting the FIRST trick of the event, anyone who
has the Harpoon card may use it to change the Relic of
the EVENT. When using the Harpoon, the card must be
returned to the list of Equipment available for purchase,
as well as ANY other equipment after being used.
3.1 Play a Trick:
3.1.1Open the trick: The Leader opens the trick by
playing any Resource card from their hand (such as
Fuel, Water, etc.).
3.1.2Play Resource cards: Each player, in order, must
play a Resource card following one of the options
below:
a.Follow the Leader’s Resource: Play a card of the
same Resource chosen by the Leader. The highest
number wins the trick (except in the special case:
1 beats 10).
b.Play a Relic card: Play a card of the resource
indicated by the EVENT Relic. This card becomes
the strongest in the trick, ignoring the Leader’s
resource. The Resource (relic) card with the
highest number wins the trick (1 still beats 10).
c.Play another Resource: Play a card of a
different resource. These cards cannot win the
trick, but can be used as a strategic “discard.”
d.Use Expedition: Use an Expedition card to
be able to collect resources in step 3.1.3 Trick
Resolution. In this case, the player still needs to
play one of their cards in the conventional way;
however, that card does not participate in the
trick (has no value). The Leader can never use this
card; that is, a card with Expedition cannot open
a trick.
PLAYERS CARDS PER PLAYER
2 10
3 9
4 8
5 7
Maximum
number of
cards the
EVENT allows
without causing
additional
damage (see 4.1
Frost Bite).
Example 2:
Example 1:
Event Relic
Event Relic
Winning card of
this trick
1 beats 10
Leader’s
Resource
Leader’s Resource
To suffer damage means to increase the number on the
Damage card using the Colony card. To heal means to
decrease the number.
Resolution In this case the player still needs to play one of their cards in the conventional way however that card does not participate in the trick has no value The Leader can never use this card that is a card with Expedition cannot open a trick PLAYERS CARDS PER PLAYER 2 10 3 9 4 8 5 7 Maximum number of cards the EVENT allows without causing additional damage see 4 1 Frost Bite Example 2 Example 1 Event Relic Event Relic Winning card of this trick 1 beats 10 Leader s Resource Leader s Resource To suffer damage means to increase the number on the Damage card using the Colony card To heal means to decrease the number
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3.1.3 Trick Resolution: After everyone has played,
the player with the strongest card (highest number
of the Leader’s Resource, or of the Relic resource)
wins the trick and may collect a number of Resource
cards depending on the number of players (see
table below) and add them to their Colony Resources.
The collected cards must remain face up in front of
the player who owns them and may be organized in
any order at any time.
Event Relic Expedition deck
Remaining
cards goes to
Expedition deck
The Winner
chooses the
specifi ed number
of cards (see
table 3.1.3 Trick
Resolution)
Winning card of
this trick
Leader’s Resource
Although the Water
card is the Relic
Resource, it cannot
win because it
was used for the
Expedition.
Event
The winner of the trick becomes the new Leader,
taking the Leader card and starting the next trick by
playing the fi rst card of the round.
Repeat step 3.1 Playing a trick until everyone has no
cards left in hand.
If the last card from hand has been played, proceed to
4. Event Resolution.
4. Event Resolution:
Example: The INVASION EVENT (as described in 1.
Event Reveal) requires 5 total cards — 3 cards from the
fi rst requirement and 2 cards from the second — and a
player accumulated 7 cards, they will suffer 4 damage (2
damage for each of the 2 extra cards).
Frost Bite does not apply to players who have a number
of cards less than or equal to the amount required by the
EVENT.
4.2 Hibernation:
Players who do not have any Resource card in their Colony
and who also did not use the Expedition card prevent
4 damage. That is, the current EVENT will cause 4 less
damage.
4.3 Defending Against the EVENT:
The total damage that the EVENT can cause is described
in the icon:
4.1 Frost Bite:
If a player accumulates more Resource cards in their
Colony than necessary for the EVENT, they suffer 2
damage for each excess card.
4.4 Buying Equipment: 4.6 Cleanup Phase:
After players have resolved the EVENT and bought
equipment, all players must discard all remaining
resources in their Colonies before starting a new event.
END OF THE GAME
The game ends after resolving the third and fi nal EVENT.
Whoever has suffered the least damage in the Colony
is the winner.
In case of a tie, the winner is the one with the highest
sum of the values of the resources remaining in their
Colony. If the tie persists, the winner is the one with the
highest sum of the values of the Relic resources. If the tie
persists, the players share the victory.
Questions? Access our FAQ via QR Code!
Place the cards not collected, face down, into the
Expedition deck. They cannot be consulted.
In turn order, whoever played the Expedition card
may collect UP TO 2 RESOURCE CARDS from the
Expedition deck (possibly zero), provided there are
enough cards in the deck. These cards must remain
revealed in the players’ colony area. These will be the
Colony Resources. The Expedition card may only be
used again in the next EVENT.
PLAYERS RESOURCES TO COLLECT
2 1
3 and 4 1 or 2
5 2 or 3
ONLY the players who suffered damage in this EVENT
may buy equipment. Starting with the one who has more
accumulated damage, and going clockwise, each player
may use their remaining Resource cards to buy ONE
equipment. Each equipment has its cost described on the
card and remains with the player until used. Pay for the
equipment by discarding the Resources that were NOT
used yet. A player may buy only one equipment in this
phase.
These same players, in the same order, if they still have
available Resources, may perform one extra round of
Equipment purchases, and buy only ONE more equipment.
4.5 Infi rmary
It is possible to use your Colony’s Infi rmary to heal damage
suffered. For EVERY 3 different resources paid (discarding
those not used yet), HEAL 1 damage.
CRÉDITOS:
Game Design: Victor Macedo
Game Develop: Thiago Castro, André Ruz
Art & Illustration: Dandi, João Luciano
Graphic Design: Dandi
Layout: Ana Barretta
Revision: Xavier, Thiago Castro, Vinícius Figueiredo, André Ruz
Playtesters: André Macedo, Thiago Castro, Vinícius Figueiredo,
André Ruz, Joka Jr, Diego Portugal, Daniel Cazan, Gustavo Lopes,
Laila Terra, Marcos Brito
Clockwise, players MAY discard their Colony Resource
cards (collected during the tricks) to defend against
damage. Each EVENT card has two defense options
for a determined amount of damage. Each can only be
used ONCE, therefore, to avoid damage, the player must
complete both.
Cost: 2 any
resources
Equipment
action
Equipment
name
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