Frostgrave Items (P.19) Wizard (8 spells) (P.18) Slots At Start For 5 Gold each Type: Must have 3 spells from own Wizards 5 Staff / Hand Dagger, 2H Aligned: +2 Must have 1 spell from each weapon Weapon, Bow or Apprentices 4 Crossbow Neutral: +4 May have 2 from different schools Soldiers 1 Standard Opposed: +6 equipment Apprentice cast at -2 Weapons (P.24) Turn order (P.28) Fight Range Damage Opponents Notes Initiative Damage Roll for who goes first in each of the Dagger -1 2H +2 following phases Weapon Wizard Staff -1 -1 Activate ALL Wizard s plus up to 3 soldiers Bow 24 Load and within 3 fire as 1 Apprentice action Activate ALL Apprentice s plus up to 3 un- Crossbow 24 +2 Reload activated soldiers within 3 instead of Soldiers move Unarmed -2 -2 Activate ALL un-activated soldiers Creature Activate All creatures Activations Movement (P.32) All figures have 2 activations Obstructions Actions -2 for every 1 vertical ·ð Move (must use one activation) Rough ·ð 2nd Move (1/2 distance) Double cost to move in ·ð Fight Combat ·ð Shoot Can not move ·ð Spellcast Forcing Combat ·ð Collect / drop treasure Uncommitted Enemy may engage if you move within 1 ·ð Special Off Board If forced off stop at edge, no further effect Group Activations Jumping 1. Activate soldiers before Can jump up to 4 but must have run up of same distance Wizard moves Falling 2. Move Wizard and all <3 no effect soldiers first >3 Damage = distance * 1.5 (ie 5 = 7 damage) 3. 2nd action Combat (P.35) Both figures roll d20+Fight+mods Highest wins (Tie both hit) Damage = Winners initial roll-Targets Armour Winner CAN push loser back 1 (out of combat) Modifiers Mod Notes Supporting figures +2 Supporting figures can not be in combat with another figure Critical Hit If a natural 20 is rolled, auto hit, double damage Shooting As above but use Defenders Fight skill not Armour Modifiers Mod Notes Wounded Intervening Terrain +1 Cumulative Any figure with 4 or less health Figure in base contact is in cover ·ð Only 1 Action Light Cover +2 ·ð -2 to all die rolls Heavy Cover +4 ·ð Undead are not effected Hasty Shot +1 Shooter moved Large Target -2 Shooting into combat Randomly determine target then shoot Spellcasting (P.42) Creature Actions (P.45) Can not cast while in combat Creatures: Nominate target ·ð Never attack another creature Roll d20 + Casters Mod ·ð Always Force Combat Must be equal or greater than Casting 1st Action 2nd Action Number Is Creature in combat Fight Move into combat If less caster suffers: Is there a figure in 10 Move towards Fight or move Failed by Damage and LOS 1-4 0 Other Random 5-9 1 direction 10-19 2 20 5 Empowering Caster can trade Health point to boast spell rolls. Resisting Spells Roll d20 + WILL Must beat Casters casting roll Collecting Treasure (P.44) Ending the Game (P.47) Can not collect if enemy within 1 One player has no figures left A figure can carry 1 token Last treasure token exits board ·ð Move halved ·ð Fight -1