Frostpunk: Survival Strategy Guide
Frostpunk: Survival Strategy Guide
Introduction
Frostpunk is a cooperative game set in a cold, post-apocalyptic 19th Century world. Survival is only
possible in small cities built around heat generators.
As the leaders of a small city, your main objective in Frostpunk is to survive a certain number of
rounds, as determined by the scenario. In addition to this, each scenario has its own objectives that
you must fulfill in order to win the game. However, the world of Frostpunk is a hostile and dangerous
place, and if you are unable to manage your city well, you will lose.
Index
Introduction 1
Index 2
Game Setup for Playing on TTS 6
1. DAWN PHASE 13
2. MORNING PHASE 13
3. GENERATOR PHASE 14
4. WEATHER PHASE 16
5. PREPARATION PHASE 17
6. ACTION PHASE 18
GATHER RESOURCES 22
CONSTRUCTION 22
BUILD 22
DISMANTLE 23
REMOVE SNOW 23
SEND OUT SCOUTS 23
USE A BUILDING 24
SPECIAL ACTIONS 24
7. DUSK PHASE 24
SOCIAL DISPUTE CARDS 25
8. HUNGER PHASE 25
9. NIGHT PHASE 26
Expeditions 27
Laws 29
Automatons 29
Technology Cards 29
Temporary Citizens 29
Appendix - Buildings 30
Glossary 33
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Game Setup for Playing on TTS
Load the mod from the TTS workshop. You will see that a lot of the setup has already been done for you :)
A. Rim board
B. Central Map Tile
C. The Generator
D. 3 Starting Buildings
E. Nearby resources (5 Wood and 5 Coal).
F. Trees have also been placed on some spaces of the
Rim board.
**Choose any corner of the Rim board and draw one item
from the Starting Wall Resources bag (top right) (randomize it
first), placing it on the chosen corner. It might be coal, wood,
or a blank tile. Repeat this procedure for each of the corners
of the Rim board, going clockwise until you have placed a total of 3 Resources (Coal or Wood). You should now
have Resources on 3 of the corners, and the other 3 should have Blank tiles or be
empty.
**Shuffle the stack of Near tiles (A) and Far tiles (B) separately. Then, in each corner
of the map where no Coal or Wood was placed in step 1, place a random Far tile face
down. Then, next to each of these Far tiles, place a random Near tile face down to
form a connection with the Central board.
**Flip the tiles just placed face up and place Resources and Trees on the spaces on them as depicted on the
spaces. Wood, Coal, and Steam Cores are found in the bags above the Supply board, and Trees are found
above the map.
NOTE: It is recommended to lock the map tiles in position so you don’t accidentally move them later.
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The Generator board is to the left of the map. Everything is already placed
in the right position.
A: The Generator Start cost marker rotated so that the number 1 points
toward the arrow. This is the Generator Start cost at the start of the
game.
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In the top right are the Dusk cards in 3 different
piles
**
Shuffle the Social Dispute cards and add the top card to the Dusk deck (you may look at it first so you know
what will happen when it comes out) . Then shuffle the Dusk deck (which is now only 2 cards)
To the top right are the 8 Starting Law cards arranged into 4 sets of two
cards each.
Child Labor + Child Shelter
Food Additives + Heated Meals
Crowded Quarters + Shelter Heaters
New Order + New Faith
**Randomly select 4 of the piles (using the dice just above) and move
the card (along with any underneath it) near the other Law cards,
keeping them separate. The piles not in use can be deleted or move off
to one side; they will not be needed in this game.
You should now have 12 Law cards, all but two of them have 2 Dusk
cards below them. This is the Future Law display.
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The Starting Society card (above the Round Tracker) indicates what
you start the game with. The actual game will come with a number of
these, with different difficulty levels, but for this mod, the one in use
is chosen for you. It contains the following information:
A: How many Citizens of each type you start with (before the /), and
how many of them are sick (after the /).
C: How much Hope. and Discontent you start with, and how many of
them are active
E: How much Food, Coal, Wood, and how many Steam Cores you
start with.
Below the Population track is the Sickness track. All the markers (1 for each
Citizen type and 1 Hunger marker) should be on the
correct spaces.
**Do the same with the Hope bag, drawing 2 Hope tokens.
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In your supply (to the right of the map), you should have 2
Coal, 3 Wood, and 0 Steam Cores (as was depicted on the
Starting Society card).
The number of meeples you have is determined by the position of the corresponding Citizen markers on the
Population track (look at the number in the bar above the position of the marker).
The Buildings you can construct during the game are already
placed on the Building board. Buildings below the Building board
may be constructed only when a certain Event, Scenario, Dusk or
Law card is introduced to the game, with its cost printed on the
card.
To the right are two additional Building boards with Buildings that
can be constructed once you have introduced a specific Law (New
Faith or New Order).
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How to Win and Lose
You win the game if you complete the goal of the scenario.
If one or more of the following conditions are met, you immediately lose the game:
OVERWHELMING DEATHS
If the Death track is full and another Citizen dies (11th body token to be added).
OVERWHELMING SICKNESS
If any of the Citizen Sickness Markers is moved beyond space 29, a plague of Sickness wipes out
your settlement.
OVERWHELMING HUNGER
If your Hunger level is 30 or more after feeding your people in the Hunger phase.
Key Concepts
GAINING, LOSING, AND SPENDING
During the game, you will be instructed to gain, lose, or spend certain things.
Lose: If you are instructed to lose something that you don’t have (or have enough of), just lose what
you can and perform the corresponding effect as normal.
Spend: If an effect requires you to Spend something, you mustlose the full amount to perform it.
You cannot choose an effect in which you do not have the full amount to pay the Spend requirement.
Lose example: If you have 2 Food and are instructed to lose 3 Food, just lose 2 Food. Spend
example: If you need to spend 3 Food to activate an ability, you may not choose this option, and it
does not activate.
Food is tracked with the Food marker. When you gain Food, move the marker to the right. When you
lose or spend Food, move it to the left.
Wood, Coal, and Steam Cores are known as Resources. When you gain them, take them from the
Bank and place them in your supply. When you lose or spend them, move them from your supply to
the Bank.
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HOPE AND DISCONTENT TOKENS
Hope and Discontent tokens are double-sided; both have an active and exhausted side.
During the game you will sometimes be instructed to increase or decrease your Discontent or Hope.
Each time you increase Hope or Discontent, you must choose oneof the following options:
● Draw one token from the appropriate bag and place it exhausted-side up on the leftmost
empty space on the corresponding track, or
● Choose any one exhausted token from the appropriate track and flip it to its active side. You
may pick any corresponding token, not just the leftmost exhausted one.
Hope and Discontent tokens may have a specific type associated with them.
For example, there is a “Caretype” Hope token.
When instructed to increase your Hope or Discontent of a specific token type, perform the following
two steps, in order:
1. Draw one token from the appropriate bag and place it exhausted-side up on the leftmost
empty space of the corresponding track. (This token was random, and is not required to be
of the specified token type.)
2. If possible, flip any one exhausted token of the indicated type to its active side.
For example:
This effect instructs you to increase your Care, which is a specific type of Hope. You first draw a new
Hope token from the bag and place it on the track, exhausted-side up. None of the current Hope
tokens are of the Care type, so none of them are flipped over.
Each time you decrease Hope or Discontent, you must choose one of the following options:
● Flip over any one active token to its exhausted side on the corresponding track, or
● Remove any one exhausted token on the corresponding track and place it back in its bag.
Slide any remaining tokens on the track to the left to fill any gaps.
For example:
An effect instructs you to decrease your
Discontent by 1. Because there are no active
Discontent tokens, you must choose to remove
one of the exhausted tokens from the track and
place it back in its bag.
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Gameplay
A game of Frostpunk is divided into Rounds, with each Round divided into 9 Phases which are
carried out in order.
Note:Phases 1-5 are skipped in the first Round of the game (it starts with Phase 6: Action phase)
1. DAWN PHASE
Move the Round marker one space forward on Round track.
If there is an Event Trigger token on the space that you moved the Round token to, remove the token
then refer to the Scenario card or Event card related to that token and follow the instructions on it.
For example:
2. MORNING PHASE
Draw the top card from the Morning deck and resolve it by following its text
from top to bottom. When multiple options are presented, read them all to find
your eligible options, then choose one to resolve. Any red text indicates
prerequisite conditions that must be met to choose that option.
After fully resolving the card, place it on the indicated space as stated at the
bottom/side of the chosen option (this may be the Resolved Events pile, or the
Event Display).
= Place the card on the Resolved Events pile (next to the Morning deck).
= Place the card on the Events Display (left-top side of the Rim board).
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3. GENERATOR PHASE
At the start of this Phase, check how many Citizens become sick because of the overall temperature
(the position of the highest Heat Range token). Providing more heating (as indicated by the position
of the Heat marker) reduces the number of Citizens that become sick.
Resolve each icon depicted on the left side of the Generator board on the same or lower level than
the Highest Heat Range token but excluding any icons on the same or lower level than the Heat
marker.
For example: In the image to the right, the circled icons are resolved.
Add 1 Sick Citizen of your choice. If you resolve multiple Syringe icons, you
may choose a different type of Citizen for each icon.
Flip 1 Sickness marker of your choice to the other side. You must select a
token that is on position 1 or higher).
● If you flip a token from the Syringe side to the Skull side, nothing
additional happens.
● If you flip a token from the Skull side to the Syringe side, one of your
Citizens dies.
Next, take a number of Coal cubes from the Bank, as shown by the
position of Heat marker on the Generator board, and drop them into the
top of the Generator tower.
For example: Here, you take 3 cubes from the Bank and drop them into
the top of the Generator tower.
Cubes that fall out are placed on the Generator Malfunction track.
/TTS rules may be found on the next page/
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The 10 small spaces on the Generator Malfunction track each hold 1 Coal cube each.
When placing cubes on this track, fill these 10 spaces first, then place any remaining
cubes into the overflow space (which can hold any number of cubes). As soon as there are
any number of cubes in the overflow space, the Generator breaks down (see below).
TTS: Instead of adding Coal cubes to the Generator tower, add a number of Malfunction cubes
(from the bag) to the Generator bag based on the position of the Heat marker.
Then roll 2d8. If there are 10 or fewer cubes in the Generator bag, choose the lower number. If
there are more than 10, choose the higher number. Draw the number of cubes from the Generator
bag as shown by the chosen dice roll and put them on the Malfunction track. If there are not
enough cubes in the bag, put as many cubes as possible on the track.
After checking for Generator Breakdown, regardless if the Generator broke down or not,
reset the Heat marker by moving it back to the Generator Start Cost marker.
For example:
Based on the position of the Heat marker, 3 cubes are added to the top of the tower. 2 cubes fall out
and are added to the Malfunction track. Since there are now more than 10 cubes on the Malfunction
track, the Generator breaks down.
GENERATOR BREAKDOWN
The first time in the game that the Generator breaks down, perform the following steps in order:
The second time in the game that the Generator malfunctions (i.e. when the Generator Start cost
marker is on the red side and there are more than 10 cubes on the Malfunction track, the Generator
explodes and you lose the game.
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4. WEATHER PHASE
Draw the top card from the Weather deck and resolve it. Each Weather card has 4
sections that are resolved in order from top to bottom.
A. Storm
B. Heat Range
C. Hunter’s Traps
D. Expedition
Move the Storm marker backward on the Round track a number of spaces as indicated in
the top section of the card.
For example: As pictured in this Storm section, move the Storm marker backwards one
space.
If the Storm marker is now on or before (on a lower number space) the Round marker, a Storm hits
your settlement.
Depending on how many Storms have hit your settlement this game, different effects will occur as
follows:
● 1st Storm to hit your settlement:
Increase the Generator Start cost by 1 and move the
Storm marker to the space 12 of the Round Tracker,
flipping it to the other side (showing that a second Storm
is coming). Also, flip all Tents to their cold side (those on
the building board as well).
● 2nd Storm to hit your settlement:
Remove the Storm marker from the game, add 1 to the
Generator Start cost, and flip all Bunkhouses to their
cold side (those on the building board as well).
● 3rd or more:
In the initial scenario, only 2 Storms will hit your settlement. Other
scenarios may be different. Refer to the scenario description for
specific details on how to resolve further storms.
Once a Tent or Bunkhouse has been flipped, spaces containing this icon may not be used as
a Shelter during the Night Phase unless a specific Building has been built, or a specific Law
has been passed.
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MOVING THE HEAT RANGE TOKENS
Advance each Heat Range token the indicated number of spaces up the track as
depicted in the second section of the Weather card.
For example:
The Weather card depicts two Heat Range tokens with a “1”, so you
advance each of them one space forward on the Generator track.
HUNTER’S TRAPS
PROGRESS OF EXPEDITION
Advance each of your Scouts the indicated number of spaces forward on their
respective Expedition card(s).
For example: As depicted on this Weather card, you move each of your Scouts
3 spaces forward on their respective Expedition card tracks.
5. PREPARATION PHASE
At the beginning of this phase, resolve the effect of each Sickness marker on the Sickness track,
excluding those that are on the first position (indicating that none of that Citizen type is sick). The
effect of a Sickness marker depends on its current position on the track, as depicted by the icons on
the bar above each Sickness marker. For each Sickness marker, resolve the icon above them, from
right to left.
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Flip this Sickness marker to its other side. If you flip it from the Syringe side to the Skull side,
nothing additional happens. If you flip it from the Skull side to the Syringe side, one of your Citizens
dies.
Citizen is unwell.
Place a Used Citizen token of the corresponding type near your Supply. Each Used Citizen
token represents a sick Citizen (meeple) that is unable to be used for the next Action phase.
After resolving the Sickness markers, check that you have the correct number of Meeples in your
Supply based on the position of the corresponding Citizen markers on the Population track. Adjust
the number of Meeples you have as needed.
For example: Here, you have 3 Children meeples, 4 Engineer meeples, and 6 Worker meeples.
6. ACTION PHASE
At the start of the Action Phase, if there are any Used Citizen tokens next to your Supply, place
corresponding Meeples from your Supply onto them; you cannot use these Meeples to take actions
this round.
Beginning with the Start Player, players take turns in clockwise order. Play continues until all
available Citizen Meeples have been used or players decided not to perform more actions.
On your turn, you may first choose to Load the Generator. Then, you choose one available Meeple
from your Supply (not on a Used Citizen token) to perform oneof the following Main actions:
● Gather Resources
● Construction
● Remove Snow
● Send out Scouts
● Use a Building
● Perform a Special action on an Event card
Note:Children cannot be used to take actions unless you have introduced the Child Labour law.
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Load the Generator
Before taking your main action, you may spend any number of Coal to fuel the Generator. First, you
must pay the Generator Start cost (1 Coal at the start of the game). This cost can increase during
play when a Storm hits your settlement or the Generator breaks down for the first time.
After paying, move the Heat marker to the first space of the Generator track.
You may also spend additional Coal to move the Heat marker additional spaces, 1 Coal per space.
For example:
The first Storm has already hit, and the Generator has broken down once. Therefore, the Generator
Start cost is 3. You spend 3 Coal and move the Heat marker one space forward. You then spend an
additional 2 Coal to move it another 2 spaces, past the first Heat Range token.
Each time you take an action, first check if the action is Heated or Cold. If it is Heated, there are no
additional effects. If it is Cold, before resolving the action, increase the number of Sick Citizens of the
type used for the action by 1.
To determine if the Gather Resources and Use a Building action is Heated or Cold, look at the
position of the Heat marker.
If the Generator has not been started (the Heat Marker is on the Generator Start Cost marker), all
Gather Resources and Use a Building actions are Cold.
As long as the Generator has been started (the Heat Marker has moved from its starting
position, Red Buildings are Heated (as depicted by the Red Building icon on the Generator
Start cost marker).
The first Heat Range token applies to the Central Map tile and its 6 spaces that surround the
Generator. It also applies to Orange Buildings no matter what zone they are in.
The second token applies to the Near tiles adjacent to the Central board. It also applies to
Yellow Buildings no matter what zone they are in.
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The third token applies to the Far tiles adjacent to the rim.
If the Heat marker ison or beyonda Heat Range token, all actions taken in that zone are Heated.
If the Heat marker has not yet reacheda Heat Range token, all actions taken in that zone are Cold
unless the Insulation level is high enough.
If the Heat marker isbeyonda Heat Range token, all actions taken in Buildings with Insulation levels
depicted by the Heat Range token are Heated.
Insulation Levels
Each Building tile has an insulation level depicted on it.
Red Buildings have the highest insulation, then orange, and a yellow indicates the worst Insulation.
White Buildings are special and their Insulation level has no effect. Blue Buildings cannot be heated
except with a special Building or law.
The following table shows if an action is taken in Heated or not depending on the position of the
Heat marker. If more than one column applies, use the more favourable result.
For example, if the Heat Range marker is on row 4 of this table, an Orange building on an A tile is
Heated.
Conditional Heating
Note: Actions that are always
Heated or Cold are not affected Red Orange Yellow
Near tiles Far tiles
by the Heating marker, so Building Building Building Central tile
(A) (B)
ignore this table for Remove actions actions actions
Snow, Construct a Building,
and Special Actions.
The
Generator has not been started.
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2
18
6
GATHER RESOURCES
This action may be either Heated or Cold depending on the location of the tile picked, and the
Heating being provided by the Generator.
To perform this action, place an available Meeple on an unoccupied space which has Coal, Wood, or
Steam Cores. Take up to 2 Resources from that space and place them into your Supply. Each space
can only be used once per round (i.e. you cannot choose a space that already has a Meeple on it).
For example:
CONSTRUCTION
This action is always Heated.
Construction allows you to Build Buildings and/or Dismantle Buildings.
To perform this action, place one of your available Meeples on the
Construction Action space of the Supply board.
You may then perform up to 3 Construction Actions (Build or Dismantle),
which may be taken in any order and combination.
For example: You could build one Building, Dismantle another, and then build a new Building on the
space where you dismantled the previous one.
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BUILD
To Build, choose a Building from the Building board, pay the amount of Wood depicted on the
Building board (between 1 and 5 Wood, depending on the column the Building is in).
Note: The cost to build a Building from below the Building board (ones that are introduced via a
certain Law or other Event) is shown on the corresponding Law / Event.
Then, place the Building on a space that does not contain a Meeple or
another Building. If you place a Building on a space with Resources or
Trees, return them all to the Bank.
Note:Buildings that cost 4 or 5 Wood cannot be built until they have
been unlocked by using a Workshop action.
Note:
Large Buildings must be built on two spaces on the same tile.
DISMANTLE
To dismantle a Building, choose a Building on the board without any Meeples on it and place it back
onto the Building board. Then take 1 Wood from the Bank and add it to your Supply.
Note: It is not possible to dismantle the starting buildings or any white buildings.
REMOVE SNOW
This action is always Cold.
Once you clear the area of Snow, you will have more space to expand.
Place one of your available meeples on the Remove Snow Action
space, then choose one of the following options:
● Place twoNear tiles (no need to be adjacent), or
● Place oneFar tile.
Draw your chosen tile(s) from their respective stacks, keeping the tiles face down (front side(s)
hidden). Place the tiles face down onto the board as follows:
● Near tiles must be placed adjacent to the Central board, and
● Far tiles must be placed adjacent to both a Near tile and the Rim board.
After placing the tile(s) on the board, they may not be moved. Flip them face up, then if any depict
Trees or Resources, place the indicated amount on them from the Bank.
For example:
You choose to place a Far tile. You decide the
final placement of it, next to both a Near tile and
the Rim board, then flip it over to reveal the front
side. As depicted on the tile, place 2 Trees and
3 wood from the Bank onto it.
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When you perform this action, take one Worker or Engineer from the Supply and place it on the first
space of an Expedition card that currently doesn’t have a Meeple on it. The Meeple you place is now
a Scout.
There can only be one active Expedition (a Meeple on one of the Expedition cards) until the Beacon
has been upgraded, at which point there can be two active Expeditions.
USE A BUILDING
This action is Heated or Cold depending on the position of the Heat marker and the insulation level
of the Building.
To perform this action, place an available Meeple on any Building in the settlement (either one of the
starting Buildings, or one that has been constructed). Each Small Building can only have one Meeple
on it, and each Large Building can have up to two Meeples on it (placed over two separate actions).
The individual actions of each Building is described in the Appendix.
Note:If a Building depicts an Engineer symbol, only Engineer Meeples can be sent there to perform
the action.
SPECIAL ACTIONS
During the game, you may acquire Event cards that contain Special Actions. They
may be placed into your Event Display (depending on the card text and choice
you make), and may offer an additional location to place Meeples each round. The
full rules for these are described on the card itself.
7. DUSK PHASE
Shuffle the Dusk deck, then reveal the top card and read its text. Choose one of the available options
and resolve its effects. Then, place the card on either the Events Display, Dusk Discard pile, or
Resolved Event pile (as instructed by the card).
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SOCIAL DISPUTE CARDS
There will always be exactly one Social Dispute card in the Dusk deck. After
resolving a Social Dispute card, place it on the Resolved Event pile. Then, take the
top card from the Social Dispute deck and shuffle it together with both the Dusk
deck and Dusk Discard pile to create a new Dusk deck (face down).
8. HUNGER PHASE
At the start of this Phase, if your Hunger level is 1 or more (the Hunger marker is on position 1 or
higher), you must spend Food to decrease the Hunger level as much as you are able. If, after
spending your Food, the Hunger level is still 30 or more, you lose the game from overwhelming
hunger.
If the Hunger level is 1 or more, resolve the effects depicted in the bar below the position of the
Hunger marker:
After resolving the effects of Hunger, move the Hunger marker back to position 0 on the Sickness
track.
For example:
Then, you must feed your Citizens by spending 1 Food for each Citizen you have of the type
indicated by the current Round. If you do not have enough Food, add 1 Hunger level (move the
Hunger marker one space forward) for each Food that you lack. If the Hunger level increases to 30,
flip the Hunger marker over to the +30 side and place it back at the start of the track.
For example:
It is Round 6 and time for the Workers to be fed. You have 32 Workers but only 24 Food. You spend
all of your Food, and your Hunger level rises to 8.
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9. NIGHT PHASE
In this Phase, you have to provide heated shelters to your citizens. Follow these steps:
1. Return all Used Citizen tokens that have Meeples on them back to the Bank, placing the
Meeples on them back into the Supply. If you have any Used Citizen tokens without Meeples
on them, do not return them to the Bank.
2. Return all Meeples placed this round back to your Supply, including Meeples on cards in the
Event Display (unless indicated otherwise). Do not return Scouts on Expedition cards.
3. Assign as many Meeples from the Supply to available sleeping slots in Heated Shelters. For
each Meeple that cannot be assigned to a slot (there is nowhere for them to sleep), add 1
sick Citizen of the matching type.
Heated Shelters
Tents, Bunkhouses, and Houses provide 2 slots for Meeples to be placed during the night Phase.
Each slot can only have one Meeple assigned to it and only if the Shelter is Heated (unless another
game effect allows it).
You may not place a Meeple in a slot showing this icon during the night Phase.
A Shelter is Heated depending on the position of the Heat Range tokens and the insulation level of
each Shelter. i.e. You can only use the slots in a Tent if the position of the Heat marker indicates that
Yellow Buildings are Heated or the Tent is in the Heated Range; and you can only use Bunkhouses if
Orange Buildings are Heated or if they are placed in Heated Range.
If a Tent or Bunkhouse has been flipped over (due to a Storm hitting the settlement), it can no longer
be Heated without a specific Building or Law.
Note: There are some Special Buildings that can provide additional slots and/or slots for specific
Citizen types.
For example: You have the following Meeples: 5 Workers, 3 Engineers, 2 Children (10 in total). You
have 2 Tents, but the first Storm has already hit, so they have been flipped over and cannot be
Heated. You also have 3 heated Bunkhouses and a Child Shelter. The Children are placed in the
Child Shelter, but then you must decide which 2 of the other Meeples are left without somewhere to
sleep. You choose one of each, so 1 Worker and 1 Engineer get sick and the corresponding Sickness
markers are increased by 1.
End of Game
If you survive until the end of the last Round and/or have met all the Scenario conditions, you win the
game! You can check on the last Scenario card how well your society is prepared after those difficult
times. To achieve a particular Victory level, you must fulfill all requirements shown on that Scenario
card.
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Sickness & Death
The Sickness markers track how many of each type of Citizen are sick. There can never be more sick
Citizens of a particular type than there are Citizens of that type.
Whenever a Citizen gets sick, move the corresponding Sickness marker one space to the right.
However, if moving the Sickness marker would move it to a space beyond the number of matching
Citizens, instead of moving that Sickness marker, flip it over.
If it flipped from the Skull side to the Syringe side, one of your Citizens dies (see below).
Whenever you would have to reduce the number of Citizens you have, and doing so moves the
Citizen marker to a space with lower number than corresponding Sickness marker, you must also
move the Sickness marker backwards until the number of Sick Citizens is equal to the total number
of Citizens of the same type.
Expeditions
Expedition cards are added to the Expedition display when you build the Beacon or from other
effects. To start an expedition, use the ‘Send out Scouts’ action with a Worker or Engineer. You can
only do this if you have built the Beacon.
If the Beacon is on it’s non-upgraded side, you can have at most one active Expedition. Once the
Beacon is upgraded, you can have up to 2 active Expeditions.
Scouts on Expedition cards advance during the Weather phase according to the Weather card
drawn.
When a Scout reaches the last space of its Expedition card, the Expedition is complete.
● Ignore further movement for that Scout.
● Place the Scout to the side of its Expedition card
● Flip the Expedition card and resolve the text on its black side.
If the back of the card offers a choice, choose one option to resolve.
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Return to the City
If you choose this option, follow these steps:
Note:If there are multiple “Return to the City” choices, choose one.
1. Return the set aside Scouts back to your Supply.
2. Resolve the effect of this choice.
3. Resolve the effects depicted at the bottom of all other cards in this Expedition stack, if any.
4. Turn all cards contained in this Expedition stack back to the white side and stack them so
the bottom space of each card is visible.
5. Take an Expedition card from the deck that corresponds to the letter depicted below the
arrow. If it says “New A”, remove the current Expedition card from the game.
6. Place the new Expedition card white-side up on top of the Expedition stack, ensuring that
the bottom space on the previous card in the stack is visible.
For example: Your Scouts have reached the last space on their
Expedition card and flip it over to reveal “Lost and Found”. There are 2
‘Return to the City’ options.
If you choose the first option, you gain 4 Engineers (1 sick), 4 Workers (2
sick), and you increase Hope. You then flip the card over and place a
new A card on top of it, leaving the bottom space of the previous card
still visible (see image to the right).
If you choose the second option, you gain 3 Engineers and 2 Workers
but must decrease hope.The current card is removed and a new A card
starts a new stack.
For example: You choose to Continue the Expedition and draw a new card from the
C deck, placing it on top of the previous card. You then place the set-aside Scout (i.e.
from the previous Expedition card) on the new card.
Eventually, when these Scouts return, you will resolve the effect shown on the bottom
of the original card (and any other cards you also chose to continue on from) as well
as your choice on the top card of the Expedition stack.
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Laws
The action of the Platform allows you to introduce a new Law. When you do this, choose a new Law
from the Future Law display and place it nearby. Shuffle the cards that were below the Law, choose
one at random and shuffle it into the Dusk deck without looking at it. Remove the other from the
game without looking at it.
For example: When you introduce the Child Labor law, increase Discontent
and decrease Hope.
The 8 Starting Laws are arranged in 4 pairs. Only 1 Law of each pair can be
introduced. Remove the other one from the game when the first is introduced.
You can only have a maximum of 4 new Laws. Once introduced, a Law cannot be discarded.
Automatons
Automatons can be created in the Factory or gained through other means.
When you gain one, take an Automation Meeple and put it in the Supply. They can be placed in the
Action Phase as if they were a Worker Meeple, but cannot go on Expeditions. Each time you use an
Automaton, you must Spend 1 Coal. Automatons do not count as Citizens, do not get sick, and do
not need Shelters.
Technology Cards
At the start of the game, two of the Technology cards will be face up and the other two face down.
Each time you build a Workshop, another card is revealed. When you use a Workshop Action to
remove a Technology token from the Buildings Supply board, place it on any face-up Technology
card; the effect of that card may now be used for the rest of the game.
Temporary Citizens
Some effects will give you one or more Temporary Citizen tokens
(the other side of the Used Citizen tokens).
These tokens can be used as if they were a Citizen of the
appropriate type and the heating rules apply as normal. However,
do not require feeding and are returned to the Bank in the Night
Phase so do not need anywhere to sleep.
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Appendix - Buildings
Buildings come in 5 different colours which indicate their Insulation level.
<WHITE BUILDING>- White: These buildings have either an immediate or passive effect. Once
constructed, they may never be removed from the game (may not dismantle them). No Building
action is available on these buildings.
<BLUE BUILDING>Blue: These buildings are always Cold except when Heated by a specific Law or
building (Field Kitchen).
<RED BUILDING>Red Buildings have very good insulation levels. They are heated as soon as the
Generator is started.
<ORANGE BUILDING>Orange Buildings have average insulation levels. They are heated if the Heat
marker is beyond the first Heat Range token.
<YELLOW BUILDING>Yellow Buildings have poor insulation levels. They are heated if the Heat
marker is beyond the first Heat Range token.
== Starting buildings ==
[O]
Cook House(S) Action: Spend 4 Food to either remove 1 Discontent or add 1 Hope.
[Y]
Platform(S) [Engineer-Only] Action: Introduce a new Law to the game.
[R]
Generator(S) [Engineer-Only] Action: Either remove 5 Malfunction cubes from
the Malfunction track, or spend 1 Steam Core to remove all
Malfunction cubes from the Malfunction track.
== Other buildings ==
[Y]
Gathering Post(S) Action: Take 1 Resource from each space on this tile and each adjacent tile.
Note: the 6 spaces around the Central Map tile are only considered to be adjacent to their adjoining
‘A’ tile.
[R] UPGRADED: Increased Insulation level.
[O]
Sawmill(S) Action: Remove 1 Tree from the same tile as the Sawmill to gain 3 Wood.
[R] UPGRADED: Action: Remove 1 Tree from the same tile as the Sawmill or an adjacent tile to gain
3 Wood.
[Y]
Charcoal Kiln(S) Action: Spend 1 Wood to gain 4 Coal.
[R] UPGRADED: Action: Spend 1 Wood to gain 5 Coal.
[O]
Coal Thumper(L) Action: Gain 2 Coal.
Passive ability. Gain 2 Coal if you use an adjacent Gathering Post.
[R] UPGRADED:
Passive ability. Gain 3 Coal if you use an adjacent Gathering Post.
[Y]
Hunter’s Hut(S) Passive: In the Weather Phase, gain Food based on the number of Hunter’s
Hut you have in the settlement.
Action: Gain 5 Food.
[O] UPGRADED: Action: Gain 8 Food.
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[W]
Beacon(L) When built: Place 2 “A” type Expedition cards into the Expedition Display, white-side
up. Ongoing: Up to 1 Expedition may be active.
[W] UPGRADED: Add 1 Expedition card to the Expedition Display. Up to 2 Expeditions may
be active.
[R]
Workshop(S) When built: Reveal the next face down Technology card.
[Engineer-Only] Action: Choose one of the following:
1) Spend 1 Steam Core to upgrade a small Building by flipping it over
to the other side. Note: You cannot upgrade a Building with a
Meeple on it.
2) Remove any 1 Technology token from the Building board. Place the
token on a Technology card; that Technology card is now active and
can be used. Note that removing the Technology token also allows
you to build additional Buildings.
[R]
Factory (S) [Engineer-Only] Action: Choose one of the following:
1) Spend 1 Steam Core to upgrade a large Building by flipping it over
to the other side. Note: You cannot upgrade a Building with a
Meeple on it.
2) Spend 1 Steam Core to gain 1 Automaton.
[Y]
Medic Post(S)[Engineer-Only] Action: Cure 3 or flip over all Sickness markers that are Skull-side
up to the Syringe side.
[R] UPGRADED: [Engineer-Only] Action: Cure 4.
[Y]
Tent(S) Provides Shelter for 2 Citizen Meeples.
Once flipped over, they cannot be used in the Night Phase.
[O]
Bunkhouse(S) Provides Shelter for 2 Citizen Meeples.
Once flipped over, they cannot be used in the Night Phase.
[R]
House(S) Provides Shelter for 2 Citizen Meeples.
[O]
Infirmary(L) [Engineer-Only] Action: Cure 4 or flip over all Sickness markers that are Skull-side
up to the Syringe side.
[R] UPGRADED: [Engineer-Only] Action: Cure 5 or flip over all Sickness markers that are Skull-side
up to the Syringe side.
[O]
Wall Drill(L) Can only be placed on a tile adjacent to a Wood Deposit.
Action: Gain 3 Wood.
[R] UPGRADED: Increased Isolation level (RED).
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[O]
Coal Mine(L) Can only be placed tile adjacent to a Coal Deposit. Action: Gain 5 Coal.
[R] UPGRADED: Increased Isolation level (RED).
======================================================
[O]
Care House(S) Action: Cure 2, or if you exhaust an active Care token, Cure 5 instead.
[O]
Fighting Arena (S) Action: Decrease Discontent by 1.
[O]
Public House (S) Action: Increase Hope by 1.
[W]
Field Kitchen(S) Cannot be built on the Central board. Passive: The Building on the same tile
as the Field Kitchen is considered to have a Red insulation level (applies to Blue-isolation level
buildings as well).
[O]
Temple(S) Action: Activate all Hope tokens.
[W]
Faith Keepers(L) Once per Round in the Dusk Phase, you may remove 1 Hope to ignore 1
Dusk card and draw another one. Shuffle the ignored card back to the Dusk deck.
[Y]
Propaganda Center(S) Action: Copy any other (occupied) building’s action.
[O]
Agitator(S) Action: Exhaust all active Discontent tokens.
[W]
Prison(L) Once per Round in the Dusk Phase, you may add 1 Discontent to ignore 1
Dusk card and draw another one. Shuffle the ignored card back to the Dusk deck.
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Glossary:
Event Display An area to the top-left of the map where some Events are placed.
Law Display An area to the left of the map where new Laws are placed.
Expedition
Display An area to the right of the map where Expedition cards are placed.
Scenario Display An area to the top-right of the map where Scenario cards are placed.
Technology
Display An area to the bottom-right of the map for the Technology cards.
Morning Deck A deck that you draw from in the Morning Phase.
Dusk Deck A deck that you draw from in the Dusk Phase.
Event Cards Cards from Morning and Dusk Decks.
Resources Wood, Coal, Steam Cores
Used to feed your Citizens and marked on the Population Track. Food is not a
Food Resource.
Trees are placed on the map. They are not a resource. Can be turned into Wood
Tree with a sawmill.
Double-sided tokens that are drawn from a bag whenever a Citizen dies.
One side indicates how many times Hope decreases depending on the type of
Body token Citizen who died (top for Worker / Engineer, bottom for Child)
Tokens that represent the Hope of your City. Three different types: Justice, Care,
Hope token Motivation. One side of the token is active, the other is exhausted.
Tokens that represent the Discontent in your City. Three different types: Anger,
Discontent token Greed, Apathy. One side of the token is active, the other is exhausted.
Exhaust Flip an active Hope/Discontent token to the other side (exhausted side).
Activate Flip an exhausted Hope/Discontent token to the other side (active side).
An area where things currently available to you are stored.
- Resources (Wood, Coal, Steam cores)
- Citizen Meeples
- Temporary Citizen tokens
Supply - Used Citizen tokens
Citizen People who live in your city. There are 3 types: Worker, Engineer, Child.
Worker A type of Citizen
Engineer A type of Citizen
Child A type of Citizen
Represents a group of Citizens of the appropriate type. Meeples are used to
Meeple perform actions. Orange = Workers, Blue = Engineers, Green = Children.
A token placed in the Supply that requires you to place a matching Meeple on it
Used Citizen at the start of the Action Phase, thus reducing the number of Meeples that you
token can perform actions with for that round.
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There are 3 types of tile in the game: The Central Map tile, Near tiles, and Far
Tile tiles.
A square found on tiles which may contain Resources and where you can
Space construct Buildings.
Tents, Bunkhouses, and Homes all class as Shelters. They are a place where
Shelter your Citizens sleep in the Night Phase.
Citizen There are 3 types of Citizen (Workers, Engineers, Children).
Cure When you Cure. move any Sickness marker one space backwards (left).
When a Citizen becomes sick, move the corresponding Sickness marker one
space forward. Note: There can never be more Sick Citizens of a type than there
Sick are of that type.
Rim board The outer edge of the map.
Central Map tile The tile at the center of the Map containing the Generator and 6 half-hexes.
Near tile Tiles adjacent to the Central Map tile
Far tile Tiles between the Rim board and a Near tile.
A marker showing the current amount of sick Citizens of the appropriate type. If
Sickness marker Skull-side up, the Citizen is gravely ill
The total number of Citizens you have (add together Workers, Engineers,
Population Children).
Population Track The Board with all Citizen tokens, Food amount.
Malfunction
cubes Coal cubes that fall out of Generator and are placed on the Malfunction track.
An area where Malfunction cubes are placed. 10 small spaces and 1 large space.
Malfunction track If there are more than 10 cubes in this area, the Generator breaks down.
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