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Forge a Hero, shape a Realm, and create a Chronicle of deeds and felled enemies in a 45-minute deck-building adventure for 1-4 players.
Forge a Hero, shape a Realm, and create a Chronicle of deeds and felled enemies in a 45-minute deck-building adventure for 1-4 players.
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Game Gears: Questing

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Ladies and Gentlemen!  

Today the first new quest for Chronicles of Frost has been unlocked, which gifts me with a great opportunity to publish the first update about the Chronicles of Frost engine. So, let’s start with an iconic building block of any heroic tale: the noble quest.  

 

To Search and Explore 

Quests in Chronicles of Frost come in two flavours: there are Exploration Quests and there are Search Quests. Your hero will start the game with one of each, chosen at random or by mutual agreement of all players. Each quest consists of a number of chapter cards: the Search Quests are made up of three Chapter Cards, whereas the Explorations consist of two chapters each.  

Exploration Quests make you explore and expand the world in a specific way. Each chapter will point to a specific part of the location grid. In order to be able to complete a chapter, you’ll have to get to that specific position. In most cases that means you’ll have to discover the location for yourself, as quests in Chronicles are designed to create no overlap between what you and other players have to discover.  

Search Quests on the other hand require you to do a bit of digging in the Location Deck. Each Chapter card will give you something to do in either a location of a specific type (one of three: Bordelrands, Deadlands or Wildlands), or - in case of the last chapter – in one very specific location (like the Hunting Grounds, the artwork of which you can see below).  

The deadly beauty of the Ghoren Hunting Grounds.
The deadly beauty of the Ghoren Hunting Grounds.

  

Timing is King 

Completeing both of your quests (by sending all five Chapter Cards into your Chronicle) is one of the end game triggers, so finding the right time to close the final chapter is essential to victory. However, each chapter on its own can also be a potent tool in moving you closer to victory while the game is still on.  

Many of the quest rewards are situational. That is why you probably should take a look at all of the Chapter Cards before you make your first move. As some rewards allow you to heal damage, and others offer card draws or instantaneous long distance move, it pays to think about the order of resolving chapters belonging to different quests. 

Quests (and player aids) up close!
Quests (and player aids) up close!

Sometimes you might even decide that delaying a resolution might prove most beneficial. Apart from the above, quests will make you build the board both for yourself, and for other players. Sometimes, it will also be worth your effort to get to know what other players need to do in order to finish their stories.  

Off the beaten path

Are quests a mandatory part of your game? They are not. While they offer substantial victory point rewards, these can be offset by focusing on a different strategy, or trying to have a bit of everything in your game (slaying enemies, purchasing and retiring cards). However, quests are still a vital element, and probably should not be abandoned completely.  

Finally, just as an extra bit of information, I’d like to quickly tell you why Exploration Quests are double sided:  

Same quest, same chapter, two different sides.
Same quest, same chapter, two different sides.

 

As you can see above, the two sides of the card are mirror images, so that depending on which side of the table you’re sitting at (so, whether you’re looking at the location grid “from the south” or “from the north”) you can easily identify which location you need to get to.  

I hope you’ve enjoyed this update, and if there are any other elements of the game you’d like to read about, just tell me in the comment section below. As always, I hope you have an excellent day!  

Błażej

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