Envelope/Building Mechanics

When you unlock the following envelopes, take note of the corresponding information.

Building 21
  • Adds PQ #11

Building 24
  • Adds PQ #12

  • Adds Rule sticker 10 (page 62)

  • There’s no built in way to mark the planted crops. Common workarounds:

    • Click Objects from the top menu, select Components > Tools > Notecard, and keep a notecard near the building to mark crop(s) and orientation if you’d like

    • Open the Master Loot Deck and retrieve a copy of the appropriate herb(s). BE SURE TO RETURN A COPY TO THE MASTER LOOT DECK.

    • Unlock the Garden card and flip its orientation using "E" or "Q" to track its state of growth.

  • Planted crops do not transfer using the Campaign Manager.

Building 37
  • Adds PQ #13

  • Adds Rule sticker 11 (page 62) and 13 (page 67)

Building 39
  • Adds PQ #14

Building 42
  • Adds PQ #15

Building 44
  • Adds PQ #16

  • Adds Rule sticker 12 (page 62) and 14 (page 67)

  • Once constructed, allows you to enhance your ability cards.

Building 65
  • Adds no PQ or rule sticker

Building 67
  • Adds no PQ or rule sticker

Building 72
  • Adds no PQ or rule sticker

Building 74
  • Adds PQ #17

  • To add loot cards 1418 and/or 1419 to your game

    • Hover on the Frosthaven box in the top right corner of the play area, right-click and select search

    • Retrieve the card and add to the Master Loot Deck

  • Once done, all future loot decks will include whichever of these cards are in the Master Loot Deck

  • Tracking the check marks on the boxes is not yet supported

    • Anything to accomplish this temporarily will not translate with the Campaign Manager.

    • Best method is to apply a decal to the card in the master loot deck. Press F9, select the "+1" decal, apply it to the card to cover the appropriate check box, and return the card to the master loot deck.

Building 81
  • A mat for the Trials deck is added next to the Town Guard deck.

    • Be sure the Trials deck is in order. First card out of the bag should be Trial of W_. If it is not, the deck is in reverse order.

  • Adds PQ #18

  • Additionally, if you are playing solo, PQ #23 is placed near the envelope’s former location. Add this to the PQ deck. If not, this can be added to the Completed PQ button bag.

Building 83
  • Adds PQ #19

Building 85
  • Adds PQ #20

  • Adds Rule sticker 15 (page 68)

Building 88
  • Adds PQ #21

  • Three rule stickers are added:

    • Rule sticker 3 (page 8)

    • Rule sticker 6 (page 33)

    • Rule sticker 7 (page 36)

  • A mat for Pets is added to the play area, with a button bag for available (uncaptured) and a card bag for pets currently in your stables.

  • Pet cards will not be removed from the play area upon "Delete Map".

Building 90
  • Adds PQ #22

  • Adds Rule sticker 1 (page 8), 5 (page 17), 8 (page 48), and 9 (page 55)

  • A mat for Challenges is added to the play area, which includes a bag for the active challenge deck and a button bag for the completed challenges.

  • If a challenge needs to be returned to the bottom of the active challenge deck, highlight the card and use the Cleanup Action Game Key

Envelope A
  • Unlocking it will always build the Hall of Revelry level 2, although in solo mode you would need to pay its upgrade cost first.

  • Adds Rule sticker 2 (page 8)

Envelope B
  • Once unlocked:

    • A sticker for the boat is added to the game board

    • A new event mat for the boat events is added to the row of event mats

    • Rule sticker 4 (page 12) is added

  • The name of the boat can not be entered and is not shown in event cards.

  • The name of the boat does not transfer using the Campaign Manager.