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Frostpunk: The Board Game

Created by Glass Cannon Unplugged

A city-survival, cooperative game for 1-4 players where heat means life and every decision comes at a cost. From the designer of Nemesis and story creator for This War of Mine: TBG. In Frostpunk: The Board Game you will take on the role of leaders of a small colony of survivors in a post-apocalyptic world that was hit by a severe ice age. Build shelters and resource gathering facilities, explore the frostlands, research new technologies, and introduce new laws. What decisions will you make to ensure your city's survival?

Latest Updates from Our Project:

Hear Me! Hear Me! New Law in the City!
over 3 years ago – Wed, Oct 14, 2020 at 02:06:03 AM

Dark Greetings to you! (any fans of What We Do in the Shadows? 😉)

As we promised during the weekend today we are adding the firs add-on to this campaign. This dedicated item is not obligatory and meant as aesthetic and practical enhancement to how the game is played.

Play Mat

Firing the first salvo we have the play mat for Frostpunk: The Board Game. We decided to add it in the first place since in your comments and surveys you explicitly expressed that you want it!

The play mat can be placed underneath the main board. It is illustrated with a beautiful snowy landscape that represents the surroundings of the place where the Generator was built. Playing on the mat has two main advantages – the material used to produce it stops all but the strongest (Chuck Norris could still knock it down!) movements that could cause the board to move/slide on the table – this is especially important for our game board because it is composed of multiple hexes and outer rim-closing brackets. The second aspect, aesthetic and practical, is that it just adds to the theme and shows you clearly where the remove snow action still wasn’t performed. The playing mat will not have the crater walls shown… Why? Figure it out 😉.

How to add the mat to your pledge? 

At first click your chosen pledge level. Then click on the Add-ons tab and simply choose to add it to your pledge. The shipping cost of the mat is approx. 10-20 Euro ($12-23USD) the price depends on your location and the fact that it needs to be packed separately in an oversized parcel (it cannot be folded due to its thickness and how rubbery the material used is). The mat will also be available in the Pledge Manager however adding it your pledge now will greatly contribute to unlocking some of the financial Stretch Goals we now have (the cardboard, glorious thick cardboard! 😉) for the entire game!

You Make the Laws!

The Laws mechanics is one the most interesting systems in the digital Frostpunk. We couldn’t imagine the tabletop adaptation without it! This neat mechanic determines your strategy for your entire playthrough, creating both material and ethical foundations of your society. The Laws work on several layers – they are practical in the way they directly influence the efficiency of work, food production and consumption, health care, etc. among our citizens.  The Laws also create the ripple effect for the moral aspect of the people. Establishing a Law will have far reaching consequences that can recur throughout your entire game. This is exactly the way it works in this tabletop adaptation! The three main aspects of Laws: choice, effectiveness and morality.

You cannot have it all.

During a playthrough you can pass up to 4 Laws. You will be choosing from a set of 12, where 8 cards are always the same (core Laws) and 4 are randomly drawn from the Laws deck (where at this moment we have 8 different Law cards). This solution ensures that the core Laws that influence such essential aspects of the lives of your citizens as policy towards children, policy on nutrition, policy on housing and choosing a path of either Faith or Order are always present and the remaining ones rotate from one playthrough to another. What is more the core Laws come in pairs – one Law from a pair contradicts the other. So for example if you decide to pass the Law that forces children to work they won’t have enough time and energy to gain education. Should you choose the Faith path (theocracy) the path of the Order (totalitarian system) will not be possible. The additional (randomly drawn) Laws are not contradictory which gives you more flexibility in choosing the direction for your city’s future.

We either adapt or we die.

So why exactly do we need the Laws? They introduce various and vast effects for the entire society. In terms of the game’s mechanics it means that they break the rules! The Remove snow action causes citizens to fall prey to sickness each time? With Heated Meals Law it won’t be a problem anymore (if you can provide the additional food required 😉). Not enough workforce? Your Engineers pick resources instead of working on a new technological project? Maybe it is time to introduce the Child Labor law and let the youngest ones perform lighter jobs? To sum up the Laws allow you to solve some of the most pressing issues you might face as the leaders of the last city on Earth, they (often) force your citizens out of their old world comfort zone, ensuring the change in their mindsets (which might prove too much for those born in the Victorian times, still remembering how it used to be). The Laws ensure that your people adapt, before they perish in this frozen world.

There are no meaningful choices without consequences!

Once a Law is passed it will impact the hearts and minds of the citizens. If you decide that the children must work their parents will start asking if the situation is really so dire that such heavy-handed solutions are needed? Are you facing famine? Is it really necessary to add sawdust to the meals to fill the empty bellies?

The first effects of a given Law will be visible immediately after passing it, shown on the Hope & Discontent tracks. A Law that will make the lives of your citizens more bearable will be popular and met with a positive reaction. A Law that seems morally dubious or simply outright stark will be met with a negative reception.

Moreover each Law comes with two consequence cards strictly connected to it. Each time you pass a Law you draw one of the two cards underneath it and shuffle it into the Dusk deck. This consequence card can return to you during the Dusk phase (and probably will, sooner or later) reveal the effect your decision caused among your citizens. Some of those effects happen only once and others will keep coming back, once you are asked to reshuffle the Dusk cards. So bear in mind that some of those consequences will stay with you until the end… What hides in those cards? Naturally we won’t spoil the surprise for you but one thing we can say is that you won’t be able to simply ignore them…

The Laws mechanics is an element of this game we are very fond of. This is why we are very grateful to you for providing this campaign and therefore this game so much support! Thanks to you we can develop this particular mechanic even further! We are adding 4 new Laws and 8 consequences for them to the Frostlander expansion (thus increasing the total count of the additional Law deck from 8 to 12 cards). This increases the possible starting Laws combinations from 70 to 495! These new, exciting Laws will allow you to craft new strategies to survive in the harsh and unforgiving reality for Frostpunk: The Board Game. 

Thank you for venturing forth with us on this amazing journey!

Jakub Wisniewski & GCU Team

PS1

Some of you have asked for a rulebook file to mark your comments, so here it is. Please feel free to comment on all the rules that feel ambiguous or unclear to you. Thank you for your time and effort!

https://drive.google.com/file/d/1aXlUWAazLE8IcdrUaXuL_BAz_lLqS6Rx/view?fbclid=IwAR1XoooR5ViiAhGwFfiMGe0_LmD1AZLCkaCRr5hPlEwHUpG-k9VcECXOkis

PS2

And now for something completely different… We received so much recognition and endorsement from the community, various companies and people in general that we feel almost obliged to give something in return. So with this update we will start a new section called GCU’s Spotlight where we will (from time to time) mention a project on Kickstarter that we think is worth your attention.

GCU’s Spotlight #1

The Empress / Cesarzowa campaign by 2 Polish comic book artists that launched together with us in Kickstarter’s opening to Polish creators event. Check it out: https://www.kickstarter.com/projects/863138773/empress-a-breathtaking-artbook-about-a-tenacious-heroine

A few words about the project by the authors:

" The Empress" is a postapocalyptic and wordless graphic novel about a nameless heroine who wades through the wasteland in search of her beloved one.

Created by Polish duo Maciej Pałka and Dominika Węcławek, the story is drawn on over 120+ pages, with colours.

We bring you a story about a woman, who became a warrior in the world without rules, and a legend in the land abandoned by the gods. Our story might be a tale about love and determination, but not be misguided, it is as brutal, and cruel as only myths can be.

Dominika and Maciek were even kind enough to create a fan art inspired by Frostpunk!

Keepers of the Last Ark
over 3 years ago – Tue, Oct 13, 2020 at 01:57:08 AM

Greetings and salutations citizens of the last city on Earth!

We sincerely hope you enjoyed a peaceful weekend with your loved ones, and found the time to enjoy a board game or two! We managed to catch some breath and are ready to get back and continue our journey towards establishing and maintaining the safe haven for us all – New London!

We promised you something big today and here we are with a huge chunk of the game, packed with replayability and entirely new gameplay! A brand new scenario with new goals for the game and completely modified starting conditions. This new challenge will require you to reevaluate what you could have learned about the game so far in order to survive. You will also be challenged to rethink those strategies you previously used for completing your goals.

A new scenario means not only new rules but new, unique components that will enhance what is already included in the box. The fact that we are able to add this to the core game is possible entirely thanks to your support (both financial and social media related).

Until now there were two scenarios in the game - the introductory one and New Home (the core one). In addition to that on Friday (Oct. 9th) you have unlocked a new setup, compatible with the New Home scenario. Today’s unlocked scenario, that we are about to describe in more detail, is strictly connected with the Frozen Grove setup where it can be played. Now let us dive in and tell you what is so exciting about the Arks!

New Scenario - The Arks

As the brightest minds of Oxford and Cambridge, we have been sent to save priceless seed and plant specimens from the eternal winter. Do we have what it takes to keep the Seeding Arks safe? Unfortunately the place for Generator 614 was chosen because of its sheltered nature, which turns out to be less of a blessing for the city planner...

Our main goal is to save the three Seedling Arks from freezing. Our workforce is very limited and so is food, to keep the city running we must search for the answers in our technology. Survival is our instinct and a goal within itself, but we are solely responsible for the future of the entire civilization and the world that was almost taken from us by this apocalyptic climate change. Should human kind endure through this white, frozen hell we will need the seeds to recultivate the land and repopulate the world. One could say that if we perish – all will perish.

As if surviving in the merciless climate of the Frostlands wasn’t a challenge by itself, now the players will have to worry about the seedling arks as well! Should they all wither, so would our hopes of survival – in such a case the scenario is lost, even if the city alone would prosper. Of course there is much more to learn about the arks and the lore of this whole, ambitious project! We are showing you only the tip of the iceberg (pun intended 😉) that this new scenario will bring to the whole tabletop experience that we want to offer you!

The scenario naturally includes new, strictly connected with its theme and story, components:

  • 3 new Ark building tokens
  • 4 new scenario cards
  • 4 new expedition cards
  • 3 new plastic miniatures of the Arks - for Deluxe Pledge backers

We fully realize that new components are important for board games (especially on Kickstarter!), but the truly crucial stuff consists of: the challenges provided, the scale of replayability, new and modified mechanics and areas of exploration. The effect? A game that can surprise you long after you have started playing it and keeps placing challenging tasks in front of you. From our perspective, as both creators and players, such goals are the most important and the best for the overall quality of the game and this is not a choice of least resistance - from the design perspective this is the opposite of easy. In our opinion it isn’t a challenge to add a miniature to the box but it is more so if you have to come up with a reason to do it – reliable, initially tested mechanics for that miniature and what it could bring to the overall replayability and scale of the game itself. This is the philosophy we have at Glass Cannon Unplugged.

New Goals

Your votes in our surveys and the comments you post carry a clear message – you want thicker boards and tokens, made with 2mm cardboard. What is more, you would like the board (where it is justified by the mechanics and component manipulation) to be double-layered. Both those requests exceed the budget we have planned for this game and if we were to simply grant these we would have to cut some of the merit oriented daily unlocks. We simply feel that it isn’t a good decision to sacrifice replayability and content for already great quality components (1,5mm cardboard with a double-sided 157gsm Linen finish paper). However we are doing this game for you and do not want to simply say “no”. This is why we’ve come up with a solution. With your already fantastic support and feedback we can do this! The obstacle we face is of material nature and thus can be overcome with scale – we are introducing financial stretch goals that will be included in your every pledge level should we reach them. Below you will find our propositions – we realize they are rather far removed from each other but with at least 16 (so far) punch boards in the game, upgrading all of them is a huge cost – even more so taking into consideration that we plan to add more in the upcoming daily unlocks!

So far you have unlocked the double layered Generator board. Congratulations! 

Besides these financial stretch goals, we still have the daily unlocked goals that make the game evolve in terms of merit, replayability and content.

To help us reach these ambitious but entirely possible goals, we will introduce the first add-on tomorrow. The one that kept popping up most frequently in your answers to our survey and in the comments.

There is also something very tangible that all of you can do to help reach those seemingly distant shores - we are now over 10.000 strong. If a quarter of us share the link and some feedback with 10 friends who like board games, and half of these friends support the campaign - we will get there in a matter of days, not weeks.

Our hearts pump the gratitude towards your support like the Generator pumps the life-giving heat into our city!

Jakub Wisniewski & GCU Team

With a Little Help From our Friends!
over 3 years ago – Sun, Oct 11, 2020 at 03:05:48 AM

Dear ones, 

today’s update will be a bit more relaxed and personal, because just like you - we are people (Surprise! No Cylons here 😉), individuals that create this team, this company. We have our mundane lives and everyday chores, and the reason we want to share them here is because they are strictly connected with the realization of this project, and we think can provide some hard to come by perspective into how running a Kickstarter campaign looks from the other side of the mirror.

Last week all of you wonderful folks presented us with a ticket for the wildest, most emotional roller coaster ride of our lives! This campaign will stay in our memories forever – thank you!

The Morning After

We made it! Oh, damn there is no internet connection in the entire neighborhood!

We bet all of you experienced a similar situation at some point where things just weren't going your way and a friendly soul just changed it all 😉

Jakub: Here I was today, waking up after like 3 hours of sleep after our launch (what has happened there! 😃 you people just broke the glass ceiling!). At first I wasn't sure which part of my dreams (I had both nightmares and good dreams) was true.  I checked the phone, got a grip of reality and was in the game.

2 hours later the internet in my entire neighborhood shut down! At first I panicked, then called Michał who is my rock on any troubled waters. When I knew Michal had things under control (as usual) I called an old friend and asked if it would be ok for me to use his office and internet bandwidth. Of course there were jokes, as usually with Filip Głowacz and Ireneusz Huszcza, about me doing a Kickstarter so big and forgetting to pay my internet provider the bill 😉

But you know what was the best in this terrifying (from a point of view of a person actively taking part in a KS campaign) situation? That Filip and Irek didn't think for a second and invited me to their place to share what they could. They both are founders of Board & Dice and never forgotten how we all met in a mediocre pizza place in a remote neighborhood to discuss our dreams and vision and how we became friends who although could compete (a not uncommon thing in any industry) will always stay true and support each other. So here is a toast to friends and how they can pull you out of any misery 🙂

PS

I misplaced my normal glasses 😛 and had to wear shades to read from the screen. I am not trying to be a rockstar contrary to my friends' jokes.

Filip, Kuba and Irek at Board & Dice office.

Friends in High Places and Comments with Friendly Faces!

Every little word of support means a lot when you are pushing yourself over what you thought were your limits, our team is not big but very efficient. This is why when companies of which we are fans do something CMON and Obsidian did we go mental with joy!

Our marketing wizard – Dawid, was literally screaming on our Discord channel:

“Aaaaah! Obsidian just Tweeted about us! Aaaaah!”

And today Jakub was posting screenshots of CMON’s social media into all the channels, mad with excitement.

Those are all huge companies, who’s work we value and admire. But you know what? When we read your comments and from time to time we read a word or a sentence of support this means the world to us! Thank you for your support!

Yes we Love our Work!

When some of us are going wild on social media others are having a great time in front of the game board. So today we are adding a test feedback survey to our Tabletop Simulator game box. If any of you would be so kind to dedicate 5-7 minutes of your time to fill those surveys with post game (TTS) feedback it would provide us with solid material for further development of the game.

Thank you!

Forecasts for Day 5 and Some Teasing

Tomorrow we rest and shovel more coal into our generators 😉 We might be less responsive in the comments section until Monday (our wives are have already activated some Anger tokens on their Discontent tracks).

Next week besides new daily unlocks we will begin adding add-ons to the campaign and some of them might surprise you, they might even make you look for some additional space in your homes…

Come Monday brace yourselves! Big news is coming!

Jakub & GCU Team

Working Hand in Hand!
over 3 years ago – Sat, Oct 10, 2020 at 01:07:42 AM

Hello Everyone!

Thanks to your engagement and generosity we have reached and breached the magic barrier of 1 million US dollars and that is just an amazing outcome! While money is an unquestionable motivator for any company, the energy and feedback you are all providing is much more inspiring and it wakes us better than coffee!

Solo / Coop / Semi-coop?

This energy and motivation are the reason why we want to address the questions and comments that many of you are posting here (and on BoardGameGeek) – what kind of game is Frostpunk: The Board Game. Is it a cooperative game, a semi-cooperative game and what does it all mean?

Frostpunk: The Board Game is a cooperative game and a solo game. It isn’t and never will be a semi-cooperative game because if we would yield to some of the voices out there and add such a variant to this version of the game we would simply break it. That would result in us delivering a worse than promised product and neither we (Glass Cannon Unplugged) nor Adam Kwapiński want to break our promises! Last but definitely not the least reason is that the semi-cooperative variant just wouldn’t be in harmony with the spirit of the original (digital) Frostpunk and its philosophy. This is a conscious design decision.

This brings us to the question of the solo/co-op aspect of Frostpunk: The Board Game. We are sure that it is both at the same time. You don’t have to take our word for it, as from day 1 we have prepared a game box for you on Tabletop Simulator and in the meantime we added a second game box – they are ready for you to check them out and see for yourself if this is the right choice for you and your group.

Many playtesting groups enjoyed these setups as a co-op experience even before we have added the players’ roles to the game. These roles won’t remove the alpha player issue (as it is hard to remove it, unless your design contains hidden information or real time pressure) but they enhance the co-op experience really nicely.

Co-op Aspect of the Game – How Does it Work?

The game offers up to 4 players different player roles (Social, Health, Generator and Foreman Advisors). Each player will act in the specific moment of the game Round, being also responsible for a part of the game components (having their own responsibility to manage). The Generator Phase is performed by the Generator Advisor and so on, that is why the game boards are made in a modular way. Check out below how they are set up for different player count, to make the access easy for each player and to keep gameplay as smooth as possible. Please note that these setups are still a work in progress, and final layout may be affected if our playtests tell us to do so.

Three players session setup:

Four players session setup:

The phase shared by all is the action phase, when actions are taken player-by-player to engage every person present. A player is responsible for the action they are performing, acting together with one of the Advisors, when needed. 

An example for you (setup for 3 players) : Martha is the Generator Advisor, but now it is the action phase and she is performing the Remove Snow action, placing a Worker on the action space and placing two board tiles on the board. Alex, who is the Health Advisor, is responsible for introducing the action’s effects on the Sickness track, moving the Sick Worker marker one space forward. Alex can advise Martha to use an Engineer to make that action instead of a Worker because this is the more optimal thing to do from the perspective of the Sickness board - as he can see the consequences of having another sick citizen of this particular type. But Martha won’t agree, as this Engineer will be needed later for the Generator maintenance action... 

So, Advisors may be engaged even when other players are performing their actions during the action phase. What is more, the player roles concept makes certain key things much easier:

1. It distributes areas of responsibility among the players and points to which components they might be most interested in, it indicates during which phases a player should be active and with which components they operate.

2. It allows for a better control of the game – each player keeps the components they actively use closer to themselves. There is no need to control the whole, large area of the game – which could be a problem for some less experienced players.

3. It makes the onboarding process much faster and more enjoyable because a player does not need to know all the rules and mechanics when they begin – it is entirely sufficient to master one’s own area of phases and actions and you are all ready to begin. The responsibilities of each player are in their own hands which leaves other players able to focus on theirs.

That was our initial plan and this we already have, but as it turns out 😉 you want more and send us examples of other games where player roles award each player with for example unique abilities or special actions. We have nothing to hide and gladly say that we can hear you and we are working now on a concept that introduces a special ability for each player role. We will keep you updated!

New Game Setups

And now let's serve the main course! What are the new game setups? 

The action of the core scenario in the digital game takes place in a crater that was created as a result of a meteor hitting the surface. This is why the crater (its inside and what is beneath it) is rich with resources as are the walls created by the blast - filled with trees and other resources frozen solid. This setup is directly represented by the board that all of you can see in the visualizations and on Tabletop Simulator, the one you have all grown accustomed to.

When you look at the main game board you can see that it is fully modular, composed of separate, matching elements. What would happen should you move them around? The original (digital) Frostpunk presents the players with various setups, besides the main one, each of those offers a completely new challenge. We plan on following in the footsteps of the digital predecessor and use a similar solution. Each new setup will absolutely change the initial situation providing you with a different game experience to explore and complete. Just as is the case of the Frozen Grove setup.

The Frozen Grove is a place where a generator was built along a wall of a crevice so that it would be protected against the powerful, freezing winds. Unfortunately this turned out to be a bad idea, since when the great frost came the generator wasn’t efficient enough to provide the heat for the entire crevice. 

Once again our engineers have proven that we owe them their lives. They came up with a solution – a new technology thanks to which the denizens of the Frozen Grove will be able to heat up the areas not covered by the generator and use the resources hidden there.

Frozen Grove is a new board setup, that changes the way players approach previously familiar challenges. It introduces the following components to the game:

  • a new technology upgrade card - the Steam Hub
  • 3 new wooden Steam Hub pieces
  • 3 new plastic Steam Hub miniatures for the Deluxe Pledge

Forecasts for Day 4

Saturday update is going to be more casual, we won’t be revealing or discussing any game mechanics or rules. What we will do is let you take a peek through the backdoor and into the kitchen of this project. Sunday when most of you will be enjoying some board games we will catch some much needed rest and try to pretend there is a life outside this campaign 😉 When Monday is upon us we will have another major update with some exciting news - we will show you how we want to use setups to give you even more content and replayability. 

Enjoy your weekends and stay safe and warm!

Jakub Wiśniewski & GCU Team

One Million Lumps of Coal for the Generator!
over 3 years ago – Fri, Oct 09, 2020 at 02:27:46 AM

Greetings, Frostlanders!

The whole team of GCU is still amazed at all the support we are receiving from you! We are super happy that the last update was to your liking, and we shall do our best to continue this campaign in that manner. Before we show you what we have prepared for today, we want to tell you more about how all those stretch goals impact the game - let’s dive into how different kinds of events work in our game.

Stories Within Stories

The first kind of events comes from the Morning deck, these cards are quite similar to events in other games you might have played. At the beginning of the Morning phase you simply draw a card from the corresponding deck and check what kind of challenges you are about to face in your settlement. The word challenges is not used lightly, as most of them will feature a challenging situation you should solve. We said it a few times and probably will a couple more 😉 - Frostpunk: The Board Game is all about the choices, so it’s not about drawing a card and seeing what happens. Almost all of these cards will confront you with a tough, morally complex choice. Sometimes it’s going to be about what people in your settlement fear the most: lack of food, piercing cold or sickness. But how will they react if you promise them to solve that problem and for some reason you cannot fulfill that promise? So maybe it is better to say the truth and face the consequences right away - seeing the influence on the society immediately. There will be plenty of different situations that you will have to solve during this game, and with each round more will come, each needing your attention and with something new to occupy your mind. Yet the Morning cards are but one part of our events system.

In Frostpunk: The Board Game we have a second deck – the Dusk deck that is directly tied with the consequences of your previous decisions. So if you wanted to put a more direct name on it, it would be the consequences deck. It works similarly to the Morning deck (each round there will be a Dusk phase, during which you draw a card from it) but there is one big difference. The Dusk deck will be created by you throughout the whole playthrough. We believe that all choices should bring consequences. This is why some of your decisions (for example the ones you make during the Morning phase) will immediately change something. But it isn’t always the case that a decision can be evaluated immediately, and so many of the Morning cards will tell you to add some specific new card to your Dusk deck. In the Dusk phase there is a possibility (that you can actually influence) that those consequences will hit you when you least expect it. So if you promise that you will have enough food to feed the hungry you will add a specific card to the Dusk deck and in a Dusk phase, there is a possibility that your people will want to verify your promises. If you  were able to keep your word, they will trust you even more. But if not… they will blame you no matter what was the real reason.

Here is an example of such story arc created by Event and Dusk cards. Please note that IT CONTAINS SPOILERS!

 Replayability is King

We wanted to explain this in detail, as it is a crucial mechanic of the game and a lot of the stretch goals will be influencing it. The other reason we talked about this today is that we are adding new event (Morning and Dusk) cards to the Frostlander expansion (that is free for all full pledge backers: Core or Deluxe Pledge). In the base game you have 24 Morning and 43 Dusk cards. Today as a part of our daily unlock we are adding 8 new Morning cards and 14 Dusk cards connected to them. That amounts to about ⅓ of what was already in the game, so we believe it adds a lot of replayability. Each time you are about to play the game, you shuffle the Morning deck, and during a full playthrough you use less than the third of all the cards in the Morning deck – should you only be able to survive the 12 rounds. Which is quite doubtful in your first playthroughs (Adam’s evil laughter echoes in the snowy distance).

And Justice for All

The second thing we have prepared for you for today is a new building which is also connected to the events system. The connection is based on the fact that a lot of the effects triggered by events will impact the mood of your society (active Hope and Discontent tokens). For example - if there is a Greed token active on the Hope and Discontent track, and you draw an event card connected with the spreading thievery, the consequences of the card will be more severe. Should you have a Justice token active on the track there will be a way for you to lessen the impact of the spreading wave of thievery. This is where the new building we are featuring today can be used. Let us present to you the Guard Post.

It is one of those buildings with a passive effect - like the Beacon, meaning that you can use the benefits of it without having to use any of your Meeples. The Guard Post will help you solve some of the problems your society might be facing. It works like a permanently active Justice token - so each time there is a requirement placed by an event card that tells you: “Only if you have active Justice” - you can choose this option because you have built the Guard Post in your settlement. Bringing some order in your society of survivors by constructing this building comes with a cost of building materials (wood) and time. Maybe you decide that it’s better to build a Guard Post than another Tent for your people? Of course it would mean that some of them can get sick… but Justice can sometimes be more important, right?

Day 3

This is it for today. We hope this update meets your expectations, and tomorrow we will have something really big for you. We talked about this a couple of times, but Friday will be the day when we present it for the first time – an entirely new setup for the game that completely changes your playstyle!

Thank you all for being with us on this amazing journey! Stay healthy and keep warm 😊!

Jakub Wiśniewski & GCU Team