Frosthaven: Getting Started & First Classes
Starter route for Frosthaven's digital 1.0 — pick a class that fits your party, learn the card-discard rhythm, and choose outpost upgrades that open the map.
Verified for version1.0
Frosthaven is generous with information and unforgiving with resources. Your first scenarios are about learning the exchange rate between a turn, a card, and a hit — so build habits before you build power.
Your first scenarios, in order
- Choose your starting class by the hole in your party. Banner Spear, Boneshaper, Drifter, Geminate, Blinkblade and Deathwalker cover very different jobs; pick the one nobody else is doing.
- Learn the three-card decision. Every turn, ask what you are spending, what you are keeping, and what you can afford to lose — that question is the whole game.
- Rest early rather than desperately. Waiting until you are almost out of cards removes your options exactly when you need them.
- Prevent damage with a purpose. Spending cards to survive is fine; spending them without changing the fight is how scenarios are lost.
- Play a scenario for information before you play it for the reward. Knowing the map, spawns and timings turns a coin flip into a plan.
- Invest your first outpost upgrades in mechanics. Anything that opens new scenario types or options beats a flat stat bump.
- In co-op, say your plan out loud. Two characters who each play perfectly but cancel each other out lose to two who planned the turn together.
Difficulty, honestly
The game lets you choose your difficulty, and using it is not cheating — the card system already punishes greed. Pick the level where you finish scenarios with a card or two to spare, and raise it once that stops being true.
Sources
- Steam store page — Frosthaven (official)
Related guides
FAQ
Which of the six starting classes is easiest?
Whichever covers the gap in your party. If you are playing solo, start with a class that can both deal damage and survive — the specialists pay off once someone else covers their weakness.
Why do I keep running out of cards?
Because unplayed cards are also your health and your clock. Rest before the pile is empty, and treat every card spent on damage prevention as a turn you bought, not a turn you lost.
What should I build first at the outpost?
Whatever unlocks a mechanic you will use in the next few scenarios. Buildings that change how you approach missions beat buildings that only add numbers.