In a post-apocalyptic setting, 2–4 players represent not individuals, but parts of a community that has just barely survived a crushing winter.
The players must "describe the everyday activities of a small community of survivors",[1] planning how they will rebuild and prepare for the next winter.
As critic Adam Dixon noted, "Most turns only one player gets to speak; a few sentences about what has happened that week, describing places, events and people.
"[2] This can create frustration in the game, and disagreement can be expressed by taking Contempt tokens, which have no mechanical purpose but symbolize the difficulty of community decision making.
The game ends with the final card, the ace of spades, which represents the arrival of the mysterious Frost Shepherds.
[5][2] A sequel, Deep Forest, was co-created by Avery Alder and Mark Diaz Truman, co-founder of Magpie Games.
[7] Adam Dixon, writing for Kill Screen, commented, "The game focuses on communication, who talks and how.