Make one Herbalist re-trigger before you buy anything fancy. The documented Herbalist scores for Herbs in range when it is created and does not keep scoring on its own; placing a new Herb Garden next to it is the basic re-trigger, and the Garden’s Reroll gain is what a Shaman in range can convert into Frontier-based score. No Reroll event, no Shaman value — putting the buildings near each other is not enough.
Start with Herbalist and Herb Garden
The pictured Herbalist card triggers when created, scoring for each Herbs in range. That makes the opening placement valuable but one-shot: the player overview is explicit that Herbalist does not re-score on a timer. The same overview’s basic loop is to place a new Herb Garden adjacent to an existing Herbalist — the fresh adjacency re-triggers the Herbalist’s healing effect, and the Garden itself grants a Reroll.

Give Shaman a real Reroll event
Shaman’s card triggers when another building in range gains Reroll, scoring for each Frontier in range. Two conditions hide in that sentence: a building must actually gain a Reroll (not merely be able to), and it must happen inside Shaman’s shown range. The Herb Garden is the basic documented Reroll source, so place the Garden where both the Herbalist’s adjacency and the Shaman’s range cover it.

Placement order · one Garden placement feeds two effects
Expand only when each link already works
One documented late-game sample shows where this can go: a player Ghost-painted a Sawmill so its accepted category became Healing, placed it next to a Lumberyard for extra targets, filled its shown range with Herbalists and Herb Gardens, added a Witch’s Hut because it also carries Healing, and used a Lamppost to pull cooldowns down. Treat that as an attributed sample with specific cards — not a standard recipe, and not an infinite loop; the same author notes its limits. Railroad can share adjacency for these layouts, but it starts no event by itself.
If paints are part of the plan, read what Ghost and Rainbow actually change before spending them.
When pieces are missing
- No Shaman yet: the Herbalist + Herb Garden pair still scores and still hands you Rerolls for your own draft decisions. That base chain is worth running on its own.
- No Herb Garden: a lone Herbalist is a one-shot creation trigger. Placing several Herbalists does not create Rerolls — something in the run must grant them.
- Shaman silent: check that a Reroll actually landed inside its shown range; “a Garden exists somewhere on the map” is not the condition.
- Late game feels thin: the overview itself warns herbs stay limited without Neutral expansion — that is a known boundary, not your misplay. Diagnose quiet links with the four-check chain pass.
For the forest side of Frontier, the frontier forest build covers grow/score/spend roles; the guild pair plans show where an herb opening fits a run.
The base chain comes from emgeal’s Quick Overview (Sep 6, 2026), the Shaman card from curtaincall’s manual (Aug 28/31, 2026), and the Sawmill expansion sample from a Frontier/Industrial discussion, all read Oct 5, 2026. Attributed player material with dates — not our current-client test or a guaranteed weekly yield.