Gameday First Play – Warhammer Quest: The Adventure Card Game
Explore the underground and kill all the things…
More than just flipping a card and rolling dice.
Join forces with legendary heroes to brave the many dangers of a cavernous dungeon. Wield potent weapons and magic. Conquer hordes of vile monsters. Discover fabulous treasures.
Can you survive their relentless onslaught? Can you press deeper into their lair to find the evil villain that drives them forward? There are only two ways for your quest to end – in death or in glory!
In this game each player has a character and 4 action cards which are the main part of your game. On your turn you activate one of these action cards and do everything on it in order.
While the actions are slightly different for each character, the 4 cards each have the same 4 overall abilities.
Attack – Erm… Attack. For my character the Attack was the weakest rolling only 1 die compared to 2 dice for the other 2 skills. So why attack? Well, apart form dealign a bit of damage the Attack action for my character is the one that let’s me refresh all my action cards so I can use them again.
Rest – Heal yourself. You generally get to exhaust monsters you’re fighting too which will reduce the damage you take when they attack.
Aid – Help someone else. You give them bonuses for their actions as well as let them refresh an action card.
Explore – Add counters to the location… Very important. You also get to draw a dungeon card which can be good… or bad.
So that’s you, what about the game?
The game comes with 5 scenarios and you work your way through them, upgrading and stuff in-between. Each has it’s own particular set-up but they seem to have the same/similar goal… well the two I played have…
Explore all the locations and kill all the remaining enemies.
When you reveal the first location card it tells you how many monsters you give to players and how many stay in the middle of the table, face down in ‘The Darkness’.
Monsters ‘Engaged’ with you in this way are an annoyance…
The 4 actions each require a die roll and for each monster engaged with you you roll a black die too…
Those crossed axes are successes which give you ‘1’ success to the roll for each of the you get. There is a ‘burst’ icon too which counts as a success and you roll an extra die.
The black die has claws which will cause a monster you’re engaged with to attack you for their damage level, minus each shield you roll of course.
There is also a nemesis icon that will activate the nemesis ability if one is available.
After the players take their actions, monsters attack and ‘Engage’ players from the Shadows.
Then the Location triggers it’s ability and if you have enough Explore tokens on the card you can travel as a party to the next Location.
This sets up a new bunch of Monsters and play continues.
After the Location phase, if the game is still going, is the Peril phase where the Scenario advances and usually something bad happens.
Generally, as far as I’ve seen… Once you explore the last Location and clean up the monsters you win the Scenario. If you all die first you lose.
If you win you move onto the next Scenario with a bonus card in the Equipment deck. Lose? you still continue but without it!
I’m currently enjoying this. You’re always on the edge of defeat and good team work, aiding, exploring and sharing the responsibility of taking damage is important.
It’s better than The Pathfinder Adventure Card Game which is just ‘Flip a Card, Roll a Die’.
It’s a cheap game to buy but with only 5 scenarios in the box and no signs of expansions I’m not sure how long I want this on my shelf. After a scenario you can upgrade… Get a better action card, let yourself equip more gear or draw more gear from the deck…
You’ve got 4 action cards, 5 scenarios so 4 upgrades, use them once and it’s game over…
Hopefully more Scenarios and adventures to come but for now, I am enjoying it.
It’s not like I don’t have any other games to play while I’m waiting 🙂