Warhammer Quest
Manufacturer(s) | Games Workshop |
---|---|
Designer(s) | Andy Jones |
Illustrator(s) | Geoff Taylor, Richard Wright, Dave Gallagher, John Blanche, Wayne England & Mark Gibbons |
Publisher(s) | Games Workshop |
Years active | 1995-1998 |
Players | 1-6 |
Age range | 12+ |
Playing time | 2-3 Hours |
Warhammer Quest was a fantasy dungeon, role playing, adventure board game released by Games Workshop in 1995 and set in its fictional Warhammer world. The game focused upon a group of warriors who joined together to earn their fame and fortune in the darkest depths of the Old World (Warhammer).
Warhammer Quest was the successor to HeroQuest and Advanced HeroQuest, which maintain a loyal and dedicated fan-base to this day.
Game
Mainly written by Andy Jones, Warhammer Quest utilized a set of simple game mechanics to simulate the Warriors actions as they explored and fought through the dungeons of the Old World. The game put a strong emphasis on co-operative and thoughtful play by the players in order to survive against the myriad monsters they would inevitably face.
Primarily designed for four players the original game continued the tradition of HeroQuest by supplying a Barbarian, Wizard, Dwarf & Elf as its main Warriors. The game was known for its difficulty, particularly to starting parties, as well as the use of an innovative card-based mechanic to generate the dungeon, monsters & other events, as well as treasure.
The boxed game itself is considered by many hobbyists who remember it to be one of Games Workshop’s best releases. The boxed set contained no less than three books (the Rulebook, Adventure Book & Roleplay Book) a complete set of well-illustrated Dungeon Floor Plans, as well as over 90 miniatures, 10 plastic doorways, a set of 50 ‘Adventure Record Sheets’ where players could keep details about their Warrior, and numerous counters and tokens as game play aids, as well as dice.
The game did utilize almost a full range of monsters that were available through Games Workshop’s Warhammer Fantasy range. It was designed so that players could use their range of Warhammer miniatures (if they had them) to represent their monsters.
Games Workshop stopped producing Warhammer Quest in 1998.
Treasure
The game focused on the acquisition of vast amounts of treasure. These items were often gained after any particular group of Monsters were killed & as a reward for killing all monsters within an Objective room. Treasure was essential to the Warriors development (it could be sold for gold and then in turn pay for training and advancement when enough gold was accumulated) as well as essential in offering extra help through a dungeon, be it through healing, a weapon, extra armour to make the warriors tougher to kill or as a talisman or other trinket that gave the warrior a certain ability that could be used per turn or per adventure.
Treasure was split into two kinds: Dungeon Room treasure and Objective Room treasure. Dungeon room treasure was collected after every group of Dungeon Monsters were killed & Objective room treasure were sometimes collected once the warriors had killed all monsters within the given objective room or as a reward at the end of the Adventure.
Games Workshop released three additional ‘Treasure Packs’, each containing a selection of both Dungeon and Objective Room treasure cards.
Monsters
All of the hostile creatures encountered by Warrior parties are known under the collective name of "Monsters." Practically the entire range of Warhammer creatures of the time were included in the Bestiary section of the Roleplay Book. Monsters are broadly divided into the following species:
- Beastmen
- Chaos (Warriors & Daemons)
- Chaos Dwarves
- Dark Elves
- Monsters (creatures with no specific affiliation e.g. Gorgons, Ogres, Dragons etc.)
- Orcs & Goblins
- Skaven
- Undead
Lizardmen are the only major race not to feature in the game. (Note: They were later released, however, as an additional supplement in the Warhammer Quest magazine "Deathblow" and could most appropriately be ecountered if the Warriors partook in the Lost Kingdoms rules from White Dwarf articles 196-197.)
Monsters are encountered according to the current Dungeon level. For example, a small group of Orcs with bows might present a challenge to Battle-level 1 Warriors but would not last long against a very experienced Party. At higher levels an Orc Shaman riding a Wyvern, a group of Ogres, a Gigantic Spider or any one of a hundred other horrors might be encountered instead. The truly dreaded creatures such as Dragons, Vampires and Skaven Verminlords do not appear until the highest Dungeon levels.
Warrior parties usually encounter Monsters of the same level as themselves. This is necessary, for Warriors can find higher-level Monsters very difficult or even impossible to destroy. For example, a level 10 Great Unclean One would rampage through a party of level 5 Warriors and would not be remotely defeatable.
Warhammer Quest Roleplaying
The game was released with a large roleplay book, which added detail. It enabled players to expand their games by introducing a host of roleplaying details & game mechanics. When used, the Roleplay Book offered the players the chance to travel between Settlements, Train to the next level, visit numerous shops and traders, as well as visit Special Locations. The Wizard, Elf, and Dwarf had a Special Location that was exclusive to each of them and, if their luck was good and if they had enough gold, they could buy specialty items to help them in their adventures.
Additionally, the Roleplay Book introduced the element of Psychology, which included new rules for Fear, Terror, Hatred, Breaking (fleeing), and being Prone. There were also rules and descriptions for using two new Characteristics: Luck and Willpower.
The Roleplay book also contained a bestiary of Monsters that the warriors might encounter and employed a number of ‘D66’ tables so Warriors could face more new and terrible foes. The Roleplay book also offered a Hazards Table (for use when traveling to a village, town or city), a Settlement Events Table (for use when spending time in a settlement), extra Treasure and Objective Room Treasure tables as well as ‘Battle-level Monster Tables’ for use as the Warrior’s career progressed.
Through the use of such tables it was possible for a Warrior to be accused of murder, witchcraft or else do an honest day’s work, be accosted by a rampaging bull, gain a pet dog, spend several days in an infirmary or even decide they were going to give up adventuring and settle down to have a family. The Roleplay Book helped flesh out the Warriors lives in between dungeons.
The last section of the Roleplay Book contains rules for a new player: the Gamemaster. This person acts a "referee" or "storyteller" who controls the game, taking the Warriors through a dungeon of his or her own design. This section contains many new ideas for the Gamemaster, as well as the Warriors, and guidelines for writing adventures and Warrior development. It also contains an entire pre-written campaign for the Gamemaster and the Warriors to play as well as introduced the first expansion Warrior of Warhammer Quest: the Dwarf Trollslayer.
Warrior Progression
Every Warrior could be progressed up to 10 stages or ‘Battle Levels’ with 1 representing a new warrior to 10 representing a very experienced, powerful, individual able to take on hordes of monsters on their own.
Typically an RPG would require experience points in order for a Warrior or Adventurer to advance in such levels. In Warhammer Quest experience points were dropped in favour of Gold. A Warrior would need a certain amount of Gold to advance battle-levels and would also use the gold to buy items, or even grandiose extras such as a Castle or Fortress! Every monster encountered and killed by a warrior would be worth a certain amount of Gold, as would any Treasure the Warrior decided to sell at the end of the adventure. The leader carrying the lantern (typically the Barbarian) decides which warrior gained an item of treasure although it was usually required that treasure be distributed equally.
Expansions
A number of expansions were released for Warhammer Quest. These included two new adventure packs, several Warrior packs as well as additional Treasure Card packs & a set of blank Monster Cards & Event cards, where players could record their own monsters from the Warhammer world that were not written within the Roleplay book or else not produced as an official card by Games Workshop.
Adventure packs
There were two adventure packs released for the game. Lair of the Orc Lord contained six new adventures against Greenskins (Orcs & Goblins) while Catacombs of Terror featured six new adventures that pitted the Warriors against the evils of the Undead. Both expansions contained new, pewter models to represent their enemies as well as new Board tiles and cards.
Warrior packs
Games Workshop released packs for nine additional Warriors, all of which had some background within the Warhammer world. The packs consisted of a Warrior model, rulebook and a set of card tokens detailing the warrior’s original statistics & equipment. The rulebooks offered a piece of background as to the warrior-type & a set of rules to use the warrior including details about any new special locations they might visit, skills or equipment they could obtain as well as details about their Battle Level progression. The Warrior Packs released were as follows:
- Pit Fighter
- Warrior Priest
- Imperial Noble
- Elf Ranger
- Dwarf Trollslayer
- Chaos Warrior
- Wardancer
- Witch Hunter
- Bretonnian Knight
Warhammer Quest and White Dwarf
To accompany Warhammer Quest Games Workshop produced a number of articles in their White Dwarf magazine that added additional elements to the game play such as extra rooms, adventures & other articles. They were as follows:
- WD 184 – Design Notes on the original game.
- WD 185 – Release of ‘The Pit Fighter’ warrior pack & rules. "Mission Impossible" article: floorplan and Cards for the ‘Gaol’ special quest and special rules for hidden passages.
- WD 186 – Release of the ‘Warrior Priest’ warrior pack & rules. "Flames of Khazla" article: floorplan and Cards for the Flames of Khazla special quest, also the release of the first Treasure pack & blank Event cards.
- WD 187 – Release of ‘Lair of the Orc Lord’ & design notes & release of the ‘Imperial Noble’ warrior pack.
- WD 188 – Release of the ‘Elf Ranger’ warrior pack. "Creatures of Darkness" article: guidelines to create your own Monster Cards.
- WD 189 – Release of the ‘Trollslayer’ warrior pack. "The Darkness Below" article: a set of guidelines to alter dungeon generation.
- WD 190 – Release of the ‘Chaos Warrior’ warrior pack. "Dark Secrets" article: extra cards that Warriors could take to add an extra element to an adventure or to the warrior’s background.
- WD 191 – Release of ‘Catacombs of Terror’ and the ‘Wardancer’ warrior pack. "A Horror Awakens" article: how to link three new adventures and included two new treasure cards. Showcase of a superb Warhammer Quest diorama by legendary miniature painter Mike McVey.
- WD 192 – Release of the ‘Witch Hunter’ warrior pack. "Into the Depths" article: adding yet more variety through dungeon design. Also included two new Board Sections(Collapsed Passage, Into the Dark/Spiral Staircase and Dead End).
- WD 193 – "A Dungeon of Your Own" article: tailoring Blank Event Cards with Monsters and Events. Included four new Event Cards.
- WD 194 – "Well Met!" article: Warrior Parties and their composition including the pros and cons.
- WD 195 – "Domain of the Horned Rat" article: introducing Skaven-themed dungeons, a new monster ‘the Rat Golem’ & a new objective room - Quirrik’s Laboratory.
- WD 196 – "On the Waterfront" article: part 1 of an article on foreign travel. Involved traveling to far and distant lands, introducing coastal towns and rules for finding a ship and captain to sail the seas.
- WD 197 – "Lost Kingdoms" article: part 2 of an article on foreign travel including boarding ships as well as ocean events if Warriors decide to set sail to distant lands.
- WD 198 – Warhammer Quest Q&A.
- WD 199 – "Getting Out Once In A While" article: part 1 of an article on converting your warriors for use within Warhammer Fantasy.
- WD 200 – "Getting a Breath of Fresh Air" article: part 2 of an article on converting your warriors for use within Warhammer Fantasy.
- WD 201 – "A Green and Pustulant Land" article: introducing a Nurgle themed mini-campaign.
- WD 202 – "Out of the Darkness" article: introducing adventures beyond the confines of dungeons.
- WD 204 – "Room For Improvement" article: improving you dungeons as well as introducing a new board section (The Sewer) and a new Chaos Slaanesh adventure.
- WD 208 – Release of the ‘Bretonnian Knight’ warrior pack. Also a retrospective look at Warhammer Quest and its evolution.
Warhammer Quest and Citadel Journal
To accompany Warhammer Quest Games Workshop produced a number of articles in their Citadel Journal magazine that added new semi-official adventures and scenarios, alternatives rules, and warriors. Some articles were written by the usual contributors of Warhammer Quest while others were fan-submitted material. They were as follows:
- CJ 16 – "Ex-Blood Bowl Player" article: introduced the Ex-Blood Bowl Warrior.
- CJ 17 - "Messing With Their Heads: Riddles As Plot Devices" article: how to use riddles in the Gamemaster version.
- CJ 18 - "Into the Woods: Wood Elves in Warhammer Quest" article: Wood Elf dungeons scenarios.
- CJ 19 - "The Eyes of Doom" article: a Roleplay adventure vs. Undead for Battle-level 6+ Warriors.
- CJ 21 - "Wotchoo Lookin' At?" article: introduced the Ogre Warrior.
- CJ 22 - "Downtown" article: rules for exploring Settlements by using the dungeon Board Sections.
- CJ 24 - "You Thieving Little B*****!" article: introduced the Halfling Thief Warrior.
- CJ 25 - "(The Warhammer Quest Adventurer’s) 'Catalogue of Dungeon Furnishings'" ad: GW Mail Order items.
- CJ 26 - "Njet Comrade!" article: introduced the Kislevite Shaman Warrior.
- CJ 28 - "The Low Life and the High Life: Going to Town" article: rules for Alehouses including Bar-room Brawls.
- CJ 29 - "Escape From Hag Graef" article: a new quest to escape the Dark Elves.
- CJ 32 - "Taverns of the Beastmen" article: a regular or Roleplay Beastmen adventure for Battle-levels 1-2. Also "Warped Visions: Trollslayer – Triumph and Tragedy in Warhammer Quest" comic: a Trollslayer comic by Brian Pope.
- CJ 33 - "Wanted Dead or Alive" article: introduced the Outlaw Warrior.
- CJ 34 - "Tower of Hazuk" article: a Roleplay adventure for Battle-levels 1-2.
- CJ 35 - "Bounty Hunter" article: introduced the Bounty Hunter Warrior.
- CJ 37 - "Errata" article: provided the missing Outlaw Generation table for the Bounty Hunter Warrior from CJ 35.
- CJ 38 - "The Squig Hopper Dungeon Race" article: An amusing little racing game.
- CJ 50 - "The Struggle for Karak Eight Peaks" article: A subterranean Warhammer Scenario.
Deathblow Magazine
Deathblow was a dedicated Warhammer Quest journal released by Games Workshop to accompany the game in a similar vein to its Citadel Journal and Fanatic Magazine. Deathblow consisted of only three issues. Deathblow included articles by contributors outside of Games Workshop’s employ and featured articles from White Dwarf, the Citadel Journal and contained new adventures and a selection of other Warhammer Quest related paraphernalia.
Deathblow introduced eight new Warriors: The Halfling Thief, Kislev Shaman, an Assassin, an Ogre, Druid of Albion, Dwarf Brewmaster, Salty Seadog & Lord of Aenarion.
Deathblow was named after Warhammer Quest’s ‘Death-Blow’ mechanic where if a warrior killed a monster in one single strike he could then carry that attack through to an adjacent monster.
Deathblow I
- Down Town
- The Bank
- Eyes of Doom
- Dangerous Dwarfs
- Spawn of the Old Ones
- Rumble in the Jungle
- Claws of the Bear
- Njet Comrade
- You Thieving Little B*****!
- You Ain't Seen Me, Right?
- Wotchoo lookin' At?
Deathblow II
- The Shattered Amulet
- The Return of The Dark Queen
- Aaarh, Me Spleen
- Creatures of Darkness
- A Horror Awakens
- On the Waterfront
- Lost Kingdoms
- Oi! Get off me Juniper Bushes!
- Mine's a Pint... Hic!
- Aaarrr, Me hearties
- The Dungeon Architects
- Hot From The Forges
Deathblow III
- Arabian Nights
- Out of the darkness
- The Good, The bad and the Rotting
- The Low Life and the High Life
- Questions and Answers
- Lord of Aenarion
Warhammer Quest contributors
Warhammer Quest and its expansions/articles were authored, illustrated or produced in whole, or in part, by the following:
Andy Jones, Geoff Taylor, Richard Wright, Dave Gallagher, John Blanche, Wayne England, Mark Gibbons, Bryan Ansell, Gavin Thorpe, Ian Pickstock, Mark Hawkins, Dean Bass, Steve Anastasoff, Tuomas Pirinen, Mark Hawkins and more.
Dungeon Bowl
Dungeon Bowl was an expansion to Blood Bowl, Originally packaged with its own A5 sized floorplan sheets - the later downloadable version made use of the Warhammer Quest tiles.
Other implementations
On 20 Aug 2012 GW announced Warhammer Quest for iOS devices.[1] The development company is Rodeo Games.[2] It was released on May 30, 2013.
It was later ported to PC, Mac and Linux by Twistplay and was released by Chilled Mouse on Steam on January 7, 2015[3] and Android on June 25, 2015.[4]
See also
External links
References
- ↑ From Dan Harden at 10:08 BST. "White Dwarf Daily". Games Workshop. Retrieved 2013-10-10.
- ↑ "Home". Rodeogames.co.uk. Retrieved 2013-10-10.
- ↑ "Warhammer Quest on Steam". steampowered.com. Retrieved 2015-10-30.
- ↑ "Chilled Mouse brings their new Warhammer game from Steam over to Android called Warhammer Quest". Droid Gamers. 2015-06-25. Retrieved 2015-12-31.