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The Alchemist's Bench: A Profile of
Games Workshop's "Warhammer Quest"
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History

by John Burnham and Dewayne Agin
special thanks to Leandro Braga

Introduction

Warhammer Quest, released in 1995 and now out of print, was Games Workshop's most recent attempt at a dungeon-crawl boardgame. In the HeroQuest tradition, it contains lots of plastic figures and allows players to take on the roles of a Barbarian, Elf, Wizard and Dwarf (with official supplements containing other hero types available separately). Like Advanced HeroQuest, it replaces a standard gameboard with a collection of individual room and hall tiles that can be arranged to make many different floorplans. Like all GW fantasy games, it is set in the version of the Warhammer World that was current at the time of its publication.

WQ Components

Warhammer Quest's excellent "board" actually consists of twenty tiles (nine rooms and about eleven corridors), which can be fit together to create many different dungeon arrangements. The well-illustrated, sturdy WQ board system is worth considering as a permanent substitute for HeroQuest's board.

Warhammer Quest also arguably has the best plastic miniatures ever released with a fantasy boardgame. The miniatures were designed by the same studio that created HeroQuest's and therefore match the size and scale of HeroQuest's figures. They're ideal for expanding the variety of figures in a HeroQuest campaign.

    1. The Fire Chasm - A crack in the floor reveals a burning inferno. The Heroes must cross over a swinging bridge.
    2. The Fighting Pit - A lower level, the pit itself, can be entered by climbing down a dangling rope. The only exit from the pit is through a trap door.
    3. The Fountain of Light - A tile with a fountain in the middle.
    4. The Tomb Chamber - A tomb, very much reminiscent of the Tomb found in HQ, rests on a raised dais. Stairs ascend from the main level to the tomb.
    5. The Idol Chamber - Steps on either side of a platform lead up to the idol.

WQ as a Game in its own right

Despite initial similarities to Advanced HeroQuest (the character line-up, the random dungeons, the tile-based board), the WQ rules contain numerous refinements on those of the previous game. One major improvement is a clever card-based system that guarantees that random dungeons lead somewhere (Advanced HeroQuest's random dungeons are generated by die rolls). Every WQ board section is represented by a corresponding card in the "Dungeon" deck. A random game consists of deciding which rooms will be in your dungeon layout, picking out their corresponding Dungeon cards, and shuffling the deck. Exploration consists of turning the Dungeon cards over one at a time and adding the appropriate room to the floor plan.

When the Dungeon deck is shuffled before the game, the card for the "Objective Room" (the one containing the goal of the quest) is manually placed near the bottom of the deck. This way, the players can be assured that their target is near the far end of the dungeon. If the Heroes come to a "T-junction" (i.e., a fork in the road), the remaining cards in the deck are divided into two piles, each of which is assigned to one of the forks. Now the players know that the quest objective still lies somewhere ahead, and their choice of paths matters (there really is a right path and a wrong one), even though the dungeon is still being created "randomly."

The main WQ game and its expansions each contain several kinds of objective room and hazard tiles (with matching dungeon cards). By varying the contents of the Dungeon deck, different kinds of dungeons can be simulated.

The card-based board-randomizing rules are complemented by card- and dice-based event rules. A great variety of possible events are determined through the use of dice, the results from which are looked up on tables. This scheme offers vast numbers of random weapons and artifacts for the Heroes to find. Additionally, Event cards are drawn at specific times, and detail something happening, good or bad, in the dungeon. Each monster has a certain amount of gold, but at times a special treasure card is drawn.

WQ does rise beyond a randomized boardgame by providing support for pre-designed dungeons that are presented by a gamemaster. These, unsurprisingly, are provided in the form of annotated quest maps. The main Warhammer Quest set contains a three level quest. (In HeroQuest terms, that's three quests.) The "Lair of the Orc Lord" expansion set has a 3 level quest and "Catacombs of Terror" offers a 5 level quest.

Random or scripted, Warhammer Quest is very much a dungeon crawl. Initially you learn play with a short introductory booklet, which pretty much covers the same topics as HQ's rulebook. The dice mechanic is different from HQ's -- it boils down to "roll one normal six-sided die and add the result to your character's attribute."

Once you are used to the introductory rules, you can expand into the ones found in the 192 pages of the Roleplay Book. This adds much more flavor to the game, allowing the players to 'roleplay' their characters... within the context of a series of dungeon crawls, and the pauses between them. The advanced Roleplay system is a streamlined (and d6-based) subset of the Warhammer Fantasy Roleplay System (still available as a huge paperback; see http://www.hogshead.demon.co.uk/WFRP-rulebook.htm ).

While there are no Chaos Warrior minis included with Warhammer Quest, the Roleplay Book includes detailed rules support for every miniature GW was making around 1995, Chaos Warriors included. There is also a specific "Chaos Magic" spell list for Chaos Sorcerers. There are similar spell lists for Chaos Beastman Shamans and Dark Elves, and rather different ones for Chaos Dwarves, Goblins/Orcs and Skaven.

There is some attention given to life outside of dungeons. The system that tells you what the Heroes go through between quests takes the form of numerous tables of random events. If the heroes want to travel to a distant city in order to buy more exotic goods and weaponry, the players must roll on a table of "hazards". While in a settlement, they must role on a "settlement events" table. And so on.

The documentation encourages the GM to provide roleplaying opportunities within the scenarios. The scenes in which the party is given its missions or learns valuable clues in town are supposed to be acted out. The game system does provide for a fully detailed character, one that includes all of the non-combat stats that were introduced in Warhammer Fantasy Roleplay.

Future Support

There were quite a few articles in White Dwarf and the Citadel Journal magazines about WQ. For a complete list of both you can go to The Dungeon of Mugee. These included extra rules, combat/treasure cards, game boards, quests, spell cards, and characters (in a "figgur-n-rulz" deal; the magazine provided the basic rules, but the metal figure and role-playing rules could be obtained through mail order).

One White Dwarf article introduced Dark Secrets cards. These give the WQ Heroes a 'dark' reason for being in the dungeon. Instead of the standard Heroic reason, the character can have some hidden goal that may affect the rest of the group.

Even though GW has ceased production of WQ, it is still supporting it. The last three issues of Citadel Journal have had WQ articles (although one was a comic). This year also saw the release of Deathblow, a Warhammer Quest compendium. Games Workshop promises to release Deathblow 2 soon.

Fan support for Warhammer Quest is also strong, and there are quite a few Warhammer Quest pages on the Internet. These provide many extra rules, characters, quests, boards, etc.

Slayers Quest Tomb

Warhammer Quest Archive

Andrew Brockhouse's WQ Page

Dungeon of Muggee

There is also a very active Warhammer Quest newsgroup. Instructions for joining it can be found on any of the sites mentioned above.

Bottom Line

If you enjoy lots of minis, then this is the game for you. In this one case, the board tiles and minis, plus the assorted other goodies, are worth Games Workshop's asking price. If you are using the game to complement HeroQuest, then you get a nice assortment of minis. There is a good assortment of board tiles, which while most are larger than the HQ rooms, still fit nicely into the game.

If you are planning on buying Warhammer Quest to play as a game in its own right, then be assured that it is a solid one. There are rules for easier, more HQ-like dungeon crawls, plus the more advanced Role Playing rules.

The game is out of print, but still available. List price was $70, but it can be found at some locations for much cheaper. It should be noted that if you are buying the game for just the minis, you may want to investigate the plastic sets from GW for about $10 or $15 each. Except for the four hero characters and the doors, all of the minis in WQ are recycled from those very sets (not all of which are currently in production, though).

 
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Original materials on this site are copyright © 1998, 1999, 2000 by their respective creators. Nothing on this site is intended as a challenge to the rights of the Milton Bradley Corporation in regard to their HeroQuest product.

 

 

 

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