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Any rules interpretations given in this FAQ are not definitive, the interpretations are simply a consensus arrived upon by various parties discussing the rule(s) on the Net.
Where the interpretation is supplied by Games Workshop it will be noted.
The criterion by which questions in this FAQ is this:
Strictly speaking, Warhammer Quest is a board game with roleplaying
elements. Because of this, people who are used to traditional roleplaying
games find some rules odd, such as Warriors applying bandages to wounds
while engaged in combat, or Warriors being unable to salvage any equipment
from a fallen comrade. Such rules may be changed, or overruled by a Gamesmaster
should he and the players wish, however it is not the place of this FAQ
to suggest any such changes. This FAQ deals with the rules as given or
implied by Games Workshop and GMs may take or leave them at their own discretion.
AB | Adventure Book |
GM | Gamesmaster |
GW | Games Workshop |
GWOZ | Games Workshop OZ |
GWUK | Games Workshop UK |
GWUS | Games Workshop US |
RB | Rule Book |
RPB | Roleplay Book |
SQ | Special Quest |
TLOM | The Library of Muggee |
WD | White Dwarf |
WHFB | Warhammer Fantasy Battle |
WQ | Warhammer Quest |
Both a board game and a roleplaying game, WQ is designed to be played by one to four players, or alternately one to four players and a Gamesmaster if the roleplaying rules are used. When there is no Gamesmaster, the game is essentially random, with decks of cards determining the layout of the dungeon and the monsters and treasures contained therein.
The dungeon is revealed room by room as the players explore. The entire game is played out with miniatures on high quality glossy card stock dungeon floorplans connected by plastic doorways.
For those who are familiar with the game Dungeons and Dragons, WQ falls into the 'dungeon bash' style of play. Although roleplay rules are included, the game is essentially based around Dungeon exploration. Wilderness/Town adventures are not catered for with the boxed game (a series of abstract settlement event/hazard tables take their place, however, rules can be found in White Dwarf and Citadel Journal magazines).
WQ is designed to be simple, fun and quick. Those who like complex rules systems with endless tables to cater for every possible eventuality should look elsewhere. Similarly, it is not a game for those who emphasise roleplay over combat. When played with a Gamesmaster, WQ is an equal mix of both.
Rule books:
1 "How to Play" basic rulesheet
1 32 page Rule book
1 16 page Adventure book
1 192 page Roleplay book
Cards:
19 Event cards
17 Blank Event cards
30 Treasure cards
23 Dungeon cards
Miniatures:
4 Warriors (Barbarian, Dwarf, Elf and Wizard)
6 Orc Warriors
6 Orc Archers
6 Goblin Spearmen
6 Night Goblin Archers
12 Skaven
3 Minotaurs
12 Giant Spiders
12 Giant Bats
12 Giant Rats
12 Snotlings
10 Dungeon Doorways
Board sections:
6 Dungeon Rooms
5 Objective Rooms
7 Corridors
3 T-Junctions
1 Steps
1 Corner
Other components:
4 Battle Level cards
4 Character cards
4 Equipment cards
15 Spell cards
4 Warrior counters
10 Luck counters
6 Web counters
15 Power tokens
1 Portcullis marker
1 Cave-in marker
3 Pit of Despair markers
18 Scenery markers
1 50 page Adventure Record
6 Large dice
12 Small dice
There are many websites with material which may interest many Warhammer Quest gamers. The best way to find them is through the Warhammer Quest webring.
The most recent version of this FAQ can be found at the Warhammer Quest FAQ website.
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