Showing posts with label Warhammer Quest. Show all posts
Showing posts with label Warhammer Quest. Show all posts

Friday, 17 March 2017

Review - Warhammer Quest: Shadows Over Hammerhal

Published by Games Workshop
For 2-5 players, aged 12 to adult

Shadows Over Hammerhal


Once upon a time (and I only mention that because all good stories start that way) there was a world of arcane lore and monsters. It was a harsh, cruel world where only the strong survived, and war was without end.

No. I don't mean high school.

This was a tough world. A violent world. Yet it was also a world of humour, where amidst the horror of war you could find something laugh-out-loud hilarious.

And it was also a world of beauty. It was a world where you could battle through the shit and the pain, and in the heart of darkness find a small glimmer of something so wonderful it made everything worth fighting for.

No. I really don't mean high school.

This was not our world, and yet in some ways, it was not so very different. This world was the Old World. The world of Warhammer Fantasy Battle.

Monday, 20 February 2017

Painting Guide - Brimstone Horrors

I have always said I am primarily a gamer. I'm not even secondarily a hobbyist. I really like painting miniatures, but I find assembling them a chore; and honestly, I have very little time for painting. Still, I do paint, and...

Yeah...

I'm not great.

I think they call it "tabletop quality."

So, if I'm not a skilled artist, why have I had the audacity to write a painting guide?

Simple really. I sort of wanted to show that anyone can do this, and it doesn't just have to involve a base undercoat and a tin of Army Painter Quickshade. (Not that there's anything wrong with dipping miniatures either.) But also, I thought it might be fun to show people how I flounder through this stuff.

I'm not so much going to guide you as I'm going to flail around wildly, leaving a broken trail to show where I've been as a warning for anyone else.

Oh, and by the way, if people are interested in this sort of thing, I'm toying with the idea of making it a semi-regular feature (not that anything on this blog is even close to regular). It's a little bit different to my normal content. Tangents and conversations about the biscuits I was eating while I painted these miniatures will be kept to a minimum.

I have to stress that this is not a guide for anyone even remotely confident with a brush. But if you're thinking about giving painting a go, this is how I painted my cute little Brimstone Horrors from Games Workshop's Silver Tower.

Wednesday, 5 October 2016

Review - Warhammer Quest: Silver Tower - Hero Cards

Games Workshop is really trying.

I honestly, truly believe it's trying.

It's still making mistakes, and every step it takes is met by dogged resistance from the people who decided years ago that Games Workshop is the actual Devil.

But it keeps trying, just the same.

Warhammer Quest Silver Tower



When Games Workshop released the Mighty Heroes "expansion" for Silver Tower, there was a lot of noise. The use of that word - "expansion" - was the main problem. For some people, four plastic miniatures, with no cards for actually using them in the game seemed like a bit too much of a stretch in terms of what an expansion should actually be. The counter-argument was, the rules for those four miniatures are already in the Silver Tower rules book, and are also in the app.

Ah yes, the app... The Silver Tower app contains rules for over 40 additional heroes for use in the game (at a small charge to unlock each one, or a slightly bigger charge to unlock them all). But there is no way I'm using that. It's ugly, and poorly laid out. And besides, I don't use apps when I'm playing board games.

While I was... content... to print out the hero cards from the rules book, and resigned to not using any extra characters from the app, I was one of the people crying out for physical cards. I contacted Games Workshop and told them real, physical cards would sell. Lots of other people did the same.

Fast forward just a few short months, and a pack of cards with rules for 43 heroes (almost all of the heroes from the app, plus the extra heroes from the Silver Tower rules book) has just landed on my door mat.

Tuesday, 26 July 2016

Review - Warhammer Quest: Silver Tower

Published by Games Workshop
For 2-4 players, aged 14 years to adult


Warhammer Quest: Silver Tower



Some out of production games demand a reprint.

Some games deserve to be repackaged, updated, and made available to the masses so people do not have to pay obscene prices on eBay.

Some games are so timeless and superb that they should always be in print, and the world seems incomplete without them.

Guess what...?

Warhammer Quest isn't one of them.

Sunday, 5 October 2014

Review - Warhammer Quest

Warhammer Quest


Warhammer Quest
Designed by Andy Jones and Gavin Thorpe
Published by Games Workshop
For 1-5 players (or 2-4 if you believe the box), aged 12 to adult

Warhammer Quest box
Glorious gaming goodness, or an outdated dinosaur?


Some out of production games demand a reprint.

Some games deserve to be repackaged, updated, and made available to the masses so people do not have to pay obscene prices on eBay.

Some games are so timeless and superb that they should always be in print, and the world seems incomplete without them.

Guess what...?

Warhammer Quest isn't one of them.

Now, don't get me wrong; I would buy a new edition of Warhammer Quest in a heartbeat. But that purchase is grounded firmly in nostalgia, because I was there in 1995, when Games Workshop launched the game on an unsuspecting market. I was there when that barbarian first took up his lantern and strode bravely (foolishly) into the dark depths of the mountains in search of fame, wealth, and (most likely) a horrible death involving pointy things.

I was that barbarian.

For several years, I had some of the most fun that I have ever had playing board games thanks to Warhammer Quest. Every weekend, my group of friends would come over, and we would explore dank mines, unearth fabulous riches, and slay foul fiends, for no other reason than "they were there."

Warhammer Quest contents
The box is chock-full of stuff.


But eventually, something happened.

I went to university.

One of the last things I did before I went was to sell every board game in my possession, including classics such as Heroquest, Space Crusade, Warhammer Quest, and Necromunda.

If I think about that too much, the world goes a bit dark and I need to have a sit down.

I sold the games because I thought going to university meant growing up, and growing up meant I wasn't supposed to play board games about dragons and goblins anymore.

And I needed money for beer.

Like that barbarian and his dwarven ally, descending into the darkness of the dungeon, I was lost.

And a little bit tipsy.

But by the time I had finished university, I had started to realise that selling all my games was a mistake (as was drinking all that beer), and now I know what it truly means to grow up. I have a wife, a child, and a mortgage. I write about goblins and dragons for a living. I play with LEGO. I make my daughter laugh by doing monkey impressions.

I am definitely an adult, but I have no intentions of ever growing up.

So, since the "wilderness years" of my youth, I have spent a long time trying to reacquire the games I gave away, and Warhammer Quest was always top of the list. However, the copy I now own was not one that I paid through the nose for on eBay. It is not one that I managed to find incomplete at a car boot sale.

It is a copy I was given.

By someone I don't actually know.

"Out of the blue," a user on BoardGameGeek contacted me and offered to give me a copy of Warhammer Quest. He wouldn't accept any money for it (not even for postage). He simply wanted to do something for a fan of the game.

It is genuinely one of the nicest things that anyone has done for me.

So, bearing that in mind, I feel a bit bad when I say, Warhammer Quest isn't really very good.

I mean, the game has stunning miniatures, dozens of quests, stacks of replayability... and I love it. But I know it isn't very good.

I'm not blind.

The fact that nobody I introduce it to seems to like it makes it obvious that my love is rose-tinted with nostalgia. And I'm okay with that.

Whether you are is another matter.

Warhammer Quest rules
Rules and Adventure booklets.


Warhammer Quest arrived at a time when Games Workshop was going through a garish phase. The artwork was bright and cartoonish, and lacked the dark style that made Advanced Heroquest such a compelling proposition. Furthermore, Games Workshop was just hitting its stride for making everything over the top: The massive wings on the dwarf helmets, the barbarians wielding two-handed swords and battleaxes simultaneously... The skulls.

So many skulls.

A lot of the ominous, dark, despairing overtones that were prevalent in the Warhammer world were nowhere to be seen, and instead there was this slightly watered down cartoon style that was at odds with the gritty theme. A bit like that Saturday Morning Watchmen parody.

But while the style may not have been to everyone's tastes, one thing is certain: Warhammer Quest was pretty good fun. It created a vivid world, populated with bizarre creatures and equally bizarre heroes. It created adventure.

Warhammer Quest heroes
Our intrepid heroes. Also known as "meat."


It also helped to crystalize certain gaming concepts that now seem commonplace, but which at the time were far from the norm.

For a start, the game was fully co-operative. This was not a tagged on co-operative experience like the one seen in Advanced Heroquest. This was actually how Warhammer Quest was designed straight out of the gate.

Playing without a dungeon master was completely feasible.

Dying horribly due to the ridiculous amounts of randomness was also completely feasible.

Games Workshop had created a game that presented a series of random events without the need for a dungeon master. It most certainly had not created a game with artificial intelligence. A brave party of adventurers could enter the first room of the first game and get smashed to pieces by three rampaging minotaurs, or the same party could wander empty hallways until accidentally stumbling on their objective without getting so much as a scratch. A random encounter could create a cave-in that brought the game to a premature end, or it could unearth a magical weapon so powerful those three minotaurs were nothing more than walking hamburgers.

The game was as wild, ridiculous, and unpredictable as the world in which it was set.

For someone who enjoys a heavy dose of theme in any game, that is absolutely perfect.

And absolutely frustrating.

Warhammer Quest cards
Random treasure, random events, random dungeon... Random.


Another thing that made the game stand out was the modular board, with individual room and corridor tiles linked with plastic doors. Modular boards were not unique to Warhammer Quest (again, Advanced Heroquest had got there first), but determining which tiles and monsters to place based on random card draws made it all seem fresh and exciting, while the doorways and visually appealing tiles made everything pop.

But what really made the game stand out was its generosity. The kind of generosity you wouldn't see from any company these days, let alone Games Workshop.

It shipped with over 90 incredibly varied miniatures, the doorways were huge chunky bits of plastic that clipped the lavishly illustrated tiles in place, and there were five different objective rooms, each with six different missions. Combining those different missions with the random dungeon generation system, and the random monster allocation, meant you could play Warhammer Quest every day of the week without ever seeing the same game twice.

Warhammer Quest snotling
Snotlings and spiders were always my favourite.


Furthermore, you could play it solo, or you could play it with up to three other friends as a co-operative game. Get bored of that? Then introduce a dungeon master player, and flip open the included roleplaying book: An epic tome almost 200 pages long, with rules for linking games into a campaign, visiting towns, and levelling up your characters. It even had complete rules for including every damn creature that Games Workshop ever made a miniature for... except fimirs...

I miss fimirs.

Warhammer Quest roleplaying book
The roleplaying book: a game within a game.


Back in the day, most of our time in the Warhammer world was spent Warhammer Quest roleplaying. I was the dungeon master, and I took my friends through a series of elaborate stories that I spent hours creating. I have never played a "proper" roleplaying game, but Warhammer Quest was just the right dash of roleplaying in a board game setting, and I embraced it totally. And even now I think this is probably the best way to play the game, because the purely co-operative game out of the box is so random it can get to the point of farce.

Right from the start, randomness is ingrained in everything you do. You roll a dice to determine how many wounds your character has, and the wizard rolls to see how many power tokens he gets, so you could get hosed before you even set foot in the dungeon.

Once the game is underway, each turn you start by rolling for the "winds of magic," which could make your wizard a super-powered monster-killing badass, or could result in your wizard's wand going droopy while a horde of monsters ambush you (yes, just at the point you need the magic the most). Then you move (thankfully there is no rolling involved), and whack any monsters that are loitering (more dice rolling). Next, the monsters get to whack back (even more dice rolling). Finally, heroes adjacent to unexplored doorways have the option of drawing a card from the dungeon deck to generate a new bit of the maze.

Warhammer Quest spells
Just a few of the spells your wizard will fail to cast.


Exploring is fun. Rooms start empty, but when the heroes step inside you draw a random encounter card. This usually results in the arrival of some monsters; however, sometimes you get an event instead. It is all very slick and fast-paced. It is also dice heavy, and almost completely devoid of real choices.

That's not to say there are no choices at all. You pick the monster you want to hit in a fight. You pick where you want to move. You pick when to explore. If you have special items you pick when you use them. And yes, as the game goes on, and you get more special abilities and more items, the choices become more interesting. But let's face it, this isn't Chess, and it doesn't pretend to be. This is fast-food gaming at its best.

It is also very much a product of its time. There aren't even any female characters.

Ultimately, the game is nothing more than a string of random encounters and dice rolls. You draw a card to place a room, draw a card to populate the room, roll on charts, roll to attack, roll to determine if you are ambushed, roll to determine how much magic power your wizard has for the turn. You roll, and you roll, and you roll.

And nine times out of ten, you get rolled.

But if your heroes beat the odds and survive for a few adventures, they start to power up. They get some good weapons, and they boost their statistics. Suddenly the dungeons seem less dark, the monsters less fierce. At that stage, you aren't exploring dungeons anymore, you are pillaging them. You have to start feeling bad for the monsters.

Warhammer Quest monsters
One of many monster charts.


The game flip-flops from one extreme to the other. Balance, after all, was never Games Workshop's primary goal. The aim here is to create stories; to generate wild campfire tales to entertain your friends while you chug mead. This is a game where the journey is more important than the destination, and where the excitement of a dice roll is more important than any deep strategic thinking.

This is a game where your elf is down to his last hit point. He is bleeding, desperate, alone... The wizard is already dead (the wizard is always dead), his fresh blood staining the flagstones in the flickering light of the fallen barbarian's guttering lantern flame. And the dwarf is in a heap of broken chainmail, tangled in his own beard.

The enraged minotaur lunges. The elf dances out of range. He notches his arrow. He draws aim.

He fires...

You roll the dice...

Warhammer Quest minotaurs
There may be trouble ahead.


It doesn't matter what the outcome is. You may snatch victory from the jaws of a minotaur, or the minotaur may be chewing on more than the cud tonight.

But it really doesn't matter. Because winning doesn't really matter.

All that matters is having fun, creating stories, laughing with friends, and rolling dice.

This is not a game about winning. This is a game about adventure.

This is THE game about adventure.

Sometimes those adventures are brutal, always they are random and chaotic; but only very rarely are they boring.

But if you can't get into that mind set, if you sit at the table looking for the tactics and strategies that just aren't there, you are going to be disappointed.

And if I'm totally honest, if I was sitting down today to play for the first time, I would be disappointed too.

Warhammer Quest in action
A staged game in progress.


But I don't want people to get the wrong idea. I love Warhammer Quest, and I would love to see a new edition hit the streets. I would throw money at my computer so fast the screen cracks. This is the dungeon crawler to which all other dungeon crawlers are compared, and with good cause. This game was groundbreaking in some ways. It was exciting. It gave you exactly what you would expect from a game of high adventure in a world of magic.

Warhammer Quest orc
He has a lovely smile.


I have never found a dungeon crawling game that fills me with such a sense of childlike wonder.

But do I really need a new edition?

Do I absolutely, positively need it?

No.

No, I don't.

Blood Bowl, on the other hand, is an entirely different matter...