OrcQuest Warpath is a campaign-driven cooperative game for 1-6 Players (playing 4-6 Heroes) in which you take the role of green skins who embark together on an adventure to avoid the potential annihilation of their race. Together, they will use their teamwork and unique skills to overcome the enemy and hopefully find the source of all evil.
Throughout the adventure, you can develop your weapons, and working together as a team, you will pay homage to the Badass God by leaving a trail of blood and bones everywhere you go!
Ten scenarios on double-sided modular tiles that will test your stealth, your teamwork and your Orc skills against the human scum and maybe… other surprise guests!
Players follow a campaign where the objective is to find out what motivates the expansion of the human lands. Players will go through different quests (saving allies, fighting big bosses...) and will develop themselves as well as their equipment as the campaign advances.
In order to reach the end they must use their team spirit as well as their stealth skills to go through the different scenarios.
Players win by reaching the last chapter and defeating a "still secret" opponent.
Players lose if the Alert Level reaches the maximum allowed or if all heroes die.
—description from the publisher
OrcQuest WarPath Quest 1 Full Playthough
- Interesting twist on the dungeon crawler genre by playing as Orcs.
- The exploration system is a standout feature.
- Ability to upgrade weapons and add enchantments.
- The combat mechanic of weapon-dictated dice and foe vulnerabilities feels right.
- Previous backers of the original campaign will receive their pledges, only needing to cover shipping.
- Players take on the roles of Orcs ridding the lands of humans.
Mechanics (from transcript analysis)
- Combat — Involves rolling dice based on equipped weapons, with different weapons yielding different dice and combat effectiveness against various foes.
- Dungeon Crawler — Described as a dungeon crawler with quests, combat, loot, and character improvements.
- Exploration System — A dice-based system where dice are dropped into a room proxy to determine the contents of the room, which can include enemies, quest objects, or other elements.
- Loot/Upgrades — Players gather materials to upgrade weapons or dismantle unused weapons. Enchantment cards can be added to weapons to provide bonus dice for attacks.
- Resource Management — Materials are gathered by 'tearing the place apart,' cracking enemies open, or dismantling weapons, and are used for weapon upgrades.
- Variable player powers — Players earn 'badass points' which can be spent to pull off powerful moves or learn new abilities.
Video topics + discussion points
Quotes (from this video)
- Praise badass
- have fun keep gaming be social see
References (from this video)
- Dynamic, tactical dungeon crawl with a strong focus on positioning and environmental interaction
- Rich set of components (cards, loot, artifacts, miniatures) and a robust upgrade/crafting loop
- Secondary objectives and modular map setup add replayability and narrative depth
- Rule complexity and heavy setup may present a barrier to new players
- Long play sessions and potentially steep learning curve for mastering the system
- Reliance on keeping track of many tokens, decks, and states can be challenging without organization
- Dark fantasy dungeon crawl with tactical combat, stealth elements, and factional objectives
- Kingdom of Istara and surrounding regions; Orcs plotting conquest through dungeon exploration
- Campaign-style with chapters, primary and secondary objectives, lore background, and evolving encounter setup
Mechanics (from transcript analysis)
- Action cards — Cards grant actions or boosts; cards are flipped after use and cannot be reused during the same turn.
- Ba points (upgrading and actions) — Ba points are a resource used to buy additional actions, heal, upgrade items, and trigger special abilities.
- Card Crafting — Loot cards provide equipment or resources; equipment can be broken down into components for crafting and upgrading gear.
- Die color system for combat — Combat uses colored dice (yellow, orange, red for attack; defense dice of various colors); damage scales with color interactions.
- Dungeon Crawl — Rooms are created by placing tokens; enemies spawn in designated rooms based on quest rules.
- Dungeon layout and spawning — Rooms are created by placing tokens; enemies spawn in designated rooms based on quest rules.
- End-of-turn maintenance and resource management — At turn end, cards reset, skills can be learned, and ba points are spent or saved; preparedness affects future rounds.
- Enemy activation groups — Enemies activate in groups determined by proximity and dice selections; order and behavior can vary (cowardice, assault, pursuit, etc.).
- Invisibility and agility — Some heroes can become invisible or move diagonally if agile; these abilities interact with danger zones and line of sight.
- Line of Sight — LoS is blocked by walls and obstacles, while LoF is blocked by characters; trees and terrain can affect range and visibility.
- Line of Sight and Line of Fire — LoS is blocked by walls and obstacles, while LoF is blocked by characters; trees and terrain can affect range and visibility.
- Loot and artifacts; crafting — Loot cards provide equipment or resources; equipment can be broken down into components for crafting and upgrading gear.
- Patrols and bell mechanism — Patrol tokens spawn and pursue players; bells and alert levels can escalate patrol difficulty and pressure.
Video topics + discussion points
Quotes (from this video)
- This is a semi stealth Dungeon Crawler which is really cool
- fantastic encounter system and a neat Patrol system that really brings a new element to the dungeon CER type experience
- we're going to use four characters that you've seen and come to learn to love when it came to this Kickstarter
- the badass tracker this is going to track our points and that's probably the last time I was going to call it that
- not only do you have a main objective but you have secondary objectives and we'll go through what those are
References (from this video)
- Stunning artwork and highly detailed minis
- Strong production direction; Monolith backing suggests solid final quality
- Rich variety of encounters and narrative prompts via a large card set
- Clear presentation of dungeon exploration and progression mechanics
- Longevity through loot upgrades and crafting paths
- Pre-production prototype may have inserts missing or minor tear risks
- Rulebook appeared lengthy (near 50 pages) with many pictures; learning curve may exist
- Large component count could feel overwhelming for new players
- Adventure, dungeon exploration, loot acquisition, weapon crafting and upgrade progression.
- Fantasy dungeon crawl in a medieval fantasy world with Orcs, Elves, Undead, and other factional rivalries.
- Epic fantasy with occasional Lovecraftian echo and light humor; cinematic dungeon crawl vibe.
- Claustrophobia
Mechanics (from transcript analysis)
- Card Crafting — Loot cards and weapon upgrades allow crafting and weapon enhancement to improve survivability and power.
- Combat: Dice — Large, highly-detailed minis represent heroes and enemies; combat is resolved with dice and stat cards.
- Dice Rolling — Room contents, encounters, and combat outcomes are driven by dice results during exploration and combat.
- dice_rolling — Room contents, encounters, and combat outcomes are driven by dice results during exploration and combat.
- inventory_and_progression — Tokens, loot, and status effects track resources and progression between dungeon areas.
- loot_and_crafting — Loot cards and weapon upgrades allow crafting and weapon enhancement to improve survivability and power.
- miniatures_and_battle — Large, highly-detailed minis represent heroes and enemies; combat is resolved with dice and stat cards.
- Modular Board — Modular dungeon layout created from double-sided tiles and fold-out inserts that form rooms and pathways.
- quest_and_story_cards — Quest books and cards provide objectives and narrative prompts; some cards are double-sided for variants.
- tile_or_room_generation — Modular dungeon layout created from double-sided tiles and fold-out inserts that form rooms and pathways.
Video topics + discussion points
Quotes (from this video)
- The art is amazing
- Monolith is not going to give you a crappy Dungeon Crawler
- I'm pumped to play this
- It's like Christmas all these little wrapped things
- This is a classic dungeon crawling board game
- The minis are huge and detailed, the biggest mini we've seen so far
References (from this video)
- rich tactical depth; many upgrade paths
- dynamic patrols and luck-based events add replayability
- varied character abilities enabling ranged/melee combos
- robust loot/crafting system that rewards exploration
- immersive narration with practical playthrough insights
- high difficulty and punishing enemy waves
- rule complexity and heavy bookkeeping
- inventory and weight management can hinder momentum
- potential for derailment by RNG and patrol spawns
- questing and dungeon-crawling in a war-torn fantasy world
- medieval fantasy dungeon/castle siege
- episodic Let's Play with upgrades, boss battles, and craft progression
Mechanics (from transcript analysis)
- Actions and abilities — battlecry, hit and run, eagle eye, backstab, leech, fortify, jump, etc.
- Alert patrols and bell mechanic — patrols spawn, move, and ring a bell; alert level increases, spawning stronger enemies
- Combat: Dice — color-coded dice (orange, yellow, gray, white) determine hits, defenses, and damage
- Combo System — consecutive damaging actions can grant free combo plays
- dice-based combat resolution — color-coded dice (orange, yellow, gray, white) determine hits, defenses, and damage
- Enemy reactions and defenses — reactions like Counterattack, Shield Up, Failinks modify combat
- Inventory, weight, and carrying capacity — backpack limits influence what items can be carried and used
- Line of Sight — range-limited attacks and abilities, with line-of-sight checks on the board
- Line of sight and range — range-limited attacks and abilities, with line-of-sight checks on the board
- Loot, crafting, and resource management — collect gold and items; craft upgrades using fragments of power and ba points
- Movement and positioning — characters move using movement points; tactical placement influences combat and line of fire
- Resurrection and hero management — dead heroes can be resurrected at a cost; persists across rounds with ba resource management
Video topics + discussion points
Quotes (from this video)
- this is absolutely brutal
- this game can escalate really, really fast
- Meek is dead
- you can throw healing potions to other players across long distances
- the patrols moving like you saw six spaces and then backing up