Warhammer Quest is the original game in the Warhammer Quest Series.
From the Main Rulebook:
In Warhammer Quest each player takes the role of a warrior, one of four brave adventurers willing to test their courage in the search for wealth and glory. Each hero comes from a different people. The Barbarian has traveled far from the savage north, a land of bitter cold and ferocious warriors. The Wizard hails from the cities of the Empire, the largest and most important of the realms of men. The Dwarf is drawn by the goldlust for which his race is famous. Dwarfs are grim and rather abrupt, but they are good fighters and loyal friends who remember debts of gratitude as readily as debts of coin. The Elf comes from the green woods of Loren where his kin spend their days hunting and making merry, protected from evil by the strange magic of their land. Elves are incredibly quick and agile, and they are also the best archers in the world.
In the Warhammer Quest game the players enter a dark and forbidding dungeon. Together they must face the horrific dangers that wait for them. They will be attacked by monsters such as Orcs, Goblins, Skaven and Minotaurs. Other perils lurk in the darkness: scurrying venomous things like spiders, deadly pit traps, and decayed tunnels that cave in at the slightest touch. If they complete their quest the players will be rewarded with gold, treasure and artefacts of magical power. The more gold and treasure you can discover the better.., and the player whose warrior amasses the greatest fortune has done best of all!
Warhammer Quest is probably unlike other games you have played. Rather than each player competing against the others, all the players must co-operate if they are to win. Also, there is no single board. Instead, the different rooms and corridor sections are clipped together to make a dungeon that is different every time you play. The game rules may seem a little complex at first - but don't worry a lot of the rules are designed to extend the game and are not vital to begin with. The actual game rules you need to play are in this book or printed on the various cards. The hugely thick Role-play Book is all extra and alternative material that introduces you to a whole new hobby of role-playing Warhammer Quest.
- Warhammer Quest Contents -
4 Warrior models: Barbarian, Dwarf, Elf and Wizard
6 Orc Warrior models
6 Orc Archer models
6 Goblin Spearmen models
6 Night Goblin Archer models
12 Skaven models
3 Minotaur models
12 Giant Spider models
12 Giant Bat models
12 Giant Rat models
12 Snotling models
10 Dungeon Doorways
32 Page Rule Book
16 Page Adventure Book
192 Page Role-play Book
1 How to Play sheet
50 Page Adventure Record Pad
19 Event Cards
23 Dungeon Cards
30 Treasure Cards
17 Blank Event Cards
15 Spell Cards
4 Warrior Cards
4 Battle-level Cards
4 Equipment Cards
4 Warrior Counters
6 Dungeon Rooms
5 Objective Rooms
7 Corridors
1 Steps
3 T-junctions
1 Corner
1 Portcullis Marker
1 Cave-in Marker
3 Pit of Despair Markers
6 Webbed Counters
15 Power Tokens
10 Luck Counters
24 plastic shields
18 Scenery Markers
6 Large Dice & 12 Small Dice
- Beautiful, high-quality craftsmanship by Little Monk
- Gives life to a historic game
- Passionate appreciation of the craftsmanship
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- He's brought so much life. This is why this is my number one game.
- It's a throwback to the past and it's all the things that you remember that was great about Games Workshop and Citadel and their specialty games.
- Definitely go check it out if you can.
References (from this video)
- High-quality components and durable materials (thick, sturdy cards and tokens)
- Excellent replacement parts and extended content for the original game
- Great variety of characters and equipment options
- Promising board/tile overhaul project from the creator
- Glossy finishes can cause glare under certain lighting
- Storage can become complex due to the sheer volume of components
- Possible vulnerability to liquids on glossy pieces
- Array
- Fantasy
- Show-and-tell
Mechanics (from transcript analysis)
- Card-based equipment — Equipment information is presented via thick, standalone cards and accompanying booklets, with starting equipment cards shown as examples.
- Character progression via booklets — Character rules, leveling tables, and backstory provided in booklet form for each character.
- Modular board — Reference to a board overhaul with different tile boards used for moving figures around.
- Modular board/tiles — Reference to a board overhaul with different tile boards used for moving figures around.
- Multi-use cards — Equipment information is presented via thick, standalone cards and accompanying booklets, with starting equipment cards shown as examples.
- Randomization components — Tokens and small components used to randomize elements like party composition or events.
- Resource management — Use of energy and mana tokens, plus terrain and other utility tokens, to track resources and in-game effects.
- Token economy — Use of energy and mana tokens, plus terrain and other utility tokens, to track resources and in-game effects.
Video topics + discussion points
Quotes (from this video)
- unbelievable for the quality of of what he's he's making there
- these things just fall right out
- now this is no longer a card, but it is a, you know, cardboard token in this particular case
- the issue's going to become for me um and it's not really an issue. It's it's kind of a fun issue of how to store all this
- these are cards here. Now these were printed with make playing cards. Um but if you had the originals you would get something kind of like this, but probably not as good a quality as
- it's very thick and sturdy. You know, you'd have to really actually work to bend this even
References (from this video)
- Gold standard for dungeon crawls; highly influential in the genre
- Extensive official and fan-driven expansions that extend longevity
- High-quality presentation and organized materials in fan-printed formats
- Rich setting and modular quest design allow varied sessions without a fixed narrative
- Active community support, DIY printing guides, and accessible printing options
- Complexity can be daunting due to extensive expansions and ancillary rules
- Many expansions are fan-made or unofficial, which may vary in quality and balance
- Keeping everything organized can be challenging for new players
- Exploration, risk, character progression, and loot acquisition in a modular quest structure.
- A grimdark fantasy dungeon crawl set in the Warhammer world, where a band of heroes delves into dungeons, fights monsters, and seeks treasure.
- Quest-based adventures with event cards, settlements travel, and evolving loot.
- Shadows of Brimstone
- League of Dungeoneers
Mechanics (from transcript analysis)
- board expansions and quest books — Expanded boards, tiles, and quest booklets provide new scenarios, monsters, and terrain to enhance play.
- Dungeon Crawl — Players undertake a sequence of adventures within dungeon settings, balancing combat, exploration, and objectives.
- event cards and settlement travel — Between dungeon runs, events occur in settlements and during travel, shaping encounters and narrative progression.
- Events — Between dungeon runs, events occur in settlements and during travel, shaping encounters and narrative progression.
- Level progression — Heroes start at level zero and level up to higher levels, unlocking abilities and improving effectiveness.
- Modular board — Expanded boards, tiles, and quest booklets provide new scenarios, monsters, and terrain to enhance play.
- quest-based dungeon crawl — Players undertake a sequence of adventures within dungeon settings, balancing combat, exploration, and objectives.
- Track advancement — Heroes start at level zero and level up to higher levels, unlocking abilities and improving effectiveness.
- treasure and loot progression — A tiered loot system with five levels of treasure, including weapons, armor, and magical items, tied to character progression.
Video topics + discussion points
Quotes (from this video)
- I do consider this to be a gold standard
- this is a loot Hunter's dream
- I think cards are harder to make at home than Zen
- the amount of work that he has done to keep this game alive is just amazing
- his fanmade expansion stuff is as good as any expansions being made today
References (from this video)
- strong art direction
- solid dungeon-crawl feel
- clunkier systems require learning
- older property licensing adds constraints
- heroic dungeon crawling, dungeon exploration
- Warhammer fantasy dungeon adventures
- campaign-driven with thematic flavor
- Descent
- HeroQuest
Mechanics (from transcript analysis)
- dungeon crawl with cohort actions — Players explore, fight, and manage resources through a dungeon environment.
Video topics + discussion points
Quotes (from this video)
- words to live by my friend words to live by
- the artwork for Transylvania curses and Traders is evocative of horror but not grim and gritty
- Kickstarter analytics is changing the game; you can see traffic sources and conversions
- it's always tough; fulfillment is the hard part, shipping international is brutal
- Gen Con is fast approaching; it's all about visibility and meeting people
- I like that publishers can help shape themes, but they don't necessarily steal ideas
References (from this video)
- Simple and accessible gameplay
- Classic Warhammer creatures and setting
- Nostalgic appeal
- Available on mobile app
- Dated compared to more advanced dungeon crawlers
- More advanced alternatives available
- Feels nostalgic rather than cutting-edge
- Classic dungeon crawl with hack and slash gameplay
- Warhammer universe dungeon environments
- Straightforward dungeon exploration
- HeroQuest
Mechanics (from transcript analysis)
- Character building — Build characters with leveling system
- Dungeon Crawl — Enter dungeons and hack/slash creatures
- Room-based exploration — Room by room dungeon exploration
- Simple combat — Straightforward combat without complex rules
Video topics + discussion points
Quotes (from this video)
- This game could basically be called Pandemic: Thunderbirds
- It's depressing as all heck
- You're not doing anything heroic in this game
- Really under the radar cool co-op
- This man is blinded by IPs
- Strong theme in the box, you can teach most of this game by theme alone
- It is all tech at this point
- You're really getting a lot of your money's worth
- It can get quite fiddly for my liking