Warhammer Quest: The Adventure Card Game
You no sooner set foot inside the ancient ruins than the tunnel behind you collapses. Foul laughter screeches all around you. You cannot hope to dig your way out; all you can do is search for an exit…
Join forces with legendary heroes to brave the many dangers of a cavernous dungeon. Wield potent weapons and magic. Conquer hordes of vile monsters. Discover fabulous treasures!
Warhammer Quest: The Adventure Card Game is a cooperative game of heroic dungeon adventures for one to four players. Players assume the roles of some of the Old World's most iconic heroes, then venture into the shadows to battle Ghouls, Goblins, Skaven, giant bats, swarms of rats, and other monsters. Can you survive their relentless onslaught? Can you press deeper into their lair to find the evil villain that drives them forward? There are only two ways for your quest to end – in death or in glory!
Reviews and Articles About Warhammer Quest: The Adventure Card Game
But even that doesn't feel all that fresh or interesting anymore.
I dunno, I'll almost definitely wind up with a copy (probably get it through MM) but I feel pretty indifferent about it. And you know that they'll start rolling out the expansions posthaste...
I would expect the price point to be reasonable. I look forward to trying it out.
fortressat.com/forum/10-ameritrash/82702...?limitstart=0#205810
I've also come to appreciate Death Angel quite a bit. It's made me consider purchasing Space Hulk again, but I know better.
I do need to pick up the little expansions though.
Man, I'd love if FFG would have been able to swing a similar playing cardame for Warhammer Quest prior to the Old World getting destroyed. To have a version of Warhammer Quest in a little box that plays sort of like Death Angel would have been awesome. Heck, Advanced Heroquest would have been a better fit (it has henchmen - which would make a good 'second marine' to the main character with unique powers,),but AHQ doesn't have the pull WHQ seems to. Buying expansion packs that were new monsters/dungeon locations (orc and goblin lair, undead tomb, skaven lair, etc) would have been cool. Man, would have been a great little dungeoncrawler.
Anyway, looks like a big marketing fail here on the part of GW. They should have given FFG more lead time so this could have been called Warhammer Quest: The Cardgame of Dungeon Adventures in the Age of Sigmar.
VonTush wrote: I was getting a Death Angel type vibe from it as well. Looking forward to this one personally.
It also sounds like they've adapted the quest mechanic from the LOTR coop card game, which we played regularly until Pathfinder was released.
Warhammer will have to be completely amazing to replace Pathfinder in my household.
I'll probably still end up picking up Warhammer Quest or Runebound 3.0 before the end of the year.
Hope some of you guys dig it!
-Brady
Mad Dog wrote: I'm curious to hear how this plays solo compared to Pathfinder.
My bias aside, I'm a big fan of Pathfinder ACG, but didn't really enjoy it too much solo. A lot of interaction is lost. But in WHQ:ACG, when you play solo you control 2 heroes—this is mainly because of the "Aid" action that requires a buddy to be around to buff, and also because it's HARD and you need the backup. I usually don't like controlling 2 characters in solo, but it's pretty easy in WHQ, since you only really have 4 action cards per hero to worry about. You don't have to run 2 decks.
Also, having another hero around adds a lot of dynamic and tons of interactions with each hero's actions. I won't say it's "better" than PACG, of course, but hopefully that gives you an idea of the difference.