Warhammer Quest: the Adventure Card Game Learn to Play

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Warhammer Quest: the Adventure Card Game Learn to Play TM Introduction ou no sooner set foot inside the ancient ruins than Ythe 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… Game Overview Warhammer Quest: e Adventure Card Game is a cooperative game in which one to four players control a party of heroes cooperating to complete a series of USING quests set amid the evil and chaos of the Warhammer THIS is Learn to Play Booklet isB writtenOOKLET with the universe. sole purpose of teaching new players how to play is game features the “An Uneasy Alliance” campaign, Warhammer Quest: e Adventure Card Game. which spans ve quests that players can either spread For this reason, this booklet omits many rules out among several game sessions or play in a single, exceptions and card interactions. longer game session. is game also includes “Lost In In addition to this booklet, this game includes a the Dark,” a single-session delve quest that uses most of Rules Reference that handles questions and special the rules of a campaign quest with some modi cations exceptions that are not answered in this booklet. (“Delve Quests” on page 14). During both the campaign and the delve quest, heroes increase in power as they nd equipment and gain abilities necessary to overcome the challenges they will face. TM Components A FOUL STENCH SETUP Enemies: Shuffle Giant Bats, Gigantic Spiders, Goblin Warriors, Orc Boys, 4 open standard enemies, and 2 open elite enemies together. Place the Odious Grump nemesis card in the nemesis lair; he spawns through peril effects. Locations: Shuffle 3 open locations together. Then, place the Grump’s Sump location cardA on FtheOUL bottom of that deck. STENCH Gear and Dungeon Decks: Shuffle 12 open gear cards together. Shuffle 12 open dungeon cards together. AN UNE After Odious Grump is defeated,ASY heA flees, and the party tracks him; place his LLIANCE: Q enemy card in the nemesis lair. Then, add 4 progressUEST to the1 current location. The city of Schompf had never seen anything like it. The youngest fell to sickness a moon ago, and their elders soon followed them into the grave. At first, it was believed to be a plague brought on by the debauchery of a travelling carnival, but the execution and burning of the entire troupe did nothing to quell the problem. A perplexed and dying city was on the verge of collapse until an unsuspecting rat-catcher named Jod began spreading tales of a peculiar odor— “more peculiar than usual”—emanating from the sewers. Jod informs you that he has also stumbled across a secret entrance dug into the tunnels on the outskirts of town; something has recently been accessing the city’s water supply, no doubt for devious purposes. You must investigate. A grinning goblin steps into view. “Dis is Grump’s place!” He waves a nasty, filth-smeared dagger at you. “Zog off, or I’z gonna shank yer wif me shank!” REWARD PENALTY Spawn Odious Grump. Screaming curses, the goblin flees into the darkness. “I’z gonna git yer! “I warned yer!” Grump leaps from the darkness,Bloodied his and blade beaten, flashing. you scurry“Ain’t fornuffin the exit. fer yer ‘ere!” Jest yer wait!” You briefly pursue, but he quickly draws out of sight. Spawn Odious Grump. If he is already in play,Mocking he recovers laughter all chases you from the tunnel. Clean-up is no small task, but you secure the remaining barrels. It may Your failure will most certainly lead to further take a few days, but Schompf’s water should flow clean again soon. illness and death. Add Odious Grump and 1 Legendary Fortune Add Odious Grump. Regardless, to the campaign he activates pool. and readies. gear card to the campaign pool. The goblin leaps again into your midst, his “shank” slashing at you repeatedly. Spawn Odious Grump. If he is already in play, he recovers all he activates and readies. Then, he activates and readies again. Regardless, 1 Rules Reference During the location phase,V ICTORYif Grump’s Sump is fully explored, resolve “Reward” on the back of this sheet. D If all heroes are defeated, resolve “Penalty”EFEAT on the back of this sheet. 6 Quest Sheets (double-sided) 6 Dice (3 hero, 3 enemy) 1 Peril Token Bright Wizards are 1 Party Leader Token masters of Aqshy, the Lore Sigmar’s Light of Fire. They are known to be just as volatile and Aid combustible in personality as theIf explosive this hero magic is the they party leader,control. she activates twice during each hero phase. I Goblin Warrior » Bright Wizard 10 Aid: . Greenskin » The target hero may ready 1 action. Bright Wizard » You and the target hero each recover 1. 14 Priests of Sigmar are able to call down I Confounding Stairs blessings upon themselves and their allies. 1 Civilized 12 Hero Cards INFLICT 0 2 20 Success Tokens (4 heroes, 3 cards per hero) Warrior Priest - Basic Prey: This enemy engages the hero with the most . PREY Goblins are endlessly wicked and mean-spirited, forever thieving and 32 Action Cards hurting those too weak to fight back. A chamber with many exits. Some (4 heroes, 8 cards go up, some go down. Choosing the correct path will be difficult. At the end of the location phase, discard 1 progress from this per hero) 2 location. 50 Enemy Cards 2 Weapon - Missile 6 During your attack action, you may apply +1 for each 26 Location Cards rolled. Weapon - Melee Asrai Lo After your activation, ngb Waywatcher ow you may discard 1 and exhaust 1 action Bleeding card to choose 9 Progress Tokens 1 enemy engaged with you. That After your activation, 12 Legendary enemy suffers 1 suffer 1 (double-sided) . After another hero aids Han . d Axe you, discard this card. Horn of G Gear Cards rim item nir 2 33 Gear Cards LEARN You may discard this TO card before a hero’s PLAY activation to exhaust 2 non-nemesis 12 Condition Cards enemies. (3 types, 4 cards per type) 38 Dungeon Cards 45 Wound Tokens (double-sided) 3 LAY P 1 TO Ironbreaker - Basic - Ironbreaker Ironbreaker - Basic - Ironbreaker Ironbreaker - Basic - Ironbreaker Ironbreaker - Basic - Ironbreaker themselves and their allies. their and themselves both protect to shield their Every dwarf dreams of reclaiming it. reclaiming of dreams dwarf Every use to learn Ironbreakers dwarfs are hard to kill. to hard are dwarfs has been lost to goblins and worse creatures. creatures. worse and goblins to lost been has 14 Ironbreaker Orcs and dwarfs agree on only one thing: thing: one only on agree dwarfs and Orcs —A Khazalid battle cry. battle Khazalid —A realm underground dwarfs’ the of Most Ready all of your actions. your of all Ready » “Uzkular A Urki Karaz Ankor!” Karaz Urki A “Uzkular . +2 apply The target hero may ready 1 action. 1 ready may hero target The » it on the bottom of the dungeon deck. dungeon the of bottom the on it EARN action, this During . Rest: » that card or exhaust an action to place place to action an exhaust or card that may target up to 2 enemies. 2 to up target may hero. Draw 1 dungeon card. Either resolve resolve Either card. dungeon 1 Draw » engaged with you. with engaged . Before this action, you you action, this Before . Attack: » engage 1 enemy engaged with the target target the with engaged enemy 1 engage engage 1 enemy engaged with the target target the with engaged enemy 1 engage L You may exhaust 1 non-nemesis enemy enemy non-nemesis 1 exhaust may You » . Before this action, you may may you action, this Before . Aid: » invaders. . Explore: » You may engage up to 2 enemies. 2 to up engage may You » threat of subterranean subterranean of threat holds from the constant constant the from holds holds from the constant constant the from holds dark deeps of their dwarf dwarf their of deeps dark dark deeps of their dwarf dwarf their of deeps dark tasked with protecting the the protecting with tasked tasked with protecting the the protecting with tasked armoured tunnel fighters, fighters, tunnel armoured armoured tunnel fighters, fighters, tunnel armoured Ironbreakers are heavily heavily heavily are are Ironbreakers Ironbreakers Rest Aid Explore Attack Stubborn Resolve Stubborn Shield Wall Shield Into the Dark the Into Inexorable Advance Inexorable ) Remove the two “Locked “Locked the two Remove Players choose one player to to player choose one Players if they can avoid being devoured. being avoid can they if can make a surprisingly good living, living, good surprisingly a make can bounty on rat tails. Rat-catchers Rat-catchers tails. rat on bounty Most cities in the Empire have a a have Empire the in cities Most I A NFLICT NCE A DV GAME 1 0 0 0 0 3 3 3 3 Separate the wound tokens, success success tokens, the wound Separate Search the enemy cards for two grey two for cards the enemy Search 4 Creature Creature I Rat Swarm Swarm Rat Rat 3 PLAYER - . Create Dungeon Deck: Create the and card, the “Warpstone” cards, Gold Chest” box; the game them to return and card “Cannon” e en, shu they the be tutorial. will used not for the dungeon form to cards dungeon the remaining in reach area in the play facedown it place and deck all players. of Place Enemies: Archer” Goblin grey “Night two cards, Swarm” “Rat e Shu Wolf” cards. grey “Giant two and cards, in front faceup deal one randomly and these cards the of the centre to facedown two and each hero of them.
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