Warhammer Quest: the adventure card game – Preview (ITA – sub ENG)

Warhammer Quest: the adventure card game – Preview (ITA – sub ENG)


Hi! And welcome to GDT Live
This is going to be a very special preview, because we are goin to talk
about a game announced just a week ago! Words can’t describe how excited
I am about this game! We’re going to talk about a classic
game, that has a special place in the heart of
every true gamer. The game is Warhammer Quest!! OK, I have to confess… Fantasy Flight Games just announced this game:
TRUE BUT it is going to be a card game
Actually someone’s been
disappointed about this new kind of gameplay applied to Warhammer Quest.
This is not the first game that
reimplements a well-known game as a card game. i.e. Blood bowl team
manager and pathfinder:
the adventure card game Actually those games introduce such
a different gameplay and ruleset that they hardly can be compared
to the original ones regardless of whether they are
good games or not. So, referring to the information
released so far, let’s see if this game is going to
recall the spirit of the former one So.. this game supports
1 to 4 players You’ll face ready to play Quests
Set in randomly generated dungeons Out of the box you’ll find
five adventures these adventures, if played sequentially,
form a campaign. During a campaign you will upgrade your character
skills and equipment. Out of the box you’ll be able to
play 4 charactrers All of them are iconic archetipes
in the warhammer lore. First comes the Brigh Wizard
She can sacrifice part of her
health to improve her success chances. Then comes the iron breaker,
a defensive wall, behind which allies can take a break
from the furious battle then comes the waywatcher a long
range fighter, and an
exploration specialist The last playing character is the
warrior priest who’s good in melee
and a useful buffer Every player places in front of him/her
the card of the chosen character and the 4 cards corresponding to
the basic action they can perfom here we face the first interesting
feature of the game You perform an action, then the
corresponding card gets tapped,
(turned horizontally) “exhausted”, as defined by the rules This means that if i perfom
an action during my next turn i won’t be allowed to perform it again if
it’s still exhausted This rule forces the players
to plan carefully their moves,
because there are some others character abilities
that turn them available again There are 4 standard actions
available: ATTACK The card states how many dice
i may roll the number of success icons
rolled tells the amount of damages inflicted to the enemy i’m
engaged with. The engaging rules are still undisclosed we can only
make assumption based on the information
available another interesting feature
is that until a character is
engaged with at least a foe, ANY action he/she’s going to perform,
will allow them to roll a bonus attack die for example: i’m engaged with
2 enemies and i want to
explore, or heal myself i have to roll 2 black dice
toghether with the white ones specified by the action card,
every black die success deals damages
starting from the strongest monster This rule reminds me the
opportunity attacks used
in some past edition of D&D the way the combat is implemented
and the situations it creates,
makes the game intense and exciting because the output is hard to
predict, theoretically. I think you wont have much time
to relax and breath The second available action
is called AID This action allows you to give
to an ally a success token that can be used later anytime
when needed, in fact a success token corresponds to a success roll
on a white die and it also allows
the aiding player to ready an exhausted card
previously used the third available action
is EXPLORE this is the primary action
you have to exhaust to progress
during the game you roll the number of dice specified
on the card: success dice correspond
to how much you explore the location your character is in. More details will
come later on during the preview
The last available action is REST: you will roll the specified
number of dice, success corrisponds to
recovered health So next to an intriguing combat
system we have a smart action
management, because when you exhaust an action you have to
consider how and when you can trigger
the right effect to make it available again In my opinion this increases the
stress during the game and forces
the players to find the right way to cooperate
in order to ready their cards.
It is worth emphasizing that some action effects allows
to ready a player or even an ally
action card! anyhow, one of the four available
actions, among the described effects,
can ready all the other exhausted cards of the character, for example:
while resting for the warrior priest, while exploring for the bright wizard for example: i am a bright wizard
and i have all my cards exhausted
my last action is EXPLORE i resolve all the effects described
on the action card among which there will be the one
that ready all my exhausted cards On the black dice in addition to the
scratch icon (successful attack) you can find a “skull” icon
that introduces into the gameplay
monsters defined as nemesis I’ve found no further details about them
on the Fantasy Flight site or the
videos on internet. They seem to be special foes, aiming to trigger
special effects against the heroes and even join the battle I was really really suprised when
i found a video preview where Anton Torres demoes the game
in front of the boardgamegeek.com cameras attending the indy gencon 2015.
So during the video Anton shows briefly the game. It was fast because
during those 4 days the guys of BGG
recorded dozens of demos; so maybe there are no in-depht explanations
but we heard some interesting details first of all Anton clarifies that
this is NOT
a deck building game! you do not even have cards in your hand!
cards are always available and revealed
in front of the player and define the character skills
and equipment, Then we get some
information about the quest card – they are five
you can play them sequentially
as a campaign on the front side we can see the steps
we have to progress during the game some are associated to a color,
that describes some event or effect on the other side of the card
you will find how to setup the game it specifies which monster, objects
or locations you have to put in the
proper decks i’m pleased to announce that you will
find some lore lines and description of the adventure you
are going to play (i think that it is
too little space for the amazing warhammer lore!) at the bottom of the card you can read
the bonuses or the penalties you gain
according to the quest outcome Reading the explore action card we learn about the location deck,
when required you will reveal a new location from this deck. A location card specifies
how many monster you have to reveal, how many enter the game unrevealed and
how much you have to explore a location
before you can go to the next one you will also find conditions that
trigger special effects or events Talking about how monsters come
into play, we discover something
funny, if you’ve read some announcement you probably crossed a sentence
telling us that monsters are waiting
for us in the shadows well, this is not some fancy RPG-esque
description of the game “in the shadows” is the way the
monsters come into play and it means “in the center of the table”,
unengaged The EXPLORE action card gives us the
opportunity to put progress tokens on
the current location This probably means that to
pass over a location you don’t (only) need to kill
all the monsters but you have to fill the location
with progress tokens and i think that the lower right
number on the location card
is the value you have to match. we even learn about
a new deck called dungeon deck
it is where we are going to draw one shot items and events
that should help us during our journey while questing you can draw
special objects from a new deck
called gear deck it contains special equipment
that you can carry during the whole
campain, they are powerful and they are the first way to
customize your character they are defined as powerful artifacts
to stress how much they are going to
help us during the campaign One shot items and equipment are not
the only way we have
to customize our character infact there’s another way!
we’re talking about the fact that you’ll be able to
upgrade your basic actions! this means that during the campaign
we’ll be able to trade your basic cards with much better version of them this will dramatically improve our
character strenght We got more information about
the monster we’re going to fight they have an attack value,
an energy and an armor value but the very interesting feature
about monsters is their action bar that defines their behavior. this bar
uses tons of still unexplained keywords but during the demo Anton
showed us a skaven with 2 keywords
the first was ADVANCE if the monster is “in the shadow”
(in the center of the table)
it engages the active player the second keyword was INFLICT.
the active player suffers damages equal to the monster
attack value This is a really interesting feature!
Anton shows another monster, a spider with a ranged attack, and the skill
to go back in the shadow if engaged
with a character so it can range attack again! This action bar is interesting because
it creates very peculiar and iconic foes Even if the game isn’t out yet
we already have a lot of
information about it probably because it’s been deomed
during the GENCON and due to a lot of personal spare time
😉 obviously there are many details about the game
that are covered by mistery but i think we have enough information
to judge the game better than at a first sight.
Let’s try to answer this question: does this card game represent the spirit
of the original game warhammer quest? well, if you think that the true spirit
of a game like that is a set of skirmish rules with miniatures and a battle grid, well, no
you probably won’t like this game Yet I think this game catches the spirit of
a dungeon crowler game under a different
perspective that someone may understimate I’m talking about the light RPG experience character are well distinguished,
and so the monsters battles are very strategic we become attached to our character
because we can customize it during the campaign! things that all toghether remind me a
light RPG but, especially, you can really feel how the game really wants the player..
not simply to cooperate in a generic “tabletop way”, but more in
a deeper way, a true collaboration,
because i think the game is extreme when you have to face the problems it proposes. this kind of collaboration is a peculiar feature
in any role playing game obviously these are first impressions based on
announcements and videos, i may be very wrong and probably my love for the lore, and for
the former game makes me the less unbiased
judge in the world 😛 By the way, if you like card games, light RPG
elements, nice lore and graphics, and a strong cooperative gameplay you should really keep an eye on this game!

4 thoughts on “Warhammer Quest: the adventure card game – Preview (ITA – sub ENG)”

Leave a Reply

Your email address will not be published. Required fields are marked *