W Quest Cheat Sheet

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  • 8/7/2019 W Quest Cheat Sheet

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    Another boardgame player aid by

    Game: WARHAMMER QUESTPub: Games Workshop (1995)

    Page 1: Rules summaryv1

    Mar 2009

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    Setup

    Each player chooses the Warrior he is going to play and takesthe appropriate Warrior card , an Adventure Record sheet , theWarrior model , and the warriors starting equipment : the Lantern

    or the Barbarian, the Rope or the Dwar , the Healing Potion orthe El and the Hand of Death Scroll or the Wizard.

    Each player rolls their Starting Wounds (their maximum or thegame) and writes the number on their Record. A 1 may be rolledagain, but the second result must be kept.

    The Wizard shu fes the Spell cards into their 3 decks ( Attack ,De ense and Healing ) and chooses 1 card randomly rom eachdeck. Then roll D6 and take that many Power Tokens . A 1 maybe rolled again, but the second result must be kept.

    Sort the board sections into 3 piles: dungeon rooms , objectives and corridors . Take the 3 card decks ( Dungeon , Event andTreasure ), remove the 5 objective room cards rom the Dungeondeck, shu fe each deck and place them ace down on the table.

    Pick 1 objective room card at random; the rest are not used.Roll D6 to select an adventure rom among those eaturing thatroom in the Adventure Book .

    Draw 6 Dungeon cards and shu fe in the objective room card,then deal 6 more Dungeon cards on top o these. The remainingDungeon cards are not used.

    Turn the top card rom this 13 card Dungeon deck and placethe corresponding board section in the middle o the table withthe doorways attached as indicated. Place the leader modelon any square and the rest on the board, on any square, inInitiative order rom highest to lowest.

    The Rule of 1 and 6: When making a dice roll, despite anymodi ers, a natural 1 always ails and a natural 6 always succeeds.

    SeQueNCe Of play

    1. Power PhaseThe Wizard rolls or his Power level that turn. UnexpectedEvents may occur.

    2. Warriors PhaseWarriors can move, ght monsters, and explore.

    3. Monsters PhaseMonsters on the board may move and ght.

    4. Exploration PhaseWarriors may try to see what is beyond an unexplored doorway.

    1. pOwer phaSe

    Wizards PowerThe Wizard player rolls 1D6 to determine his Power level or theturn, indicating it with a small red die in the Current Power boxon his card. At the end o a turn any used Power is lost.

    Unexpected EventsIf the Wizard player rolls a 1, turn over the top card of the Eventdeck and ollow the instructions. I the Wizard is dead, anotherplayer rolls this die to see i there is an Event.

    Events (E) are resolved immediately.

    Monsters (M) mean the warriors have been attacked: take theindicated number o monsters and put them on the board.

    Placing MonstersThe rst time monsters appear the leader places them; then theplayer to his right, and so on.

    A group of monsters must always be shared equally as possibleamong the warriors. Position each model acing the warrior it isattacking. Di erent types o monsters must be shared evenly aswell. I there are monsters that cannot be divided equally, drawWarrior counters randomly to allocate them. I there are no spacesle t next to warriors, place remaining ones as close as possible onempty spaces on the same or an adjacent board section.

    I the warriors have split up onto di erent board sections, drawa Warrior counter to determine where the monsters appear and

    place them on that board section.Monsters armed with missile weapons are placed as ar awayas possible rom the warriors on the same or adjoining section,but still able to see their target. Models with missile weaponscan only shoot at targets to which they have line of sight (LOS).Determine LOS by drawing a line between the centres o the

    rers and targets squares i this passes through a wall, theLOS is blocked. Monsters and warriors do not block LOS.

    2. warriOrS' phaSe

    Beginning with the Warrior and followed by the Elf, Wizard andDwarf (leader ollowed by descending Initiative order), eachplayer takes a turn.

    I the players are missing the Barbarian, one o the other warriorsmust carry the lantern and be the party leader. I the Barbarianis killed another warrior takes it and b ecomes the leader.

    The lantern illuminates the section the leader is on and all

    adjacent sections. Any warrior moving beyond this is lost andremoved rom the game.

    Moving and FightingA warrior may move a number o squares in any direction up tohis Move (M), and then attack a monster in an adjacent square.He may not move through another model or obstacle, and maynot move diagonally between squares i one o the adjacentsquares between them is a wall.

    Warriors must halt when they move next to a doorway that leadsto another section. When a warrior moves onto a new section orthe rst time and completes his movement, his turn ends. Thewarriors may leave the dungeon via the entrance i they wish.

    A warrior may not ght a monster in an adjacent square and shoot at it in the same turn.

    PinningA warrior is pinned and may not move i there is a monster inan adjacent square at the start o the Warriors phase. A warriormay not use a missile weapon while pinned. He may howeverturn to ace any direction.

    To escape rom pinning and move normally a warrior must roll adie and score at least his pinning value (only one roll is requiredno matter the number o pinning monsters).

    3. MONSterS' phaSe

    When a new dungeon room (objective rooms have special rules)is entered or the frst time, draw a card rom the Event deck .

    Events (E) are resolved immediately. I monsters (M) arerevealed, take the indicated number o monsters and put themin the room (even i the warriors are split up).

    I there is not enough space, le tover monsters may be placedin adjoining board sections. Share monsters equally amongwarriors as usual.

    Once they have been placed, their turn is over and they cannotmove or ght until the Monsters phase o the next turn.Monsters placed in the Power phase o the current turn canmove and ght, however.

    Moving and FightingMonsters always attack the warriors.

    i pinned, a monster stays where it is and ghts.

    i it has a missile weapon and can see a target, it shoots.

    i it has a missile weapon but cannot see a target, it moves tosee one and then shoots.

    i it does not have a missile weapon or has one but cannotmove to see a target, it moves toward a warrior, and attackshim i it can.

    Monsters move and attack by dividing up among the warriorsas equally as possible, the same as or initial placement. Theymove in the same way as warriors and are pinned in the sameway, but cannot escape rom pinning.

    The First Attack RuleMonsters placed to attack a warrior will always try to ght thatwarrior when they make their frst attack. I the warrior hasmoved away, the monster will ollow and attack i it possiblycan. Once this rst turn is over, the normal rules are used ordetermining who a monster attacks.

    4. explOratiON phaSe

    Only the leader can explore, and only i there are no monsterson the board section the leader is on, and the leader is next to adoorway leading to an unknown part o the dungeon.

    The leader player declares he is exploring and takes the topcard o the Dungeon deck . Take the appropriate board sectionand clip it to the doorway. Warriors are not obligated to enterthe new section.

    Dividing WaysI you nd a T-junction, place it as normal, then divide theDungeon deck, dealing out one card at a time to each corridor

    rom the bottom o the deck until you have 2 separate decks.I the warriors run out o cards or reach the end o one routewithout nding the Objective room, they must retrace theirsteps or abandon their quest.

    COMbat

    Combat may last several turns; work through the Power, Warriorsand Monsters phases as normal until the monsters are killed.

    Hand-to-Hand Combat

    A model may ght any opponent in an adjacent square; turn themodels to ace each other.

    I a model has multiple Attacks (A) he may strike several timesin a turn. A warrior may split the atacks between 2 or moreenemies. A monster must use all o them against one warrior.

    Roll 1D6 and score equal or over the number shown on themodels combat table versus the enemys WS.

    I the strike is a hit, roll 1D6 and add the attackers Strength .Some weapons and monsters cause extra damage.

    ShootingA model with a missile weapon may only shoot i he is notadjacent to (and there ore not pinned by) an enemy. He musthave LOS to the target and can only shoot once a turn.

    Roll 1D6 and score equal or over the models Ballistic Skill (BS)value, or the value on the monsters Event card.

    I the shot is a hit, work out Wounds the same way as or hand-to-hand combat, but use the Strength o the weapon .

    When more than one monster shoots, work out how many hitsthere are be ore dividing them equally amongst eligible targets,drawing warrior counters or any odd hits.

    Death and UnconsciousnessWhen a monster is killed remove it rom the board and placeit on the Adventure Record sheet o the warrior who slew it.Record Wounds on monsters still alive by using a small die nextto the model.

    When a warriors Wounds are reduced to 0 he is unconscious ;place the model on its side. I he is not healed by the end o

    that turn, he dies and the player is out o the game.DeathblowI a warrior kills a monster with a single blow and there is anothermonster standing adjacent to it and still in attack range, roll tohit and wound the second monster as normal. I it is killed theblow can carry on to another monster, and so on.

    SpellCaStiNg

    The Wizard may cast any o his spells any time in a turn byexpending Power equal to the spells Casting Number.

    Attack spells can only be cast during the Warriors phase (buteven during another players turn). You may never interrupt ahit however.

    A Wizards Power Tokens can be used or extra Power, but onceused they are gone or the rest o the game.

    gOld aNd treaSure

    Once the combat is over, players can trade in the monsters theykilled or their value in Gold (as indicated on the Event card).

    Once all outstanding Events are completed, the warriors receivea Treasure card f or each event, unless otherwise indicated onthe card. Treasures must be shared out equally. Any le t at theend o the adventure can be traded in or their value in gold.

    When a warrior is killed all his gold and treasure cards ar lost.His starting equipment card may be taken by another player.

    eQuipMeNt aNd treaSure

    The items o starting equipment that each warrior carries maybe used at any time. To use an item on another warrior, themodels do not have to be next to each other or even on thesame section.

    Warriors can also nd and use Treasure cards during the game.Armour, a shield or weapons can be used immediately. Armouror weapons cannot be lent to other warriors, but they canbe given to other warriors at the end o a turn i there are nomonsters on the board.

    A warrior can carry as many items as desired, but only oneweapon, set o armour, and shield can be used during any oneturn.

    wiNNiNg

    The Objective room is the nal goal o the warriors; do not takean Event card, but ollow the instructions in the AdventureBook.

    Once the adventure is complete, players cash in any Treasurecards they have le t or gold, and count their treasure. All thewarriors win by completing the adventure, but the amount ogold won by each warrior is the measure o individual success.